Please help me create a perfect Zen Archer / Inquisitor


Advice


So I'm looking to create an optimal Zen Archer 4/Inquisitor 16 build (this is set in stone). Help would be greatly appreciated.

Race is already set on Dhampir, so this can't be changed either. Please give a overview with the best LV. 1-20 feats and traits. I'd love an animal companion through the Feather Domain (probably with the "Boon Companion" feat but if you think that messes up a lot in the build, feel free not to include that.

Thanks in advance for any helpful comments!


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Unfortunately there isn't much to offer here because of what is fixed and a zen archer is basically auto pilot on its feats. My advice is there is no advice that can be given.


Any ranged Inquisitor should pick up Friendly Fire Maneuvers as their Level 3 Teamwork Feat. "Allies who also have this feat cannot provide soft cover to enemies", and thanks to Solo Tactics, all allies count as having that feat.


As wonderful as the Feather domain is, I don't think it would work well for this build, because even with Boon Companion your animal companion would be 3 level behinds. The Sacred Huntsmaster archetype could work much better for your purposes.

In addition to all of the standard ranged combat feats, you can also help shore up your 3/4 BAB with some teamwork feats like Coordinated Shot and Enfilading Fire, which can work excellently with either Solo Tactics or the Sacred Huntsmaster archetype.

Did you have a deity chosen yet? Erastil could be nice, with a monk-compatible alignment, an archery theme, and some useful domains. The Deadeye Bowman trait could take the place of Friendly Fire Maneuvers for dealing with soft cover on the battlefield (and it works with all creatures, not just allies). At high levels, you could take Deific Obedience for the spectacular animal companion duplication and eventual ability to add your Wisdom to attack and damage rolls in addition to your normal modifier. In fact, these deific obedience boons are so good that you really should consider the Evangelist prestige class. I know you said your classes were set in stone, but after the first level Evangelist can give you all of your normal inquisitor class abilities plus early access these spectacular boons and some other assorted benefits.


Note that this advice is coming from someone who has yet to play this character (or any character above level 2), but I have been brainstorming a similar character and have come up with a few ideas.

First off, from what I have heard, Bane is pretty much the most awesomest ever, so you want that ASAP. However, you also want some of the nice early level feats provided by Zen. So a good plan would be to take Zen at level 1, taking PBS as the normal feat and Precise Shot as the bonus feat. Note that this also gives you flurry of blows which is basically a rapid shot equivalent, and unarmed strike which is basically a snap shot equivalent. Then levels 2-6 should be Inquisitor, to get to Bane ASAP. 7-9 could then be Zen, and 10+ back to Inquisitor.

One thing you need to think about is whether you plan on taking Manyshot eventually, or are planning to rely upon flurry of blows with a ki point for an extra attack. If you go flurry/ki, it frees up a couple of feats, but you are limited by the size of your ki pool in how often you get that extra attack, and your second bonus feat options for Zen level 2 are not all that exciting. If you don't mind burning the feats, then you can rely upon flurry until your 2nd level of Zen, at which point you can take Rapid Shot as your bonus feat and subsequently Manyshot as a normal feat when you get to BAB +6. This would also allow you to reduce to only 3 levels of Zen if you want, as other than the extra attack the ki pool doesn't give you a lot at that level.

I second the Sacred Huntsmaster suggestion as well if you want an animal companion; Feather domain + 4 levels in another class is just too much. That would also free up your domain for you to slot in something else, like Travel (untyped +10 to movement) or Conversion Inquisition (Wis instead of Cha for Bluff, Diplomacy, and Intimidate).


Renegadeshepherd wrote:
Unfortunately there isn't much to offer here because of what is fixed and a zen archer is basically auto pilot on its feats. My advice is there is no advice that can be given.

Well... that's not the most useful comment around. Mind giving me the "auto pilot" on feats then?


Avoron wrote:

As wonderful as the Feather domain is, I don't think it would work well for this build, because even with Boon Companion your animal companion would be 3 level behinds. The Sacred Huntsmaster archetype could work much better for your purposes.

