Zen Archer Rogue


Advice


Looking to build a Zen Archer Rogue. I find that in most games I'm either looking to disable something or shoot it. I dabbled with the Archaeologist, but that is proving to be slightly lackluster for my taste.

What I was thinking, since I'm playing in the Society and the max level is 10/11, is having 4 levels rogue + 4 levels Zen Archer...

I'm looking at having two levels where I can sneak in a few extra things. I was thinking 1 level Fighter and then 1 Level Oracle. Let me explain:
The Fighter will be for some bonus feats and few extra hit points, and the Oracle for the augury and knowledge base skills.

I'm not too concerned with the magic from the Oracle since it will pretty much be useless, but I thought the idea of peering into the future might be fun to play around with.

The character I'm looking for is someone who is traveled, wise, and deadly.

Cheers ~

Oh let me add this as well:
Half-elf for race
Specialize in long bows

Starting stats:
STR 10
DEX 16
CON 10
INT 14
WIS 14
CHA 14

Level points will go into Dex.

Scarab Sages

Ok... this character is going to be anything but deadly.

The lack of STR is making your damage go away. You should have at least 12, although a 14 is better.

There is no reason for a Zen archer to have Dex above Wisdom. Wisdom gives you far more than Dex, and bonus feats ignore prerequisites.

The only thing Rouge is adding to the build is trapfinding. You will never be able to apply sneak attack on your arrows as sneak attack at range is terrible. If you want to add trapfinding to a Zen Archer, dip 1-2 levels of Trapper Ranger. you get trapfinding, full BAB, and a combat style if you want to take the second level. Or if you really want to go oracle, Seeker archetype will give you trapfinding as well, although investing that much to CHA on a Zen Archer is a bad idea.

RPG Superstar 2012 Top 32

personally, i think a ZA/rogue is going to end up being lackluster as well... you'd most likely be better off staying straight classed ZA and spending traits (and/or feats) to make him more roguish. its a campaign trait, so you'd have to check with your GM, but trap finder is one trait that might give you everything you're looking for.


@Imbicatus
High DEX is for hitting with bow and disable device. The Rogue to the build adds a lot of skill points. Was wanting skill points for things like Diplomacy / Sense Motive et al. INT is up for Knowledge skills that come up at least once a module as well. Additionally, the Rogue is the only one that I know of that can disable magical traps right off the bat. I'm not sure the Urban Ranger can do that. Not entirely worried about Sneak Attack damage. Might be able to get a shot in the surprise round, but I was thinking of leaning on the Flurry of Blows for DPS. More Arrows does not mean more damage? I do not really plan on this character being in hand-to-hand range.

Scarab Sages

Trapper Ranger gets Trapfinding at level 1, as does the Seeker.

Zen archer doesn't need Dex to hit with archery as they get Wis to Hit with bows. While flurry does help with damage, you do not do enough damage without static bonuses. You will want a str bonus to damage, deadly aim, enhancement, specialization, and so on. A 10 STR is hurting your ability to do damage when you hit.

Additionally, Zen Archer rewards you for staying single classed. Every new level you get a new bonus feat to class ability to help your role. Rogue is taking away feats, class abilities, BAB, and giving you very little in return. Your build is giving up Improved Percise Shot, Weapon Specialization, and access to the level 8 Flurry of Blows upgrade.

You build has a lack of focus, and society play can circumvent traps without having a dedicated trapfinder. Even if you do want a dedicated trap finder, a Single level is all you need assuming you put a skill point into Perception and Disable Device each level.


Zen archers get to use wisdom to hit with bows. They have a rough first and second level as they needed dex to hit for those levels and then at 3rd it's almost a wasted stat.

Lore oracle can get charisma to knowledge skills instead of intelligence. As well as charisma to AC and reflex saves making dex a little less necessary as well. Or with that new feat they released in ACG you can get charisma to all saves.

The Noble Scion feat can also give you charisma to initiative which makes dex even less needed.

You still need some strength for bow damage with composite bows. Even a few points will help.

Not sure what your plan is with oracle, but you could easily take the points out of intelligence for another stat if you went lore and took Lore Keeper followed by an extra revelation for Sidestep Secret which then lets you reduce dex for another stat as well.

If you're mainly after disable device then take the wisdom in the flesh trait and use wisdom for disable device. Wisdom should be your primary stat on this build. Using the above options charisma is your second with strength being your third for some added damage.


