D. Armand Paltenan
First Post
i converted this from what i could find on the wasp archer from the way of the minor clans and variour other souces to use in 3.0-3.5 edition D&D tell me what you think and if it needs to be tweaked etc.
Class: Tsuruchi -Wasp Archer / Bounty Hunter Hit Die: D10 Skill Points: 4 + [Int Mod] x4 at 1st
Alignment: Lawful (any), primarily Lawful Neutral
Level / Title Other Weapon Bow Attack base Fort Ref Will Special
1 Fletcher +0 +2 +1 +1 +0 Bonus Feat, *^Focus Shot (+1/30ft); * Expert Bowman, ^Expertise, ^Precise Shot
2 Shaftsman +1 +2 +1 +1 +0 ^Track, *Evasion, ^Skill Focus (Use Rope), ^Bounty Hunter, *Unconscious Blow, *Immobilize
3 Bowman +2 +3 +2 +2 +1 Bonus Feat, *Shadow Shot (+1d6+1), ^Uncanny Dodge
4 Shooter +3 +4 +2 +2 +1 +1 to Hide and Move Silently Checks, *WOW, *Unconscious Blow + 1
5 Launcher +3 +5 +3 +3 +1 *Focus Shot (+2/60ft), *Hit Magical, *Fast Change
6 Volleyist +4 +6/+1 +3 +3 +2 Bonus Feat, *Track less step, ^Uncanny Dodge (cannot be flanked), *Unconscious Blow + 1
7 Trueshot +5 +7/+2 +4 +4 +2 *Shadow Shot (=+2d6+2), ^Deadly Archer, *Hunter’s Sense
8 Sniper I +6/+1 +8/+3 +4 +4 +2 *+2 to Hide and Move Silently Checks, *AKW, *Unconscious Blow + 2
9 Sniper II +6/+1 +9/+4 +5 +5 +3 Bonus Feat, *Focus Shot (+3/120ft)
10 Archer I +7/+2 +10/+5 +5 +5 +3 *Ghost Shot, *Unconscious Blow + 3
11 Archer II +8/+3 +11/+6/+1 +6 +6 +3 *Shadow Shot (=+3d6+3)
12 Archer III +9/+4 +12/+7/+2 +6 +6 +4 Bonus Feat, *+3 to Hide and Move Silently Checks, *Unconscious Blow + 4, *SOW
13 Marksman +9/+4 +13/+8/+3 +7 +7 +4 Focus Shot (+4/240ft)
14 Deadeye +10/+5 +14/+9/+4 +7 +7 +4 Unconscious Blow + 1
15 Keeneye +11/+6/+1 +15/+10/+5 +8 +8 +5 Bonus Feat, Shadow Shot (=+4d6+4)
16 Hawk Eye +12/+7/+2 +16/+11/+6/+1 +8 +8 +5 +4 to Hide and Move Silently Checks, Unconscious Blow + 5
17 Falcon Eye +12/+7/+2 +17/+12/+7/+2 +9 +9 +5 Focus Shot (+5/480ft)
18 Eagle Eye +13/+8/+3 +18/+13/+8/+3 +9 +9 +6 Bonus Feat, *Paralyzing Shot, Unconscious Blow + 6
19 Roc Eye +14/+9/+4 +19/+14/+9/+4 +10 +10 +6 Shadow Shot (=+5d6+5)
20 Dragon Eye +15/+10/+5 +20/+15/+10/+5 +10 +10 +6 +5 to Hide and Move Silently Checks, Unconscious Blow + 7
* Denotes class ability, ^ Denotes given Feat
Abilities: The Primary/Requisites for the Archer is Dexterity (Dex) 13+. Secondary Abilities are Constitution (Con) for hit points and Intelligence 13+ (Int) for skill points.
Class Skills: Balance, Bluff, Climb, Concentration, Craft (Arrows), Craft (Bow making), Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Innuendo, Intimidate, Jump, Knowledge (Area Knowledge), Knowledge (law), Knowledge (Mathematics), Listen, Move Silently, Profession (Fletcher), Profession (Bounty Hunter), Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope, Stealth, Perception
The Tsuruchi Bounty Hunter school teaches only the bow, nothing else (including the sword). In doing so it is unique in Rokugan, being the only bushi school that does not teach the use of a blade. The school is founded on the techniques of the first wasp Tsuruchi, who said the blade was a symbol of an impossibly limiting code of conduct. Tsuruchi snapped his blade in half with his foot, and bid his followers to do the same. After the absorbtion into the Mantis Clan however the sensei of the dojo have lessened their stringent following of this particular part of Tsuruchi's philosophy. While the school still does not teach the use of anything but the bow and a short blade it does no longer forbid the student to carry a katana or wakizashi. Student of the techniques of Tsuruchi are capable of amazing feats with the bow, including firing multiple shots in the space of time it would take an ordinary archer to fire one. They are trained in the arts of stealth and tracking also, and serve the clan primarily as hunters and scouts. Their skills are renowned throughout the Empire and are frequently hired to hunt down fugitives from the law. Bounties collected from such jobs make up a significant share of the Mantis' coffers. In an adventuring party the Wasp Archer serve as Scouts and Supporting Fighters. They scorn heavy armor that hinders their ability to creep up on enemies, and prefer bows and other missile weapons. As Magistrates of the Emerald Champion and Bounty hunters the Wasp Archers hunt criminals for a living. The Wasp Archer works best alone, as others usually make enough noise to ruin their surprise attacks.
A Wasp takes on any bounty from any legal authority. Politics, clan rivalries, and even religion do not concern these bounty hunters in the slightest. After hearing the terms of the bounty and the nature of the man or woman they must hunt, a Wasp may choose to accept or decline the job according to his own wishes. Wasps ask to be paid only on completion of their task, since they never want the reputation of taking a lord’s money without first earning it.
It is worth noting that Wasps do not question whether or not the people they hunt down deserve to die. Questions of guilt and innocence have no place in their worldview. Consequently, a daimyo or high ranking samurai can easily hire the Wasps to do their dirty work as long as they provide some thin veneer of legality to the bounty (and some wasps don’t even require that). Wasps simply consider themselves weapons; very expensive, self-guided weapons. Moral and legal considerations fall upon the person who uses the weapon, which is to say, the employer.
A wasp keeps half of the bounty, after deducting expenses. The other half belongs to the clan.
Taking on a bounty job means swearing an oath to the lord who pays the bounty. The standard wasp oath declares that the hunter shall endeavor above all else to find the villain and bring him to justice, dead or alive: Wasps usually prefer the former, since it is simpler to shot a man down than it is to capture him. They further swear that nothing shall dissuade them from their goal; no offer of money, no threat of violence, no decree of daimyo. Many a victim has tried to buy off a Wasp at the last minute, offering vast sums of money or political favors. The Wasps take great pride in refusing all such temptations (although they do sometimes take the dead man’s money and possessions as part of their bounty).
Typical Bounties: Peasant Charged with Non-Violent Crime: 1 Koku (gold), Peasant Charged with a Violent Crime: 2 Koku, Trained Soldier Charged with Non-Violent Crime: 3 Koku, Trained Soldier Charged with a Violent Crime: 5 Koku, Samurai Charged with Non-Violent Crime: 10 Koku, Samurai Charged with a Violent Crime: 20 Koku, Shugenja Charged with Non-Violent Crime: 50 Koku, Shugenja Charged with a Violent Crime: 100 Koku, Additional charges for distance, number of followers, capturing the target alive, and other difficulties can increase the bounty significantly.
Weapon and Armour Proficiency: All light and Medium Armour (Armour Check penalty still applies). Archers are NOT proficient with any form of shield. They are proficient with Simple, Martial and exotic weapons found in the Rokugan (oriental) setting, and ALL ranged weapons (Simple, Martial and Exotic). Will not use swords except as a last resort and will not own or carry one after becoming a Wasp archer.
Abilities
Class Abilities
Master of Bows: The archer begins play with full knowledge of every type of bowed weapon there is. Even if he’s never seen its kind before, if the weapon launches an arrow or bolt, the archer instinctively knows how to use it. He does not suffer the –4 penalty to attack with an exotic weapon that fires an arrow or bolt. This penalty still applies to other exotic ranged weapons (like the pistol) and all exotic melee weapons not found in Rokugan.
Bonus Feats: Beginning at 1st level, and again at 3rd and continued for every three levels afterwards, the archer gains a bonus feat. This is in addition to the normal feats that each character class gains. An archer may choose two archery feats instead of one standard bonus feat. The Archery feats can only be used if the archer is wearing unadjusted light armor or no armor.