In addition to all of the standard ranged combat feats, you can also help shore up your 3/4 BAB with some teamwork feats like Coordinated Shot and Enfilading Fire, which can work excellently with either Solo Tactics or the Sacred Huntsmaster archetype.

Did you have a deity chosen yet? Erastil could be nice, with a monk-compatible alignment, an archery theme, and some useful domains. The Deadeye Bowman trait could take the place of Friendly Fire Maneuvers for dealing with soft cover on the battlefield (and it works with all creatures, not just allies). At high levels, you could take Deific Obedience for the spectacular animal companion duplication and eventual ability to add your Wisdom to attack and damage rolls in addition to your normal modifier. In fact, these deific obedience boons are so good that you really should consider the Evangelist prestige class. I know you said your classes were set in stone, but after the first level Evangelist can give you all of your normal inquisitor class abilities plus early access these spectacular boons and some other assorted benefits.

Woa, thanks a lot for the help, I completely forgot about the Sacred Huntmaster archetype. Thanks a ton for reminding me about it! Mind giving me a level-by-level feat setup? Because I honestly have no idea where to start. And yeah, Erastil had a few steps ahead on the other gods. :p


The Original Zen Archer Handbook

It doesn't have all the recent material, but it's the basic idea behind the build.


dwilhelmi wrote:

Note that this advice is coming from someone who has yet to play this character (or any character above level 2), but I have been brainstorming a similar character and have come up with a few ideas.

First off, from what I have heard, Bane is pretty much the most awesomest ever, so you want that ASAP. However, you also want some of the nice early level feats provided by Zen. So a good plan would be to take Zen at level 1, taking PBS as the normal feat and Precise Shot as the bonus feat. Note that this also gives you flurry of blows which is basically a rapid shot equivalent, and unarmed strike which is basically a snap shot equivalent. Then levels 2-6 should be Inquisitor, to get to Bane ASAP. 7-9 could then be Zen, and 10+ back to Inquisitor.

One thing you need to think about is whether you plan on taking Manyshot eventually, or are planning to rely upon flurry of blows with a ki point for an extra attack. If you go flurry/ki, it frees up a couple of feats, but you are limited by the size of your ki pool in how often you get that extra attack, and your second bonus feat options for Zen level 2 are not all that exciting. If you don't mind burning the feats, then you can rely upon flurry until your 2nd level of Zen, at which point you can take Rapid Shot as your bonus feat and subsequently Manyshot as a normal feat when you get to BAB +6. This would also allow you to reduce to only 3 levels of Zen if you want, as other than the extra attack the ki pool doesn't give you a lot at that level.

I second the Sacred Huntsmaster suggestion as well if you want an animal companion; Feather domain + 4 levels in another class is just too much. That would also free up your domain for you to slot in something else, like Travel (untyped +10 to movement) or Conversion Inquisition (Wis instead of Cha for Bluff, Diplomacy, and Intimidate).

Wow, impressive suggestions from someone who says he lacks experience. I'm probably going the non Rapid Shot route, using Ki to get my extra attacks, sparing out 2 feats. Had totally forgotten about the Sacred Huntsmaster class, and will definitely take that one. Mind sharing a level-by-level feat setup, since I hope no idea where to start.


Falcatae wrote:
Renegadeshepherd wrote:
Unfortunately there isn't much to offer here because of what is fixed and a zen archer is basically auto pilot on its feats. My advice is there is no advice that can be given.
Well... that's not the most useful comment around. Mind giving me the "auto pilot" on feats then?

any of the feats in the "replacement bonus feat" section, plus maybe deadly aim.

And sounds like you've never read anything about ranged combat, rare, but not unheard of.

you need Point Blank Shot (pbs)
Next is Precise shot (removes the -4 for shooting someone in melee combat)
Rapid shot is usually the next feat, but if you're flurrying with a Zen monk then you skip this one.
Deadly aim is power attack for range characters.
Improved precise shot is AWESOME and only Zen archers and Rangers/slayers get access to it at lv6 with their bonus feats, otherwise you have to wait till bab 11 to qualify. This feat removes Cover penalties.
Manyshot is often got, but again, if using flurry then it doesn't work.
Cluster shot is the next one to get, it helps you beat DR, and makes you deal with DR better than anyone else.

and yeah, there are the basic "Do ranged combat" feats.

so the zen can do PBS and precise lvs 1 and 2 and IMP precise lv6.


