Zen Archer is a class in Pathfinder: Wrath of the Righteous. Monks can use their fists as weapons providing with strong unarmed attacks. They are not proficient with armors and use Wisdom as a bonus to AC.
"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."
Zen Archer Information
- Base Class: Monk
- High saves: Fortitude and Reflex.
- Class skills: Athletics, Mobility, Stealth, Knowledge (World), Lore (Religion), Perception, Persuasion.
- Proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields and lose their AC bonus and fast movement and flurry of blows abilities when wearing armor or holding a shield.
Zen Archer Progression
Base Attack Bonus
|Level 1||+1||+2||+2||0||Zen Archer Proficiencies, Improved Unarmed Strike, Improved Strike, AC bonus, Perfect Strike, Flurry of Blows|
|Level 2||+2||+3||+3||0||Zen Archer Bonus Feat, Way of the Bow|
|Level 3||+3||+3||+3||+1||Ki Pool, Ki Strike - Magic, Fast Movement, Point Blank Master, Zen Archery|
|Level 4||+4||+4||+4||+1||Stunning Fist: Fatigue, Ki Power, Still Mind|
|Level 5||+5||+4||+4||+1||Ki Arrows|
|Level 6||+6/+1||+5||+5||+2||Ki Power, Zen Archer Bonus Feat|
|Level 7||+7/+2||+5||+5||+2||Ki Strike - Cold Iron and Silver|
|Level 8||+8/+3||+6||+6||+2||Stunning Fist: Sicken, Ki Power|
|Level 10||+10/+5||+7||+7||+3||Ki Strike - Lawful, Zen Archer Bonus Feat|
|Level 12||+12/+7/+2||+8||+8||+4||Ki Power|
|Level 14||+14/+9/+4||+9||+9||+4||Ki Power, Zen Archer Bonus Feat|
|Level 16||+16/+11/+6/+1||+10||+10||+5||Ki Strike - Adamantine, Ki Power|
|Level 18||+18/+13/+8/+3||+11||+11||+6||Ki Power, Zen Archer Bonus Feat|
|Level 20||+20/+15/+10/+5||+12||+12||+6||Ki Power: Perfect Self|
Zen Archer Abilities
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
You are considered to be armed even when unarmed - you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small).
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.
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
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.
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.
At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
At 3rd level, a monk gains a pool of H 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 Id strike. At 3rd level, Id 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 Id pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
At 3rd level, H strike allows the monks unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 3rd level, a monk gains a +10 enhancement bonus to his base speed. A monk in armor or carrying a medium or heavy load loses this extra speed. For every 3 levels above 3rd, the bonus improves by 10 feet.
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
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.
At 16th level, the monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
At 20th level, a monk becomes a magical creature. The monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
At 10th level, the monk's unarmed attacks are treated as lawful weapons for the purpose of overcoming damage reduction.
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. The damage dealt by a Medium monk's unarmed strike increases with level: 1d6 at levels 1-3, 1d8 at levels 4-7,1d10 at levels 8-11, 2d6 at levels 12-15, 2d8 at levels 16-19, and 2d10 at level 20. If the monk is Small, his unarmed strike damage increases as follows: 1d4 at levels 1-3, 1d6 at levels 4-7, 1d8 at levels 8-11,1d10 at levels 12-15, 2d6 at levels 16-19, and 2d8 at level 20.
If the monk is Large, his unarmed strike damage increases as follows: 1d8 at levels 1-3, 2d6 at levels 4-7, 2d8 at levels 8-11, 3d6 at levels 12-15, 3d8 at levels 16-19, and 4d8 at level 20.
At 7th level, the monk's unarmed attacks are treate. as cold iron and silver for the purpose of overcoming damage reduction
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