WEIGHT ALLOWANCE |
Light |
86 |
Medium |
173 |
Heavy |
260 |
ILLUMINATION |
Light Source |
Bright |
Shadowy |
Duration |
Sunrod |
30 ft. |
60 ft. |
6 hr. |
MONEY |
Unspent Funds = 236.0 |
*Ghan's Greenbow [Zen Archer ~ Flurry of Blows]
|
HAND |
TYPE |
SIZE |
CRITICAL |
Both
|
P
|
M
|
20/x3
|
Range |
30 ft.'
|
110 ft.'
|
220 ft.'
|
330 ft.'
|
440 ft.'
|
Bonus |
+5/+5
|
+4/+4
|
+2/+2
|
+0/+0
|
-2/-2
|
Dam |
1d8+5 |
1d8+4 |
1d8+4 |
1d8+4 |
1d8+4 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
strength rating +4, adaptable, +1 to hit and damage, greenwood, Strength bonus to damage, The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.
|
Alchemist's Fire (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
F
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+5
|
+3
|
+1
|
-2
|
-4
|
Dam |
1d6+1 |
1d6+1 |
1d6+1 |
1d6 |
1d6 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
|
Acid (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
A
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+5
|
+3
|
+1
|
-2
|
-4
|
Dam |
1d6+1 |
1d6+1 |
1d6+1 |
1d6 |
1d6 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
|
Masterwork Falchion
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
S
|
M
|
18-20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Bonus |
N/A
|
N/A
|
+6
|
N/A
|
N/A
|
N/A
|
Dam |
N/A
|
N/A
|
2d4+4
|
N/A
|
N/A
|
N/A
|
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. |
|
PROFICIENCIES |
Aldori Dueling Sword, Amentum, Atlatl, Axe (Boarding), Axe (Throwing), Bardiche, Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun, Bo Staff, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching), Dan Bong, Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Emei Piercer, Falchion, Fighting Fan, Flail, Flail (Heavy), Flambard, Flurry of Blows, Gaff, Garrote, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer (Light), Hanbo, Handaxe, Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Kama, Kama (Double-Chained), Katana, Kerambit, Khakkhara, Klar, Kukri, Kusarigama (Sickle and Chain), Kyoketsu Shoge, Lance, Laser Torch, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nine-Section Whip, Nodachi, Nunchaku, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhoka, Rhomphaia, Rock, Rope Dart, Rope Gauntlet, Sai, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Shuriken, Siangham, Sibat, Sickle, Sling, Sling Glove, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword (Bastard), Sword (Seven-Branched), Sword (Short), Sword (Temple), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear, Temple Sword, Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Urumi, War Flute, War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart
|
Archetypes |
Feral Hunter
A feral hunter has forged a bond with nature that's so strong that she doesn't merely channel the aspects of animals-she actually becomes an animal herself. Though she lacks an animal companion, a feral hunter is in tune with the beast lurking within her flesh and spirit, and lives in a near-wild state of being. A feral hunter often resembles a lycanthrope, but her power comes from her own nature and is not influenced by moonlight or silver. |
Qinggong Monk (Empty Body)
Swap Empty Body for a ki power. |
Qinggong Monk (High Jump)
Swap High Jump for a ki power. |
Qinggong Monk (Slow Fall)
Swap Slow Fall 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 |
Reactionary |
[Paizo Inc. - Advanced Player's Guide, p.328] |
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
|
Tenacious Shifting |
[Paizo Publishing - Ultimate Campaign, p.58] |
You've discovered the secret of stable transmutations. Any transmutation spell you cast upon yourself has its duration increased by 2 rounds. Transmutation spells with an instantaneous duration are not affected by this trait.
|
SPECIAL QUALITIES |
AC Bonus
(Ex)
|
[Paizo Inc. - Core Rulebook, p.57] |
When unarmored and unencumbered, you add +4 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. |
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. |
Humanoid Traits
(Ex)
|
[Paizo Inc. - Core Rulebook, p.308] |
Humanoids breathe, eat, and sleep. |
Magehunter
|
[Paizo Inc. - Advanced Race Guide, p.121] |
Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces sneaky. |
Nature Training
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.28] |
Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented]. |
Orisons
|
[Paizo Inc. - Advanced Class Guide, p.26] |
Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. |
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. |
Precise Companion
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.28] |
At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well. |
Scarred
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.121] |
You gain a +1 natural armor bonus. |
Track
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.28] |
At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks. |
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 Class Guide] |
Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). |
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. |
Wild Empathy
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.28] |
At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 0 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. |
FEATS |
Deadly Aim |
[Dreamscarred Press - 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 -1 penalty on all ranged attack rolls to gain a +2 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 -1 penalty on all ranged attack rolls to gain a +2 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. |
Dodge |
[Paizo Inc. - Core Rulebook, p.122] |
Your training and reflexes allow you to react swiftly to avoid an opponent's attack. |
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. |
Improved Initiative |
[Paizo Inc. - Core Rulebook, p.127] |
Your quick reflexes allow you to react quickly to danger. |
You get a +4 bonus on initiative checks. |
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. |
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 once per day for every four levels you have attained (but see Special), and no more than once per round. |
Point-Blank Shot |
[Paizo Inc. - Core Rulebook, p.131] |
You are especially accurate when making ranged attacks against close target. |
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. |
Precise Shot |
[Dreamscarred Press - 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. |
Weapon Focus (Longbow) |
[Dreamscarred Press - 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. |
|