Zen Archer / Warpriest


Advice

Grand Lodge

Hi guys,

Can u guys critique this build, was playing with hero lab with the new acg come with this build,

with Flurry at lvl 7 with 3 attacks will be +14/+14/+9 with damage of 1d8+9+2

Warpriest Bow

Spoiler:

Male Oni-Spawn Tiefling Monk (Zen Archer) 3/Warpriest (Sacred Fist) 4 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Advanced Race Guide 0)
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 27, touch 26, flat-footed 24 (+2 Dex, +1 natural, +1 deflection, +1 dodge, +12 untyped)
hp 85 (7d8+29)
Fort +10, Ref +7, Will +14
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 40 ft.
Melee unarmed strike +8 (1d8+3)
Ranged +1 composite longbow +13 (1d8+9/19-20/×3+2 flurry)
Special Attacks flurry of blows, ki flurry, ki speed, channel positive energy 5/day (DC 18, 1d6), zen archery
Warpriest (Sacred Fist) Spells Prepared (CL 4th; concentration +10):
2nd—
1st—
0 (at will)—
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 22, Cha 8
Base Atk +5; CMB +8; CMD 34
Feats Armor of the Pit[ARG], Deadly Aim, Dodge, Improved Initiative, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Toughness, Weapon Focus (longbow)
Traits exalted of the society, finding haleen
Skills Acrobatics +9, Climb +9, Diplomacy +3, Disable Device +5, Disguise +1, Escape Artist +6, Heal +12, Intimidate +5, Knowledge (history) +4, Knowledge (religion) +4, Perception +19, Ride +6, Sense Motive +10, Spellcraft +4, Stealth +11, Survival +6 (+8 to avoid becoming lost when using this), Swim +7
Languages Abyssal, Common
SQ aura, blessed fortitude, blessings, blessings (destruction blessing, healing blessing), destructive attacks +2, fast movement, fervor 1d6, ki defense, ki pool, powerful healer, prehensile tail, unarmed strike
Combat Gear cold iron arrows (50), silver arrows (25), healer's kit; Other Gear +1 hide armor, +1 mithral chain shirt, +1 buckler, masterwork buckler, +1 composite longbow, +1 shortsword, masterwork cold iron spiked gauntlet, masterwork greatsword, scimitar, belt of incredible dexterity +2, bracers of falcon's aim, cloak of resistance +1, sihedron medallion, stalker's mask, air bladder (3), backpack, masterwork, climber's kit, compass, grappling hook, masterwork tool, powder, signal whistle, silent whistle, snorkel, masterwork, thieves' tools, masterwork, vial (10), weapon cord, 194 gp
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TRACKED RESOURCES
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Aspect of the Falcon (Constant) - 0/0
Blessings (5/day) (Su) - 0/5
Cold Iron arrows - 0/50
False Life (1/day) - 0/1
Fervor 1d6 (8/day) (Su) - 0/8
Healer's kit - 0/10
Ki Pool (Su) - 0/0
Perfect Strike (2d20, 4/day) - 0/4
silver arrows - 0/25
Stalker's mask (1/day) - 0/1
Warpriest Channel Positive Energy 1d6 (5/day, DC 18) (Su) - 0/5
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Special Abilities
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Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Destructive Attacks +2 (Su) Touched ally gains a morale bonus to dam for 1 min.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Exalted of the Society You may channel energy 1 additional time per day.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Fervor 1d6 (8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows +7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Healer As a swift action when casting cure spell, empower spell for free.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sihedron Medallion Allows a runelord to scry on you and speak to you.
Stalker's mask (1/day) Take the face of one target in 60 ft, +10 to disguise as them, +2 to weapon att/dam vs them.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Warpriest Channel Positive Energy 1d6 (5/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon cord Attached weapon can be recovered as a swift action.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Dark Archive

Sacred Fist and Monk Flurry of Blows do not stack. Though Monk is not a parent class of the Warpriest, the ACG is pretty black-and-white when it claims that abilities given to the hybrid classes do not stack unless they specifically say they do.

Grand Lodge

Seranov wrote:
Sacred Fist and Monk Flurry of Blows do not stack. Though Monk is not a parent class of the Warpriest, the ACG is pretty black-and-white when it claims that abilities given to the hybrid classes do not stack unless they specifically say they do.

Thats weird because at lvl 10 hero lab gives me 5 attacks, 7 attacks at 15 have and 8 attacks at 20.


The Warpriest BAB itself will stack onto the flurry, but won't actually progress the ability. The warpriest flurry will be completely separate (and not usable with a bow), which will stack on the monk BAB. It's a little odd, but the end result is that you have two different flurry abilities that don't stack with each other in terms of actual progression. You actually end up costing yourself attacks by only having 3 levels of flurry progression, because it locks you out of Rapid Shot/Manyshot.


Prometeus wrote:
Seranov wrote:
Sacred Fist and Monk Flurry of Blows do not stack. Though Monk is not a parent class of the Warpriest, the ACG is pretty black-and-white when it claims that abilities given to the hybrid classes do not stack unless they specifically say they do.
Thats weird because at lvl 10 hero lab gives me 5 attacks, 7 attacks at 15 have and 8 attacks at 20.

Hero lab is so often wrong I don't understand how anyone can use it!

For reference, assuming you go monk 3/warpriest x:

7th: +5/+5
10th: +8/+8/+3
15th: +13/+13/+8/+3
20: +17/+17/+12/+7/+2

Grand Lodge

Under A Bleeding Sun wrote:
Prometeus wrote:
Seranov wrote:
Sacred Fist and Monk Flurry of Blows do not stack. Though Monk is not a parent class of the Warpriest, the ACG is pretty black-and-white when it claims that abilities given to the hybrid classes do not stack unless they specifically say they do.
Thats weird because at lvl 10 hero lab gives me 5 attacks, 7 attacks at 15 have and 8 attacks at 20.

Hero lab is so often wrong I don't understand how anyone can use it!

For reference, assuming you go monk 3/warpriest x:

7th: +5/+5
10th: +8/+8/+3
15th: +13/+13/+8/+3
20: +17/+17/+12/+7/+2

Thanks for the info, guess ill need to keep looking for another build

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