Zen archers get many of the necessary feats as class features, and they are all in the first few levels, so that's why it's generally considered an "auto-pilot" build:

Rapid Shot-- you get flurry at level 1, so you don't need this
Weapon Focus-- level 2 class feature
Point Blank Master-- level 3 class feature
Weapon Specialization-- level 6 class feature
etc.

At level 1 and 2, you choose Bonus Feats that you don't have to qualify for.
Take Precise Shot at level 1, then Point Blank Shot as you level 1 character feat.
For the bonus feat at level 2, I usually take Dodge or Combat Reflexes. (You have unarmed strike, so you can still threaten while you have your bow out, but most foes won't know that...) If you know you're going to be in large open fields for combat, you can take Far Shot. (Your bow has a 110' range increment, which is nearly the distance across most encounter maps--I've never used Far Shot on a composite longbow.)

At level 3, you can use your Wis modifier for your attack roll with your bow, so you don't have to pump your dexterity. Just accept that you won't be quite as good through level 3, and focus on your wisdom and strength.

Get a composite bow with the Adaptive enhancement as soon as possible so strength buffs will still help your damage. Next goal is to add Seeking.

Missing out on Improved Precise Shot at level 6 will hurt a lot, but Deadeye Bowman will help a bit with that. That could free up your teamwork feat.

But honestly, as long as you grab Point Blank and Precise Shot at level 1, you basically can't screw up a Zen Archer build.


Falcatae wrote:
Wow, impressive suggestions from someone who says he lacks experience. I'm probably going the non Rapid Shot route, using Ki to get my extra attacks, sparing out 2 feats. Had totally forgotten about the Sacred Huntsmaster class, and will definitely take that one. Mind sharing a level-by-level feat setup, since I hope no idea where to start.

Thanks! Yeah, very little experience, but a lot of reading / planning / experimenting with Hero Labs; I have built out more characters at this point than I have played games :)

The nice thing about this build is that the feats really are wide open. The key ranged feats are Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Manyshot, Improved Precise Shot, and optionally Snap Shot and Improved Snap Shot. Take PBS and Precise at level 1, you basically get Rapid Shot, Manyshot, and Snap Shot for free as class features, so all you really have left to do is grab Deadly Aim at level 3 and Improved Precise Shot at level 15 (earliest it is available unfortunately), and the rest of the feats are all based on what you want to do with your build.

For my build, my animal companion is an Ape with the Bodyguard archetype, and I am playing him up as a bodyguard - I try to stay out of melee, and my pet serves as a meat shield to keep me that way. I am taking Boon Companion at level 3 (to get the Large size with Reach ASAP), Lookout as my first teamwork feat (Bodyguard lets my pet always act in surprise round, so Lookout lets me do the same), then I am filling in with other protection teamwork feats like Escape Route, Intercept Charge, and Shake It Off.

I've seen other builds that focus more on being in the mix of melee with Snap Shot and Improved Snap Shot, Combat Reflexes, Dodge, maybe Toughness, those sorts of feats. Snap Shot is kind of a waste, but is required for Improved Snap Shot.

Without knowing what flavor you want, it will be hard to give an exact feat progression, as the 4 level Zen dip really gives you all the bare necessities and the rest is really flexible.


dwilhelmi wrote:

Note that this advice is coming from someone who has yet to play this character (or any character above level 2), but I have been brainstorming a similar character and have come up with a few ideas.

First off, from what I have heard, Bane is pretty much the most awesomest ever, so you want that ASAP. However, you also want some of the nice early level feats provided by Zen. So a good plan would be to take Zen at level 1, taking PBS as the normal feat and Precise Shot as the bonus feat. Note that this also gives you flurry of blows which is basically a rapid shot equivalent, and unarmed strike which is basically a snap shot equivalent. Then levels 2-6 should be Inquisitor, to get to Bane ASAP. 7-9 could then be Zen, and 10+ back to Inquisitor.

