About Zeno Loxley6'8'', 158 lbs.; platinum hair; turquoise eyes; mostly a quiet, focused, introverted and observant sort, but has been known to display an intimidating wit on certain occasions; tends to view the new black powder weapons and the like - and hence, those keen on wielding them - as graceless and even ridiculous upstart vocational rivals Absurdity:
Voice of: Fred Berman
Personality:
If he were an ice cream, he would be...Blue Moon If he were a pie, he would be a...sugar beet pie If he were a soup, he would be...chilled melon soup If he were an historical building, he would be...Pharos of Alexandria
Laurels:
#40025-8 Experience: 27 Prestige: 29 Fame: 46 Prestige Awards:
Faction Objectives:
Faction Rewards:
Titles:
Boons:
Perils: 1
Travails: 2
Statistics:
Hit Points: 48 (4d6+4d10+2d10-10+2)
Initiative: +6 AC: 16, touch 16, flat-footed 11 (+4 Dexterity, +1 dodge, +1 insight) Speed: 30 feet BAB: +8/+3
Attacks: "Comet" +15/+10 (1d8+6/x3) or "Verity" +11/+6 (1d8+4 plus Limning/x3) or "Clarity" +11/+6 (1d6+3/+2 threat, 15-20) Other: +1 to ranged attack and damage rolls within 30 ft; +1 to attack rolls and weapon damage rolls against known slavers Saving Throws:
Other: immune to sleep, vapors, gases, drowning, suffocation, and asphyxiation; +2 versus Enchantment; +2 to Reflex saves against breath weapons of red dragons; +1 insight bonus to all saving throws when inside a Dwarven Sky Citadel Skills: Appraise +10, Climb +8, Craft (Cartography) +20, Diplomacy +5, Intimidate +10, Knowledge (Arcana, Geography) +21, Knowledge (Dungeoneering, Engineering, Nature, Planes) +14, Knowledge (History, Local, Nobility, Religion) +12, Linguistics +13, Perception +21, Profession (Any) +3, Ride +8, Spellcraft +19, Stealth +10, Survival +5, Swim +8 Other: +2 to Spellcraft checks to identify magic items, and to identify and learn Divination spells; +6 to Day Job rolls; +2 to Survival checks to avoid getting lost; +2 to Diplomacy checks to gather information and to Intimidate checks in Riddleport; +1 circumstance bonus to Charisma-based skill checks against citizens of Andoran; +1 to Diplomacy and Knowledge (Nobility) checks in Absalom; +1 circumstance bonus to Swim checks when wearing diving suit; +1 to Diplomacy checks toward Undines and [Water] creatures; +2 to Charisma-based skill checks against Orcs in Varisia and any of its geographic neighbors; +3 insight bonus to Knowledge checks about Sky Citadels and/or Dwarven history; +1 insight bonus to ALL skill and ability checks when inside a Dwarven Sky Citadel; +4 circumstance bonus to Diplomacy and Intimidate checks against Pathfinders ≤ his level; +3 bonus to all Knowledge checks concerning the Jistka Imperium and/or Jistkan Constructs DC to demoralize: 21 Favored Class: Wizard (+2 Prescience), Arcane Archer (+2 hit points)
Abilities:
Racial Abilities:
Low-Light Vision Keen Senses Elven Weapon Familiarity Elven Immunities Elven Magic Traits:
Feats:
11th level: Improved Critical (Longbow) 13th level: Critical Focus? 17th level: Blinding Critical? Class Features:
Inventory:
GP: 4,992 spellbooks
Magic:
School: Foresight (Opposition - Abjuration and Illusion) Spells Per Day:
Spells Prepared (CL 7th):
Spells Learned: (Divination spells are CAPITALIZED) Spellbook #1 - "To Strike the Mark No Other Can See"
Spellbook #2:
Puppeteer's Manual:
Zeno is a very "Zen" sort: An Elf of few words, but meaningful ones; few shots, but deadly ones; few spells, but brilliantly-used.
He makes frequent use of gravity bow, but only against strong enemies. He is a quintessential Elven Archer, but that doesn't mean he is unwilling to engage in melee for the right reasons (or even just to conserve ammunition, if the foe is weak enough). If he can't make a full attack with his bow, he will make a Focused Shot. He makes regular use of Prescience. He will try his Disarm Trick Shot against anyone with a weapon that is extraordinarily powerful/dangerous in and of itself. He usually uses Deadly Aim, unless the enemy is harder to hit than to down, or if the enemy is at all difficult to hit and he truly cannot afford to miss. He will use his mage armor wand as necessary when/where expecting danger, and his prepared versions of the spell have run out, and his shield wand if the enemy appears particularly dangerous/hard to avoid and he can't do anything better that round. He might try "Intimidate to demoralize" against psychic foes, or enemies too weak to even be worth an arrow. Spells are cast sparingly, but cleverly; he won't pass up any "golden opportunities" that might present themselves (again, unless the challenge is too trivial); much the same goes for his array of specialized/trick arrows and alchemical power components. Pronged arrows are for small, nimble foes like fey, or for disrupting the spells of miniature mages. He will often use thistle arrows against foes that are strong enough to be worth it. |