| Post/Author/DateTime | Post |
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| #1tsh77769Apr 22, 2008 2:53:27 | I would like to build a character who is a monk that also does archery. Archery was certainly a part of military martial arts and the spiritual martial arts have the whole Zen archery stuff. Archery is still popular around the globe to this day. So, I think it would be interesting to try to develop a STANDARD WOTC RULES LEGIT archer monk. For flavor reasons, I would prefer to stay with standard bows rather than cross bows even though monks have proficiency in crossbows and not standard. I'm flexible on that though. I was thinking of using monk as the base class and simply using character feats to choose archery related feats but there has to be a better way. For the basic foundation of the bow itself, I was thinking of an Elvencraft longbow since it counts as a quarterstaff in melee and you don't waste any time or actions drawing or switching weapons between ranged and melee and of course, quarterstaff is a monk weapon. Also there is a weapon style feat from one of the Dragon magazines called "Frontline Archer" which allows you to make trip attacks with your bow. So, now I have a bow that is simultaneously a quarterstaff so I am ready for ranged or melee attacks at all time with no drawing or switching, and I can make trip attacks with it, something you normally could not do with either weapon. I think that is pretty nice. I wouldn;t mind emphasizing the archer part at the expense of the monk part, even substantially so. The vision there being an archer who has a trick up his sleeve for those who get too close. So, help a brother out folks. tsh77769 |
| #2shigunaruApr 22, 2008 3:35:22 | First of all, you got to be an elf (for bow proficiency even if you are a monk). Zen archery seems good for the build. Ninja from CAdv is a better base class for what you're trying to pull off, IMO. That's how far I can advice you if I (and others) don't know about what books are available, what level are we talking, and all that jazz. |
| #3tsh77769Apr 22, 2008 3:47:09 | I was thinking about Elf for the weapon proficiency. Not only for the bow but aso for the longsword. There is a feat in Eberron "whirling steel strike" which lets you flurry with a longsword. So that could be cool to. Then you have two of the most common weapons in the game that you can flurry with. But, I would be entirely willing to take a level of a class that had martial weapon proficiency or another race that had bow profiency (if there is one?) or even go full monk but spend a feat on great bow. As I said before, I am also willing to focus on the archer part at the expense of the monk part. In fact the more I think of it, the more appeal this has. A healthy dosoe of archer with a moderate does of monk. I had not considered the Ninja. I know what you are talking about, from Complete adventruer but I had simply not thought of it. Thanks. I will check t out, though if I recall, I found it not so interesting. Tsh7776 |
| #4carnivoreApr 22, 2008 5:31:04 | as Shigunaru said .... what books are allowed? Archery is primarily Feat intensive.... also it is Mainly Dex based(since the feats req high Dex) Monks primary ability is Wis, but thier secondary ability is Dex... so they should work great id say try this(Core only): Wood Elf (+2 Dex, +2 Str, -2 Con,–2 Int) fav Class: Ranger Ranger 9/ Monk 11 32 point buy 12 Str (10 +2 racial) 18 Dex (16 +2 racial) 12 Con (14 -2 racial) 10 Int (12 -2 racial) 16 Wis (16) 8 Cha(8) Feats: Track(ranger Bonus) Rapid Shot(ranger Bonus) Stunning Fist(monk bonus) Combat Reflexes(monk bonus) Imp Trip(monk Bonus) Manyshot(Ranger bonus) Weapon Finnesse.............. thus all your attacks are based on Dex Point Blank Shot Precise Shot Whirling Steel Strike Robilars Gambit Ascetic Hunter [General](CAdv p105)req:Improved Unarmed Strike, Favored Enemy class ability When you use an Unarmed Strike to deliver a Stunning Attack against a Favored Enemy, add one-half your Favored Enemy bonus to the DC of your Stunning attempt. If you have levels in both Ranger and Monk, those levels stack to determine your Unarmed Damage. You may multiclass between Ranger