One thing you need to think about is whether you plan on taking Manyshot eventually, or are planning to rely upon flurry of blows with a ki point for an extra attack. If you go flurry/ki, it frees up a couple of feats, but you are limited by the size of your ki pool in how often you get that extra attack, and your second bonus feat options for Zen level 2 are not all that exciting. If you don't mind burning the feats, then you can rely upon flurry until your 2nd level of Zen, at which point you can take Rapid Shot as your bonus feat and subsequently Manyshot as a normal feat when you get to BAB +6. This would also allow you to reduce to only 3 levels of Zen if you want, as other than the extra attack the ki pool doesn't give you a lot at that level.

I second the Sacred Huntsmaster suggestion as well if you want an animal companion; Feather domain + 4 levels in another class is just too much. That would also free up your domain for you to slot in something else, like Travel (untyped +10 to movement) or Conversion Inquisition (Wis instead of Cha for Bluff, Diplomacy, and Intimidate).

There's one really big drawback to this build order though: your point buy. One of the beautiful things about the Zen Archer/Inquisitor is how SAD it becomes when you get WIS to attack rolls at ZA 3. Delaying this until level 8 is gonna hurt, unless you have a seriously sweet stat array. (Not that it will be the end of the world if you have a decent DEX or STR score even when Archery comes online, as they will add to your AC and damage. But still.)

Some other thoughts:

-Since Flurry of Bows only gets you 1 extra attack with 4 levels, you may want to pick up Rapid Shot and Many Shot at later levels. The ki extra attack can help, but it's a limited resource. You shouldn't feel that lag until pretty late into the levels though, and by then you should have feats to spare.

-Your AC bonus won't scale into higher levels. Not the end of the world for an Archer, but consider getting Mage Armor access. You could also just wear armor, especially if you don't use Flurry. Only thing you lose is some CMD and movement speed, the latter of which an animal companion can render irrelevant.

-Dwarves are a great race. Almost perfect set of stat adjustments, and ZA/Inquisitor Dwarf with Steel Soul and Glory of Old will have some of the best saves in the game, especially against magic.

-Secondary stats are in interesting conundrum. STR will add damage, and very little else. DEX will increase your AC, reflex save, and initiative, plus more relevant skills.


Allright so we're having a Dhampir Zen Archer 4/Sacred Huntsmaster 16 taking all the Zen Archer's levels first thanks to Captain Morgan's comment about how important Flurry of Blows is. This gives us the following Feat Progression:

LV1. Feat
LV1. Feat (Monk)
LV1. Perfect Strike
LV2. Feat (Monk)
LV2. Weapon Focus
LV3. Feat
LV3. Point Blank Master
LV5. Feat => Probably Boon Companion
LV7. Feat
LV7. Teamwork Feat
LV9. Feat
LV10. Teamwork Feat
LV11. Feat
LV13. Feat
LV13. Teamwork Feat
LV15. Feat
LV16. Teamwork Feat
LV17. Feat
LV19. Feat
LV19. Teamwork Feat

Remember Rapid Shot and Manyshot aren't necessary. Also what about the Traits? I've had a couple of good comments but I can only have two. I've also heard good things about Magical Knack and Fate's Favored for Inquisitor, but Deadeye Bowman looks great too, sparing me another feet to deal with the cover.


Captain Morgan wrote:
There's one really big drawback to this build order though: your point buy. One of the beautiful things about the Zen Archer/Inquisitor is how SAD it becomes when you get WIS to attack rolls at ZA 3. Delaying this until level 8 is gonna hurt, unless you have a seriously sweet stat array. (Not that it will be the end of the world if you have a decent DEX or STR score even when Archery comes online, as they will add to your AC and damage. But still.)

I've thought of that, but I was hoping that it wouldn't make that huge of an impact. Currently I am planning on going with a Dex of 14 and a Wis of 19, and I was hoping that the dex of 14 would be good enough to let me get by until 8; it is really only 2 less to hit (3 less at level 4), and this can be offset by spells and equipment. Then at level 8, I will get a nice boost to hit for the harder beasties.

