Zen Archer Sacred Fist


Advice


Dombrow Longshot
Male svirfneblin monk (qinggong monk, zen archer) 6/warpriest (champion of the faith, sacred fist) of Shelyn 14 (Pathfinder RPG Advanced Class Guide 60, 128, 130, Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Bestiary 261, Pathfinder RPG Ultimate Magic 51)
LG Small humanoid (gnome)
Init +3; Senses darkvision 120 ft., low-light vision; Perception +33 (+35 to notice unusual stonework)
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Defense
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AC 66, touch 48, flat-footed 57 (+8 armor, +5 deflection, +2 Dex, +7 dodge, +1 insight, +2 monk, +6 natural, +4 shield, +1 size, +10 untyped bonus, +10 Wis)
hp 99 (20d8+1)
Fort +20, Ref +18, Will +30
SR 31
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Offense
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Speed 40 ft.
Melee unarmed strike +14/+14/+9/+4 (3d6-1)
Ranged or
. . lightning bow flurry of blows +36/+36/+36/+31/+31/+26/+26/+21 (3d6+4/19-20/×3+8 flurry) or
. . lightning bow +26/+26/+21/+16 (3d6+4/19-20/×3+8 flurry)
Special Attacks blessings 10/day (Air: soaring assault, zephyr's gift, Protection: aura of protection, increased defense), fervor 17/day (5d6), flurry of blows, hatred, perfect strike 9/day, smite evil 3/day (+0 attack and AC, +14 damage), zen archery
Spell-Like Abilities (CL 19th; concentration +17)
. . Constant—nondetection
. . 1/day—blindness/deafness (DC 10), blur, disguise self
Monk Spell-Like Abilities (CL 6th; concentration +4)
. . —feather step (self only, 1 ki)[UM]
Warpriest (Champion of the Faith, Sacred Fist) Spells Prepared (CL 14th; concentration +24)
. . 5th—breath of life (DC 25), cleanse[APG], spell resistance, true seeing
. . 4th—air walk, blessing of fervor[APG] (DC 24), divine power, freedom of movement, persistent vigor[ACG], restoration
. . 3rd—blindness/deafness (DC 23), daybreak arrow[UC], deeper darkness, dispel magic, magic vestment, protection from energy
. . 2nd—air step[ACG], darkness, find traps, hold person (DC 22), ironskin, owl's wisdom, lesser restoration, shatter (DC 22)
. . 1st—charm person (DC 21), divine favor, obscuring mist, protection from chaos, protection from evil, ray of sickening[UM] (DC 21), sanctuary (DC 21), stone shield[ARG]
. . 0 (at will)—create water, detect magic, guidance, light, read magic
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Statistics
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Str 8, Dex 14, Con 10, Int 14, Wis 30, Cha 6
Base Atk +14; CMB +12; CMD 58
Feats Crane Style[UC], Deadly Aim, Divine Interference[UM], Dodge, Focused Shot[APG], Hammer The Gap[UC], Impact Critical Shot[UC], Improved Critical (longbow), Improved Precise Shot, Improved Unarmed Strike, Monkey Style[UC], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits dangerously curious, reactionary
Skills Acrobatics +19 (+23 to jump), Appraise +1, Bluff -3, Climb +6, Diplomacy +1, Disguise -3, Escape Artist +20, Fly +3, Heal +13, Intimidate +1, Knowledge (history) +5, Knowledge (religion) +5, Perception +33 (+35 to notice unusual stonework), Ride +5, Sense Motive +23, Sleight of Hand +2, Spellcraft +5, Stealth +30 (+32 when underground), Survival +9, Swim +2, Use Magic Device +21; Racial Modifiers +2 Perception, +2 Stealth, +2 Perception to notice unusual stonework
Languages Common, Gnome, Goblin, Undercommon
SQ blessed fortitude, detect alignment, fast movement, flurry of blows, gnome magic, ki archery, ki arrows, ki insight, ki pool (18 points adamantine, cold iron, lawful, magic, silver)
Combat Gear caltrops (3); Other Gear lightning bow[UE], bag of holding i, bracers of armor +8, dusty rose prism ioun stone, efficient quiver, headband of inspired wisdom +6, monk's robe, ring of protection +5, ring of resistance +5, bedroll, flint and steel, masterwork tool, mess kit[UE], soap, trail rations (5), waterskin
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Special Abilities
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Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Fervor (5d6, 17/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows +28/+28/+23/+18/+13/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Flurry of Blows+28/+28/+23/+23/+18/+13/+8/+3 (Su) You can make a flurry of blows, as the monk.
Focused Shot +2 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hatred +1 Gain a bonus to attack vs. Dwarves/Reptilian humanoids.
Impact Critical Shot You can bull rush on a critical hit
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Insight +3 (Su) Use 1 ki to gain Insight bonus to AC for 1 min.
Ki Pool (18/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Miraculous Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead. On fail, halve effect.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Perfect Strike (2d20, 9/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Evil (3/day) (Su) As a swift action, gain +0 att, +14 dam, and +0 to AC vs. evil foe in sight.
Spell Resistance (31) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


My main problem is I have open feats. 1 monk zen archer feat, and 2 other base feats.