and Monk freely (alignment and XP penalties still apply as normal). Woodland Archer[Tactical, Fighter](RotW p154)req: Point Blank Shot,Base Attack Bonus +6 You may use the following 3 tactical maneuvers:[indent] Adjust for Range – If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in the same round to hit the same foe. Pierce the Foliage – If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can ignore the Miss Chance against the same foe in the following round. Moving Sniper – If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain hidden), the following round you can make a single attack, take a Move Action (normally not allowed), and then make a Hide check to remain hidden. As long as you remain unseen, you can continue making Sniping Attacks.[/indent] thus you get the most from both: Greater Flurry from Monk Great Skills and 2 bonus feats from Ranger(Rapid Shot, Manyshot) great saves :D |
| #5brainpiercingApr 22, 2008 6:43:00 | Does a monk need Wis for anything other than Stunning Fist DC? If you don't use Stunning Fist then you don't need high Wis, hence, skip Zen Archery and rather raise Dex. Also, you want to have something so that you can always use your Dex instead of your Str to trip. Don't know if that exists for non-small creatures. |
| #6womblehunterApr 23, 2008 6:43:16 | Does a monk need Wis for anything other than Stunning Fist DC? AC |
| #7brainpiercingApr 23, 2008 7:19:19 | AC Obviously, but Dex does so, too - so raise the one that gives the greater benefit. |
| #8banorApr 23, 2008 9:19:41 | Carnivore : Your ability to spontaenously cast Summon Build IX never cease to impress me |
| #9phaxiApr 23, 2008 9:43:17 | ranger 9 seems worthless though, since you already get evasion from monk. ranger8/monk12 would be better and have the same BAB |
| #10carnivoreApr 23, 2008 11:11:44 | Carnivore : i took Innate Spell(Summon Build IX) so that i could ;) ranger 9 seems worthless though, since you already get evasion from monk. ranger8/monk12 would be better and have the same BAB good point ... very nice ..... much better :D |
| #11shigunaruApr 23, 2008 12:51:53 | Does a monk need Wis for anything other than Stunning Fist DC? If you don't use Stunning Fist then you don't need high Wis, hence, skip Zen Archery and rather raise Dex. Eh, I was thinking Ninja the whole time... Wis is great for 'em :D |
| #12phaedrusxyApr 23, 2008 13:40:35 | Obviously, but Dex does so, too - so raise the one that gives the greater benefit. You don't lose Wis to AC when flat-footed. The main advantages a monk has for archery are 1) speed, 2) still armed thanks to unarmed strike, 3) Deflect Arrows bonus feat, and 4) good saves. So good "jumping off" points are levels where the monk gets a boost to speed, i.e. 3, 6, and 12 (I left out 9, due to the BAB loss). Do note that this is an enhancement bonus, though, and so won't stack with most magical effects that boost speed. So, now I have a bow that is simultaneously a quarterstaff so I am ready for ranged or melee attacks at all time with no drawing or switching, and I can make trip attacks with it, something you normally could not do with either weapon. I think that is pretty nice. Monk's can use their unarmed strike even when their hands are full, and can trip with it. So you're not really gaining much here. |
| #13piggykApr 23, 2008 14:33:49 | I always really liked the Zen Archer Chameleon monk from the Chameleon compilation, which starts getting fun around level 5 and stays that way. Cloistered Cleric 1/Monk 2/Fighter 2 into Chameleon is a nice start for that. Make sure you take the Trickery domain, and you might consider picking up Knowledge Devotion over the Knowledge domain, as well. I'd go something like this: Human, Domains: Planning, Trickery, Knowledge (traded for Devotion) 1- Able Learner, Persistent Spell, Extend Spell*, Knowledge Devotion* 2- IUS*, Stunning Fist* 3- Zen Archery, Deflect Arrows* 4- Point Blank Shot* 5- Precise Shot* 6- Quicken Spell or Chain Spell or Rapid Shot * = bonus feat gained from class Use your floating feat from Chameleon for Divine Metamagic, picking whatever metamagic will be most useful to you that day. Ability scores should go Wis -> Con -> Int -> Str -> Dex -> Cha. |