Level advancement Abilities
1 Expert Bowman: Select one bow type (Short Bow, Long Bow) for mastery. All special abilities (Focus Shot, Deadly Shot, Ghost Shot, Paralyzing Shot) apply only to the selected type of bow. Expert Bowman also allows the Dexterity Bonus to be added for damage (similar to Strength bonus to melee damage). The Archer receives the benefits of the Weapon Focus, Weapon Specialization, and Improved Critical feats when wielding the chosen bow type.
1 Never Let The Blade Reach You / Focus Shot: Replaces the Feat Point Blank Shot when adding new or required feats. Focus shot is Obtained at first level and every 4 levels thereafter (i.e. 1st, 5th, 9th, 13th, etc). The Archer gains a +1 increase (above previous bonus) to attack and damage per increment, and the distance doubles. When the distance exceeds the standard range of the bow, the Focus Show distance is the new maximum range. For example, at 9th level the Archer gains +3 within 30 ft, +2 within 60 ft, and +1 within 120 ft to attack and damage.
2 Immobilize: Starting at 2nd level, the bounty hunter can hog tie a Large or smaller opponent that he or an ally has pinned. To do so, the hunter makes a grapple check as a full-round action. If successful, he ties up his opponent or shackles him in chains. Make a Use Rope check as normal to determine the Escape Artist DC the foe needs to escape.
2 Unconscious Blow: The character can sufficiently render his victim unconscious and unable to perform voluntary functions (= Dex mod+d20 + Lvl) vs. fort.
2 EVASION: The Archer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an archer is wearing light armor or no armor. A helpless archer does not gain the benefit of evasion.
3 Shadow Shot / Ranged Sneak Attack: At 3rd Level and every 4 levels thereafter (i.e. 3rd, 7th, 11th, etc), anytime the target loses its Dex bonus to A/C, the archer gains an additional [xd6+1] within the max Focus Shot limit. This replaces and stacks with some classes Ranged sneak attack.
4 WOW: Way of the Wasp: Now moving beyond instinct, the archer may now make a number of extra attacks when firing a bow equal to his level divided by 2 at the average bonus of his normal ranged attack value.
Sting of the Wasp: When using a bow with which you are proficient, your threat range is increased by one. Add this bonus after all other modifiers to threat range.
5 Hit Magical: The Archer is so accurate that he can target creatures that require magical enchantment to be damaged as though his normal missile weapons were magical. This includes the ability of his missile attacks to strike ghosts as if the characters ranged weapon possessed the ghost strike ability.
5 Fast Change: Archer no longer spends a round changing weapon from missile to melee.
6 Trackless Step (Ex): Starting at 6th level, the archer leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
7 Hunter’s Sense: Starting at 7th level, the wasp bounty hunter learns to read a variety of subtle hints, from a slight whispering noise to an opponent’s scent. When attacking an enemy who gains a miss chance due to concealment, the bounty hunter subtracts 20% from his chance to miss. The hunter’s keen senses allow him to zero in on his foe’s position. Note that this ability functions against all forms of concealment, including invisibility. At 13th level, the hunter subtracts 30% from the miss chance.
8 The Arrow Knows the Way: At 8th level Finally the archer and the Arrow become one. The archer no longer needs to roll to hit with this special shot from his bow, but hits automatically as if the arrow was enspelled with the seeking ability. He may fire one arrow of this type for every 4 levels above 8th.
10 Ghost Shot: At 10th level, the archer gains the ability to disguise where the shot is originating from, to be noticed a Spot must beat the opposed Hide check of the Archer. While he is not spotted, he can continue to attack as normal denying Dex Bonus to the opponent.
18 Paralyzing Shot: At 18th Level the Archer can study an opponent for 3 successive rounds, and on a successful hit in the following round, the opponent makes a Fortitude Save (Archer Level + Archer Dex Mod). On a failed save, the opponent will be Paralyzed for 1d4 + [Archer Dex Mod] Rounds.
Class Feats
Bounty Hunter [General, Fighter]
You are trained to knock your opponents out rather than kill them.
Prerequisites: Int 13+, Expertise.
Benefit: You Deal an additional 2 points of subdual damage during a subdual attack.
Expertise [General, Fighter]
You are trained at using your combat skill for defense as well as offense.
Prerequisites: Int 13+
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as –5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your armor class is a dodge bonus.
Track [General]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface Survival DC Surface Survival DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.
Condition Survival DC Modifier
Every three creatures in the group being tracked –1
Size of creature or creatures being tracked:1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
“Kyujutsu” Archery Feats
The archer practices regularly to maintain and improve his skills and takes special care of his weapon. Constant practice under a variety of conditions allows the archer to concentrate, aim, and fire with deadly accuracy, even during the heat of battle. He is always looking for the most advantageous position, which is usually some distance from the press of melee combat, for he knows that he cannot fight as effectively as others with hand-to-hand weapons.
Archery Master
You’re continued studies in the mastery of your chosen weapon extend to the use of other, similar weapons.
Prerequisites: Dex 15+, Martial Weapon Proficiency (any Bow), Weapon Focus (any bow), base attack bonus +6 or higher.
Benefit: By Spending a full round action to fire a bow (Shortbow, longbow, etc.), you may double your dexterity bonus, so long as you only fire one arrow.
Blind Shot
You have honed your senses to an extent that your arrows seek their targets even when you yourself cannot see.
Prerequisites: Dex 13+, point blank Shot, Precise Shot.
Benefit: Any time you miss a target with a ranged attack because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. This bonus applies only when the target is within one range increment, and you are aware of its general location.
Called Shot
You can target specific parts of an opponent in order to inflict extra damage.
Prerequisites: Dex 13+, Point Blank Shot, Precise Shot, Base attack bonus +6 or higher.
Benefit: On your action, before making any attack roll for the round, you may choose to subtract a number from your ranged attack and add the same number to the damage from these attack rolls. This number may not exceed your Dexterity modifier. The penalty on attacks and bonus on damage applies until your next action.
Clear Shot
You are especially good at shooting around cover.
Prerequisite: Precise Shot
Benefit: You treat targets with some degree of cover as if they had one category less than their actual cover. This has no effect when your target has no cover or total cover.
Combat Shooting
Benefit: Similar to combat casting, A character is able to use his bow while in melee and avoid attacks of opportunity. When combat shooting a character must make a concentration check have 15+ or he loses the attack.
Combat Shooting, Improved
Prerequisite: Combat Shooting
Benefit: You no longer provoke attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.
Deadly Archer
Your skill with the Bow is Unmatched, marking you as a legendary archer.
Prerequisites: Weapon Focus (any non mechanical bow), Weapon Specialization (any non mechanical bow), base attack bonus +8 or higher.
Benefit: Choose one Type of bow that you have both Weapon Focus and Weapon Specialization in. Increase the Damage of the weapon by one die type. A bow that normally deals 1d8 damage, deals 1d10 by virtue of this feat.
Dead Eye
You are a master with ranged weapons, able to take an extra moment of time to maximize the effect of your ranged attack by exploiting chinks in armor or vital areas.
Prerequisite: Weapon Focus (any ranged weapon), base attack bonus +6 or higher.
Benefit: When using a ranged weapon which you have Weapon Focus; you may sacrifice your second attack to increase the possible damage of the first. You make a single attack roll with bonuses equal to your highest bonuses, losing the second attack roll. If your attack hits, you automatically score a critical.
Special: If you have four attacks per round, you can use this feat twice per round.
Double Arrow Shot “Double Nock”
You can nock and fire two arrows at the same time.
Prerequisite: Point Blank Shot, Dexterity 15+
Benefit: As a move-equivalent action, you may nock two arrows on your bow at one time. When you fire the arrows, you make a single attack roll at a -4 penalty. If your attack roll succeeds, both arrows hit and cause damage. The arrows may not be aimed at separate targets.
Double Arrow Shot, Improved
Prerequisite: Double Arrow Shot
Benefit: As Double Arrow Shot, but your attack penalty reduces to -2.
Expert Aim
Prerequisite: Point Blank Shot, base attack bonus +4 or higher.
Benefit: If you take the full attack action when using a device missile weapon (e.g. bow, crossbow), you may choose to make a single attack up to 30 ft. away using your Expert Aim. In addition to all other damage modifiers, apply your Dexterity bonus (if any) to damage. This feat is ineffective against creatures immune to critical hits (e.g. constructs, elementals, oozes, plants and undead).