Taking all Zen up front though delays the arrival of the animal companion, the Inquisitor spells, and very importantly Bane, which gives a bump of +2 enhancement and an extra 2d6 of damage with every arrow. It seems like having 2 less to hit from the ability score is overall worth it for a little while to get that stuff soonest.

That being said, I am very inexperienced, so maybe that is more of a struggle than I am imagining?


It's a matter of that you got to be able to hit often, even if with not that much damage. So it's better to be accurate by going zen first then inquisitor for bane later or else you will not hit enough. A dex 14, for example, is only a +2 to hit but flurry of blows will effectively nullify that so you only have BAB (aka monk level for flurry). Not horrible but not enough in a decent number of cases. That extra +2 that a wisdom mod offers along with the free monk feats can easily increase your odds to hit by about 25 to 35% at low levels.


The ratio is 1 accuracy is about 2 damage for DPR. So by missing out on the +2/+3 accuracy you're effectively missing out on 4/6 damage per arrow per round. Since you're shooting 2 arrows with flurry that's a 8/12 damage loss per round.

Now if you'd still like to give up 8+damage a round for 6 levels, go for it, bane is awesome! Animal companions are too. But this might help you see it with a different perspective that you hadn't before.


Here's how I think about it: if you frontload your Inquisitor levels, you are going to be playing an Inquisitor with great utility who can't contribute much in combat. You've got an animal companion though, which helps. (Make sure you take the boon companion feat when you multiclass, though) But you are still suboptimal for your class potential,until level 8.

If you start Zen Archer, you'll be a fully functional Zen Archer for your first 4 levels, at full effectiveness, and then as your Inquisitor levels come online your character starts exploding with versatility and utility.

Also, don't forget Bane is a limited resource. Zen Archer 4 gets you a ki pool you can use for extra attacks, which helps equalize your Nova damage. So I'd definitely lean towards ZA 4 first, or at least ZA 3.


Falcatae wrote:

Allright so we're having a Dhampir Zen Archer 4/Sacred Huntsmaster 16 taking all the Zen Archer's levels first thanks to Captain Morgan's comment about how important Flurry of Blows is. This gives us the following Feat Progression:

LV1. Feat
LV1. Feat (Monk)
LV1. Perfect Strike
LV2. Feat (Monk)
LV2. Weapon Focus
LV3. Feat
LV3. Point Blank Master
LV5. Feat => Probably Boon Companion
LV7. Feat
LV7. Teamwork Feat
LV9. Feat
LV10. Teamwork Feat
LV11. Feat
LV13. Feat
LV13. Teamwork Feat
LV15. Feat
LV16. Teamwork Feat
LV17. Feat
LV19. Feat
LV19. Teamwork Feat

Remember Rapid Shot and Manyshot aren't necessary. Also what about the Traits? I've had a couple of good comments but I can only have two. I've also heard good things about Magical Knack and Fate's Favored for Inquisitor, but Deadeye Bowman looks great too, sparing me another fhttps://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Pr oduct_Code=CPB-WTNV-BUMPERSTICKERS&Category_Code=CPBeet to deal with the cover.

Are you using a variant heritage for the race? The default stat array is a little meh for you.

You may want to consider using the Additional Traits feat to pick up Magical Knack later in your career. The other two you mentioned seem like fine picks to start.

I'll post a potential feat breakdown in a second.

