Zen archer help...


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I'm torn between 2 sets. One is a monk that can do improved vital strike during surprise rounds (3x bow dmg on a single roll) or one that can do an attack of opportunity every time he crits. Here are the 2 feat layouts. Please convince me once way or the other...

Surprise Round Monk Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly Aim? (-2bab for +4dmg)
5th: Defensive Combat Training
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot
7th: Combat reflexes
9th: Vital Strike? (1 attack at double dice roll if only 1 attack)
Monk 10th: Improved Critical (longbow)
11th: Hammer the Gap? (+1 dmg for consecutive hits)
13th: Stunning Fist
Monk 14th: Pinpoint Targetting
15th: Improved Vital Strike? (1 attack at triple dice roll if only 1 attack)
17th: Ability Focus (Stunning Fist)? (+2DC to stunning fist)
19th: Mantis Style

Attack of Opportunity Monk Feats (required "holding" 1 feat):
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Defensive Combat Training
5th: Great Fortitude
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot
7th: Outflank
9th: Mantis style (held till 11) Or Lightning reflexes at 9 if DM doesn't allow holding feat
Monk 10th: Improved Critical (longbow)
11th: Stunning Fist
13th: Dimentional agility
Monk 14th: Combat Reflexes
15th: Dimentional assault
17th: Dimentional Dervish
19th: Dimentional Savant


Vital strike is less useful for an archer especially a Zen Archer. Past 3rd level there is almost no reason not to flurry with the bow every round. Since all you add is the dice of the bow not all the other bonuses you actually are better off not using vital strike. Also the extra damage does not multiple on a critical hit. Even at 15th level your surprise round damage is only an extra 2d8 which is not worth burning two feats.

I am assuming you have a teammate that is also going to be taking outflank. It is after all a teamwork feat and you only get the benefit if the other person also has the feat. Flanking is also a melee only condition. Since you can still use unarmed attacks to threaten you do qualify. You may want to check with your DM whether he is going to allow you to use a bow for the attack of opportunity since you are not flanking with the bow. You are probably ok, but it would be a shame to get to the point of your build and it not work.

You also don’t have clustered shot. Being able to add all your damage together and only apply damage resistance once instead of per shot is a very useful.


There are times when I will have to move. Can't use Flurry when moving and will get one shot only so can do vital strike/pinpoint combo


Also I can flank myself w dimensional savant to get 1 attack of opportunity w every crit I do if going outflank route. Will add clustered shot in there I think. Good point.


Spending two feats to once in a while get an average of an extra 9 points of damage at 15th level is not a good investment. Shot on the run is a better feat for when you have to move. It would allow you to better position yourself when you do need to move.

Also pinpoint targeting cannot be used if you move at all. That means not even a 5 foot step. It's only real use is to hit something that you can't hit any other way.

What is your DEX? Unless you have a high DEX which most Zen Archers don’t you will only be able to get off two attacks of opportunity. Also even with improved critical your chance of actually getting a critical with a bow is fairly low. It looks good on paper, but you may be disappointed in how works in an actual game.

For the second build take a look at coordinated shot. Since you can flank yourself you qualify for the +2 to hit. This may not seem like much but each bonus to hit really increases your damage especially at that level with that many attacks.

You may want to look into a combat style. Many of them don’t say you have to be using unarmed strikes.


at level 6 you have improved precise. You see their toe you are golden. You do not need to move.

I do not get toughness. You are in the back with a bow. You are meant to be far from combat that 1 hp a level is minor.


You should never have to move. You're an archer. Make them come to you. So skip vital strike.


so second build but add cluster shot and coordinated shot? dex would probably be in the low 20s with belt of +6 to all by 20th level. That would be 5-6 AoO and I threaten at 5ft, so I would try to be a melee archer for the AoO. Ac ~50. gear at 20 would be:

Gear (880,000gp): belt of physical perfection+6 & dwarvenkind (166,350gp, 1lb), tome of wisdom+4 (expended, 110,000gp), manual of strength+4 (expended, 110,000gp), manual of dexterity+4 (expended, 110,000gp), composite merciful str24 longbow+5 (73,100gp, 3lb, hardness 15, hp55), vest of armor+8 (64,000gp, 1lb), ring of protection+5 & counterspells (56,000gp; greater dispel 660gp), headband of wis+6 and int+2 (Know: Planar, 42,000gp, 1lb), ring of evasion & counterspells (31,000gp; greater dispel 660gp), greater bracers of archery (25,000gp), cloak of resistance+5 (25,000gp, 1lb), luckstone (20,000gp), broom of flying (17,000gp, 3lb), boots of speed (12,000gp, 1lb), bottle of air (7250gp, 1lb), ioun stone +1 armor (5000gp), eyes of the eagle (2500gp), handy haversack (2000gp, 5lb), 2 ioun torches (150gp), mwk backpack (50gp, 4lb), 300 arrows (15gp, 45lb), cold iron knuckle (2gp, 1lb)