Exotic Arrow Proficiency
Allow you to use unusual bolts and arrows without penalty.
Benefit: Choose a number of exotic arrows or bolts equal to your 1 plus your Intelligence modifier (minimum 1). You may now use these missiles as if proficient in their use. This feat may be taken more than once, selecting different exotic missiles each time.
Normal: Characters suffer a -4 penalty to attack rolls when using weapons with which they are not proficient.
Far Shot
Prerequisite: Point Blank Shot.
Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.
Far Shot, Improved
You can attack with ranged weapons more accurately at long range.
Prerequisite: Far Shot
Benefit: You gain a +2 bonus that only works to negate range-based penalties.
Friendly Fire
You are skilled at shooting into melee. Your shots pose no threat to your companions.
Prerequisite: Dex 15+, Wis 13+, Point Blank Shot, Precise Shot.
Benefit: If a target you are shooting at has cover provided by one of your allies, if the shot misses there is no chance that you will strike your ally by mistake.
Normal: If you miss a target with cover with a shot that would have hit without the cover, you must check to se if it hits the cover instead, even if the cover is a friend.
In the Groove
You understand that while speed and skill are vital, they are overrated compared to keeping your cool. A hothead who rushes in at the first opportunity is often the first one in need of immediate resurrection.
Prerequisite: Improved Initiative, Iron Will
Benefit: When rolling Initiative, a die roll of less than 10 is immediately raised to 10. Modifiers are then added to the new "roll" of 10.
Instinctive Shot
You are one with your bow, enabling you to make difficult shots as if they were routine.
Prerequisites: Base attack bonus +6, Point-Blank Shot, Weapon Focus with chosen bow.
Benefit: Choose a ranged weapon. When using that type of ranged weapon, you can apply double your Wisdom bonus (if any) to negate attack penalties due to range. You do not gain an actual bonus to hit; if the doubled Wisdom modifier is greater than the range penalty, the excess is discarded.
Special: You may gain this feat multiple times. Its effects do not stack; each time you gain this feat, it affects a different ranged weapon.
Killing Shot
You aim and concentrate on the perfect shot. One arrow, one kill.
Prerequisite: Base Attack Bonus +12 or higher, Perfect Shot
Benefit: When you make an attack using the Pinpoint Accuracy ability or feat, the critical threat range on the weapon you are using is increased by 2.
Last Ditch
You can pull off one last shot as your enemies rush in to fight you.
Prerequisites: Point Blank Shot, Rapid Shot, Combat Reflexes, And Fast Draw
Benefit: You can take a single attack with your in-hand ranged or thrown weapon against a charging opponent when he comes within ten feet of you. If you take this attack, it counts against you normal number of attacks of opportunity that round, and you lose your Dexterity bonus to AC for the rest of the round.
Master Archer “Bowman”
Years of practice with the bow have steadied your aim and your resolve.
Prerequisite: Str 13+, Dex 13+, Far shot, Point Blank Shot, Precise Shot.
Benefit: You gain a +2 competence bonus to attack rolls with a Composite longbow, composite Shortbow, longbow, or Shortbow. In addition, you gain a +1 bonus to damage.
Mounted Archery
You have great skill with a bow while mounted.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Special: A fighter may select Mounted Archery as one of his fighter bonus feats.
Master Mounted Archery
Glued to the saddle, you no longer even notice the movement of your mount beneath you as you take aim and loose arrows.
Prerequisites: Mounted Archery, Mounted Combat, Weapon Focus (any ranged weapon), Ride skill (14+ ranks)
Benefit: When you select this feat, it must be selected with a single weapon with which you have the weapon focus feat. With this feat, the penalties for making ranged attacks from a mount are reduced by two. This combines with the mounted archery feat to no penalty when the mount is making a double move, and a -2 penalty when the mount is running.
Special: This feat can be taken multiple times, but each time it must be with another ranged weapon you have the Weapon Focus feat in.
Opportunity Fire
You can respond quickly to opponents moving across your field of vision.
Prerequisites: Dex 15+, Combat Reflexes, Point Blank Shot, Precise Shot.
Benefit: If you have a ranged weapon readied, you may take an attack of opportunity against any target moving across your line of sight within 30 ft. You suffer a –4-circumstance penalty to the attack roll and may not attack anyone with ½ or better cover.
Opportunity Fire, Improved
You can respond quickly to opponents moving across your field of vision, firing in a snap.
Prerequisites: Dex 15+, Combat Reflexes, Opportunity Fire, Point Blank Shot, Precise Shot.
Benefit: When using the Opportunity Fire feat to take an attack of opportunity against a moving foe, you may attack an opponent with up to ¾ cover. In addition, you only suffer a –2-circumstance penalty to the attack roll.
Perfect Shot
Your mastery of ranged weapons allows you to take that extra moment needed in the thick of combat to make each and every shot count to the utmost.
Prerequisites: Base Attack Bonus +6 or higher, Pinpoint Accuracy, Point Blank Shot, Weapon
Focus (ranged weapon)
Benefit: When making a full attack action, you may sacrifice your additional attacks in order to make a single attack with your full attack bonus. If this attack hits, it deals additional 1d4 damage per iterative attack you would normally be allowed. (For example, an archer with a +13 Base Attack Bonus hits using this feat. Normally she could make three attacks in a round (at +13, +8 and +3), and therefore she deals +2d4 damage using her deadly shot.
Special: This feat may be taken a second time, increasing the additional damage to +1d6 instead of +1d4.
Piercing Shot
At point blank range, your ranged attacks pierce armor.
Prerequisite: Point Blank Shot, Weapon Focus, and Dexterity 15+.
Benefit: When shooting a ranged weapon, you may subtract a penalty from your attack roll and if you hit add the same number as a bonus to damage. The number cannot exceed your base attack bonus. This feat only applies to attacks at a range of up to 30 feet.
Piercing Shot, Improved
At point blank range, your ranged attacks pierce armor.
Prerequisite: Piercing Shot, Weapon Specialization, and Improved Critical.
Benefit: When shooting a ranged weapon, any threat roll that also is a successful attack with the weapon always results in a Critical Hit. This feat only applies to attacks at a range of up to 30 feet.
Pin Point Accuracy
You have learned to take your time with the most important ranged attacks to make sure that you hit your intended target.
Prerequisites: Point Blank Shot, Precise Shot, and Dex 13+
Benefit: You may spend a full-round action, during which you do nothing but aim at a target with a ranged weapon, and receive a +2 bonus to your attack roll on that target the next round with the ranged weapon. (You may aim for up to three consecutive rounds, or your Wisdom bonus in rounds, whichever is less, gaining a maximum of +6 to the attack rolls on the fourth round.) Firing after aiming requires use of the full attack action, in which you gain all benefits at your highest attack bonus, but only make a single attack. If you are threatened or attacked while aiming, all modifiers from this feat are lost until you are able to start over.
Point Blank Shot
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Point Blank Shot, Improved
You now have an almost mystical connection with your bow; and can increase the draw pull of your chosen bow type to match your strength of spirit, releasing an arrow for maximum efficiency. Your point blank range is increased.
Prerequisite: Str 13+, Point Blank Shot.
Benefit: Your point blank range increases by 15 feet and you gain a +2 bonus to damage rolls with bows (not crossbows) at the new point blank range. (Note: effectively with this feat any bow you are proficient with becomes a mighty bow of at least +3 to damage as well as any other enhancements or feats stack).
Power Shot
Your missile attacks can cleave through your target and strike a second foe.
Prerequisites: Str 13+, Point Blank Shot, Power Attack, Base attack bonus +5 or higher.
Benefit: If you deal enough damage to a creature to make it drop (typically by it below 0 or fewer hit points, killing it, etc.) with a single missile attack, your missile rips through your target and potentially strikes a second foe. You may immediately make another missile attack at the same base attack bonus of your killing shot at an enemy directly behind your target. This target must stand behind your target relative to your position and must stand directly adjacent to your target.
Precise Shot
You can fire a bow or throw an axe or dagger with unerring accuracy.
Prerequisite: Point Blank Shot
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.
Precision Archery
You can target hidden opponents with near precision.
Prerequisite: Wis 13+, Far shot, Point Blank Shot, Precise Shot.
Benefit: When using a ranged weapon, your target’s miss chance due to concealment is cut in half. This includes penalties for darkness, but not invisible attackers.
Prone Shot
Benefit: You may fire your bow while lying prone without penalty.
Protected Archery
Prerequisites: Back-to-Back, Point Blank Shot, base attack bonus +3 or higher.