I could even dump Dodge if I didn't have Crane Style but a suitable replacement is elusive. Focused shot could also be dumped

Barkskin thru ki/ qinggong powers isn't going to be necessary because of Ironskin at +6 should be better.

I looked heavily at Rapid and Many Shot both are mostly pointless with Flurry of Blows. With the Air Blessing from Warpriest Zephyr's gift he should always be attacking at max range and never be close enough for attacks of opportunity so the Snap Shot feat and Combat Reflexes were rather pointless subsequently the same logic made Rapid and Many Shot pointless as you should always be able to spend a full round action with Flurry.

I'm sure I have more things that could be done better any advise is greatly appreciated!


With that kind of range the overwatch style would be powerful.


I hate to admit this but, I didn't really understand Overwatch Style, Overwatch Tactician and overwatch vortex could you explain?


Typically you can use a standard action to ready a single attack (if anyone triea to cast I shoot them), with overwatch you get to ready multiple attacks (I will shoot the first 4 enemies who cast, or two casters and the first 2 to draw a blade).

This allows you to do action denial at range instead of just slinging damage.


@Java Man sounds like there is another feat I am missing here is is just Overwatch or?


With no feats you can ready one attack as a standard action. Overwatch style lets you ready 2 attacks with a full round action, tactician makes it 2 attacks for a standard action, and vortex makes it 4 attacks as a full round. In all cases where you can ready multiple attacks they can, and must, have different triggers.


Critiques welcome!

Dombrow Longshot
Male devil-spawn tiefling monk (qinggong monk, zen archer) 6/warpriest (champion of the faith, sacred fist) of Shelyn 14 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 60, 128, 130, Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 51)
LG Medium outsider (native)
Init +7; Senses darkvision 120 ft., low-light vision; Perception +34
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Defense
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AC 68, touch 48, flat-footed 59 (+9 armor, +5 deflection, +3 Dex, +6 dodge, +1 insight, +1 monk, +7 natural, +4 shield, +11 untyped bonus, +11 Wis)
hp 183 (20d8+80)
Fort +25, Ref +21, Will +32; +1 Luck bonus vs. traps
Resist electricity 5; SR 26
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Offense
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Speed 90 ft.
Melee unarmed strike +23/+23/+18/+13 (2d10+7)
Ranged or
. . (L) lightning bow flurry of blows +49/+49/+49/+44/+44/+39/+39/+34 (4d8+12/19-20/×3) or
. . (L) lightning bow +35/+35/+30/+25 (4d8+12/19-20/×3)
Special Attacks blessings 10/day (Air: soaring assault, zephyr's gift, Protection: aura of protection, increased defense), fervor 18/day (5d6), flurry of blows, perfect strike 9/day, powerful build, smite evil 3/day (+0 attack and AC, +14 damage), zen archery
Monk Spell-Like Abilities (CL 6th; concentration +6)
. . —feather step (self only, 1 ki)[UM]
. . —gaseous form (self only, 1 ki)[UM]
Warpriest (Champion of the Faith, Sacred Fist) Spells Prepared (CL 14th; concentration +25)
. . 5th—breath of life (DC 26), holy ice[UM], plane shift (DC 26), spell resistance
. . 4th—air walk, blessing of fervor[APG] (DC 25), death ward, freedom of movement, restoration, spiritual ally[APG]
. . 3rd—beacon of luck, bestow curse (DC 24), blindness/deafness (DC 24), channel vigor, deeper darkness, dispel magic, protection from energy
. . 2nd—blinding ray[ARG] (DC 23), darkness, find traps, hold person (DC 23), aquatic ironbeard[ARG], life pact[ACG], resist energy, status (DC 23)
. . 1st—bless, divine favor, doom (DC 22), ironbeard[ARG], obscuring mist, protection from evil, ray of sickening[UM] (DC 22), sanctuary (DC 22)
. . 0 (at will)—create water, detect magic, guidance, light, read magic
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Statistics
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Str 16, Dex 16, Con 18, Int 14, Wis 32, Cha 10
Base Atk +14; CMB +24; CMD 65
Feats Crane Style[UC], Deadly Aim, Divine Interference[UM], Dodge, Fiend Sight[ARG], Fiendish Heritage, Focused Shot[APG], Hammer The Gap[UC], Improved Critical (longbow), Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Monkey Style[UC], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Run, Touch Of Serenity[APG], Weapon Focus (longbow), Weapon Specialization (longbow)
Traits dangerously curious, fate's favored
Skills Acrobatics +30 (+34 to jump with a running start, +54 to jump), Climb +11, Diplomacy +4, Escape Artist +22, Heal +15, Intimidate +4, Knowledge (history) +6, Knowledge (religion) +8, Perception +34, Ride +7, Sense Motive +15, Spellcraft +6, Stealth +26, Survival +12, Swim +7, Use Magic Device +24
Languages Abyssal, Common, Draconic, Goblin
SQ blessed fortitude, detect alignment, fast movement, fiendish sprinter[ARG], flurry of blows, ki archery, ki arrows, ki insight, ki pool (19 points adamantine, cold iron, lawful, magic, silver), prehensile tail[ARG]
Combat Gear charm of fate; Other Gear lightning bow[UE], belt of physical perfection +6, bracers of armor +8, cloak of resistance +5, dusty rose prism ioun stone, headband of inspired wisdom +6, ring of protection +5, trapspringer's gloves[UE], masterwork thieves' tools
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Special Abilities
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Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Fervor (5d6, 18/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows +28/+28/+23/+18/+13/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Flurry of Blows+28/+28/+23/+23/+18/+13/+8/+3 (Su) You can make a flurry of blows, as the monk.
Focused Shot +2 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Gaseous Form (self only, 1 Ki) (Sp) Self only. Costs 1 ki point to activate.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Insight +3 (Su) Use 1 ki to gain Insight bonus to AC for 1 min.
Ki Pool (19/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Miraculous Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead. On fail, halve effect.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Perfect Strike (2d20, 9/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Build Can function as one size larger where advantageous.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Smite Evil (3/day) (Su) As a swift action, gain +0 att, +14 dam, and +0 to AC vs. evil foe in sight.
Spell Resistance (26) You have Spell Resistance.
Touch of Serenity (1 rd, 9/day, DC 31) Target hit by your unarmed attack takes no damage, but may not attack for 1 rd.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