This is what I got as the winner so far... (dropped mantis style)

Attack of Opportunity Monk Feats:
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
1st: Defensive Combat Training
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: coordinated shot
5th: Great Fortitude
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot
7th: Outflank
9th: clustered shots
Monk 10th: Improved Critical (longbow)
11th: Stunning Fist
13th: Dimentional agility
Monk 14th: Combat Reflexes
15th: Dimentional assault
17th: Dimentional Dervish
19th: Dimentional Savant


Are you building this as a 20th level monk to start with or will you be starting at lower level? If you are starting at lower level than swap combat reflexes and defensive combat training around. At low levels the difference is not that much, but an extra attack is always valuable. Even before you can make attack of opportunities with a bow you can always kick when they provoke.

You may even want to drop defensive combat training altogether and take lightning reflexes. As a Zen Archer you don’t have evasion so will be taking damage from area of effect attacks. The extra on the reflex save is probably more valuable.

If you don’t have another person taking teamwork feats you may also want to delay those until latter. Stunning Fist would be more helpful if you don’t have a partner. Once you have dimensional savant that is no longer an issue.

Also use the adaptive enchantment on your bow instead of a STR rating. This will allow you to use the bow without penalty no matter what your strength is. As it stands if you were to lose a single point of strength you would take a penalty on all your attacks. This will also allow you to take advantage of any strength you may gain from other sources.


cant swap out combat reflexes b/c its a bonus monk feat. Outflank i take so early b/c the later feats (from 11th on) have to be there due to pre-reqs.

On the bow, are you saying drop merciful?

I can swap out great fortitude for lightning reflex.

Stunning fist is huge cuss later on I can do ranged stunning arrows at a ridiculously high DC.


Mysterious Stranger wrote:
Vital strike is less useful for an archer especially a Zen Archer.

Actually, because a zen archer can up the damage dice of his single shot, the vital strike is pretty great for a zen archer!

EDIT: Also, because of the wisdom focus, he can add some pretty nasty modifiers to his single shot, like stunning fist or quivering palm


And if pinpoint it ignores armor so guarantees a stun pretty much. There's my dilemma...


Even with the extra damage from KI arrow he is better off using flurry. The 11th level trick shot allows him to hit anything as long as long arrows can find a path to the target. They can even be fired around corners or through a rear window while the Zen archer is in the front of the building. At 20th level the vital strike would do 6d10+ whatever bonus (Probably at least 25) he has, or he can get 7 attacks doing 1d8+ whatever bonus he has on all 7 attacks. Assuming a 25 bonus on damage this works out to be about 58 HP for a vital strike. With Trick shot chances are at least the first four shots will hit so each shot will do 29.5 points of damage, for a total of 118 points of damage. If all 7 hit that is over 200 points of damage.

If you are starting from lower level use the retraining rules for your feats. This way you can get the feats that will be useful early and then latter change them to something else when you get the bonus feats.

By 20th level hitting with the first shot is usually not a problem. Also ignoring armor does not mean they are easier to stun.

Also you may be better of using prefect strike instead of stunning fist. As a Zen Archer you don’t get the other effects from stunning blow so all you can do is stun for a round. Rolling three times to hit and taking the highest for the shot makes it much more likely to critical especially if you have improved critical. This gives you bout a 27% threat chance vs 10%. It also means you will almost never miss. 15% of the time you will hit regardless of what the AC is. Since the bow has a x3 critical multiplier this is particularly deadly.


Hi mysterious stranger, vital strike is for when you move OR when your opponent is very far away.

Ofc flurry does more damage, but often you cannot flurry. Having a powerful secondary option is good imo


I understand the thinking behind vital strike, but in his case it is better to full attack. He is a Zen Archer so his maximum range is normally 1100 feet away and can be extended to 1600 feet. As I said with trick shot he can fire on something as long as it there is not a solid barrier between him and his target. So he can be across a football field from the target that is in a building with only a single window in the back of the building facing away from him and still be able to get a full attack. I cannot think of a situation where he would be better off making a single attack instead of full attacking. If he is so far away that he does not have a chance to hit his best tactic is to run up instead of taking any attack. If he is worried about distance than far shot is a much better feat than vital strike. Taking -10 to hit on all attacks instead of -20 on a single attacks is a lot better than getting extra damage any day. Trick shot last for the full round so if he is using it he can still get a full attack. He also has improved precise shot so ignores anything less the full concealment or full cover anyways.