Benefit: When adjacent to an ally with the Back-to-Back feat who is wielding a melee weapon, you do not provoke attacks of opportunity when making an attack with a ranged weapon or loading a ranged weapon.
Ranged Arrow Deflection
Ranged attacks in flight may be deflected by a shot from the character's ranged weapon.
Prerequisite: Precise Shot
Benefits: To use this ability, the character must ready a ranged weapon attack action against an opponent with a missile weapon. When that opponent fires, you make an opposed attack roll against the opponent's attack roll. If your attack roll is higher than your opponent's then the missile is deflected.
Ranged Disarm
You may attempt to shoot weapons out of the hands of others.
Prerequisites: Dex 13+, Called Shot, Point Blank Shot, Precise Shot, Base attack bonus +6 or higher.
Benefit: You may attempt to perform a disarm with a ranged attack so long as your target is within thirty feet (se the Player’s Handbook, page 137, for rules regarding disarm attempt). The size of your weapon for this disarm attempt is the size of the ranged weapon (in the case of a weapon that fires projectiles, use the weapon, not the projectile).
If you fail in this disarm attempt, the attacker does not get to attempt to disarm you in return.
Ranged Expertise
You are trained at using your combat skill with a ranged weapon for defense as well as offense.
Prerequisite: Int 13+, expertise.
Benefit: When using an attack action or full attack action with a ranged weapon, you can take a penalty of as much as –5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to the Armor Class is a Dodge bonus.
Ranged Threat
You are so fast and accurate with a ranged weapon that you threaten a greater area around you.
Prerequisites: Dex 13+, Combat Reflexes, Point Blank Shot, Rapid Shot, Base attack bonus of +5 or higher.
Benefit: You threaten an area up to 20 ft. away as if he had reach, being able to make attacks of opportunity to opponents within that area with a ranged weapon. You do not threaten this area for the purposes of flanking however.
Ranged Trip
You shoot for the knees, taking down or at least stumbling your targets.
Prerequisites: Base Attack Bonus +8 or higher, Dex 17+, Precise Shot
Benefit: You may make a trip attack using a ranged weapon by targeting the opponent's knees, ankles or other critical points on his legs. This attack is resolved as a standard missile attack with a -4 circumstance penalty on the attack roll, and deals normal damage for the attack; in addition it initiates a trip attack, as if the tripping attacker was a small-sized creature for the purpose of resolving the attack. If the trip attempt fails, the archer is not in danger of a counter-trip.
Rapid Shot
You can attack quickly with ranged weapons, like a bow, delivering multiple attacks in a round.
Prerequisites: Point Blank Shot, Dexterity 13+.
Benefit: The character can get one extra attack per round with a ranged weapon. The attack is at the character's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character must use the full attack action to use this feat.
Rapid Shot, Improved
Your skill allows you to launch arrows with blindingly fast speed.
Prerequisites: Rapid Shot, Dexterity 16+
Benefit: The character can get two extra attacks per round with a ranged weapon. The attack is at the character's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -5 penalty. The character must use the full attack action to use this feat.
Special: This supersedes Rapid Shot. The effects do not stack.
Readied Shot
You may release a "knocked and drawn" arrow before combat begins.
Prerequisites: Rapid Shot, Dexterity 15+
Benefit: If you have a ranged weapon aimed and ready before combat begins, you may fire that shot before initiative is rolled.
Ricochet
You can bounce projectiles off of surfaces to hit targets with cover.
Prerequisites: Dex 15+, Dead Eye, Point Blank Shot, Precise Shot, Weapon Focus (any ranged weapon), base attack bonus +9 or higher.
Benefit: As a full round action, you may ricochet arrows, bolts, or sling stones of a number of surfaces equal to the total number of attacks you have minus one. For example if you have a base attack bonus of +15 / +10 / +5 you can ricochet the missile off of two different angles or objects. Ricocheting an attack allows you to strike a target that would normally be protected by cover or that is hiding out of line of sight. The difficulty of the attack is as follows: Table 2-11: Ricochet Difficulty One Ricochet DC 20, Two Ricochets DC 25, DC 20, Three Ricochets DC 30, DC 25, DC 20, The first ricochet is rolled at your highest base attack bonus and so on. Your lowest base attack bonus is used to finally hit the target. Range is calculated for the entire distance the missile travels, times two. Should this attack strike an opponent from behind, the target looses his Dexterity bonus to AC. However, a ricocheted attack can never be used for a sneak attack, no matter how close the target may be.
Shot on the Run
Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.
Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed.
Sniper
You are adept at shooting targets by surprise.
Prerequisite: Precise Shot
Benefit: When attacking a target with a ranged weapon that is denied his Dexterity bonus against your attack, you receive an attack bonus as if attacking an inanimate object (+5 to attack).
Sniper, Expert
"One shot--one kill."
Prerequisite: Sniper, Improved Critical
Benefit: As the Sniper feat, but any threat roll that also is a successful attack with the weapon always results in a Critical Hit.
Steady Shot
You have a steady hand, allowing you to aim longer and make more accurate shots.
Prerequisite: Point blank shot
Benefit: You may aim for an extra round, increasing your aiming attack bonus to +4 (see below).
Normal: Aiming: You gain a +2 bonus to hit with any ranged weapon if you take full round action to fire a single shot. You suffer a -2 to your AC until the beginning of your next turn.
Supreme Mounted Archery
You can guide your mount with your knees exclusively, while standing tall in the saddle and able to make optimal use of your bow.
Prerequisites: Mounted Archery, Mounted Combat, Weapon Focus (any ranged weapon), Ride skill (14+ ranks)
Benefit: When attacking with a ranged weapon from a mount, you may choose to attack at any point during the movement, firing arrows at the beginning of movement, during the actual movement of the mount, or at the end of the movement.
Normal: All ranged attacks are made at the mid-point of the mount’s movement when the mount makes a double move or a quadruple-move.
Trick Shot
You are a master of fancy shooting, using bows.
Prerequisites: Dex 15+, Martial Weapon Proficiency (any Bow), point Blank Shot, Precise Shot, Weapon Focus (any bow).
Benefit: You gain a +4 competence bonus to attack rolls and skill checks whenever you attempt a trick shot. A Trick Shot is defined as any attack that does not deal damage to a living target such as disarming someone at a distance or severing a rope. The DC for each is determined by the DM, but should never be less than 20.
Weapon Focus
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
Benefit: The character adds +1 to all attack rolls the character makes using the selected weapon.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat; it applies to a new weapon.
Variant - Bows: Weapon focus for a type of bow also works with the "composite" varieties of the same bow.
Weapon Focus, Improved
Choose one type of weapon, which you already have Weapon Focus with. You are exceptionally good with that weapon.
Prerequisites: Proficient with weapon, Weapon Focus with weapon, base attack bonus +9 or higher.
Benefit: You add +2 to all attack rolls made with the selected weapon. This bonus stacks with the bonus from Weapon focus.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat; it applies to a new weapon.
Weapon Specialization [Special]
Choose one type of weapon. The character is especially good at inflicting damage with this weapon.
Prerequisites: Proficient with weapon, Weapon Focus with weapon, Fighter 4+.
Benefit: The character adds +2 to all damage inflicted with the weapon the character has specialized with. If the weapon is a ranged weapon, the target must be within 30 feet.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat; it applies to a new weapon.
Variant - Bows: Weapon specialization for a type of bow also works with the "composite" varieties of the same bow.
Variant - Rangers: Rangers may specialize in bows (only) when they reach 6th level.
Zen Archery
"The bow shoots itself."
Prerequisite: Base attack bonus +3, Wisdom 13+
Benefit: The character can use her Wisdom Modifier instead of her Dexterity Modifier when making a ranged attack at a target within 30 feet.
Variant: The 30 feet restriction does not apply if the character spends one or more rounds aiming prior to taking the shot.
Zen Archery, Improved
"The bow shoots itself."
Prerequisite: Base attack bonus +6, Zen Archery
Benefit: The Wisdom Modifier stacks with the Dexterity Modifier for ranged attacks. The 30 feet restriction does not apply if the character spends one or more rounds aiming prior to taking the shot.
Zen Mastery
Your skill with ranged weapons is unmatched, allowing you to even split an arrow through the grooves in one’s armor.
Prerequisites : Wis 17+, Far Shot, Point Blank Shot, Precise Shot, Precision Archery, Zen Archery.
