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About ZamuBackground:
The Tomoshabe were formed when the first ancestor, Tomoshabe, took up the bow of a fallen comrade at the battle of the Four Willows and used it to bring down the enemy General. From that day, the Tomoshabe Clan has sought exotic weapons to be able to mount different kinds of warfare; but a special place of honour has always been held for the Bow.
Zamu, scion of a long line of warrior Tengu, has been steeped in bowmanship since he was old enough to string a bow. He has proved particularly adept and has learned everything that the Clan could teach him; but there came a day when the Clan had taught all that it could. After consulting with the ancestors, the elders agreed that the only course was for young Zamu to leave the clan, to learn and to seek out the hidden masters who can teach him more of the way of the bow. Then he can return to his clan and teach what he has learned to the next generation. On the day of his leaving, clan members all came forward with little gifts to aid his journey; Saki, dried fruits and nuts, a few coins, some magic potions, spare weapons, and his favourite bow. All were placed in his hands with the ancestors blessing. Conscious that he represented his clan to the outside world, Zamu strode forward to seek the hidden masters.
Miscellaneous:
ZAMU TOMOSHABE
Male Tengu monk 4 LN medium humanoid (tengu) Init +3; Senses Low-Light Vision, Perception +13, Languages Common, Tengu Defense:
AC 20, touch 19, flat-footed 16
hp 30 (3HD) Fort +6, Ref +8, Will +10 Speed 40 ft. (8 squares), Fast Movement attacks:
Ranged masterwork longbow (composite/+2Str) +9 (1d8+4/x3), within 30 ft. +10 (1d8+5)
Ranged Flurry of Blows, Masterwork Composite longbow (+2Str) +7/+7 (1d8+6/x3) within 30'+8/+8 (1d8+7/x3) Melee bite +5 (1d3+2) Melee bite (with weapon attack) +0 (1d3+1) Melee tonfa +5 (1d6+2) Melee urumi +5 (1d8+2/18-20) Face 5 ft. by 5 ft. Reach 5 ft. Base Atk +3; CMB +4; CMD 22 Atk Options Deadly Aim, Ki powers Special Qualities:
AC Bonus, Bonus Feats, Exotic Weapon Training, Fast Movement, Flurry of Blows, Gifted Linguist, Low-Light Vision, Natural Attack, Perfect Strike, Point Blank Master, Sneaky, Way of the Bow, Weapon and Armor Proficiency, Zen Archery
Ki Pool 7/7 Feats, Traits and Favoured Class:
Feats: Deadly Aim, Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (Longbow)
Traits: Militia Veteran, Resilient Favoured Class: Monk
Skills:
Acrobatics +10 Ranks4 Dex3 Class3 Bluff -2 Cha-2 Climb +6 Ranks1 Str2 Class3 Diplomacy -2 Cha-2 Disguise -2 Cha-2 Escape Artist +3 Dex3 Fly +3 Dex3 Heal +5 Wis5 Intimidate -2 Cha-2 Perception +14 Ranks4 Wis5 Class3 Race2 Perform (Untrained) -2 Cha-2 Ride +7 Ranks 1 Dex3 Class3 Sense Motive +9 Ranks1 Wis5 class3 Stealth +11 Ranks3 Dex3 class3 race2 Survival +9 Ranks1 wis5 class3 trait1 Swim +6Ranks1 Str2 Class3 Possessions:
bracers of armor +1; cloak of resistance +1; monk's outfit; arrows (40/cold iron); backpack, common; bedroll; bell net; belt pouch (contains 113gp); blanket; blunt arrows (20); bullseye lantern; Oil flask (x5); oil of magic weapon; potion of cure light wounds (x2); potion of endure elements; 50' Rope (Silk); Signal Whistle; Survival kit, common; tonfa; urumi; Masterwork Longbow (Composite/+2) ; abilities:
AC Bonus (Ex) When unarmored and unencumbered, you add +6 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 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. Exotic Weapon Training (Ex) Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons (Ultimate Combat 131) equal to 3 + their Intelligence bonus (3), and gain proficiency with these weapons. This racial trait replaces swordtrained. Daikyu (Longbow), Urumi, Tonfa Fast Movement (Ex) You gain a +10 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) 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. Gifted Linguist (Ex) +4 racial bonus on Linguistics checks, and learn one additional language each time you take a rank in Linguistics. Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. 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 Power Barkskin, self only, 1 ki point Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Natural Attack (Ex) You have a 1d3 bite attack. 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. 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. Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves. Sneaky (Ex) +2 racial bonus on Perception and Stealth. 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. Weapon and Armor Proficiency Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies. Weapon Focus / Bow (Longbow) 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. |