Scarab Sages

Also, you cannot combine Pinpoint Targeting and Vital Strike.

Pinpoint Targeting:

You can target the weak points in your opponent's armor.

Prerequisites: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.

Vital Strike:

You make a single attack that deals significantly more damage than normal.

Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Pinpoint Targeting is a standard action that allows you to make an attack. It's not an attack action. You cannot combine the feats.


Mysterious Stranger wrote:
I cannot think of a situation where he would be better off making a single attack instead of full attacking.

How about this: The ground you are standing on is ABOUT TO EXPLODE. If you stay there, you will explode with it.

Luckily, safety is only 40 feet away!

This is a situation I can think of where you would want to move and attack instead of full attacking


CWheezy wrote:
Mysterious Stranger wrote:
I cannot think of a situation where he would be better off making a single attack instead of full attacking.

How about this: The ground you are standing on is ABOUT TO EXPLODE. If you stay there, you will explode with it.

Luckily, safety is only 40 feet away!

This is a situation I can think of where you would want to move and attack instead of full attacking

You realize the character has Dimensional Dervish so can actually teleport up to twice his movement and still get a full attack. If you have read some of his posts he is even planning on being able to flank with himself. So about the only reason he would have to not use a full attack is if he does not have the Ki to use abundant step.

Even if there are reasons to only take a single attack they are going to be rare and very circumstantial . They are not going to come up often enough to justify taking 2 feats.


About ki... I would have ki leech also from qigong or whatever it's called. Also, what I meant about pinpoint is that I'll always hit so I can add stun which will land pretty much always cb its wisdom dc


That is a hungry ghost monk that drains ki. They both alter stunning fist, and thus would not mix.


Quigong lvl 10 ability is ki leech so as long as I swap out an ability for it I can obtain it


This is what I got as the winner so far... (dropped mantis style). Thinking aasimar now for the free flight skill for bird version (+Des/wis).

Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
1st: improved initiative
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Defensive Combat Training
5th: Lightning reflexes
Monk 6th: Specialization (longbow)
Monk 6th: Improved Precise Shot
7th: Outflank
9th: clustered shots
Monk 10th: Improved Critical (longbow)
11th: Stunning Fist
13th: Dimentional agility
Monk 14th: Combat Reflexes
15th: Dimentional assault
17th: Dimentional Dervish
19th: Dimentional Savant


There is a problem with outflank. The bonus to hit from flanking is melee only so it gives you no bonus to hit. You may still get the attack of opportunity because you still can flank using an unarmed attack, but your GM may only allow it to be with the unarmed attack.

Flanking

When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.


Outflank
Prerequisite: Base attack bonus +4.

Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Dimentional Savant
Prerequisites: Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.

Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

So... i would need to just be in melee range for it to work. i could flank with myself, threaten at 5 ft for AoO, and also get an AoO with every crit I make.


oh and the qinggong abilities would be:
High Jump (5) --> Barkskin
Wholeness of Body (7) --> Gaseous form (6)
Timeless body (17) --> ki leech(10)

Scarab Sages

Chacatumbi wrote:

Outflank

Prerequisite: Base attack bonus +4.

Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Dimentional Savant
Prerequisites: Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.

Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

So... i would need to just be in melee range for it to work. i could flank with myself, threaten at 5 ft for AoO, and also get an AoO with every crit I make.

No, you can't because you are not making melee attacks. Flanking does nothing for ranged attacks. If you use dimensional dervish to make melee attacks then you will get the out flank bonus. But then why are playing a zen archer?


As a Zen Archer he is still technically flanking because he has improved unarmed strike. Obviously he does not get the flanking bonus to hit. The second bonus from the feat is that whenever you score a critical hit vs. the flanked creature it provokes an attack or opportunity from your ally. Since he is his own ally he gets the attack of opportunity. This is probably a GM call but that is what he is going for.

Also if he takes the feat coordinated shot he would actually get a bonus to hit. He would also get the extra bonus to for flanking the target that coordinated attack provides. I could also see if he has both feats that he gets the bonus from outflank as well.

All of this is of course subject to GM's call.


hmm... I would need coordinated shot then for sure or wont get the outflank bonus... Was thinking maybe dropping clustered shots... I mean, a +3 or higher weapon can take care of that other than typeless DR... Or I could drop lightning reflexes... Improved initiative I would like to keep i think...


rather, +3 or higher ammo. For bow I could do +4 and adaptive


You also seem to be missing deadly aim. That is one that you really do need.