Benefit : When using a ranged weapon, you gain a bonus to the attack roll equal to your Wisdom bonus. In addition, your target’s armor bonus (if any) is reduced by ½ your Wisdom Bonus.
Class: Tsuruchi -Wasp Archer / Bounty Hunter Hit Die: D10 Skill Points: 4 + [Int Mod] x4 at 1st
Alignment: Lawful (any), primarily Lawful Neutral
Level / Title Other Weapon Bow Attack base Fort Ref Will Special
1 Fletcher +0 +2 +1 +1 +0 Bonus Feat, *^Focus Shot (+1/30ft); * Expert Bowman, ^Expertise, ^Precise Shot
2 Shaftsman +1 +2 +1 +1 +0 ^Track, *Evasion, ^Skill Focus (Use Rope), ^Bounty Hunter, *Unconscious Blow, *Immobilize
3 Bowman +2 +3 +2 +2 +1 Bonus Feat, *Shadow Shot (+1d6+1), ^Uncanny Dodge
4 Shooter +3 +4 +2 +2 +1 +1 to Hide and Move Silently Checks, *WOW, *Unconscious Blow + 1
5 Launcher +3 +5 +3 +3 +1 *Focus Shot (+2/60ft), *Hit Magical, *Fast Change
6 Volleyist +4 +6/+1 +3 +3 +2 Bonus Feat, *Track less step, ^Uncanny Dodge (cannot be flanked), *Unconscious Blow + 1
7 Trueshot +5 +7/+2 +4 +4 +2 *Shadow Shot (=+2d6+2), ^Deadly Archer, *Hunter’s Sense
8 Sniper I +6/+1 +8/+3 +4 +4 +2 *+2 to Hide and Move Silently Checks, *AKW, *Unconscious Blow + 2
9 Sniper II +6/+1 +9/+4 +5 +5 +3 Bonus Feat, *Focus Shot (+3/120ft)
10 Archer I +7/+2 +10/+5 +5 +5 +3 *Ghost Shot, *Unconscious Blow + 3
11 Archer II +8/+3 +11/+6/+1 +6 +6 +3 *Shadow Shot (=+3d6+3)
12 Archer III +9/+4 +12/+7/+2 +6 +6 +4 Bonus Feat, *+3 to Hide and Move Silently Checks, *Unconscious Blow + 4, *SOW
13 Marksman +9/+4 +13/+8/+3 +7 +7 +4 Focus Shot (+4/240ft)
14 Deadeye +10/+5 +14/+9/+4 +7 +7 +4 Unconscious Blow + 1
15 Keeneye +11/+6/+1 +15/+10/+5 +8 +8 +5 Bonus Feat, Shadow Shot (=+4d6+4)
16 Hawk Eye +12/+7/+2 +16/+11/+6/+1 +8 +8 +5 +4 to Hide and Move Silently Checks, Unconscious Blow + 5
17 Falcon Eye +12/+7/+2 +17/+12/+7/+2 +9 +9 +5 Focus Shot (+5/480ft)
18 Eagle Eye +13/+8/+3 +18/+13/+8/+3 +9 +9 +6 Bonus Feat, *Paralyzing Shot, Unconscious Blow + 6
19 Roc Eye +14/+9/+4 +19/+14/+9/+4 +10 +10 +6 Shadow Shot (=+5d6+5)
20 Dragon Eye +15/+10/+5 +20/+15/+10/+5 +10 +10 +6 +5 to Hide and Move Silently Checks, Unconscious Blow + 7
* Denotes class ability, ^ Denotes given Feat
Abilities: The Primary/Requisites for the Archer is Dexterity (Dex) 13+. Secondary Abilities are Constitution (Con) for hit points and Intelligence 13+ (Int) for skill points.
Class Skills: Balance, Bluff, Climb, Concentration, Craft (Arrows), Craft (Bow making), Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Innuendo, Intimidate, Jump, Knowledge (Area Knowledge), Knowledge (law), Knowledge (Mathematics), Listen, Move Silently, Profession (Fletcher), Profession (Bounty Hunter), Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope, Stealth, Perception
The Tsuruchi Bounty Hunter school teaches only the bow, nothing else (including the sword). In doing so it is unique in Rokugan, being the only bushi school that does not teach the use of a blade. The school is founded on the techniques of the first wasp Tsuruchi, who said the blade was a symbol of an impossibly limiting code of conduct. Tsuruchi snapped his blade in half with his foot, and bid his followers to do the same. After the absorbtion into the Mantis Clan however the sensei of the dojo have lessened their stringent following of this particular part of Tsuruchi's philosophy. While the school still does not teach the use of anything but the bow and a short blade it does no longer forbid the student to carry a katana or wakizashi. Student of the techniques of Tsuruchi are capable of amazing feats with the bow, including firing multiple shots in the space of time it would take an ordinary archer to fire one. They are trained in the arts of stealth and tracking also, and serve the clan primarily as hunters and scouts. Their skills are renowned throughout the Empire and are frequently hired to hunt down fugitives from the law. Bounties collected from such jobs make up a significant share of the Mantis' coffers. In an adventuring party the Wasp Archer serve as Scouts and Supporting Fighters. They scorn heavy armor that hinders their ability to creep up on enemies, and prefer bows and other missile weapons. As Magistrates of the Emerald Champion and Bounty hunters the Wasp Archers hunt criminals for a living. The Wasp Archer works best alone, as others usually make enough noise to ruin their surprise attacks.
A Wasp takes on any bounty from any legal authority. Politics, clan rivalries, and even religion do not concern these bounty hunters in the slightest. After hearing the terms of the bounty and the nature of the man or woman they must hunt, a Wasp may choose to accept or decline the job according to his own wishes. Wasps ask to be paid only on completion of their task, since they never want the reputation of taking a lord’s money without first earning it.
It is worth noting that Wasps do not question whether or not the people they hunt down deserve to die. Questions of guilt and innocence have no place in their worldview. Consequently, a daimyo or high ranking samurai can easily hire the Wasps to do their dirty work as long as they provide some thin veneer of legality to the bounty (and some wasps don’t even require that). Wasps simply consider themselves weapons; very expensive, self-guided weapons. Moral and legal considerations fall upon the person who uses the weapon, which is to say, the employer.
A wasp keeps half of the bounty, after deducting expenses. The other half belongs to the clan.
Taking on a bounty job means swearing an oath to the lord who pays the bounty. The standard wasp oath declares that the hunter shall endeavor above all else to find the villain and bring him to justice, dead or alive: Wasps usually prefer the former, since it is simpler to shot a man down than it is to capture him. They further swear that nothing shall dissuade them from their goal; no offer of money, no threat of violence, no decree of daimyo. Many a victim has tried to buy off a Wasp at the last minute, offering vast sums of money or political favors. The Wasps take great pride in refusing all such temptations (although they do sometimes take the dead man’s money and possessions as part of their bounty).
Typical Bounties: Peasant Charged with Non-Violent Crime: 1 Koku (gold), Peasant Charged with a Violent Crime: 2 Koku, Trained Soldier Charged with Non-Violent Crime: 3 Koku, Trained Soldier Charged with a Violent Crime: 5 Koku, Samurai Charged with Non-Violent Crime: 10 Koku, Samurai Charged with a Violent Crime: 20 Koku, Shugenja Charged with Non-Violent Crime: 50 Koku, Shugenja Charged with a Violent Crime: 100 Koku, Additional charges for distance, number of followers, capturing the target alive, and other difficulties can increase the bounty significantly.
Weapon and Armour Proficiency: All light and Medium Armour (Armour Check penalty still applies). Archers are NOT proficient with any form of shield. They are proficient with Simple, Martial and exotic weapons found in the Rokugan (oriental) setting, and ALL ranged weapons (Simple, Martial and Exotic). Will not use swords except as a last resort and will not own or carry one after becoming a Wasp archer.
Abilities
Class Abilities
Master of Bows: The archer begins play with full knowledge of every type of bowed weapon there is. Even if he’s never seen its kind before, if the weapon launches an arrow or bolt, the archer instinctively knows how to use it. He does not suffer the –4 penalty to attack with an exotic weapon that fires an arrow or bolt. This penalty still applies to other exotic ranged weapons (like the pistol) and all exotic melee weapons not found in Rokugan.
Bonus Feats: Beginning at 1st level, and again at 3rd and continued for every three levels afterwards, the archer gains a bonus feat. This is in addition to the normal feats that each character class gains. An archer may choose two archery feats instead of one standard bonus feat. The Archery feats can only be used if the archer is wearing unadjusted light armor or no armor.