His max run is over 600' so fast we believe Hero lab couldn't calculate it anymore.

His max armor is 80+

He gets 8 attacks that can hit! And those can do upward of 100dmg per no critical.

If you get next to him be weary of touch of serenity.

The build was meant to be able to sit outside a fireballs range and snipe casters then everyone else.


Champion of the Faith & Sacred Fist Archetypes do not stack I feel bad informing you


I’m not sure how you are getting your numbers...flurry of blows as a zen archer is going to give you +6 BAB from your monk levels instead of +4, but gives a -2 penalty on each attack, so it should balance out. But you appear to be showing going from +35 non-flurry to +49 flurry. That’s odd.

You are also gaining three attacks for flurrying assumptively as a 6th level monk, which normally would get 1 extra attack. You are also adding two +11s to your AC, which appear to be the wisdom bonuses from both classes, which wouldn’t stack. You call one ‘untyped’ and the other ‘wisdom’, but the class features have identical language so the type is the same.


I agree with Lelo that Herolab might have some bugs on this build.


Minigiant wrote:
Champion of the Faith & Sacred Fist Archetypes do not stack I feel bad informing you

I like the work hero labs is doing. The consensus on more than 1 occasion on the forum was they got the weapon sizing wrong and spells wrong when infact they got it right and everyone else got it wrong. I agreed with the board. So, I'm not so quick to think they are wrong.

So, that said my first question is why do you think they do not stack - specifically?

My reading of the rules on archetype "stacking" : https://www.d20pfsrd.com/classes/class-archetypes/ says the only issue is the double 3rd level bonus feat. Which if I understand the rules that only stops the open 15th level feat the sacred fist gets. Per the rules it delays... so, there is an open bonus feat, seems per Hero Lab that gets lost.

Here is the spread sheet
https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/

I am not claiming to be the expert but, I am using Hero Lab's expertise and they seem t suggest this is viable.


Lelomenia wrote:
You are also adding two +11s to your AC, which appear to be the wisdom bonuses from both classes, which wouldn’t stack. You call one ‘untyped’ and the other ‘wisdom’, but the class features have identical language so the type is the same.

AC Bonus (Su)

A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.


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Both Champion of faith and Sacred Fist modify sacred weapon and the 3rd level bonus feat. Incompatible with no hint of gray area.