I see - so Uncanny Dodge and Evasion will not be worth it? So just to be clear and not insulting lol - do you understand the character I'm trying to build. The classes might not be the right classes - I'm open to other classes as long as I meet the requirements for the overall character. If you have a better suggestion I'm all for it lol.


Jimbolya wrote:
So just to be clear and not insulting lol - do you understand the character I'm trying to build.

No, but it seems you don't either.

You don't seem to understand how any of the class abilities interact or deal with one another. Your stat point distribution is a mess.

A zen archer relies on wisdom, not dex, to hit. Forget about having a high dex for skill bonuses. The extra +1 or +2 to skill isn't worth it after level 3. Especially not for class skills.

You should have (based on the 20 pt buy you have):
Str 14
Dex 12
Con 10
Int 14
Wis 18 (16+2 from race)
Cha 8

Personally, I would also sell Cha down to 8 and raise Con.

Forget about levels in rogue. Trapfinding and a few extra skills aren't worth it. You don't need to have all the skills, but you will have 6 per level with 14 int and 4 per monk level. And that should be enough to make your character knowledable about whatever he wants to focus in while still picking up other necessary skills like perception. Not to mention every level in rogue means you are missing a lot of gains from Zen Archer. If trapfinding is a necessity, taking a level in trapper ranger is better than a level in rogue. It gives you 1 full point of BAB, access to wands on the ranger list. For certain APs or campaigns a single favored enemy can be very good. FE Human can often be a +2 bonus to attack and damage against 90% of enemies.

Forget fighter as well, you get all the archery feats you need from zen-archer. The bonus hp is about the only thing that would be worthwhile, but as an archer you should typically be far enough away that you're not taking much damage. Again oracle is too disparate. If you want augury make yourself a Qinggong Zen Archer monk. They can pick up augury as an ability at 4th level, and you can do so by sacrificing Slow Fall (which isn't a big deal) and pick up augury if you really want the thematics of it.


Qinggong Zen Archer - can you have two archetypes from the same base class>?


Jimbolya wrote:
Qinggong Zen Archer - can you have two archetypes from the same base class>?

As long as they don't overlap. Since you can pick and choose what you replace with Qinggong, it doesn't overlap with Zen Archer or any of the other monk archetypes.


I see. I've been doing some digging around and I'm wondering if taking Urban Ranger would fit better.

9 Urban Ranger - Combat
1 Investigator - Diplomacy

Keep the stats fairly similar to what I have previously posted.


Or even cap out the Urban Ranger at 8 to get a second favored community. So maybe something like this:

8 Urban Ranger - Combat
1 Investigator - Diplomacy
1 Oracle - just for kicks on the augury and maybe some additional Knowledge skills.


Dragonflyer1243 wrote:
Jimbolya wrote:
Qinggong Zen Archer - can you have two archetypes from the same base class>?
As long as they don't overlap. Since you can pick and choose what you replace with Qinggong, it doesn't overlap with Zen Archer or any of the other monk archetypes.

Yep


@Claxon your response was pretty good - do you think that what I'm really trying to do would fit better with the Urban Ranger / Investigator combination given the base stats I originally posted?


I have to agree with that combo being lackluster. Imo a archeologist would be better if created right.

Half elf archeologist

Str 14
Dex 17 +1 @4
Con 10
Cha 14
Int 10
Wis 13 +1@8

Traits fates favored
+1 fort or +2 init trait or magical knack with dual classing

Feats
1 bonus proficiency longbow
1 point blank shot
3 precise
5 rapid fire
7 many shot

If u want those quicker take a lvl of fighter


@Duncan
I have an archaeologist now, and I thought I was going to be happy with the way it played; but I'm finding that the bard magic is a waste to my play style in combat. I'm definitely a shooter, and used very little magic from the archaeologist line. Additionally the scenarios we play make something like summon monster not even worth it so my only offense was a light crossbow. So, if this is how I'm going to play then I'm thinking I should play to my strengths. I do like using magic, just not bard magic.


Jimbolya wrote:
@Claxon your response was pretty good - do you think that what I'm really trying to do would fit better with the Urban Ranger / Investigator combination given the base stats I originally posted?

Your original stats just aren't really good for anybody.

If you were playing a ranger archer instead of a zen-archer would take an wis of 14, and drop charisma to 10 or 8. You have no need of it. Even if you want to be good at diplomacy it is simply a -1 penalty. Not worth spending you precious point buy points on. You can turn diplomacy into a class skill with a trait or by taking a single level get it as a class skill along with other skills.

