
Orionxhavok |
March 30- 2017 here and I've discovered a few issues with the build. (as to be expected after 5 years)
1.) Here Has an FAQ that explains that an archetype that removes Diamond Soul can never replace it using Qinggong Monk.
2.) The original build included Diamond Soul without using it as a Qinggong added feature so I'm assuming upon the first posting, that was not a removed feature to go into the ZAM.
These were only added in after close inspection of some of the traded features, and after scouring this discussion to make sure that it was not already pointed out.

Ancient Dragon Master |

You make a claim that those are the 7 toughest creatures, Not so the most toughest are
http://paizo.com/pathfinderRPG/prd/bestiary5/titanDanava.html#danava-pillar
http://paizo.com/pathfinderRPG/prd/bestiary4/greatOldOne.html#great-old-one -hastur
http://paizo.com/pathfinderRPG/prd/bestiary4/greatOldOne.html#great-old-one -cthulhu
http://paizo.com/pathfinderRPG/prd/bestiary4/empyrealLord.html#empyreal-lor d-cernunnos
http://paizo.com/pathfinderRPG/prd/bestiary4/demonLord.html#demon-lord-pazu zu
http://paizo.com/pathfinderRPG/prd/bestiary5/angels.html#empyrean-paragons
http://paizo.com/pathfinderRPG/prd/bestiary4/demonLord.html#demon-lord-dago n

Jaxon5 |
I know this isn't really what this space is for, but I just wanted to vent a little bit of frustration. I'm about to hit lvl 6 with my zen archer, but still can't get over the fact that at level 5 I got a completely useless ability. Namely, Ki Arrows. Ok, not useless, but at least useless for several levels. If you're using a longbow (and why wouldn't you?) then the d8 from that is the same as your unarmed strike. So it's not until level 8 that you get any benefit from this ability, as your unarmed strike finally hits d10. As much as I love this character, it's frustrating little things like this that really bug me.

Chess Pwn |

I know this isn't really what this space is for, but I just wanted to vent a little bit of frustration. I'm about to hit lvl 6 with my zen archer, but still can't get over the fact that at level 5 I got a completely useless ability. Namely, Ki Arrows. Ok, not useless, but at least useless for several levels. If you're using a longbow (and why wouldn't you?) then the d8 from that is the same as your unarmed strike. So it's not until level 8 that you get any benefit from this ability, as your unarmed strike finally hits d10. As much as I love this character, it's frustrating little things like this that really bug me.
To me it doesn't matter, getting off another attack is better use than the slight increase in arrow damage. So it's useless cause I'd never use it.

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You make a claim that those are the 7 toughest creatures, Not so the most toughest are
http://paizo.com/pathfinderRPG/prd/bestiary5/titanDanava.html#danava-pillar
http://paizo.com/pathfinderRPG/prd/bestiary4/greatOldOne.html#great-old-one -hastur
http://paizo.com/pathfinderRPG/prd/bestiary4/greatOldOne.html#great-old-one -cthulhu
http://paizo.com/pathfinderRPG/prd/bestiary4/empyrealLord.html#empyreal-lor d-cernunnos
http://paizo.com/pathfinderRPG/prd/bestiary4/demonLord.html#demon-lord-pazu zu
http://paizo.com/pathfinderRPG/prd/bestiary5/angels.html#empyrean-paragons
http://paizo.com/pathfinderRPG/prd/bestiary4/demonLord.html#demon-lord-dago n
You Make the claim that these are the 7 Toughest Creatures, not the ones the OP listed. Beastiary 4 Release Date was October 2013, OP posted this January 2012. I didn't look it up but I've got a feeling Beastiary 5 came out even later! Soon when Beastiary 6 comes out I'm guessing your response will be outdated and incorrect!
Look before you try to reign supreme!

Kalissar |
Hi all, newbie here.
Great guide, just one thing I can't find anywhere : what is a vest of armour +8 ?
Gear : One has a vest of armour , since Pathfinder has no magic slot flavour restrictions: a robe, shirt or vest would fit the bill anyway.
No idea what that means, and can't find the item 'vest of armour +8' anywhere.

