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About Cole ZeffCole the Quiet, Knight and Champion of the Queen's Paragon Knights Stats & Saves:
Ranger (Guide) level 7, Rogue level 1, Marshal level 1
Base stats (no magical effects added) Str 16, Dex 20, Con 12, Int 10, Wis 14, Cha 8 Saving Throws
Armor Class = 19
CMB = 10 (+7 BAB, +3 Str)
HP = 73 BAB = +7/+2
Traits & Feats:
Xenophobic (-2 Diplomacy & Sense Motive for non-Mendevians)
Sacred Touch (stabilize with a touch) Magical Talent (Create Water 1xday) Knowing the Enemy (Demons: +1 Knowledge Planes and it's a class skill) Child of the Crusade (reroll failed save to be possessed or mentally incapacitated by a demon 1xday) -- Simple & Martial Weapon Proficiency Light & Medium Armor and Shield Proficiency Point Blank Shot (+1 attack/+1 damage within 30') Precise Shot (avoid -4 penalty for shooting into combat) Rapid Shot (+1 attack, -2 attacks on all shots) Endurance (+4 to a variety of saves and can sleep in med armor) Deadly Aim (-1attacks, +2 damage with ranged attacks) Weapon Focus (bow) Rapid Shot, Mythic (negate negative to hit for Rapid Shot) Improved Precise Shot (no cover or concealment penalties short of total) Skill Focus (Perception) Weapon Focus, Mythic (bow) (doubles Weapon Focus bonuses) Mythic Abilities:
Child of the Crusade Gain a +2 trait bonus on Will saves. Whenever you successfully save against a mind-affecting effect from a demon, as an immediate action you can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to your mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + your mythic tier + your Charisma modifier). Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Master of Shadows (Ex): You are a master of moving unseen and unheard, and adept at guiding others in quiet and undetected movement. When you or any ally within 30 feet attempts Stealth checks, each of you rolls twice and takes the higher result. As a swift action, you can expend one use of mythic power to add your tier to one ally's next Stealth check. The ally must be within 30 feet and the check must occur within the next minute. Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending two uses of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Mythic Power (Su): (6/day) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus your mythic tier (4/day at 1st tier, 5/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su, immed.): (+1d6) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Decisive Strike, Marshal's Order (Su, swift): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn. Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to one half your mythic tier, rounded up. In addition, as a swift action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round. Path Abilities
Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact. Legendary Bow (lesser artifact)
Special Abilities & Spells:
Sneak Attack (1d6)
Ranger's Focus (Ex): (+4, 3xday) At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points, surrenders, or until the ranger designates a new focus. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. Select Favored Terrain (Ex): (plains) +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Terrain Bond (Ex): When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. Track (Ex): (+3) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): (+5) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Woodland Stride (Ex): a ranger may move through any sort of nonmagical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Spells (caster level 4, concentration +6)
Skills:
Acrobatics = +9* (1 rank)
Appraise = 0 Bluff = -1 Climb = +7* (1 rank) Craft Bows = +4 (1 rank) Diplomacy = -1 (-2 for non-Mendevians) Disable Device = +20 (8 ranks, +2 trait bonus, +2 MW tools)(+1 for traps and can disarm magical traps) Disguise = -1 Escape Artist = +5* Fly = +5* Heal = +2 Intimidate = +5 (3 ranks) Knowledge (Arcana) = +1 (1 rank) Knowledge (Dungeoneering) = +4 (1 rank) Knowledge (Geography) = +4 (1 rank) Knowledge (Local) = +6 (3 ranks) Knowledge (Nature) = +5 (2 ranks) Knowledge (Planes) = +12 (8 ranks, +1 trait) Linguistics = +6 (3 ranks) Perception = +16 (8 ranks, +3 feat)(+1 for traps) Profession (Soldier) = +7 (2 ranks) Ride = +10* (3 ranks) Sense Motive = +2 (-2 for non-Mendevians) Spellcraft = +5 (2 rank) Stealth = +17* (8 ranks) Survival = +13 (8 ranks) (+3 when tracking) Swim = +7* (1 rank) * Armor Check Penalty -0 Languages: Common, Abyssal, Hallit, Sylvan Equipment & Wealth:
Efficient Quiver (1,800gp, 2#) - Composite (+3) Long Bow, darkwood, MW (730gp, 2#) - Composite (+2) Long Bow, MW (600gp, 2#) - Javelin, Cold Iron x18 (36gp, 36#) - Spear, Cold Iron x4 (16gp, 24#) Efficient Quiver (1,800gp, 2#) - Long Bow, MW (360gp) - Long Bow, MW (360gp) - Javelin, Cold Iron x18 (36gp, 36#) - Spear, Cold Iron x4 (16gp, 24#) Composite (+2) Long Bow, darkwood, +1, Adaptive, Legendary (2#) Warhammer, +2 (8,312gp, 5#) Dagger (2gp, 1#) & Dagger, cold iron, MW (304gp, 1#) Mithral Chain Shirt, MW (1,250gp, 12#)(+4 AC, +6 maxdex, -0 ACP) Travelers Clothing with a wide brimmed hat Righteous Medal of Clarity - Circular blue medal depicts a pair of feminine gray eyes surrounded by a circular silver lightning bolt. - +2 sacred bonus on saves against insanity or confusion effects Wardstone Shard Silver Dragon Scale (Bolstering 3/day, CL:19) - 19 minutes, 1d8+10hp, +1 attacks/saves vs fear (morale), vs evil outsiders: +2 attacks/saves vs fear (morale) Potion of Cure Serious Wounds (3d8+5) (750gp) Scrolls - Aspect of the Falcon (1) (25gp) - Delay Poison (1) (25gp) - Endure Elements (1) (25gp) - Gravity Bow (1) (25gp) Bag of Holding, Type III in backpack form (Total: 7,447gp, 35#) - Cold Iron Arrows 30 (4gp, 3#) - Silver Blunt Arrows 13 (42gp 1#) - Cold Iron, Ghost Salt Arrows 0/10 (201gp, 1#) - Alchemy Fire x3 (60gp, 3#) - Acid Flask x2 (20gp, 2#) - Fine Clothing with a wide suede brimmed hat (100gp, 10#) - Flask (gin) (1gp, 1#) - Holy Water x7 (175gp, 7#) - 50' silk rope & grapple (11gp, 9#) - Smelling salts x2 - Sunrod x5 (10gp 5#) - Thieves Tools, MW (100gp) - Tindertwig x10 (10gp) - Flint and Steel x2 (2gp) - Trail rations x4 (1gp, 4#) - Warhammer, silver, MW (332gp, 5#) - Waterskin (water) x1 (1gp, 4#) - small library of rare books that grant a +4 bonus on Knowledge (planes) (2kgp, 50#) Emergency escape pack with 10gp plus assorted gear (~60gp, ~30#)(buried at the lake) Current Weight: 60# (76# light, 153# medium) Current Wealth: ~38,978gp Cash: 35gp Background:
