Aasimar Zen Archer build for PFS


Advice


Inspired by the One build, I'm putting together a new character for PFS play.

I'm thinking of a Garuda-blooded Aasimar, and could use some advice on my starting setup.

Born to Hermean parents and exiled when he turned 16 as his Aasimar heritage became more obvious. He wandered the Inner Sea, doing whatever he could to make ends meet. A few years later, a priest of Sarenrae caught him trying to steal from the temple. Recognizing a wayward child in need of help, the priest took him in, and taught him the ways of Sarenrae. Eventually, he requested to be sent to a monastery to be trained to go out into the world, and to bring light and redemption to those who would act against the light.

Human-like in appearance, his Garuda heritage shows in his hawklike features and eyes (literally hawklike eyes), and a spray of feathers down the middle of his back. Giving him a piercing and unsettling mien. His training however, emphasized the need to give a chance for redemption, and thus he has become skilled in the use of words to bring illumination to those who oppose the philosophy of Sarenrae.

Wanting to remain in a structured environment, he then sought admittance into the Silver Crusade faction of the Pathfinder Society, a position from which he can work to bring light and redemption to the world.

So, with that said...

Aasimar (Garuda-blooded) Monk (Zen Archer & Quigong)/1

Stats: I have 2 possibilities in mind, more Con for better Fort save, or more Int for better skill points and bonuses to skill checks.
14/12+2/14/9/17+2/7 OR 14/12+2/12/12/17/7

Favored Class Bonus: Aasimar don't have a special FCB for Monks, so I'd take the HP if my Con is 12 or the skill point if my Con is 14.

Traits: Since I want diplomacy as a class skill, taking a trait for it makes sense, as well as taking clever wordplay to move it over from my dump stat of Cha to Int.
Illuminator, Clever Wordplay

Feats: Feat wise, Precise shot is the clear choice for the bonus feat, while for the standard feat, I'm torn between either additional traits (+2 to confirm crits and +2 to Init) or Improved Init for +4 to Init.
1st: Additional Traits (Toxophilite, Hermean Paragon / Reactionary)
Monk 1: Precise Shot

Skills: If I go for 12 Int, I have 5 skill points per level to play with, while with 9 Int, I have 4 if I put FCB into a skill point.

Skills that I want at least 1 point in: Climb (5 if Monkey Style, less if Crane Style), Swim, Knowledge (Religion)

Skills that I want some points in: Diplomacy, Sense Motive

Skills that I want at max: Perception, Acrobatics, Stealth

Starting Equipment:
Shortbow
Arrows
Quiver
Pathfinder's Kit
Dungeoneering Kit
Alchemist's Fire
~40 GP remaining

Sczarni

You could save gold and use a sling at level 1. You get STR to damage right out the gate that way too.


I would go with higher int for skill pt then take hp/level.


Krodjin,

That's a good suggestion on the sling, though it would mean only a single shot per round due to the move action required for reload preventing me from using flurry. +2 for 1d4+2 vs +1/+1 for 1d6 (After Dex is applied) I'm not quite sure how the numbers work out, but I think the two shots per round wins out (Lower avg damage per shot, but more shots = more chances to crit /w better crit multiplier)

At the same time, PFS play allows for free rebuilding of characters before they hit level 2. What I was contemplating was to complete 1-2 scenarios, and then delete the shortbow (regaining all of the money in the process) and buying a composite longbow (+2 str) with either prestige points, or with cold hard gold.

Duncan,

That's the way I was leaning too, +7 to diplomacy at level 1 sounds like a good time. There's something unsettling and otherworldly about the monk sitting in front of you, however, his words are full of logic and conviction...

The biggest unanswered question I've got is:

Does it make sense to go for Additional Traits as my 1st level feat, or would I see more benefit to Improved Initiative (+2 to init & +2 to confirm crits as opposed to +4 to init) I'm not quite sure on which would be more useful initially.

The +2 to confirm is nice, but bows only crit on a 20... But I'll be throwing down a fair number of attacks, and Perfect Strike gives me an extra die from time to time to go hunting for that 20...

While the extra +2 to init from improved initiative will keep on giving every single combat.

Sczarni

You know the nice thing about the Zen Archer is that it let's you use your "regular" feat slots (1st, 3rd, 5th level etc.) for non-archery feats. Aside from "Deadly-Aim" you don't really need to invest any feats into archery and you'll still be decent.

Are you planning on rebuilding your 1st level feat selection as well?

At the end of the day you can't go wrong with either choice. Throw in a bunch more that are great as well; Alertness, Toughness, Skill Focus. They can all be useful to help you be you.

Here's something I noticed from experience: You might not see much benefit from the +2 to confirm critical hits. I find the tough part is scoring a critical threat, what with it being a 1 in 20 chance. Confirming is not the issue. Perfect Strike provides for more frequent threats - and at 10th level with the addition of "Improved Critical" I fully expect to threaten a critical relatively often... But in my experience the confirmation roll is usually good.

*Bonus note: In our home game we use the Critical/Fumble deck as an option... Perfect strike is fantastic at letting you avoid a fumble as any natural 1 automatically becomes the confirmation roll...


I wasn't planning on rebuilding my feat selection for mechanical advantage. However, I'm not opposed to it if I find that my first level choice isn't paying off for me. I think I'll try it out with additional traits, and if I find that the +2 to crit confirmation doesn't come up enough, I'll consider swapping it out for something else.

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