Urban Ranger is bad, but I'm also not sure what you're really trying to gain from it. Also, Favored Community is pretty weak since as an adventurer you're all around the world. Especially in PFS. You would never benefit from favored community or anything that depends on it. However, generally speaking Ranger is good. Even without archetypes. Actually, especially without archetypes even.

Again, I'm not really sure what you're trying to gain from Investigator(rogue).

Can you give a clear definition of what you want your character to do mechanically? And not just say "wise, traveled, and deadly".


Jimbolya wrote:

@Duncan

I have an archaeologist now, and I thought I was going to be happy with the way it played; but I'm finding that the bard magic is a waste to my play style in combat. I'm definitely a shooter, and used very little magic from the archaeologist line. Additionally the scenarios we play make something like summon monster not even worth it so my only offense was a light crossbow. So, if this is how I'm going to play then I'm thinking I should play to my strengths. I do like using magic, just not bard magic.

Why were you using a crossbow?

You should have been using a shortbow. Strength to damage is a big deal, as archers need every point of static damage boost they can get.

I can understand bar magic not be the style you're after though, and wanting to focus more on using ranged attacks. To that end, zen-archer or ranger is a much better way to go.


I get it. I am playing an arcane duelist right now. I got 16 str and when I stay back to cast a few spells people are like why don't u go in and hit stuff. But u get heroism and ur luck bonus going on and ull hit a lot.

U can take 2 lvls of rogue btw get trap spotter. Have a high perception and when u find a trap trigger it at range with ur bow. So maybe just go zen archer full.. 2 lvls rogue. No other multi classing.

There's also the trapper ranger


Sure thing, and thanks for the help:

Primary:
1. The character must be able to contribute to combat. This has typically been ranged and not melee.

2. The character must be able to find and disable up to magical traps.

Secondary
1. The character should be able to assist or lead in diplomacy. This comes up at least once scenario and no one is ever prepared for it. The trend seems to be entirely combat related and we actually missed out on full prestige because all we could do was hack away.

2. The character should be able to assist with knowledge based skills. Again, only thing we were able to do was hack away and we missed out on things.

3. The character must have some form of stealth. Again, this doesn't always come up, but I have found it useful as I am typically on point.

Tertiary
1. Aid in out of combat or in combat healing. Everyone carries a healing wand so I'm not entirely concerned about this, but ok.

2. Ability to wide range of wands. This would be a nice perk to offset something or cast invisibility.

Hope this helps ~


Claxon wrote:
Jimbolya wrote:

@Duncan

I have an archaeologist now, and I thought I was going to be happy with the way it played; but I'm finding that the bard magic is a waste to my play style in combat. I'm definitely a shooter, and used very little magic from the archaeologist line. Additionally the scenarios we play make something like summon monster not even worth it so my only offense was a light crossbow. So, if this is how I'm going to play then I'm thinking I should play to my strengths. I do like using magic, just not bard magic.

Why were you using a crossbow?

You should have been using a shortbow. Strength to damage is a big deal, as archers need every point of static damage boost they can get.

I can understand bar magic not be the style you're after though, and wanting to focus more on using ranged attacks. To that end, zen-archer or ranger is a much better way to go.

Using a crossbow because that toon has only 10 STR. He's built as a generalist and I figured the archaeologist was going to be good with that. Healing, Knowledge, Luck, Diplomacy, I threw in the crossbow because he already had a high DEX. Maybe the Archaeologist was the way to go, but I was building it wrong (feats et al). However, it seems if I mix the classes up a bit I can get better results (i.e. archaeologist / zen archer; but then you can't disable magical traps lol).

Well unless I went 6 Archaeologist / 4 Zen Archer


I also understand that this character is going to be terribly hard to build -- I've been at it for a little while now...trying to find the right mix. I feel like i'm getting close. Last night on Hero Lab I think the character I had went something like this:

4 Zen Archer
4 Rogue
1 Archaeologist
1 Oracle

The stuff was pretty interesting. The stats might have been the only thing that I might have wanted to change. Dump CHA for the most part or keep it around 11 just to cast the 1st level spells, and put the rest into STR and WIS and take the feats / traits that convert WIS into DEX based stuff.


Jimbolya wrote:

Sure thing, and thanks for the help:

Primary:
1. The character must be able to contribute to combat. This has typically been ranged and not melee.

