Zen Archer
The Zen Archer is a prestige class that focuses on insight and timing rather than brute strength to deal devastating blows with a ranged weapon. Despite the name, a Zen Archer may apply the abilities gained to any ranged weapon that he may be proficient with, as long as the prerequisites are met. A high wisdom is beneficial, so the class is attractive to monks, rangers, and certain clerics.
Class Chart
The Zen Archer gains the following:
- Weapon and Armor Proficiencies
- The Zen Archer gains no additional weapon or armor proficiencies
- Hit Dice
- d8
- Skill Points
- 4+Int
{{Class Chart
|Max Level=10
|Base Attack=High
|Fort Save=Low
|Ref Save=High
|Will Save=High
|Special1=Aim Mastery, Focused Fire
|Special2=Shot Mastery
|Special3=Aim Mastery
|Special4=Shot Mastery
|Special5=Improved Zen Archery
|Special6=Shot Mastery
|Special7=Aim Mastery
|Special8=Shot Mastery
|Special9=Aim Mastery
|Special10=Shot Mastery, Single Kill Shot
}}
Class Features
Focused Fire
This ability allows the Zen Archer to focus his power into more telling shots. If the Zen Archer spends a standard action during his turn focusing on a specific target, he gains a +2 bonus to hit and damage against that target when he attacks. It is possible to continue to do this for 1 round/Zen Archer level.
Improved Zen Archery
This ability allows the Zen Archer to add his wisdom bonus to damage for ranged attacks.
Single Kill Shot
This Zen Archer technique focuses the Zen Archer's damage into one shot, usually for penetrating damage reduction, or in situations where they will only get one shot. When this ability is used as a full round action, the Zen archer only takes a single attack, regardless of how many he usually would get. The attack roll gets +1 to hit for each attack sacrificed in this way. If the shot hits, it deals normal damage X number of attacks sacrificed. Critical hits have no effect on this amount of damage. Extra attacks granted by effects such as haste do not apply to these bonuses.
Aim Mastery
Aim Mastery techniques enhance the Zen Archer's ability to see targets, and to overcome defenses. These abilities are passive, and are usually in effect at all times, except where noted.
====Penetrator Shot(Steel)====
The Steel Penetrator shot focuses on the opponent's overconfidence from protection granted by plates of metal and scale. The Steel Penetrator shot allows the Zen archer to ignore up to 1 point of AC granted by natural armor or armor per 2 Zen Archer levels.
====Penetrator Shot(Mind)====
The Mind Penetrator shot allows the Zen Archer to ignore up to 1 point of AC granted by deflection bonuses per two Zen Archer levels. In addition, every time your ranged attacks miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
====Penetrator Shot(Air)====
The Air Penetrator shot allows the Zen Archer to ignore up to 1 point of AC granted by dodge and insight bonuses per 2 Zen Archer levels.
====Penetrator Shot(Castle)====
The Castle Penetrator shot allows the Zen Archer to bypass up to 1 point of AC granted by shields 2 Zen Archer levels. In addition, the Zen Archer may ignore the target's damage reduction by up to 1 point/2 Zen Archer Levels.
====Ki Sense====
====3rd Eye Shot====
:By tapping into the spiritual "3rd Eye", the Zen Archer can clear his vision to focus on his target. As a move action, this ability allows the Zen Archer to see through illusions, much like the True Seeing spell. This ability also allows the Zen Archer to see through fog, smoke and other concealing effects. This ability may be used for 1 noncontiguous round/wisdom bonus. This ability can be used once per day/5 levels of Zen Archer. While this effect is in place, all range increments for the Zen Archer are doubled
====Spirit Eyes====
:This ability allows the Zen Archer to see into the ethereal plane, as well as see invisible creatures. However, the Zen Archer must take a move action to activate and deactivate this ability, and while it is in effect, he cannot see anything in the material plane.