Level advancement Abilities
1 Expert Bowman: Select one bow type (Short Bow, Long Bow) for mastery. All special abilities (Focus Shot, Deadly Shot, Ghost Shot, Paralyzing Shot) apply only to the selected type of bow. Expert Bowman also allows the Dexterity Bonus to be added for damage (similar to Strength bonus to melee damage). The Archer receives the benefits of the Weapon Focus, Weapon Specialization, and Improved Critical feats when wielding the chosen bow type.
1 Never Let The Blade Reach You / Focus Shot: Replaces the Feat Point Blank Shot when adding new or required feats. Focus shot is Obtained at first level and every 4 levels thereafter (i.e. 1st, 5th, 9th, 13th, etc). The Archer gains a +1 increase (above previous bonus) to attack and damage per increment, and the distance doubles. When the distance exceeds the standard range of the bow, the Focus Show distance is the new maximum range. For example, at 9th level the Archer gains +3 within 30 ft, +2 within 60 ft, and +1 within 120 ft to attack and damage.
2 Immobilize: Starting at 2nd level, the bounty hunter can hog tie a Large or smaller opponent that he or an ally has pinned. To do so, the hunter makes a grapple check as a full-round action. If successful, he ties up his opponent or shackles him in chains. Make a Use Rope check as normal to determine the Escape Artist DC the foe needs to escape.
2 Unconscious Blow: The character can sufficiently render his victim unconscious and unable to perform voluntary functions (= Dex mod+d20 + Lvl) vs. fort.
2 EVASION: The Archer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an archer is wearing light armor or no armor. A helpless archer does not gain the benefit of evasion.
3 Shadow Shot / Ranged Sneak Attack: At 3rd Level and every 4 levels thereafter (i.e. 3rd, 7th, 11th, etc), anytime the target loses its Dex bonus to A/C, the archer gains an additional [xd6+1] within the max Focus Shot limit. This replaces and stacks with some classes Ranged sneak attack.
4 WOW: Way of the Wasp: Now moving beyond instinct, the archer may now make a number of extra attacks when firing a bow equal to his level divided by 2 at the average bonus of his normal ranged attack value.
Sting of the Wasp: When using a bow with which you are proficient, your threat range is increased by one. Add this bonus after all other modifiers to threat range.
5 Hit Magical: The Archer is so accurate that he can target creatures that require magical enchantment to be damaged as though his normal missile weapons were magical. This includes the ability of his missile attacks to strike ghosts as if the characters ranged weapon possessed the ghost strike ability.
5 Fast Change: Archer no longer spends a round changing weapon from missile to melee.
6 Trackless Step (Ex): Starting at 6th level, the archer leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
7 Hunter’s Sense: Starting at 7th level, the wasp bounty hunter learns to read a variety of subtle hints, from a slight whispering noise to an opponent’s scent. When attacking an enemy who gains a miss chance due to concealment, the bounty hunter subtracts 20% from his chance to miss. The hunter’s keen senses allow him to zero in on his foe’s position. Note that this ability functions against all forms of concealment, including invisibility. At 13th level, the hunter subtracts 30% from the miss chance.
8 The Arrow Knows the Way: At 8th level Finally the archer and the Arrow become one. The archer no longer needs to roll to hit with this special shot from his bow, but hits automatically as if the arrow was enspelled with the seeking ability. He may fire one arrow of this type for every 4 levels above 8th.
10 Ghost Shot: At 10th level, the archer gains the ability to disguise where the shot is originating from, to be noticed a Spot must beat the opposed Hide check of the Archer. While he is not spotted, he can continue to attack as normal denying Dex Bonus to the opponent.
18 Paralyzing Shot: At 18th Level the Archer can study an opponent for 3 successive rounds, and on a successful hit in the following round, the opponent makes a Fortitude Save (Archer Level + Archer Dex Mod). On a failed save, the opponent will be Paralyzed for 1d4 + [Archer Dex Mod] Rounds.
Class Feats
Bounty Hunter [General, Fighter]
You are trained to knock your opponents out rather than kill them.
Prerequisites: Int 13+, Expertise.
Benefit: You Deal an additional 2 points of subdual damage during a subdual attack.
Expertise [General, Fighter]
You are trained at using your combat skill for defense as well as offense.
Prerequisites: Int 13+
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as –5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your armor class is a dodge bonus.
Track [General]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface Survival DC Surface Survival DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.
Condition Survival DC Modifier
Every three creatures in the group being tracked –1
Size of creature or creatures being tracked:1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
“Kyujutsu” Archery Feats
The archer practices regularly to maintain and improve his skills and takes special care of his weapon. Constant practice under a variety of conditions allows the archer to concentrate, aim, and fire with deadly accuracy, even during the heat of battle. He is always looking for the most advantageous position, which is usually some distance from the press of melee combat, for he knows that he cannot fight as effectively as others with hand-to-hand weapons.
Archery Master
You’re continued studies in the mastery of your chosen weapon extend to the use of other, similar weapons.
Prerequisites: Dex 15+, Martial Weapon Proficiency (any Bow), Weapon Focus (any bow), base attack bonus +6 or higher.
Benefit: By Spending a full round action to fire a bow (Shortbow, longbow, etc.), you may double your dexterity bonus, so long as you only fire one arrow.
Blind Shot
You have honed your senses to an extent that your arrows seek their targets even when you yourself cannot see.
Prerequisites: Dex 13+, point blank Shot, Precise Shot.
Benefit: Any time you miss a target with a ranged attack because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. This bonus applies only when the target is within one range increment, and you are aware of its general location.
Called Shot
You can target specific parts of an opponent in order to inflict extra damage.
Prerequisites: Dex 13+, Point Blank Shot, Precise Shot, Base attack bonus +6 or higher.
Benefit: On your action, before making any attack roll for the round, you may choose to subtract a number from your ranged attack and add the same number to the damage from these attack rolls. This number may not exceed your Dexterity modifier. The penalty on attacks and bonus on damage applies until your next action.
Clear Shot
You are especially good at shooting around cover.
Prerequisite: Precise Shot
Benefit: You treat targets with some degree of cover as if they had one category less than their actual cover. This has no effect when your target has no cover or total cover.
Combat Shooting
Benefit: Similar to combat casting, A character is able to use his bow while in melee and avoid attacks of opportunity. When combat shooting a character must make a concentration check have 15+ or he loses the attack.
Combat Shooting, Improved
Prerequisite: Combat Shooting
Benefit: You no longer provoke attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.
Deadly Archer
Your skill with the Bow is Unmatched, marking you as a legendary archer.
Prerequisites: Weapon Focus (any non mechanical bow), Weapon Specialization (any non mechanical bow), base attack bonus +8 or higher.
Benefit: Choose one Type of bow that you have both Weapon Focus and Weapon Specialization in. Increase the Damage of the weapon by one die type. A bow that normally deals 1d8 damage, deals 1d10 by virtue of this feat.
Dead Eye
You are a master with ranged weapons, able to take an extra moment of time to maximize the effect of your ranged attack by exploiting chinks in armor or vital areas.
Prerequisite: Weapon Focus (any ranged weapon), base attack bonus +6 or higher.
Benefit: When using a ranged weapon which you have Weapon Focus; you may sacrifice your second attack to increase the possible damage of the first. You make a single attack roll with bonuses equal to your highest bonuses, losing the second attack roll. If your attack hits, you automatically score a critical.
Special: If you have four attacks per round, you can use this feat twice per round.
Double Arrow Shot “Double Nock”
You can nock and fire two arrows at the same time.
Prerequisite: Point Blank Shot, Dexterity 15+
Benefit: As a move-equivalent action, you may nock two arrows on your bow at one time. When you fire the arrows, you make a single attack roll at a -4 penalty. If your attack roll succeeds, both arrows hit and cause damage. The arrows may not be aimed at separate targets.
Double Arrow Shot, Improved
Prerequisite: Double Arrow Shot
Benefit: As Double Arrow Shot, but your attack penalty reduces to -2.
Expert Aim
Prerequisite: Point Blank Shot, base attack bonus +4 or higher.
Benefit: If you take the full attack action when using a device missile weapon (e.g. bow, crossbow), you may choose to make a single attack up to 30 ft. away using your Expert Aim. In addition to all other damage modifiers, apply your Dexterity bonus (if any) to damage. This feat is ineffective against creatures immune to critical hits (e.g. constructs, elementals, oozes, plants and undead).
Exotic Arrow Proficiency
Allow you to use unusual bolts and arrows without penalty.