2. The character must be able to find and disable up to magical traps.

Secondary
1. The character should be able to assist or lead in diplomacy. This comes up at least once scenario and no one is ever prepared for it. The trend seems to be entirely combat related and we actually missed out on full prestige because all we could do was hack away.

2. The character should be able to assist with knowledge based skills. Again, only thing we were able to do was hack away and we missed out on things.

3. The character must have some form of stealth. Again, this doesn't always come up, but I have found it useful as I am typically on point.

Tertiary
1. Aid in out of combat or in combat healing. Everyone carries a healing wand so I'm not entirely concerned about this, but ok.

2. Ability to wide range of wands. This would be a nice perk to offset something or cast invisibility.

Hope this helps ~

If you ignore the magical traps part the ranger can do everything you've listed. if you take the trapper archetype you can get trapfinding to disable magical traps, unfortunately you lose out on spells. Which are good. Especially for being able to use wands.

To be good at disable device you can simply take a trait to get it as a class skill. If this wasn't for PFS I would simply suggest the Trapfinder trait from Mummy's Mask, but I don't think it's legal.

Diplomacy, you might not be great at it, but you can also put skill ranks into it. Same for various knowledges. At know(geo) and know(nat) you can do pretty well, though the aren't the most useful.

Rangers can be great at stealth.

It sounds like you are trying to be a 1 man party, and no one can do that very well. Something always suffers. Unfortunately with PFS you can't guarantee who you will play with and that you will have characters who fulfill all the traditional roles. That is not your fault, and you can't build your character to mitigate it completely.

Scarab Sages

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I honestly think you are placing far too much importance on disabling magical traps. Anyone can find magical traps with a perception check. Disabling the trap can be done with a dispel magic from a caster.

Even if you can't disable a trap, it's usually just damage or an alarm. It will drain some charges from your wand of CLW and you move on.

If you absolutely must have trapfinding, then I would go with a single class Trapbreaker or Crypt Breaker alchemist with the explosive missile discovery, and alchemical ammunition from the alchemy manual.


Claxon wrote:


It sounds like you are trying to be a 1 man party, and no one can do that very well. Something always suffers. Unfortunately with PFS you can't guarantee who you will play with and that you will have characters who...

Completely agree. You definitely cannot count on what anyone will bring to the table unless you've been gaming with them for a while. It's definitely like PUG play on DDO. With that being said, I'm definitely looking at all the input you've given. I'm definitely gong to keep hammering this out as I do feel like I'm making progress. After I get home tonight I'm gonna open up good ole hero lab and poke around and see what falls out with some of this new information I have (i.e. a trait that converts WIS to DEX et al).


Imbicatus wrote:

I honestly think you are placing far too much importance on disabling magical traps. Anyone can find magical traps with a perception check. Disabling the trap can be done with a dispel magic from a caster.

Even if you can't disable a trap, it's usually just damage or an alarm. It will drain some charges from your wand of CLW and you move on.

If you absolutely must have trapfinding, then I would go with a single class Trapbreaker or Crypt Breaker alchemist with the explosive missile discovery, and alchemical ammunition from the alchemy manual.

Never heard of that - thanks will look those two up as well. I'm definitely open to suggestions at this point lol.


Jimbolya wrote:
this new information I have (i.e. a trait that converts WIS to DEX et al).

I think you may have misunderstood something. There isn't a trait (to my knowledge) that does this, but zen-archers get the ability to use Wis to hit instead of Dex to hit with bows.

But yes, definitely think things over and see what you can come up with.

Remember, a single class character is usually better at the few things he will specialize in compared to a character that tries to be a jack of all trades.

You can do a few things well, or all things mediocre. The problem is that being mediocre at things causes you not to succeed at those tasks.


Agreed - that's why I'm trying to find the right combination to mash these things into so I don't lose out too much. I'll circle back on this tomorrow. I was supposed to go play tonight with the gang but I feel like doo doo so I'll just be heading home to dink around in the lab lol.

RPG Superstar 2012 Top 32

Jimbolya wrote:

Primary:

1. The character must be able to contribute to combat. This has typically been ranged and not melee.
2. The character must be able to find and disable up to magical traps.

Secondary
1. The character should be able to assist or lead in diplomacy. This comes up at least once scenario and no one is ever prepared for it. The trend seems to be entirely combat related and we actually missed out on full prestige because all we could do was hack away.
2. The character should be able to assist with knowledge based skills. Again, only thing we were able to do was hack away and we missed out on things.
3. The character must have some form of stealth. Again, this doesn't always come up, but I have found it useful as I am typically on point.