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Shot Mastery
Shot Mastery techniques may be used once per combat if one shot mastery technique is known, twice per combat if two shot mastery techniques are known, and so on. If he chooses, the Zen Archer may take a bonus feat in place of these techniques. If he chooses to do this, they do not count toward additional uses of shot mastery techniques.
====Steel Breaker====
:As a standard action, the Zen Archer may use the Steel Breaker shot on a target. If it hits, it deals no damage, and the target takes a -2 penalty to AC. This penalty is applied to AC granted from armor and natural armor sources. This penalty lasts for 2 rounds/Zen Archer level. This effect can be stacked multiple times.
====Mind Breaker====
:As a standard action, the Zen Archer may use the Mind Breaker shot on a target. If it hits, it deals no damage, and the target takes a -2 penalty to AC. This penalty is applied to AC granted from deflection sources. This penalty lasts for 2 rounds/Zen Archer level. This effect can be stacked multiple times. In addition, every time a ranged attack misses the target because of concealment, the attacker may reroll the miss chance percentile roll one time to see if they actually hit.
====Air Breaker====
:As a standard action, the Zen Archer may use the Air Breaker shot on a target. If it hits, it deals no damage, and the target takes a -2 penalty to AC. This penalty is applied to AC granted from dodge and insight sources. This penalty lasts for 2 rounds/Zen Archer level. This effect can be stacked multiple times.
====Castle Breaker====
:As a standard action, the Zen Archer may use the Castle Breaker shot on a target. If it hits, it deals no damage, and the target takes a -2 penalty to AC. This penalty is applied to AC granted from shield sources. This penalty lasts for 2 rounds/Zen Archer level. This effect can be stacked multiple times. In addition, if the target has damage reduction, it is reduced by 1/-. This effect can be stacked multiple times.
====Armor Piercing====
:The Armor Piercing shot mastery maneuver allows the Zen Archers shots to ignore up to 1 point of hardness/Zen Archer Level. In addition. the Zen Archer's shots deal 1 1/2 times damage to objects. This effect lasts for 1 round/wisdom bonus
====Flare Shot====
:By using the Shot Mastery technique, the Zen Archer fires a shot into a targeted 5-foot square. When the arrow hits, it produces an effect that mimics the Glitterdust spell. The save DC is 10+1/2 hit dice+wisdom bonus. This technique differs from the normal spell,in that the glittering particles will then spread out to a 20-foot radius area, and stay suspended in air for 1 round/wisdom bonus. The glittering particles will stick to any objects or creatures that pass through this area.
====Iron Rain====
:This Shot Mastery maneuver launches a spread of shots over an area. The Zen Archer designate a 20-foot radius area. All targets in this area take damage as though they were hit with all of the Zen Archer's full attack, with a reflex save to negate the damage. The save is 10+1/2 hit dice+wisdom bonus
====Ki Empower====
:For 1 round/wisdom bonus, the Zen Archer may empower his weapon with weapon enhancements up to a total of +1/2 Zen Archer levels. For example, a character with 4 levels in Zen Archer and a +4 wisdom bonus could empower his weapon so it had Ghost touch(+1) and flaming(+1) for 4 rounds, or holy(+2) for 4 rounds.
====Ranged Parry====
:As an immediate action, the Zen Archer may attempt to divert a melee or ranged attack by shooting it aside using this shot mastery technique. In order to do this, He must make an attack roll, and beat the attack roll of the incoming attack. If the Zen Archer uses this ability, it counts as his action for the round. Bonuses and penalties based on weapon size apply. This ability cannot be used on spells and spell-like abilities.
====Ricochet====
:This Shot Mastery maneuver allows the Zen archer to fire at targets that may not necessarily be in a straight line from him. If the Zen Archer takes a -2 penalty to all attacks for a round. This can be used to negate cover if the shot has a path around the cover, that is still within the weapon's range.
====Superior Critical====
:If this shot mastery is chosen, increase the critical multiplier of one ranged weapon by one step, so a longbow's x3 critical would become a x4 critical.