Ok, so would have to look like this if I want to keep improved initiative... or I could drop improved initiative...

Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
1st: improved initiative
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Defensive Combat Training
5th: deadly aim
Monk 6th: Specialization (longbow)
Monk 6th: Improved Precise Shot
7th: Coordinated shot
9th: Outflank
Monk 10th: Improved Critical (longbow)
11th: Stunning Fist
13th: Dimentional agility
Monk 14th: Combat Reflexes
15th: Dimentional assault
17th: Dimentional Dervish
19th: Dimentional Savant


If you're willing to drop a Monk level for a level in warpriest...


explain? level 20 monk ability isnt really worth it. I could really stop at 17 monk to be honest. Would lose some Ki tho


Chacatumbi wrote:
explain? level 20 monk ability isnt really worth it. I could really stop at 17 monk to be honest. Would lose some Ki tho

The Warpriest Air minor blessing allows you to ignore range penalties and take no AOOs for using a bow while threatened for a minute. Combined with Flight arrows or whatever to maximize your range, you could become an amazing sniper.

Alternatively, you could just take the Evangelist prestige class sometime to get about +2 to AC and a bunch of skill points on top of your monk levels.

Inquisitor for 2 levels will get you a Judgement as well as +WIS to initiative, a boatload of skill points, +WIS to monster ID checks, and possibly +WIS to diplomacy, intimidate, and bluff instead of +CHA. Or you could get a different domain power/inquisition that grants rage or something.

Instead of Improved Critical, see if you could get Bracers of Falcon's Aim built into +8 Bracers of Armor. If you can, it'll save you a feat.


Listen to mysterious stranger, he has been spot on with everything he has said. If you are looking for pure optimization, take his advice to heart.


Inquisitor 2 levels may be worthwhile. Zen archers don't provoke on melee shots. And dungeon campaign setting so 500ft max range I bet. No use for ultra long range.

My current setup is mainly all mysterious stranger advice :)


The ultra long range builds tend to forget that you get a penalty to perception for distance, sure you can shoot a target at 1500 feat, but can you see them well enough to hit them?

Perception Modifiers DC Modifier
Distance to the source, object, or creature +1/10 feet

At 1500 feet you have a +150 DC perception check to see them. It's why they invented rifle scopes. Shoot for targets within your first range increment, beyond that I would start to impose perception penalties, both good and bad.


Forget I get a monk bonus feat at 18 so Gona get deflect arrows


Tindalen wrote:

The ultra long range builds tend to forget that you get a penalty to perception for distance, sure you can shoot a target at 1500 feat, but can you see them well enough to hit them?

Perception Modifiers DC Modifier
Distance to the source, object, or creature +1/10 feet

At 1500 feet you have a +150 DC perception check to see them. It's why they invented rifle scopes. Shoot for targets within your first range increment, beyond that I would start to impose perception penalties, both good and bad.

There was a semi-joke argument I saw somewhere about the perception DC required to see the moon. Check results break down at higher amounts.


I would probably stick with a pure Zen Archer. While you are flurrying you are at full BAB, you also have a lot of abilities that are based on monk level, stunning fist, perfect strike, abundant step just to name a few. You will also be giving up empty body which is actually pretty good. Also you can trade out perfect self for another Quinggong power. There are also a lot of small bonues you would give up including AC saves, Ki points, extra movement and so forth. Also if you are playing this character from the ground up you do not want to dip until very late.

With Empty Body you may not even need gaseous form. If you picked up whirlwind attack and lunge you should be able to combine them after 17th level. This would allow you to make a single attack on all targets within 10 feet of you at your highest bonus. Against a tough opponent it may not be that good, but when you need to clear out a bunch of minions it may get the job done.

Also you need to factor in a huge amount of arrows. You will probably be getting between 7-15 attacks per round so you are going to go through arrows like they are not there. You may want to consider the endless ammunition enchantment for your bow. You will at least want to get a efficient quiver. The bracers of falcon are normally a good items but in your cased there are actually only so many good bonus feats so saving a feat is not as important as the bonus to hit and damage.

The inquisitor levels are not really going to worth that much. If you were going to go up to 5th level of inquisitor than it may be worth it, but that would be giving up a lot of things


My Self wrote:
Tindalen wrote:

The ultra long range builds tend to forget that you get a penalty to perception for distance, sure you can shoot a target at 1500 feat, but can you see them well enough to hit them?

