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Zen Archery
Table 3–39: Simple Bow
——————— Personal Costs ——————— Wielder Attack Manifester Hit Point Power Level Penalty Level Penalty Loss Point Loss Abilities
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5th — — — — Call to hand 6th –1 — — — Curve space +1, lotus mastery 7th — — 2 2 — 8th — –1 — — Draw the mind +2 9th — — 2 — — 10th — — — 2 Curve space +2 11th — — — — +2 longbow 12th — — 2 — Draw the mind +4 13th — — 2 2 Curve space +3 14th — –2 — — — 15th — — 2 — Draw the mind +6 16th — — — 2 Curve space +4 17th — — — — +2 longbow of speed 18th — — 2 2 True seeing 1/day 19th — — 2 — Curve space +5, simple focus 20th — — — 2 Prescience of the bow
struck a tree, he would become elan. If it missed, he would remain human. Miyo closed his eyes and fired. (DC 30; The Wind Always Returns) LEGACY RITUALS
Three rituals are required to unlock all the abilities of the Simple Bow.
The Arrow is the Master: You must hit three targets with the Simple Bow while blindfolded and at a distance beyond 100 feet. If you fail to strike even one target, the ritual fails. Cost: 1,500 gp. Feat Granted:
Least Legacy (Simple Bow).
Finding the Master Within: You have to eat a hallucinogenic blend of plants and poisons prepared by a druid. The concoction costs 1,000 gp. After eating the mixture, you must succeed on a DC 20 Fortitude save. Failure on the save is failure at the ritual and also subjects you to a coma lasting 1d6 days. Cost: 11,000 gp. Feat Granted: Lesser Legacy (Simple Bow).
The Wind Always Returns: You are required to make a journey on foot back to a home that you have left behind. This might be your place of birth, distant ancestral lands, or even a place you first called home. Cost: 39,000 gp. Feat Granted: Greater Legacy (Simple Bow). WIELDER REQUIREMENTS
The typical wielder of Simple Bow is a psionic character who prefers to rely on ranged attacks—most often a psychic warrior.
Simple Bow Wielder Requirements
Ability to manifest 2nd-level psionic powers Base attack bonus +3 Concentration 2 ranks Zen Archery (see the sidebar below)
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Simple Bow.
Call to Hand (Su): Beginning at 5th level, at will as a move action that does not provoke an attack of opportunity, you can call Simple Bow to your hand from anywhere on the same plane.
Curve Space (Su): At 6th level, while you hold Simple Bow and are psionically focused, you gain a +1 deflection bonus to Armor Class. This bonus improves to +2 at 10th level, to +3 at 13th level, to +4 at 16th level, and to +5 at 19th level.
Lotus Mastery (Su): At 6th level and higher, you can take 10 on Autohypnosis checks to tolerate poison, even if distractions or threats would normally prevent you from doing so.
Draw the Mind (Su): At 8th level, you gain a +2 enhancement bonus to Wisdom. This bonus improves to +4 at 12th level and to +6 at 15th level.
True Seeing (Sp): Beginning at 18th level, once per day as a move action, you can use true seeing as the spell. Caster level 13th.
pqs ZEN ARCHERY [GENERAL]
Your intuition guides your hand when you use a ranged weapon.
Prerequisites: Wis 13, base attack bonus +1.
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll. pqs
Simple Focus (Su): At 19th level and higher, three times per day, you can expend Simple Bow’s psionic focus, which functions just as if you had expended your own. The bow automatically refocuses 1 round later.
Prescience of the Bow (Su): Starting at 20th level, once per day, you can apply a +15 insight bonus on any single attack roll, opposed roll, opposed ability or skill check, or saving throw. Activating this ability can be done at any time before the roll is made and does not require an action. ADVENTURE SEED (EL 6)
Furukaze Miyo was cremated and his remains entombed beneath the Jin monastery many years ago.
The monastery is now a scattered ruin surrounded by dense forest. Shortly before Miyo died of natural causes, he used his powerful psionic abilities to bind elemental spirits to a number of terracotta warriors for the purpose of guarding his remains and ensuring they would not be desecrated. In recent years, the powers binding the spirits have begun to wear thin, allowing the terracotta warriors to escape and attack nearby villages. A leader from one of these communities asks the PCs to investigate the ruins of the old monastery and end the strange threat. As an incentive, the leader also reveals that the ancient master was entombed along with all his worldly possessions—the order was by no means an ascetic one. Only three out of nine terracotta warriors remain in the tomb. Explorers who defeat the terracotta warriors can find Simple Bow wrapped in fine silks and hanging from a wall.
Terracotta Warriors (3) CR 3
N Medium construct Init +0; Senses darkvision 60 ft., low-light vision, Listen +0, Spot +0 AC 13, touch 10, flat-footed 13 hp 31 (2 HD); DR 5/bludgeoning Immune construct immunities, immunity to magic Fort +0, Ref +0, Will +0 Speed 30 ft. (6 squares) Melee mwk longspear +4 (1d8+3/×3) or Melee slam +3 (1d8+3) Base Atk +1; Grp +3 Abilities Str 15, Dex 11, Con —, Int —, Wis 11, Cha 1 SQ berserk Possessions masterwork longspear Berserk (Ex) Cumulative 5% chance each round to go berserk. If berserk, attacks the nearest living creature or an object smaller than itself, whichever is within reach. It then moves on to spread more destruction. Immunity to Magic (Ex) Applies to any spell allowing spell resistance. Affected by certain spells as follows: A move earth spell drives the warrior back 120 feet and deals it 3d12 points of damage.
A disintegrate spell slows the warrior (as the slow spell) for 1d6 rounds and deals it 1d12 points of damage. An earthquake spell cast directly on a terracotta warrior stops it from moving on its next turn and deals it 5d10 points of damage.
The construct gets no saving throw against any of these effects. Any magical attack that would deal acid damage to a terracotta warrior instead heals 1 point of damage for every 3 points of damage it normally deals. If the amount of healing causes the warrior to exceed its full normal hit points, it gains any excess as temporary hit points. Temporary hit points last for 1 hour, and the warrior’s hit point total cannot increase to more than twice its normal total as a result of exposure to acid damage. A terracotta warrior gets no saving throw against magical attacks dealing acid damage.
Terracotta Warriors
This map depicts a roughly hewn chamber beneath the remains of a collapsed monastery. Digging reveals a buried entrance that leads down a passageway to this area. Nine terracotta warriors once existed here, but only three remain intact, one of which stands in front of a longbow (Simple Bow) adorned in fine silks and fabrics.