Benefit: Choose a number of exotic arrows or bolts equal to your 1 plus your Intelligence modifier (minimum 1). You may now use these missiles as if proficient in their use. This feat may be taken more than once, selecting different exotic missiles each time.
Normal: Characters suffer a -4 penalty to attack rolls when using weapons with which they are not proficient.
Far Shot
Prerequisite: Point Blank Shot.
Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.
Far Shot, Improved
You can attack with ranged weapons more accurately at long range.
Prerequisite: Far Shot
Benefit: You gain a +2 bonus that only works to negate range-based penalties.
Friendly Fire
You are skilled at shooting into melee. Your shots pose no threat to your companions.
Prerequisite: Dex 15+, Wis 13+, Point Blank Shot, Precise Shot.
Benefit: If a target you are shooting at has cover provided by one of your allies, if the shot misses there is no chance that you will strike your ally by mistake.
Normal: If you miss a target with cover with a shot that would have hit without the cover, you must check to se if it hits the cover instead, even if the cover is a friend.
In the Groove
You understand that while speed and skill are vital, they are overrated compared to keeping your cool. A hothead who rushes in at the first opportunity is often the first one in need of immediate resurrection.
Prerequisite: Improved Initiative, Iron Will
Benefit: When rolling Initiative, a die roll of less than 10 is immediately raised to 10. Modifiers are then added to the new "roll" of 10.
Instinctive Shot
You are one with your bow, enabling you to make difficult shots as if they were routine.
Prerequisites: Base attack bonus +6, Point-Blank Shot, Weapon Focus with chosen bow.
Benefit: Choose a ranged weapon. When using that type of ranged weapon, you can apply double your Wisdom bonus (if any) to negate attack penalties due to range. You do not gain an actual bonus to hit; if the doubled Wisdom modifier is greater than the range penalty, the excess is discarded.
Special: You may gain this feat multiple times. Its effects do not stack; each time you gain this feat, it affects a different ranged weapon.
Killing Shot
You aim and concentrate on the perfect shot. One arrow, one kill.
Prerequisite: Base Attack Bonus +12 or higher, Perfect Shot
Benefit: When you make an attack using the Pinpoint Accuracy ability or feat, the critical threat range on the weapon you are using is increased by 2.
Last Ditch
You can pull off one last shot as your enemies rush in to fight you.
Prerequisites: Point Blank Shot, Rapid Shot, Combat Reflexes, And Fast Draw
Benefit: You can take a single attack with your in-hand ranged or thrown weapon against a charging opponent when he comes within ten feet of you. If you take this attack, it counts against you normal number of attacks of opportunity that round, and you lose your Dexterity bonus to AC for the rest of the round.
Master Archer “Bowman”
Years of practice with the bow have steadied your aim and your resolve.
Prerequisite: Str 13+, Dex 13+, Far shot, Point Blank Shot, Precise Shot.
Benefit: You gain a +2 competence bonus to attack rolls with a Composite longbow, composite Shortbow, longbow, or Shortbow. In addition, you gain a +1 bonus to damage.
Mounted Archery
You have great skill with a bow while mounted.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Special: A fighter may select Mounted Archery as one of his fighter bonus feats.
Master Mounted Archery
Glued to the saddle, you no longer even notice the movement of your mount beneath you as you take aim and loose arrows.
Prerequisites: Mounted Archery, Mounted Combat, Weapon Focus (any ranged weapon), Ride skill (14+ ranks)
Benefit: When you select this feat, it must be selected with a single weapon with which you have the weapon focus feat. With this feat, the penalties for making ranged attacks from a mount are reduced by two. This combines with the mounted archery feat to no penalty when the mount is making a double move, and a -2 penalty when the mount is running.
Special: This feat can be taken multiple times, but each time it must be with another ranged weapon you have the Weapon Focus feat in.
Opportunity Fire
You can respond quickly to opponents moving across your field of vision.
Prerequisites: Dex 15+, Combat Reflexes, Point Blank Shot, Precise Shot.
Benefit: If you have a ranged weapon readied, you may take an attack of opportunity against any target moving across your line of sight within 30 ft. You suffer a –4-circumstance penalty to the attack roll and may not attack anyone with ½ or better cover.
Opportunity Fire, Improved
You can respond quickly to opponents moving across your field of vision, firing in a snap.
Prerequisites: Dex 15+, Combat Reflexes, Opportunity Fire, Point Blank Shot, Precise Shot.
Benefit: When using the Opportunity Fire feat to take an attack of opportunity against a moving foe, you may attack an opponent with up to ¾ cover. In addition, you only suffer a –2-circumstance penalty to the attack roll.
Perfect Shot
Your mastery of ranged weapons allows you to take that extra moment needed in the thick of combat to make each and every shot count to the utmost.
Prerequisites: Base Attack Bonus +6 or higher, Pinpoint Accuracy, Point Blank Shot, Weapon
Focus (ranged weapon)
Benefit: When making a full attack action, you may sacrifice your additional attacks in order to make a single attack with your full attack bonus. If this attack hits, it deals additional 1d4 damage per iterative attack you would normally be allowed. (For example, an archer with a +13 Base Attack Bonus hits using this feat. Normally she could make three attacks in a round (at +13, +8 and +3), and therefore she deals +2d4 damage using her deadly shot.
Special: This feat may be taken a second time, increasing the additional damage to +1d6 instead of +1d4.
Piercing Shot
At point blank range, your ranged attacks pierce armor.
Prerequisite: Point Blank Shot, Weapon Focus, and Dexterity 15+.
Benefit: When shooting a ranged weapon, you may subtract a penalty from your attack roll and if you hit add the same number as a bonus to damage. The number cannot exceed your base attack bonus. This feat only applies to attacks at a range of up to 30 feet.
Piercing Shot, Improved
At point blank range, your ranged attacks pierce armor.
Prerequisite: Piercing Shot, Weapon Specialization, and Improved Critical.
Benefit: When shooting a ranged weapon, any threat roll that also is a successful attack with the weapon always results in a Critical Hit. This feat only applies to attacks at a range of up to 30 feet.
Pin Point Accuracy
You have learned to take your time with the most important ranged attacks to make sure that you hit your intended target.
Prerequisites: Point Blank Shot, Precise Shot, and Dex 13+
Benefit: You may spend a full-round action, during which you do nothing but aim at a target with a ranged weapon, and receive a +2 bonus to your attack roll on that target the next round with the ranged weapon. (You may aim for up to three consecutive rounds, or your Wisdom bonus in rounds, whichever is less, gaining a maximum of +6 to the attack rolls on the fourth round.) Firing after aiming requires use of the full attack action, in which you gain all benefits at your highest attack bonus, but only make a single attack. If you are threatened or attacked while aiming, all modifiers from this feat are lost until you are able to start over.
Point Blank Shot
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Point Blank Shot, Improved
You now have an almost mystical connection with your bow; and can increase the draw pull of your chosen bow type to match your strength of spirit, releasing an arrow for maximum efficiency. Your point blank range is increased.
Prerequisite: Str 13+, Point Blank Shot.
Benefit: Your point blank range increases by 15 feet and you gain a +2 bonus to damage rolls with bows (not crossbows) at the new point blank range. (Note: effectively with this feat any bow you are proficient with becomes a mighty bow of at least +3 to damage as well as any other enhancements or feats stack).
Power Shot
Your missile attacks can cleave through your target and strike a second foe.
Prerequisites: Str 13+, Point Blank Shot, Power Attack, Base attack bonus +5 or higher.
Benefit: If you deal enough damage to a creature to make it drop (typically by it below 0 or fewer hit points, killing it, etc.) with a single missile attack, your missile rips through your target and potentially strikes a second foe. You may immediately make another missile attack at the same base attack bonus of your killing shot at an enemy directly behind your target. This target must stand behind your target relative to your position and must stand directly adjacent to your target.
Precise Shot
You can fire a bow or throw an axe or dagger with unerring accuracy.
Prerequisite: Point Blank Shot
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.
Precision Archery
You can target hidden opponents with near precision.
Prerequisite: Wis 13+, Far shot, Point Blank Shot, Precise Shot.
Benefit: When using a ranged weapon, your target’s miss chance due to concealment is cut in half. This includes penalties for darkness, but not invisible attackers.
Prone Shot
Benefit: You may fire your bow while lying prone without penalty.
Protected Archery
Prerequisites: Back-to-Back, Point Blank Shot, base attack bonus +3 or higher.