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Hi all, newbie here.
Great guide, just one thing I can't find anywhere : what is a vest of armour +8 ?Porpentine wrote:Gear : One has a vest of armour , since Pathfinder has no magic slot flavour restrictions: a robe, shirt or vest would fit the bill anyway.No idea what that means, and can't find the item 'vest of armour +8' anywhere.
There are guidelines for making a magic item that uses a different slot in the CRB. Many gms do not allow this, and it's not allowed in pfs. What is meant by a "vest of armor" is bracers of armor made a vest that takes the chest slot.

Kalissar |
Oh nice, thank you for your response. I don't think my GM will allow this :p
Another question : how does porpentine reach +28 damage at level 20 ?
Here is my calculation
Feats :
+1 Point blank shot (up to 30 feet)
+2 Weapon Specialization (longbow)
+10 Deadly Aim
Equipment :
+5 Bow enhancement bonus
+1 Greater bracers of archery
Strength
+7 Strength = 14(base) + 6 (belt) + 4 (tome) = 24 -> mod = +7
For a total of +26
Where are the missing 2 ? :D

Kalissar |
Again, thank you for your accurate response.
But this brings me another misunderstanding.
I thought the bonuses on attacks rolls were as follows:
+18 Base Flurry bonus
+12 Wisdom modifier
+ 1 Weapon Focus
-5 Deadly Aim
+5 Bow bonus
+2 Bracers of Archery, greater
+1 Point Blank Shot
For a total of 34.
But with your correction, the correct calculation is the following one.
+18 Base Flurry bonus
+12 Wisdom modifier
+ 1 Weapon Focus
-6 Deadly Aim
+5 Bow bonus
+2 Bracers of Archery, greater
+1 Point Blank Shot
For a total of 33.
So I am again missing something, what is it please ?

Stubbe121 |

I love this build i think it is awesome, in every way and how you compared it to some diffrent monsters and other classes, and i can only imagine the time and effort you have put in to this project so tank you alot for this build^^
But i have 1 question, you say that Stunning fists is will save based, but in the rules it is a fortitude save and as far as i have read, you dont tell how you convert it into will save instead og fortitude save so if u can plz, reply i would love to know how you did that?
Else great build, love it and will use it if i can get this answered^^

Rhunah |
Hi,
Thanks for your ZenArchery Guide.
I play pathfinder for first time and the playstyle behind your Guide sounds very good to me.
So i build the Zen Archer Monk.
Now we are Level 7 and I see that I make a mistake.
I forgot to take the qinggong archetyp.
From Lvl 1 to 7 i take the one's way (Toughness,Improved Initiative, Deadly Aim, Defensive Combat Training, Lightning Reflexes)
Now my question.
Without the qinggong must i change the feats after Lvl 7 or work it without qinggong too?
(Vital Strike, Hammer the Gap, Stunning Fist, Improved Vital Strike, Ability Focus Stunning Fist, Mantis Style).
And I have a additional bonus feet at Lvl 18.
Sry,for my bad english. I hope you can understand me.
Thx and Have a nice day,
Rhunah