| #14bluedsteelApr 23, 2008 15:32:41 | Wasn't there a weapon called a swordbow or some such? Switched back and forth between longbow and longsword as a move action or a swift action or something? Seems like there should be a way to tweak the ranger8/monk12 build to allow use of a swordbow, since he wants to use whirling steel strike... I just can't remember in what book I read that. |
| #15carnivoreApr 23, 2008 15:42:19 | there is an even better way..... do this .... buy 2 of these:Glove of Storing: This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly. keep Long Bow stored in one Glove, and Longsword in the other ... it is a FREE Action to store or retrieve a weapon.... so you can start with what appears to be Empty hands, then on your turn (free action.. retrieve Bow) fire arrows at enemy (free action store bow), then when they close for melee, (Free action.. Retrieve Longsword) greater Flurry with the longSword and Interchange Open Handed strikes.... if you have Improved Disarm, you can even grab thier weapon away from them ;) :D |
| #16phaedrusxyApr 23, 2008 15:44:47 | keep Long Bow stored in one Glove, and Longsword in the other ... it is a FREE Action to store or retrieve a weapon.... so you can start with what appears to be Empty hands, then on your turn (free action.. retrieve Bow) fire arrows at enemy (free action store bow), then when they close for melee, (Free action.. Retrieve Longsword) greater Flurry with the longSword and Interchange Open Handed strikes.... if you have Improved Disarm, you can even grab thier weapon away from them ;) Or you could just use a normal bow and then kick them in the face if they get close. For free. I might consider one Glove of Storing just so you could put your bow away and avoid getting it sundered if someone closes to melee with you. But with your high speed, you're probably better off taking Shot on the Run and just running away from them. Make sure to put a few ranks in Tumble. However, if you can get by with it, use this instead (from the Bunko's thread); Gloves of the Master Strategist (Ghostwalk, 3,600 gp) True Strike 1/day and functions like gloves of storing |
| #17bluedsteelApr 23, 2008 15:45:42 | Except for the 20,000 gp cost, that works really well. Gee, if only we knew what level the character's starting at, so we could figure out if this would be feasible... *hint* |
| #18ninjarabbitApr 23, 2008 15:46:04 | With a monk's mobility the shot on the run feat is great to have and you can get dodge and mobility from the Cobra Strike monk variant from UA/SRD. |
| #19carnivoreApr 23, 2008 15:46:17 | but its more fun when the weapons Disapear .... also they cant Sunder your bow or sword when they are stored:P :D |
| #20orenmirApr 24, 2008 10:44:28 | Classes: Monk 2 / Psychic Warrior X Feats: Zen Archery Tashalatora Archery requires a lot of feats and PsyWar will help you get them. If your Dex is too low for some of the archery feats, you can always use Animal Affinity to increase your Dex to gain access. I've seen some impressive PsyWar archer builds in this forum recently, try a search. With Tashalatora, Monk/PsyWar becomes too powerful a combo to ignore. With Zen Archery, Wis becomes almost the only stat you need! |
| #21tsh77769Apr 25, 2008 1:30:51 | The character would start at level 1. I'm allowed to use any WOTC material, including 3.0 and Dragon. Thanks for pointing out the waste of a feat with the using the bow to trip thing. Carnivore, dude, you are the man, seriously. BTW, I think I might want to take Chaos monk instead of the regular version and possibly stop at level 9. This is when they reach the point where there version of flrry (flailing or some such thing) has no penalty to hit. One divergent possibility I thought of was Goliath, Dragonborn, Fighter (maybe Targeteer or Exoticist variant) 4, Barbarian 7, Chaos Monk 9 (not necessarily in that order). GM says that Goliath monks do large unarmed damage. I know that he would suffer badly on Dex. But, I thought, OK, ditch the whole bow concept and go with the War Sling and the feat from CAdv. that lets you use strength instead of dex for thown weapons and slings. Another advantage of this is that I would not have to wory about my mighty bow rating as I raged or got enhancements. Goliath can use large weapons at no penalty. A medium warsling does 1D8 so a large one does 2D6 if I understand correctly. So here you have a guy that is really versatile. Good strength and con. plus rage, good hand to hand, and good ranged capabilites. As for dex and AC, well, don't let them get that close, if they do, rage flurry, and kill them as quickly as possible. I know that it is a radical departure from what I was initially talking about but I was inspired to this tangent by the original ideas. tsh77769 |
