Zen Archer trap spotter and disabler


Advice


Hello all,

I have recently had the opportunity to join a Wrath of the Righteous game – the group was needing some sort of trap spotter/scout/ranged support kind of character.

Ranged support is, at the moment, very bleak on the group, so I wanted to build a solid ranged damage dealer, able to perform at least decently in the scouting, perception, trap disarming areas – I have actually never played a character focused on such roles, so I really have no perspective on trap DCs, or what is a decent Disable Device skill level, if it matters at all when we get to higher levels, etc...

I built him as follows:

Zen Archer/Trapper/Urban Ranger:

Zeriax
Male Garuda-Blooded Aasimar (Plumekith) Monk (Zen Archer, Qinggong Monk) 1/Ranger (Trapper, Urban Ranger) 1
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 untyped)
hp 16 (1d10+1d8+3)
Fort +4, Ref +6, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron brass knuckles +3 (1d3+2) and
. . unarmed strike +3 (1d6+2)
Ranged longbow +3 (1d8/x3) and
. . masterwork longbow +4 (1d8/x3)
Special Attacks favored enemy (evil outsiders +2), flurry of blows
Spell-Like Abilities
. . 1/day—see invisibility
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 14, Wis 18, Cha 8
Base Atk +1; CMB +3; CMD 19
Feats Improved Unarmed Strike, Perfect Strike, Precise Shot, Toughness
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +8, Bluff -1 (+1 vs. evil outsiders), Craft (bows) +4, Disable Device +8, Fly +4, Intimidate +4, Knowledge (dungeoneering) +7 (+9 vs. evil outsiders), Knowledge (local) +7 (+9 vs. evil outsiders), Perception +9 (+10 to locate traps, +11 vs. evil outsiders), Sense Motive +8 (+10 vs. evil outsiders), Stealth +7, Survival +8 (+10 vs. evil outsiders, +9 to track); Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Elven, Sylvan
SQ ac bonus, track, trapfinding +1, unarmed strike, wild empathy
Other Gear Arrows (31), Blunt arrows (20), Cold Iron Brass knuckles, Longbow, Masterwork Longbow
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20) (1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stolen Fury +2 trait bonus to CMB vs. Demons
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.

He suffers from all the issues Zen Archers have from the start, which means he can't really hit anything with a bow for the time being :D

He is also hampered by the fact that Zen Archers do not actually focus on Dexterity, which hurts when it comes to “roguish” skills, but I think I have managed to balance him half-decently. His knowledge skills fill in the gap for the group, and having to decide between Intimidate and Diplomacy, I chose the first, seeing as I would never be as good as the party face, and I assumed the Local knowledge coupled with Intimidate should allow me to manage information gathering adequately. At any rate, and as far as character background goes, he is not a negotiator anyway, so that should work out.

I am happy with his skill levels in Acrobatics, Perception and Survival, but I feel slightly under achiever as far as Stealth and Disable Device go – the plan is to level him mostly as a Zen Archer (his whole backstory relies on a messy heritage, and his seclusion for years in a monastery), and I expect that he should be able to improve on the areas he is not so strong – examples would be:

- Using a Masterwork Toolkit for Disable Device – I feel that, if there are any skills that should allow Masterwork Toolkits, this is one of them :D
- Stealth does not seem to be extremely hard to increase with magical items – off the top of my head I think I remember some boots and cloak that can add to it;

In any case, I wanted to hear your opinion on the build so far, and what you would have done differently, advices on improving the roguish areas, etc.

Thanks.


I think there is an armor enchantment that improves stealth - shadow, iirc. I think you can enchant clothes (i.e. robes) as light armor, but don´t quote me on that .

Edit: and if you are lvl 2 anyway, why don´t you take the 2nd level as a zen archer? You get a free weapon focus plus another bonus feat so you will actually be more accurate, and you are one level closer to your zen archery feature.

Dark Archive

The Shaman wrote:

I think there is an armor enchantment that improves stealth - shadow, iirc. I think you can enchant clothes (i.e. robes) as light armor, but don´t quote me on that .

Edit: and if you are lvl 2 anyway, why don´t you take the 2nd level as a zen archer? You get a free weapon focus plus another bonus feat so you will actually be more accurate, and you are one level closer to your zen archery feature.

Zen Archery isn't his only focus. He using ranger to bump his disable device skills and other needs the party needs.


Exactly Titania.

The Shaman, the idea behind getting a level of ranger was to garner some trapfinding abilities, and the Disable Device as a class skill. I admit I went back and forth a lot trying to decide if I could perhaps proceed simply as Zen Archer, and add some sort of trait that could allow me to use DD as a class skill, but in the end the ranger skillset was very handy, also in completing the group's knowledges without losing too much as far as BAB and archery goes.

But I always got that grate in the back of my head regarding other possibilities to achieve the same objective, and how to improve on those things I perceive as being the character's "weakest" points, regarding the role he is expected to play.


Just take a trait making Disable Devise a class skill. Zen Archer is full of goodies as you lvl up, you don't want to delay that progression. Even if you don't have Disable Devise as a class skill you will probably be fine with max ranks in it.


Wisdom in the flesh makes Disable Device a class skill as well as swapping Dex for Wisdom

Dark Archive

XMorsX wrote:
Just take a trait making Disable Devise a class skill. Zen Archer is full of goodies as you lvl up, you don't want to delay that progression. Even if you don't have Disable Devise as a class skill you will probably be fine with max ranks in it.

It seems his party needs it now. Not having those extrapoints hurt now. Later not as big a deal.


Pathfinder Starfinder Roleplaying Game Subscriber

Are you permitted 3rd party material? Because the (former) super genius games talented monk/rogue break down their respective classes(and archetypes) into 'edges' and talents. And the monk has rules to combine it with the rogue. You could as such make a character that blended the combat elements of any archetype of the monk, with the skill elements of the rogue or ninja.

Sczarni

Durinor wrote:
Wisdom in the flesh makes Disable Device a class skill as well as swapping Dex for Wisdom

This.

The Exchange

Another way to do it would be to go empyreal sorcerer(take seeker archtype) and you can disable magical traps. Disable device becomes a class skill. 1 level dip is sufficient. Get magical knack and you can use your own magic to at character level 3 give yourself 12 h of mage armor a day using your level 1 sorc spells.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Zen Archer trap spotter and disabler All Messageboards

Want to post a reply? Sign in.