Benefit: When adjacent to an ally with the Back-to-Back feat who is wielding a melee weapon, you do not provoke attacks of opportunity when making an attack with a ranged weapon or loading a ranged weapon.
Ranged Arrow Deflection
Ranged attacks in flight may be deflected by a shot from the character's ranged weapon.
Prerequisite: Precise Shot
Benefits: To use this ability, the character must ready a ranged weapon attack action against an opponent with a missile weapon. When that opponent fires, you make an opposed attack roll against the opponent's attack roll. If your attack roll is higher than your opponent's then the missile is deflected.
Ranged Disarm
You may attempt to shoot weapons out of the hands of others.
Prerequisites: Dex 13+, Called Shot, Point Blank Shot, Precise Shot, Base attack bonus +6 or higher.
Benefit: You may attempt to perform a disarm with a ranged attack so long as your target is within thirty feet (se the Player’s Handbook, page 137, for rules regarding disarm attempt). The size of your weapon for this disarm attempt is the size of the ranged weapon (in the case of a weapon that fires projectiles, use the weapon, not the projectile).
If you fail in this disarm attempt, the attacker does not get to attempt to disarm you in return.
Ranged Expertise
You are trained at using your combat skill with a ranged weapon for defense as well as offense.
Prerequisite: Int 13+, expertise.
Benefit: When using an attack action or full attack action with a ranged weapon, you can take a penalty of as much as –5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to the Armor Class is a Dodge bonus.
Ranged Threat
You are so fast and accurate with a ranged weapon that you threaten a greater area around you.
Prerequisites: Dex 13+, Combat Reflexes, Point Blank Shot, Rapid Shot, Base attack bonus of +5 or higher.
Benefit: You threaten an area up to 20 ft. away as if he had reach, being able to make attacks of opportunity to opponents within that area with a ranged weapon. You do not threaten this area for the purposes of flanking however.
Ranged Trip
You shoot for the knees, taking down or at least stumbling your targets.
Prerequisites: Base Attack Bonus +8 or higher, Dex 17+, Precise Shot
Benefit: You may make a trip attack using a ranged weapon by targeting the opponent's knees, ankles or other critical points on his legs. This attack is resolved as a standard missile attack with a -4 circumstance penalty on the attack roll, and deals normal damage for the attack; in addition it initiates a trip attack, as if the tripping attacker was a small-sized creature for the purpose of resolving the attack. If the trip attempt fails, the archer is not in danger of a counter-trip.
Rapid Shot
You can attack quickly with ranged weapons, like a bow, delivering multiple attacks in a round.
Prerequisites: Point Blank Shot, Dexterity 13+.
Benefit: The character can get one extra attack per round with a ranged weapon. The attack is at the character's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character must use the full attack action to use this feat.
Rapid Shot, Improved
Your skill allows you to launch arrows with blindingly fast speed.
Prerequisites: Rapid Shot, Dexterity 16+
Benefit: The character can get two extra attacks per round with a ranged weapon. The attack is at the character's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -5 penalty. The character must use the full attack action to use this feat.
Special: This supersedes Rapid Shot. The effects do not stack.
Readied Shot
You may release a "knocked and drawn" arrow before combat begins.
Prerequisites: Rapid Shot, Dexterity 15+
Benefit: If you have a ranged weapon aimed and ready before combat begins, you may fire that shot before initiative is rolled.
Ricochet
You can bounce projectiles off of surfaces to hit targets with cover.
Prerequisites: Dex 15+, Dead Eye, Point Blank Shot, Precise Shot, Weapon Focus (any ranged weapon), base attack bonus +9 or higher.
Benefit: As a full round action, you may ricochet arrows, bolts, or sling stones of a number of surfaces equal to the total number of attacks you have minus one. For example if you have a base attack bonus of +15 / +10 / +5 you can ricochet the missile off of two different angles or objects. Ricocheting an attack allows you to strike a target that would normally be protected by cover or that is hiding out of line of sight. The difficulty of the attack is as follows: Table 2-11: Ricochet Difficulty One Ricochet DC 20, Two Ricochets DC 25, DC 20, Three Ricochets DC 30, DC 25, DC 20, The first ricochet is rolled at your highest base attack bonus and so on. Your lowest base attack bonus is used to finally hit the target. Range is calculated for the entire distance the missile travels, times two. Should this attack strike an opponent from behind, the target looses his Dexterity bonus to AC. However, a ricocheted attack can never be used for a sneak attack, no matter how close the target may be.
Shot on the Run
Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.
Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed.
Sniper
You are adept at shooting targets by surprise.
Prerequisite: Precise Shot
Benefit: When attacking a target with a ranged weapon that is denied his Dexterity bonus against your attack, you receive an attack bonus as if attacking an inanimate object (+5 to attack).
Sniper, Expert
"One shot--one kill."
Prerequisite: Sniper, Improved Critical
Benefit: As the Sniper feat, but any threat roll that also is a successful attack with the weapon always results in a Critical Hit.
Steady Shot
You have a steady hand, allowing you to aim longer and make more accurate shots.
Prerequisite: Point blank shot
Benefit: You may aim for an extra round, increasing your aiming attack bonus to +4 (see below).
Normal: Aiming: You gain a +2 bonus to hit with any ranged weapon if you take full round action to fire a single shot. You suffer a -2 to your AC until the beginning of your next turn.
Supreme Mounted Archery
You can guide your mount with your knees exclusively, while standing tall in the saddle and able to make optimal use of your bow.
Prerequisites: Mounted Archery, Mounted Combat, Weapon Focus (any ranged weapon), Ride skill (14+ ranks)
Benefit: When attacking with a ranged weapon from a mount, you may choose to attack at any point during the movement, firing arrows at the beginning of movement, during the actual movement of the mount, or at the end of the movement.
Normal: All ranged attacks are made at the mid-point of the mount’s movement when the mount makes a double move or a quadruple-move.
Trick Shot
You are a master of fancy shooting, using bows.
Prerequisites: Dex 15+, Martial Weapon Proficiency (any Bow), point Blank Shot, Precise Shot, Weapon Focus (any bow).
Benefit: You gain a +4 competence bonus to attack rolls and skill checks whenever you attempt a trick shot. A Trick Shot is defined as any attack that does not deal damage to a living target such as disarming someone at a distance or severing a rope. The DC for each is determined by the DM, but should never be less than 20.
Weapon Focus
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
Benefit: The character adds +1 to all attack rolls the character makes using the selected weapon.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat; it applies to a new weapon.
Variant - Bows: Weapon focus for a type of bow also works with the "composite" varieties of the same bow.
Weapon Focus, Improved
Choose one type of weapon, which you already have Weapon Focus with. You are exceptionally good with that weapon.
Prerequisites: Proficient with weapon, Weapon Focus with weapon, base attack bonus +9 or higher.
Benefit: You add +2 to all attack rolls made with the selected weapon. This bonus stacks with the bonus from Weapon focus.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat; it applies to a new weapon.
Weapon Specialization [Special]
Choose one type of weapon. The character is especially good at inflicting damage with this weapon.
Prerequisites: Proficient with weapon, Weapon Focus with weapon, Fighter 4+.
Benefit: The character adds +2 to all damage inflicted with the weapon the character has specialized with. If the weapon is a ranged weapon, the target must be within 30 feet.
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat; it applies to a new weapon.
Variant - Bows: Weapon specialization for a type of bow also works with the "composite" varieties of the same bow.
Variant - Rangers: Rangers may specialize in bows (only) when they reach 6th level.
Zen Archery
"The bow shoots itself."
Prerequisite: Base attack bonus +3, Wisdom 13+
Benefit: The character can use her Wisdom Modifier instead of her Dexterity Modifier when making a ranged attack at a target within 30 feet.
Variant: The 30 feet restriction does not apply if the character spends one or more rounds aiming prior to taking the shot.
Zen Archery, Improved
"The bow shoots itself."
Prerequisite: Base attack bonus +6, Zen Archery
Benefit: The Wisdom Modifier stacks with the Dexterity Modifier for ranged attacks. The 30 feet restriction does not apply if the character spends one or more rounds aiming prior to taking the shot.
Zen Mastery
Your skill with ranged weapons is unmatched, allowing you to even split an arrow through the grooves in one’s armor.
Prerequisites : Wis 17+, Far Shot, Point Blank Shot, Precise Shot, Precision Archery, Zen Archery.
Benefit : When using a ranged weapon, you gain a bonus to the attack roll equal to your Wisdom bonus. In addition, your target’s armor bonus (if any) is reduced by ½ your Wisdom Bonus.