Perception Modifiers DC Modifier
Distance to the source, object, or creature +1/10 feet

At 1500 feet you have a +150 DC perception check to see them. It's why they invented rifle scopes. Shoot for targets within your first range increment, beyond that I would start to impose perception penalties, both good and bad.

There was a semi-joke argument I saw somewhere about the perception DC required to see the moon. Check results break down at higher amounts.

Yes, perception checks breack down at hi amounts. But when you look at realisticic range increments, a rifle with open sights loses a lot at 400 yards. Though it can be done easily with practice and a rifle. I would love to meat the archer who can repeatedly hit a 400 yard target, granted we are talking fiction, and not real life.


Was considering 2 levels in inquisitor, 18 monk. Would go protection domain to free up back slot for wings. Would also get a stupid high initiative bonus. Would only lose 1 ki point but my unarmed dmg would not hit cap. Then again I would use ki to flury, not do unarmed to arrow damage most likely.


Chacatumbi wrote:
Was considering 2 levels in inquisitor, 18 monk. Would go protection domain to free up back slot for wings. Would also get a stupid high initiative bonus. Would only lose 1 ki point but my unarmed dmg would not hit cap. Then again I would use ki to flury, not do unarmed to arrow damage most likely.

Monk's Robe. It'll bring your unarmed damage and AC bonus back to cap, and it provides more for a multiclass or sub-20 monk than for a full 20-level monk.


He is not going to be using unarmed damage that often and the AC bonus is only +1. Monk’s robe is not going to be worth it. But he would lose +1 save, +1 to hit, Empty Body, and either perfect self, or another Quinggong power.

Judgements will be once a day and only a minor bonus so not much gained there. He will get some spells but the caster level is going to make them very weak. He will gain 4 skill points and some class skills.

He will get a bonus to identify monsters, but will not be able to use it. You can only make knowledge check untrained if the DC is 10 or lower. To make this worth anything he is going to have to invest a lot of points or a feat, over wise the DC is going to be too high for anything worth using it on.

The bonus on saves for the protection domain is only going to be +1. The granted power is based on the class level not character level. This means that the bonus is the same as if he stayed pure monk.

Initiative is not that important unless there is something you need to get started. For a rogue or spell caster it is more valuable. After the first round it really does not matter that much.


Mysterious Stranger wrote:

He is not going to be using unarmed damage that often and the AC bonus is only +1. Monk’s robe is not going to be worth it. But he would lose +1 save, +1 to hit, Empty Body, and either perfect self, or another Quinggong power.

Judgements will be once a day and only a minor bonus so not much gained there. He will get some spells but the caster level is going to make them very weak. He will gain 4 skill points and some class skills.

He will get a bonus to identify monsters, but will not be able to use it. You can only make knowledge check untrained if the DC is 10 or lower. To make this worth anything he is going to have to invest a lot of points or a feat, over wise the DC is going to be too high for anything worth using it on.

The bonus on saves for the protection domain is only going to be +1. The granted power is based on the class level not character level. This means that the bonus is the same as if he stayed pure monk.

Initiative is not that important unless there is something you need to get started. For a rogue or spell caster it is more valuable. After the first round it really does not matter that much.

I think the idea would probably be to take one of the social inquisitions that let you use WIS instead of CHA for your social skills, instead of a domain. Initiative is still important.


Personally I would give up Defensive Combat Training. With all your bonuses to AC your CMD will be through the roof anyway. Add your monk mobility and the fact that you'll typically be a long way from combat, and it really is a waste of a feat.

As a GM I would also not allow you to Outflank with yourself. The feat requires you and an ally. There must be two people, so definitely check with your GM.


Protection domain gives you a slot less +5 cloak of resist. Would gain 2 fort/will save. Would lose 1 dex save though, 1 bab, 1 ki, and unarmed dmg cap. Leaning to full monk


I think I'm pretty set on...

Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
1st: Defensive Combat Training
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly aim
5th: coordinated shot
Monk 6th: Specialization (longbow)
Monk 6th: Improved Precise Shot
7th: Outflank
9th: Clustered shots
Monk 10th: Improved Critical (longbow)
11th: Stunning Fist
13th: Dimentional agility
Monk 14th: Combat Reflexes
15th: Dimentional assault
17th: Dimentional Dervish
Monk 18th: deflect arrows
19th: Dimentional Savant

Bark skin, gas form, and ki leech for qiggong skills. Don't see what else is a useful lvl 7 or below power to take. I could also drop perfect self at 20 for something but nothing catches my eyes.


Jodokai, it certainly is a gm call, but there are other threads on this actually and it's a 6 feat investment for combo... 4 dimentionals, outflank, coordinated shot.

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