| WEIGHT ALLOWANCE |
| Light |
76 |
Medium |
153 |
Heavy |
230 |
| MONEY |
|
Unspent Funds = 0.0 |
Wushu Dart (5)
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
|
M
|
20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
+9/+4
|
+5/+0
|
+9/+4
|
+3/-2
|
+5/+0
|
+1
|
| Dam |
1d3+3
|
1d3+1
|
1d3+3
|
1d3+3
|
1d3+3
|
1d3+1
|
| Special Properties |
May be used to perform a flurry of blows (pg. 145)
|
Temple Sword (Cold Iron)
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
S
|
M
|
19-20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
+9/+4
|
+5/+0
|
+9/+4
|
+3/-2
|
+5/+0
|
-1
|
| Dam |
1d8+3
|
1d8+1
|
1d8+4
|
1d8+3
|
1d8+3
|
1d8+1
|
| Special Properties |
30 hp/inch, hardness 10
|
| 1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
| LANGUAGES |
Common, Sylvan, Vanaran
|
| PROFICIENCIES |
Bo Staff, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dan Bong, Double Chicken Saber, Emei Piercer, Fighting Fan, Flurry of Blows, Grapple, Handaxe, Javelin, Jutte, Kama, Kama (Double-Chained), Kusarigama (Sickle and Chain), Kyoketsu Shoge, Longbow, Lungchuan Tamo, Monk's Spade, Nine-Section Whip, Nunchaku, Quarterstaff, Rope Dart, Sai, Sansetsukon, Shang Gou, Shortbow, Shortspear, Shuriken, Siangham, Sling, Spear, Spells (Ray), Spells (Touch), Splash Weapon, Sword (Seven-Branched), Sword (Short), Sword (Temple), Sword (Tri-Point Double-Edged), Temple Sword, Tiger Fork, Tonfa, Unarmed Strike, Urumi, Wushu Dart
|
| Archetypes |
| Qinggong Monk (Wholeness of Body)
Swap Wholeness of Body for a ki power. |
| Zen Archer
Some monks seek to become one with another weapon entirely-the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's limbs, and the flight of an arrow fired true. |
| Traits |
| Friend in Every Town (Knowledge (Local)) |
[Paizo Publishing - Ultimate Campaign, p.60] |
|
You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
|
| Nature's Mimic |
[Paizo Publishing - Ultimate Campaign, p.53] |
|
Your knowledge of nature informs your fighting style, and that style gives you insight into related aspects of the natural world. You gain a +1 trait bonus on all Knowledge (nature) checks, and Knowledge (nature) is always a class skill for you. You can make Knowledge (nature) checks pertaining to animals that correspond to your style feats untrained.
|
| SPECIAL ATTACKS |
|
Ki Pool
(Su)
|
[Paizo Inc. - Core Rulebook, p.59] |
|
You have a pool of 10 ki points, supernatural energy he can use to accomplish amazing feats. You have a pool of 10 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki Strike allows your unarmed attacks to be treated as magic, cold iron and silver weapons for the purpose of overcoming damage reduction. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive. |
| SPECIAL QUALITIES |
|
AC Bonus
(Ex)
|
[Paizo Inc. - Core Rulebook, p.57] |
|
When unarmored and unencumbered, you add +8 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load. |
|
Bonus Feats
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats. |
|
Climb Speed
(Ex)
|
[Paizo Inc. - Bestiary 3, p.206] |
|
You have Climb speed of 30 feet. |
|
Fast Movement
(Ex)
|
[Paizo Inc. - Core Rulebook, p.59] |
|
You gain a +20 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed. |
|
Flurry of Blows
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
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. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow. |
|
Gaseous Form
(Sp)
|
[Paizo Inc. - Ultimate Magic, p.52] |
|
Spend 1 ki point to use gaseous form (self-only) as a spell-like ability (caster level 8). |
|
High Jump
(Ex)
|
[Paizo Inc. - Core Rulebook, p.59] |
|
You can adds +8 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round. |
|
Ki Arrows
(Su)
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer's short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn. This ability replaces purity of body. |
|
Ki Pool
(Su)
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round. |
|
Nimble
(Ex)
|
[Paizo Inc. - Bestiary 3, p.206] |
|
Vanara have a +2 racial bonus Acrobatics and Stealth checks. |
|
Perfect Strike
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist. |
|
Point Blank Master
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind. |
|
Slow Fall
(Ex)
|
[Paizo Inc. - Core Rulebook, p.59] |
|
You can use a nearby wall to slow your descent. If you are within arm's reach of a wall, you can use it to slow your descent. You take damage as if the fall were 40 feet shorter than it actually is. |
|
Unarmed Strike
|
[Paizo Inc. - Core Rulebook, p.58] |
|
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below. |
|
Way of the Bow
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion. |
|
Weapon and Armor Proficiency
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies. |
|
Zen Archery
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.115] |
|
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training. |
| FEATS |
| Blind-Fight |
[Paizo Inc. - Core Rulebook, p.118] |
| You are skillled at attacking opponents that you cannot clearly perceive. |
| In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. |
| Deadly Aim |
[Paizo Inc. - Core Rulebook, p.121] |
| You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
[Zen Archer Flurry] You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed. |
| You can choose to take a -2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
[Zen Archer Flurry] You can choose to take a -2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. |
| Improved Precise Shot |
[Paizo Inc. - Core Rulebook, p.128] |
| Your ranged attacks ignore anything but total concealment and cover. |
| Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. |
| Improved Unarmed Strike |
[Paizo Inc. - Core Rulebook, p.128] |
| You are skilled while fighting unarmed. |
| You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. |
| Monkey Style |
[Paizo Inc. - Ultimate Combat, p.110] |
| Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps. |
| You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
[Normal] You take a -4 penalty on attack rolls and AC against melee attacks while prone. Standing up is a standard action that provokes attacks of opportunity. |
| Parting Shot |
[Paizo Inc. - Advanced Player's Guide, p.166] |
| You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating. |
| Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement. |
| Perfect Strike |
[Paizo Inc. - Advanced Player's Guide, p.166] |
| When wielding a monk weapon, your attacks can be extremely precise. |
| You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack 2 times per day but no more than once per round. |
| Point Blank Master (Weapon Specialization (Shortbow)) |
[Paizo Inc. - Advanced Player's Guide, p.167] |
| You are adept at firing ranged weapons in close quarters. |
| Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. |
| Precise Shot |
[Paizo Inc. - Core Rulebook, p.131] |
| You are adept at firing ranged attacks into melee. |
| You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. |
| Quick Draw |
[Paizo Inc. - Core Rulebook, p.131] |
| You can draw weapons faster than most. |
| You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. |
| Weapon Focus (Shortbow) |
[Paizo Inc. - Core Rulebook, p.136] |
| You are especially good at using your chosen weapon. |
| You gain a +1 bonus on all attack rolls you make using the selected weapon. |
| Weapon Specialization (Shortbow) |
[Paizo Inc. - Core Rulebook, p.137] |
| You deal extra damage when using your chosen weapon. |
| You gain a +2 bonus on all damage rolls you make using the selected weapon. |
|