Born and raised as a princeling in Dasin, Zamathura Indira was given first rate training in the family Martial traditions, which was the bow, and groomed for a life amongst the nobility. All that changed the night the assassins came, and he barely escaped with his life. Realising that his only chance lay in running, as far and as fast as possible, he left. Since then he has moved from court to court in an attempt to keep one step ahead of the assassins.
In the process he has learned a healthy sense of paranoia.
Personality:
Zama has learned to keep himself to himself, and is generally quiet. He has a good eye and is adept with his now.
He is loyal to those he counts as friends, though he doesn't make friends easily and has had little time to do so recently.
Miscellaneous:
Init +2; Perception +8,
Languages Common
AC 16, touch 16, flat-footed 14 (Dex+2, Wis+4, Class+0)
hp 13 (1HD)
Fort +4, Ref +4, Will +6
Speed 30 ft. (6 squares)
OFFENSE:
Ranged composite longbow (STR+1) +2 (1d8+1/x3), within 30 ft. +3 (1d8+3)
Ranged Flurry composite longbow (1d8+1) +1/+1 (1d8+1/x3), within 30 ft. +2/+2 (1d8+2) (inc. Deadly aim)
Melee unarmed +2 (1d8+2)
Face 5 ft. Reach 5 ft.
Base Atk +0 (-1 Flurry); CMB +2; CMD 14
Atk Options Precise Shot, Point Blank Shot
Special Actions Flurry of Blows, Point Blank Shot, Precise shot
Special Qualities:
AC Bonus, Bonus Feats, Fast Movement, Flurry of Blows, skilled, Weapon and Armor Proficiency
Suspicious +1 sense motive, and sense motive is always a class skill.
Wisdom in the Flesh Disable Device is based off wisdom and is considered a class skill.
Carried/Worn:
outfit (Traveler's)
arrows, cold iron (40)
Composite Longbow (STR +1)
in Common Backpack:
Bedroll
Belt pouch (contains 9gp, 10sp)
Chalk x8
Flint & Steel
Hammer
Mess Kit
Mirror, Small, steel
Mug/Tankard, clay
Oil (flask) x48
Sewing Needle
Signal whistle
Waterskin
Special abilities:
AC Bonus (Ex) When unarmored and unencumbered, you add +4 to your AC and your CMD. In addition, you gain a +0 bonus to AC and 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 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.
Fast Movement (Ex) Your gain a +0 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
Favoured Class Monk
Favoured Class Bonus 1/4 Ki points
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack using any bow as if using the Two-Weapon Fighting feat. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
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.
Perfect Strike (Ex) 4/day 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 Shot Precise Shot Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Weapon and Armor Proficiency Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
Wisdom in the Flesh (Irori) - Dexterity (Disable Device) Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.