You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances.
Benefit: Your starting cash increases to 900 gp.
Seeker of Brightness (Elf Racial Trait)
You have been actively searching for signs of the Brightness since childhood.
Benefit: Choose a Knowledge skill; you gain a +1 trait bonus on Knowledge checks of that type and on Perception checks.
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.
Weapon and armor Proficiency
Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
Elven Accuracy (Combat)
Your sharp eyesight makes difficult shots easier.
Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.
Dodge (Combat) (Monk Bonus)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: 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 Unarmed Strike (Combat) (Monk Bonus)
You are skilled at fighting while unarmed.
Benefit: 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.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Acrobatics - 1 Rank
Perception - 1 Rank
Stealth - 1 Rank
Swim - 1 Rank
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Monk: Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature. x1
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk 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.
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. 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.
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.
Perfect Strike (Ex)
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.
Way of the Bow (Ex)
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.
Zen Archery (Ex)
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.
Point Blank Master (Ex)
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.
Ki Pool (Su)
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.
Ki Arrows (Su)
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.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.
Ki Focus Bow (Su)
At 17th level, as long as he has at least 1 point of ki in his ki pool, a zen archer may treat arrows fired from his bow as if they were ki focus weapons, allowing him to use his special ki attacks as if his arrows were unarmed attacks.
This ability replaces tongue of the sun and moon.
Light Load 66
Med Load 133
Max Load 200
Masterwork (+2) Longbow, composite 600 gp 1d6 1d8 x3 110 ft. 3 lbs. P
Longsword 15 gp 1d6 1d8 19–20/×2 — 4 lbs. S
Combat scabbard 1 gp 1d4 1d6 ×2 — 1 lb. B
Arrow(s), common (60) 3 gp — — — — 9 lbs.
Travelers Outfit 1 Lb 5 gp
Earplugs 3 cp (Belt Pouch)
Signal Horn 1 gp 2 lbs (Belt Pouch)
Waterskin 1 gp 4 lbs (Backpack)
Sack 1/2 LB 1 sp
Belt Pouch 1 gp 1/2 pound
Holy Water Vial 25 GP 1 lb(Belt Pouch)
2 x Vials of Alchemist Fire 20 gP each (Belt Pouch)
Backpack 2 gp 2 lbs
Smoke Pellet 25 GP (Belt Pouch)
Hunk of Cheese 1 SP 1/2 Pound
Loaf of Bread 2 Coppers 1/2 Pound
1/2 Pound of Meat 3 SP
Garlic 1 sp 1 lb
Flour 2 CP 1 lb
Cinnamon 1 gp 1lb
Ginger 2 gp 1 lb
Salt 5 gp 1 lb
Bedroll 1 SP 5 LBs
Blanket 2 SP 1 LB
Bell 1 GP
Cooking Kit 1 GP 2 lbs
Sewing Needle 5 sp
Torch 1 cp 1 lb
Whetstone 2 cp 1 lb
Shaving Kit, 15 SP 1/2 Lb
Caltrops 1 gp 2 lbs
Flask 3 Xp 1/2 LB
Crowbar 2 gp 5 lbs
Compass 10 GP 1/2 LB
Heatstone 20 GP 1 lb
Iron Spike 5 Cp, 1 lb
Hammer 5 sp 2 lbs
Shovel 2 CP 3lbs
Block and Tackle 5 GP 5 LBs
Grappling Hook 1 gp 4 lbs
Hemp Rope 50 ft 10 lbs
Bear Trap 2 gp 10 lbs
Horse, Light (war-trained) 110 gp 900 lbs. "Bill"
This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle.
Saddlebags weigh 8 lbs and hold up to 5 cubic ft. or 250 lb. of gear.
Empty Weight: 8 lb. Capacity: 5 cubic ft./250 lb.
Bit and bridle 2 gp 1 lb.
|#||Adventure||Date||XP Gain||GP Gain||Items Gained||Items Lost||Description|
|1||Character Creation||9-3-2012||0||900||Traveler’s Outfit|
|2||Character Creation (buying)||9-3-2012||0||-895||Masterwork (+2) Longbow, composite, Longsword, Combat scabbard, Arrow(s), common (60) , Travelers Outfit, Earplugs, Signal Horn, Waterskin, Sack, Belt Pouch,Holy Water Vial, 2 x Vials of Alchemist Fire, Backpack, Smoke Pellet, Hunk of Cheese, Loaf of Bread 1/2 Pound, 1/2 Pound of Meat, Garlic 1lb, Flour 1 lb, Cinnamon 1lb, Ginger 1 lb, Salt 1 lb, Bedroll, Blanket, Fish-hook, Bell, Cooking Kit, Sewing Needle, Torch 1, Whetstone, Shaving Kit, Caltrops, Flask 3, Crowbar, Compass, Heatstone, Iron Spike, Hammer, Shovel, Block and Tackle, Grappling Hook, Hemp Rope, Bear Trap|