LV1. Deadly Aim
LV1. Precise Shot (Monk)
LV1. Perfect Strike
LV2. Point Blank Shot (Monk)
LV2. Weapon Focus
LV3. Mounted Combat?
LV3. Point Blank Master
LV5. Boon Companion
LV7. Feat (Rapid Shot?)
LV7. Coordinated Shot (TW)
LV9. Clustered Shot (Snap Shot?)
LV10. Teamwork Feat (Enfilidating Fire)
LV11. Extended Bane (Clustered Shot?)
LV13. Feat (Improved Snap Shot?)
LV13. Teamwork Improved Spellsharing
LV15. Improved Precise Shot (assuming you can get a belt to meet the Dex requirement.)
LV16. Teamwork Feat Broken Wing Gambit
LV17. Feat (Greater Snap Shot?)
LV19. Feat
LV19. Teamwork Feat Wounded Paw Gambit
Things to consider in the blank spaces: Unsanctioned Knowledge, Skill Focus (If you go Infilitrator/Conversion, you can add this to Bluff or Diplomacy to be the best face ever), Rapid Shot so you qualify for Snap Shot>Combat Reflexes>Improved Snap Shot. Depending on how much you want to prioritize this, you could have this AoO set up online early if you delay Clustered Shot.
Mounted Combat, Mounted Archery, and Far Shot could all have a place, but only if find them necessary after playing in the campaign.


Captain Morgan wrote:

Are you using a variant heritage for the race? The default stat array is a little meh for you.

You may want to consider using the Additional Traits feat to pick up Magical Knack later in your career. The other two you mentioned seem like fine picks to start.

I'll post a potential feat breakdown in a second.

LV1. Deadly Aim
LV1. Precise Shot (Monk)
LV1. Perfect Strike
LV2. Point Blank Shot (Monk)
LV2. Weapon Focus

Minor adjustment: a Zen Archer can't pick up Deadly Aim as a level 1 character feat: it requires BAB 1, which the monk doesn't get until level 2.

Since Deadly Aim isn't on the bonus feat list, you'd have to wait until level 3 to get it. (You might be able to convince your GM that since you have full BAB when flurrying, you should be able to take the feat but only use it when flurrying until level 2. Alternatively, ask your GM to add Deadly Aim to the bonus feat list and take it at level 2.)

On traits:
Since you won't be getting Improved Precise Shot until really late (requires BAB 11, and monk and inquisitor are both 3/4 BAB), I would highly recommend Deadeye Bowman as a trait.


Deadeye Bowman would be an excellent trait for you to take.
If you were raised by humans (not that uncommon for dhampirs), Adopted (Weapon Training) would also be very nice.

Magical Knack and Fate's Favored would indeed be very useful, but much more so a little bit later in the game. I would suggest that you take them with Additional Traits as your seventh level feat.

I would also suggest taking Deific Obedience at either 17th or 19th level, if your game ever gets that far. Other than that, the build set out by Captain Morgan looks pretty solid.


Captain Morgan wrote:
Falcatae wrote:

Allright so we're having a Dhampir Zen Archer 4/Sacred Huntsmaster 16 taking all the Zen Archer's levels first thanks to Captain Morgan's comment about how important Flurry of Blows is. This gives us the following Feat Progression:

LV1. Feat
LV1. Feat (Monk)
LV1. Perfect Strike
LV2. Feat (Monk)
LV2. Weapon Focus
LV3. Feat
LV3. Point Blank Master
LV5. Feat => Probably Boon Companion
LV7. Feat
LV7. Teamwork Feat
LV9. Feat
LV10. Teamwork Feat
LV11. Feat
LV13. Feat
LV13. Teamwork Feat
LV15. Feat
LV16. Teamwork Feat
LV17. Feat
LV19. Feat
LV19. Teamwork Feat

Remember Rapid Shot and Manyshot aren't necessary. Also what about the Traits? I've had a couple of good comments but I can only have two. I've also heard good things about Magical Knack and Fate's Favored for Inquisitor, but Deadeye Bowman looks great too, sparing me another fhttps://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Pr oduct_Code=CPB-WTNV-BUMPERSTICKERS&Category_Code=CPBeet to deal with the cover.

Are you using a variant heritage for the race? The default stat array is a little meh for you.

You may want to consider using the Additional Traits feat to pick up Magical Knack later in your career. The other two you mentioned seem like fine picks to start.

I'll post a potential feat breakdown in a second.