Your warpriest and monk Levels stack to determine your bonus, the Bonuses do not stack. So +11 for wis mod and +5 for level up.


As an aside, three times I have had a player use Herolab to generate their character, in all 3 cases I did a 'manual' audit of the character and found errors. I no longer allow it.


First and foremost I am NOT approaching this as an expert.

I am accepting that Hero Labs has a certain amount of expertise.

I am checking your critiques against RaW and hero labs.

I am NOT sure if anyone is reading Sacred Fist but, it has Flurry of Blows.

I know the abilities do not stack.

RaW (is clear as mud): Flurry of Blows (Ex)
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist’s attack bonus from warpriest levels does not count as his warpriest level.

This ability replaces sacred weapon.

So, what is the base? I think hero labs bases it of BAB.

I read where it should be -2 or 3/4 progression but the Advanced Player Guide does NOT seem to support either of those ideals maybe they are antiquated???


Java Man wrote:
Your warpriest and monk Levels stack to determine your bonus, the Bonuses do not stack. So +11 for wis mod and +5 for level up.

Your explanation is so much better than RaW! You are clearly right and Hero Labs is clearly wrong.


I am stating RAW, but as you and I don't read the same, well, I suppose we will not agree.

The final part of the Sacred Fist AC bonus ability you quoted:

This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.

So it counts as the monk ability, per standard rules two instances of bonus from the same source do not stack. But according to the test here your levels in the two do stack. So you have the AC bonus of a 20th level monk.


I think Hero labs is using bab14 and the original monk level for flurry... think...

Which would be wrong because they don't stack.

The champion of faith only gets smite... so it is mostly inconsequential on the build.


Java Man wrote:

I am stating RAW, but as you and I don't read the same, well, I suppose we will not agree.

The final part of the Sacred Fist AC bonus ability you quoted:

This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.

So it counts as the monk ability, per standard rules two instances of bonus from the same source do not stack. But according to the test here your levels in the two do stack. So you have the AC bonus of a 20th level monk.

I was complimenting you actually for a clearer sentence than RaW (solely in my opinion)... it said stack I read stack, hero lab applied stack - I assumed it was right. And that levels stacked as well but, when you wrote it more punctuated it clearly read differently. So you are clearly correct and hero labs and I are clearly wrong.


Okay, now I feel like a donkey, read a whole bucket of tone you did not intend. Sincere apologies.


Okay Flurry with bow: you will have to use your monk flurry (WP flurry doesn't work w bow) as the base and add your WP BAB to it. So base bonuses of +14, +14, +9, +4, -1.


Java Man wrote:
Okay Flurry with bow: you will have to use your monk flurry (WP flurry doesn't work w bow) as the base and add your WP BAB to it. So base bonuses of +14, +14, +9, +4, -1.

Ok, I understand your viewpoint on that.

And hero Lab makes no sense on it's Flurry at all.

Under the Special Abilities tab it showes:

Flurry of Blows: 28/28/23/18/13/8/3 monk
Flurry of Blows: 28/28/23/23/18/13/8/3 War Priest

On those I can discern it is adding the +14, +14, +9, +4, -1 and stacking them. As I acknowledge the ability does not stack so those are clearly wrong.

The Weapon page has something completely different with all bonuses turned off it shows 40/40/35/35/30/30/25...

So clearly something is screwy in hero labs. I don't see a way to manually adjust that either in the program.

I think I clearly understand and Hero lab is clearly busted...


Java Man wrote:

Okay, now I feel like a donkey, read a whole bucket of tone you did not intend. Sincere apologies.

First and foremost thanks for your help.

Secondly nothing to apologize for, no offense taken so very appreciative of your help

That said it is NOT learning if there isn't push back. I hear what you are saying BUT,

"Flurry of Blows (Ex)
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons."

I read that as a change of a feat. When you see Flurry of Blows you may apply this logic

SO, I think it is this:

+14, +14, +9, +9, +4, -1

I would additionally point to the monk's skill like Flurry does to justify that;

"At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat)."