Tertiary
1. Aid in out of combat or in combat healing. Everyone carries a healing wand so I'm not entirely concerned about this, but ok.
2. Ability to wide range of wands. This would be a nice perk to offset something or cast invisibility.

ok, having read your list of wants i think you should look at the inquisitor. they are only a 3/4 BAB class, but with judgements, bane, and the ability to buff themselves (and others) they can definitely handle p1. take the trap finder trait i linked above and p2 is covered. if you take the conversion inquisition your social skills are all Wis based which means you can be a face without investing in Cha, so s1 is good. you also get to add Wis to knowledge checks and can make them untrained to id monsters, so you're set for s2. stealth is a class skill, the heretic archetype lets you stack Dex and Wis to it, and Invisibility is on your spell list, so s3 is no problem. cure spells are also on your spell list so t1 is covered, and you're a 6:9 caster so there are a ton of useful wands you can use.

resource management will be a little tougher (judgement and bane are more limited than flurry), so if you're worried about that you could try making a ZA who dips inquisitor... they have good stat synergy and you would get a lot of the bonuses of an inquisitor by dipping 2 levels (even more, with no added BAB loss, if you did 4).

Scarab Sages

Since this is for PFS, the trap finder trait is not legal. You would need to take one of the six classes(more with the ACG) that get trapfinding if you really want it.


ok - will look at the inquisitor. i did brush over it but i don't know all the classes all that well. just know what i'm trying to build lol =)
thanks the stars for hero lab. i can make and ditch as much as i want lol.


This inquisitor is pretty cool - i'm looking at the Infiltrator Archetype and maybe mix that with a spatter of rogue and zen archer possibly. the wisdom plays nice indeed.


Repeating crossbows might solve a few things as well with regards to offense if shooting and what not. Did not know they could use these weapons.


Ok - going off the inquisitor suggestion here's what i've been able to piece together as a rough idea:

123
Dwarf Fighter 1/Inquisitor (Infiltrator) 9 (Pathfinder RPG Advanced Player's Guide 38; Pathfinder RPG Ultimate Magic 0)
CG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 74 (1d10+9d8+20)
Fort +10, Ref +7, Will +8; +9 vs. abilities that detect lies or force the truth, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged repeating heavy crossbow +11/+6 (1d10/19-20)
Special Attacks bane (9 rounds/day), +1 on attack rolls against goblinoid and orc humanoids
Spell-Like Abilities (CL 10th; concentration +9)
At will—detect alignment
Domain Spell-Like Abilities (CL 9th; concentration +11)
18 5-ft inc/day—dimensional hop
Inquisitor (Infiltrator) Spells Known (CL 9th; concentration +11):
3rd (3/day)—daybreak arrow{super}UC{/super}, dimensional anchor, halt undead (DC 15), invisibility purge
2nd (5/day)—blistering invective{super}UC{/super} (DC 14), detect thoughts (DC 14), ghostbane dirge{super}APG{/super} (DC 14), see invisibility
1st (6/day)—expeditious retreat, forbid action{super}UM{/super} (DC 13), hide from undead (DC 13), magic weapon, wrath{super}APG{/super}
0 (at will)—detect magic, detect poison, disrupt undead, light, read magic, stabilize
Domains Exploration, Travel
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 9
Base Atk +7; CMB +7; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Crossbow Mastery[APG], Deft Hands, Lookout[APG], Point-Blank Shot, Rapid Reload, Rapid Shot, Shielded Caster[APG], Skill Focus (Disable Device), Target of Opportunity[UC]
Traits observant, vagabond child (urban)
Skills Appraise +2 (+4 to determine the price of nonmagic items with precious metals or gemstones), Bluff +10, Climb +10, Diplomacy +10, Disable Device +28, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16 (+18 to notice unusual stonework), Sense Motive +15, Stealth +16, Survival +11, Swim +9
Languages Common, Dwarven, Gnome, Undercommon
SQ cunning initiative, door sight, forbidden lore, misdirection, necessary lies, judgement 3/day, solo tactics
Other Gear leather armor, crossbow bolts (20), repeating heavy crossbow, thieves' tools, 108 gp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Crossbow Mastery (Repeating heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (18 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Door Sight (5/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor (Infiltrator) Domain (Exploration)
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Misdirection (Chaotic Evil) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +9 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action

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I think this is a pretty good fit for what i'm trying to do.


U don't really like spells and u picked inquisitor?

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