| #22phaedrusxyApr 25, 2008 1:43:15 | Can you fire a warsling faster than once per round? That's the main limitation of a normal sling, and I don't know of a good way around it. I used to play a monk that was Str based and used Trip and Grapple alot. He used a sling as his ranged weapon, but it sucked that he could only fire it once per round. Otherwise the sling would be a nice weapon (50 foot range, add Str to damage). |
| #23tsh77769Apr 25, 2008 2:11:55 | Hmmm, I see what you mean about a regular sling requires two hands to reload (no problem), and IIRC it is a move equivalent action. So, you typically get only one move action per round, right? So this is what you are talking about as far as not being able to fire it more than once per round. Hmm, that would be crappy. However, to be all rule lawyer about it, the Warsling is actually the Halfling Warlsing and the Halfings are known for thier experteise in thrown weapons and their combat use thereof, additionally, it IS a seperate exotic weapon requiring a feat to operate and the use of special exotic ammunition (skip rocks), furthermore, it des not mention anything like the restrictions on normal slings in ANY warlsing description I can find anywhere.Thus, I feel confident in arguing that the regular sling restrictions do not appy to the exotic halfling warsling. Tsh77769 |
| #24carnivoreApr 25, 2008 5:01:00 | reload problems with a Sling..... no problem, just take this:QUICK DRAW [GENERAL] :D |
| #25phaedrusxyApr 25, 2008 11:01:39 | Slings aren't thrown weapons. They're ranged weapons that you can add the Str bonus to damage on (like composite bows, for example). Quickdraw wouldn't help, unless you kept a bunch of preloaded slings in your belt or something, because as Tsh77769 said, it specifically states that it requires a move action to reload them in the description.Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. The underlined part shows that they are not thrown weapons. The bold part shows why you can only fire once per round, without doing something odd like keeping 10 pre-loaded ones in your belt. I'm not familiar with the Halfling Warsling, but if it says it "works like a sling, except where noted here", and it doesn't specify how you reload it, then it works like the sling... There have been threads devoted solely to discussing this, and the conclusion for all of them was that you can't normally fire a sling multiple times per round, without a house rule. (A common one is to let the Rapid Reload feat work for slings.) |
| #26bluedsteelApr 25, 2008 13:00:40 | Quickdraw wouldn't help, unless you kept a bunch of preloaded slings in your belt or something, And there it is, the ultimate solution. Just carry 50 or so slings around, pre-loaded, at all times. ![]() Lol, then be a thri-keen for double the action... :D |
| #27orenmirApr 25, 2008 13:22:07 | And there it is, the ultimate solution. Just carry 50 or so slings around, pre-loaded, at all times. Afterall, slings are weightless and free! ![]() |
| #28zenbuApr 25, 2008 13:49:47 | If you can convince your DM to use Untapped Potential, and take a look at the Tashalatora Psychic Warrior/Monk path, there's a power in there called "Boost" that basically makes it to where you don't need a launching weapon. Mind you it costs in power points, but it takes no weapon (except the ammo) on your point. Hell, you could be using deflect arrows, pick up the successfully deflected ones, then boost them back at the enemy's face. That and the augments involve the ammo in question to be launched as if from larger weapons. (more damage!) Good stuff. |