Changes:
Dombrow Longshot
Male devil-spawn tiefling monk (qinggong monk, zen archer) 10/warpriest of Shelyn 10 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 51)
LG Large outsider (native)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +33
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Defense
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AC 65, touch 45, flat-footed 50 (+9 armor, +5 deflection, +4 Dex, +11 dodge, +1 insight, +3 monk, +7 natural, +2 sacred, +4 shield, -1 size, +10 Wis)
hp 203 (20d8+100)
Fort +26, Ref +23, Will +31; +1 morale vs. fear
Defensive Abilities sacred armor (+2, 10 minutes/day); Resist electricity 5; SR 22
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Offense
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Speed 60 ft.
Melee unarmed strike +23/+23/+18/+13 (3d6+8)
Ranged or
. . (L) lightning bow flurry of blows +30/+30/+30/+25/+25/+20/+15 (2d8+13/19-20/×3+2 flurry) or
. . (L) lightning bow +30/+30/+25/+20 (2d8+13/19-20/×3+2 flurry)
Space 10 ft.; Reach 10 ft.
Special Attacks blessings 8/day (Air: soaring assault, zephyr's gift, Protection: aura of protection, increased defense), channel positive energy 7/day (DC 25, 3d6), fervor 15/day (3d6), flurry of blows, perfect strike 12/day, powerful build, sacred weapon (1d10, +2, 10 rounds/day), zen archery
Monk Spell-Like Abilities (CL 10th; concentration +9)
. . —feather step (self only, 1 ki)[UM]
. . —gaseous form (self only, 1 ki)[UM]
Warpriest Spells Prepared (CL 10th; concentration +20)
. . 4th—blessing of fervor[APG] (DC 24), freedom of movement, restoration
. . 3rd—blindness/deafness (DC 23), channel vigor, deeper darkness, dispel magic, protection from energy
. . 2nd—blinding ray[ARG] (DC 22), darkness, grace[APG], hold person (DC 22), aquatic ironbeard[ARG], life pact[ACG], resist energy
. . 1st—bless, divine favor, doom (DC 21), entropic shield, ironbeard[ARG], obscuring mist, protection from evil, sanctuary (DC 21)
. . 0 (at will)—create water, detect magic, guidance, light, read magic
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Statistics
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Str 18, Dex 18, Con 20, Int 14, Wis 30, Cha 8
Base Atk +14; CMB +26; CMD 65
Feats Blessed Striker[ACG], Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Deadly Aim, Divine Interference[UM], Dodge, Fiend Sight[ARG], Fiendish Heritage, Hammer The Gap[UC], Improved Critical (longbow), Improved Precise Shot, Improved Unarmed Strike, Monkey Style[UC], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Run, Shot On The Run, Touch Of Serenity[APG], Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longbow)
Traits dangerously curious, fate's favored
Skills Acrobatics +30 (+34 to jump with a running start, +42 to jump), Climb +12, Diplomacy +3, Escape Artist +25, Handle Animal +3, Heal +14, Intimidate +3, Knowledge (engineering) +6, Knowledge (history) +6, Knowledge (religion) +8, Perception +33, Ride +8, Sense Motive +14, Spellcraft +6, Stealth +23, Survival +14, Swim +8, Use Magic Device +23
Languages Abyssal, Common, Draconic, Goblin
SQ fast movement, fiendish sprinter[ARG], ki archery, ki arrows, ki pool (15 points cold iron, lawful, magic, silver), prehensile tail[ARG], reflexive shot, wholeness of body (10 hit points)
Combat Gear charm of fate, wand of enlarge person (50 charges), wand of gravity bow (50 charges), wand of haste (50 charges), wand of shield (50 charges); Other Gear lightning bow[UE], belt of physical perfection +6, bracers of armor +8, dusty rose prism ioun stone, headband of inspired wisdom +6, monk's robe, ring of splendid security, masterwork thieves' tools
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Special Abilities
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Blessed Striker You attack's are treated as whatever alignment components you and your deity share.
Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Fervor (3d6, 15/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows +15/+15/+10/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Gaseous Form (self only, 1 Ki) (Sp) Self only. Costs 1 ki point to activate.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (15/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Perfect Strike (3d20, 12/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Build Can function as one size larger where advantageous.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Reflexive Shot (Ex) Make AoO with bow.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sacred Armor +2 (10 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (10 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shot on the Run When attacking with a ranged weapon, you can move - attack - move.
Spell Resistance (22) You have Spell Resistance.
Touch of Serenity (1 rd, 12/day, DC 30) Target hit by your unarmed attack takes no damage, but may not attack for 1 rd.
Warpriest Channel Positive Energy 3d6 (7/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Wholeness of Body (10 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

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Looking for errors.

I believe it still has flurry wrong but could look for confirmation as to maybe what they should be? I kind of think they should be this: +15/+15/+10/+10/+5/+5/+0


Bow flurry will be 15, 15, 10, 10, 5, 0. Takes your base flurry bab from zen archer (10), add bab from wp (7), -2 for flurry, and an extra attack at highest and second iterative.

Edit: you don't have enough monk levels to get the 3rd bonus attack, and monk's robe doesn't effect flurry.

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