LV1. Deadly Aim
LV1. Precise Shot (Monk)
LV1. Perfect Strike
LV2. Point Blank Shot (Monk)
LV2. Weapon Focus
LV3. Mounted Combat?
LV3. Point Blank Master
LV5. Boon Companion
LV7. Feat (Rapid Shot?)
LV7. Coordinated Shot (TW)
LV9. Clustered Shot (Snap Shot?)
LV10. Teamwork Feat (Enfilidating Fire)
LV11. Extended Bane (Clustered Shot?)
LV13. Feat (Improved Snap Shot?)
LV13. Teamwork Improved Spellsharing
LV15. Improved Precise Shot (assuming you can get a belt to meet the Dex requirement.)
LV16. Teamwork Feat Broken Wing Gambit
LV17. Feat (Greater Snap Shot?)
LV19. Feat
LV19. Teamwork Feat Wounded Paw Gambit
Things to consider in the blank...

Finally someone with a direct answer towards the feat question! This is exactly what I needed to get a good overview over the must-have feats. Thank you so very much! And yes, I am taking the Nosferatu heritage.


Gwen Smith wrote:
Captain Morgan wrote:

Are you using a variant heritage for the race? The default stat array is a little meh for you.

You may want to consider using the Additional Traits feat to pick up Magical Knack later in your career. The other two you mentioned seem like fine picks to start.

I'll post a potential feat breakdown in a second.

LV1. Deadly Aim
LV1. Precise Shot (Monk)
LV1. Perfect Strike
LV2. Point Blank Shot (Monk)
LV2. Weapon Focus

Minor adjustment: a Zen Archer can't pick up Deadly Aim as a level 1 character feat: it requires BAB 1, which the monk doesn't get until level 2.

Since Deadly Aim isn't on the bonus feat list, you'd have to wait until level 3 to get it. (You might be able to convince your GM that since you have full BAB when flurrying, you should be able to take the feat but only use it when flurrying until level 2. Alternatively, ask your GM to add Deadly Aim to the bonus feat list and take it at level 2.)

On traits:
Since you won't be getting Improved Precise Shot until really late (requires BAB 11, and monk and inquisitor are both 3/4 BAB), I would highly recommend Deadeye Bowman as a trait.

Wow, that's some incredible eye for detail and an unbelievable vast knowledge of the rules. Color me impressed. Thanks a lot for helping with my build by scratching the last mistakes!


Can't take deadly aim at level 1


Actually, I think you might be able to snag Deadly Aim at 1, but only use it when you Flurry. Pretty sure their was an adjusted BAB FAQ, sort of like how the Brawler counts as using TWF when she flurries.

But that's not very important, since you can take it at third.


Falcatae wrote:
Gwen Smith wrote:
Captain Morgan wrote:

Are you using a variant heritage for the race? The default stat array is a little meh for you.

You may want to consider using the Additional Traits feat to pick up Magical Knack later in your career. The other two you mentioned seem like fine picks to start.

I'll post a potential feat breakdown in a second.

LV1. Deadly Aim
LV1. Precise Shot (Monk)
LV1. Perfect Strike
LV2. Point Blank Shot (Monk)
LV2. Weapon Focus

Minor adjustment: a Zen Archer can't pick up Deadly Aim as a level 1 character feat: it requires BAB 1, which the monk doesn't get until level 2.

Since Deadly Aim isn't on the bonus feat list, you'd have to wait until level 3 to get it. (You might be able to convince your GM that since you have full BAB when flurrying, you should be able to take the feat but only use it when flurrying until level 2. Alternatively, ask your GM to add Deadly Aim to the bonus feat list and take it at level 2.)

On traits:
Since you won't be getting Improved Precise Shot until really late (requires BAB 11, and monk and inquisitor are both 3/4 BAB), I would highly recommend Deadeye Bowman as a trait.

Wow, that's some incredible eye for detail and an unbelievable vast knowledge of the rules. Color me impressed. Thanks a lot for helping with my build by scratching the last mistakes!

I play a lot of Zen Archers: it's my favorite class.

See if you GM will let you use durable arrows and weapon blanches. There are a bunch of trick arrows in the Alchemy Manual and/or Elves of Golarion. You can make Green Arrow envy you. :-)

Scarab Sages

Most Zen Archers don't have the accuracy to use Deadly Aim until third level anyway, because WIS is generally higher than Dex on them.

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