twof |

Excellent guide! Thanks for posting it. I've been loosely following it for a bit now (level 10), and I wanted to share the tweaks I've made since I think they've paid off.
- I'm playing a Duergar rather than the suggested human. Pretty much all of their benefits are excellent for the ZAM +2 to Wis and Con, invisibility and enlarge person as spell-like abilities. 60ft of darkvision with daysighted. And all that for 2RP less than a human.
- I took adopted (Oread) for tremor-sense once a day. Pretty useful against unseen enemies.
- My GM let me take a Orc Hornbow as a martial weapon via the Heirloom Weapon trait, which has 2d6 base damage + it's a compound bow. Even if your GM makes you take exotic weapon proficiency, it still might be worth it.
- My GM also let me buy a ring of continuous Gravity Bow, which comes out to 4k gp by the magic item creation rules. Between that and enlarge person, your weapon can have a base damage of 4d6.
- I took a two level dip of Inquisitor (Relic Hunter). This especially feels busted. Free detect alignment at will lets you scout ahead a bit. Will to initiative via Cunning Initiative has me at +14 at level 10. I picked divination and transmutation for my Occultist schools. Transmutation especially is key because that gives you legacy weapon which lets you put a +1 enchantment on your weapon as a standard action. Bane is a +1 enchantment. Bane gives you +2 to your attack and 2d6+2 damage against an enemy type. Going through the Inquisitor archetype makes all of the Occultist stuff scale off of Wis.
- Druchite Arrows punch way above their weight in gold. Chances are, nearly everything you fight will have darkvision, and Druchite gives your arrows a +2 bonus against enemies with darkvision. Craft them durable.
- My party tends to barge forwards a lot, but I think if I was playing this optimally, I'd be leaning harder into stealth and forward scouting to try and get surprise rounds as much as possible. The rules here are a little fuzzy, but we decided that Sandals of Quick Reaction let you flurry in the surprise round.
We are playing with a few home rules that help make this work.
- Fractional Base Bonuses make multiclassing not hurt so much.
- Elephant in The Room means I get a few of the feats on The One's list for free, which gives me some freedom to mess around with other feats.
- A lot of leniency on magic item creation rules.
- The cost of arrows isn't that high, but our GM is letting us craft mundane items using the magic item gold maximum rather than the measly mundane item max.

Claxon |

Uhhh....ring of continuous gravity bow should cost way more than 4000 gp.
When creating custom magic items, one of the things you're supposed to do is look at similar magic items that already exist.
Lead blades is analogous to Gravity bow, melee weapons vs ranged weapons.
Impact special weapon ability is derived from lead blades. So right off, you probably shouldn't be allowed to have gravity bow as a ring item, but rather a special weapon ability at a +2 cost. That's far from balanced.
Regarding Orc Hornbow, you can get proficiency using an Ioun stone, though I forget which. It's not really all that great unless you have further effects which increase the damage die size. Consider simple 1d8 vs 2d6 and it's only an increase of 2.5 average damage.
And it should be noted that druchite weapons only provide their circumstance bonus to attack rolls if the enemy is perceiving you with darkvision. Not that it's rare necessarily, but you shouldn't count on this working all the time. And intelligent enemies might realize what's happening and negate your bonus with light.

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Also, enlarge person doesn't let ranged weapons deal more damage
Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
Unless you mean dropping a quiver of large size arrows before you enlarge, then spending another action to pick them up after you're enlarged. That works. But now you're spending the first 2 rounds of combat not attacking....

Claxon |

Oh yeah, I missed that in the original post. Enlarge person absolutely doesn't work on ranged attacks. The arrows shrink back to normal size and deal whatever their damage "normal damage" would be. In this case that would be 2d8 I believe, assuming you're still allowed to even have your "continuous gravity bow".*
*You shouldn't be. Or at least not at a 4000 gp cost. For the cost of a +2 weapon enchant it might be balanced. Or even if it was just an activated ring that you had to spend a standard action to cast in combat. But 4000 gp for a flat damage bonus like that is far too cheap.

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Oh yeah, I missed that in the original post. Enlarge person absolutely doesn't work on ranged attacks. The arrows shrink back to normal size and deal whatever their damage "normal damage" would be. In this case that would be 2d8 I believe, assuming you're still allowed to even have your "continuous gravity bow".*
*You shouldn't be. Or at least not at a 4000 gp cost. For the cost of a +2 weapon enchant it might be balanced. Or even if it was just an activated ring that you had to spend a standard action to cast in combat. But 4000 gp for a flat damage bonus like that is far too cheap.
2d6 would become 3d6, not 2d8

Derklord |

In Pathfinder, regular feats are gained every odd level. Every third level was the 3.x progression.
Table 3-1: Character Advancement and Level-Dependent Bonuses CRB pg. 30

Azothath |
...
the online rules reference for Pathfinder is at the Archive of Nethys. That should clear up many questions.
You can also try d20PFSRD