In his youth, when both his parents were alive and well, he entered the Kenabres Militia. His parents, while not very wealthy, did have connections within the ranks and saw to it he was well equipped. Many in his squad complained that he got 'preferential treatment' with his kit and this did not help his advancement in the ranks. He has since used or lost much of that gear.
He hoped to do well as a soldier and work his way up the ranks and become an officer, leading troops into battle with his parents against the hoards of demons just over the river. Alas, his personality and his alignment differed from the rigors necessary for a soldiers life and he passed out of the service well before the fourth crusade began and well before he obtained any rank or distinction. As the fourth crusade began, Cole was happy to be pressed into service. This time he was used as a guide - aiding the transport of small squads of troops doing targeted missions into the Worldwound. He carried supplies on his broad back and advised the forces where to go to avoid the morasses beyond the river. Sadly this service ended quickly as the small squads were often overwhelmed by the more coordinated forces on the other side. Gone were the days where such lightning fast raids would work against a disorganized foe. As he meandered a bit wondering what to do next to aid the cause, word came to him of his parents fall during a particularly bloody raid over the border. His mother died in the battle, and his father lost his left leg and most of his arm to a fiery whip that tore at the flesh. He spent a year at his fathers side comforting him and nursing him back to some semblance of health before again feeling the lust for battle. This time though he was more jaded. The fourth crusade was still on, but it was clearly faltering. Gone were the heady days of quick triumphs and great gains. This was a battle of attrition, and there were more demons then men. Yet more and more crusaders came to fill the gaps - crusaders that were ill equipped for the fight that lay ahead of them. Cole decided that the only way to win such a war was not to fight it. He hired on as a guide as before, but this time to groups of adventurers who felt they could do well where the more organized military had failed. They hired Cole to take them into the Worldwound to battle demons one on one and return victorious. But Cole took them to the lesser traveled places - areas where the demons tended NOT to congregate. The adventurers took on various lesser creatures, were victorious, and returned home - alive and well - with stories to tell of how they braved the Worldwound and survived. As the fourth crusade lost steam and eventually faltered so did Cole. His bitterness grew and he eventually stopped acting even as a guide into the 'wound. He now spends his time tending to his fathers needs and listening to the long, often 'enriched' tales of those who still brave the river passage into chaos. Cole Zeff however just founders in his own unhappiness and fritters away his remaining wealth on drink and food. Personality and Appearance:
He's a bit of a curmudgeon and he's been down on his luck for a while now (a few years) so don't expect a lot of joy and happiness from him. He has a solid idea of how the world works, and while he's not generally wrong - his outlook tends to be on the negative side of every issue.
He is however flexible. He's been around long enough to know that he's not always right and often good things do happen. He holds out hope that the demons can in fact be beaten back, though he more honestly believes they are there to stay, just beyond the wardstone. Cole is 5'8" and wiry with long dark hair specked here and there with gray and he has hazel eyes (from his father - mom's were gray). He shaves infrequently, but his beard is light when present. He is rarely without his hat, a sweat stained dirty affair with a wide brim to protect his eyes from the sun. He is often dirty as well from a general lack of good hygiene. He is somewhat ugly, and his negative tone leaves him with few friends. Dad (Maurice Zeff):
Fighter level 2 15 str, 14 con, 13 dex, 10 wis, 10 int, 12 cha Human, 5'7" & 150lbs, Age 59, Chaotic Good Saving Throws
Armor Class = 12
CMB = 4 (+2 BAB, +2 Str)
HP = 19 BAB = +2
Feats
Skills
Niece (Laina Esheram):
Thief (chameleon) level 2, Sorcerer (shadow) level 1 10 str, 12 con, 14 dex, 10 wis, 13 int, 14 cha Human, 5’5” with silver eyes and dark hair Saving Throws
Armor Class = 17
CMB = 1 (+1 BAB)
HP = 22 BAB = +1
Abilities
Spells Caster Level 1, SR check 1
Feats
Skills
Equipment and Wealth
History
Laina is, however, very bright and managed to fool the world into thinking that her mother still ran the household for many years through wit and guile. She has proven light of foot with an innate talent for finding shadows to hide in and dextrous and unafraid to climb or jump if necessary to stay safe.
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