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Xanthos

Page history last edited by PBworks 19 years ago

Faithful until the end, Xanthos of the Silver Flame strives to better the world by eliminating its evils through excessive force and intimidation. Arrogance and bigotry are his allies, and a narrow-minded dream of perfection guides him. With an arm of justice wielding an aegis of faith, he protects and enforces order with unnatural resolve.

 

Xanthos

Name: Xanthos SilverveinPlayer:VeggiesamaEmail: n/aAIM: n/a
Class: Crusader 4 / Cleric 1 /

Silver Flame Vindicator 3

Current EXP: 28,094Age:MiddleEyes: Teal
Race: Gold dwarf EXP to Level:36,000Gender:MaleHair: Steel grey
Alignment:Lawful GoodSize: Medium Height:StuntedSkin: Flecked gold
Religion: The Silver FlameVision: Darkvision 60 ft Weight:Stocky Other:

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Attributes

ScoreModTScoreTModOther Other
Strength: 17(19) +4 Initiative: +0 0
Dexterity: 10 +0 -- 0
Constitution: 16 +3 Hit Points: 84/84 0
Intelligence: 10 +0 Speed: 20 ft 0
Wisdom: 14 +2 Spell Resist: 0 Zealous Surge1/1
Charisma: 14 +2 Dmg Reduction: 0 Turn Undead11/11

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Saving Throws

Total Base (Cru/Clr/SFV) ModResistMiscNotes
Fortitude: 10 = 7 (4.0 + 2.5 + 0.66) +3 (+2 vs poison/spells)
Reflex: 2 = 2 (1.33 + 0.33 + 0.66) +0 (+2 vs spells)
Will: 10 = 6 (1.33 + 2.5 + 3) +2 +2 Cha (Indomitable Soul)(+2 vs spells)

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Xanthos of the Silver Flame

 

Armor Class

  • Armor Check Penalty: -6 (-5 full plate, -1 heavy shield)
  • Max Dex Mod: +1
Total BaseArmorShieldDEXSizeNaturalDeflectOther
Total AC: 25=10 +9 +5 +0 -- +1 -- (+4 vs giants)
Touch AC: 15=10 N/A +5 +0 -- N/A -- (+4 vs giants)
Flat-Footed AC: 25=10 +9 +5 N/A -- +1 -- (+4 vs giants)

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Attacks & Weapons

  • Base Attack Bonus: +7 (Cru 4 + Clr 3/4 + SFV 3)
Total BABSTR/DEXSizeMisc
Melee AB: +11/+6 =7 +4 +0
Grapple: +11/+6 =7 +4 +0 (+Shield bonus to resist grapple)
Ranged AB:+7/+2 =7 +0 +0

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WEAPON NAME M/R?ABsDamageCritSizeTypeRangeNotes
Torchblade (DwrvAx+1)MELEE +12/+7 1d10+5 x3 1H S N/A Illuminating, dwarven waraxe +1
Mwk Silver MorningstarMELEE +12/+7 1d8+4-1 x2 1H B/P N/A alchemical silver (-1 dmg)
Mwk Heavy Crossbow RANGED +8 1d12 x2 2H P 120 ft FRA to reload
Holy Water SPLASH +7 2d4 (1) x2 L -- 10 ft Ranged Touch, only vs undead/evil outsiders

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Skills

  • Skill Points: 53 (Cru1 20, Cru2 5, Cru3 5, Cru4 5, Clr1 3, SFV1 5, SFV2 5, SFV3 5)
  • Maximum Rank: 11 (Level + 3)
  • Skill Tricks: Extreme Leap (L2), Collector of Stories (L4), Never Outnumbered (L6)
  • Languages: Common, Dwarven
KEYNAME TOTAL RANKMODMISC
CHA Diplomacy 13 =11 +2
CHA Intimidate 13 =11 +2 (+4 vs evil outsiders, lycanthropes, and undead),

Never Outnumbered skill trick

STR* Jump 5 =11 +4 -6 ACP, -6 move speed, +2 competence (boots),

Extreme Leap skill trick

INT Knowledge(Religion)8 =8 +0 Collector of Stories skill trick
WIS Sense Motive 8 =6 +2 (+4 vs evil outsiders, lycanthropes, and undead)

*: Armor Check Penalty, $: Cross-Class

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Skill Tricks

  • __Collector of Stories [Mental]__
    • Prereq: Knowledge (any) 5 ranks
    • Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.
  • __Extreme Leap [Movement]__
    • Prereq: Jump 5 ranks
    • Benefit: If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn.
  • __Never Outnumbered [Interaction]__
    • Prereq: Intimidate 8 ranks.
    • Benefit: When you use Intimidate to demoralize an opponent, you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threat. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.


Abilities

 

Vigilant Until the Very End

 

Feats

  • (Clr1) Extra Turning (bonus feat)__
    • Gain +4 uses of Turn Undead.
  • (L1) __Extra Granted Maneuver (ToB 30)
    • You begin each encounter with one additional readied maneuver granted. This feat also applies when you determine a new set of granted maneuvers after recovering expended maneuvers.
  • (L2) Stone Power (ToB 32)
    • During an attack, full attack, or Stone Dragon strike in melee, can take up to a -5 penalty on AB (can't exceed BAB). Gain temporary HPs equal to 2x penalty (+10 max). These HPs last until beginning of next turn. This feat can be used in place of Power Attack to qualify for other feats.
  • (L4) Divine Spirit [Divine] (ToB 29)
    • While in a Devoted Spirit stance, can expend a turn undead attempt as an immediate action to heal 3 + (Cha) HP.
  • (L6) Shield Specialization (Heavy) (PHB2 82)
    • Shield bonus of heavy shields increases by +1.
  • (L8) Shield Ward (PHB2 82)
    • Apply shield bonus to touch AC and on checks/rolls to resist bull rush, disarm, grapple, overrun, or trip attempts.
  • (L10 suggestion = dwarven armor proficiency)

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Class & Racial Abilities

  • __Gold Dwarf Traits__
    • +2 Con, -2 Dex, 20 ft move speed (even when wearing medium or heavy or armor, or carrying a medium or heavy load), darkvision 60 ft, weapon familiarity (dwarven waraxe, dwarven urgrosh), stability (+4 vs bull rush or trip while standing on ground), stonecunning, +2 bonus vs poisons/spells, +1 AB vs orcs/goblinoids, +4 dodge AC vs giants
  • (Cru1/SFV1) __Maneuvers__
    • Devoted Spirit, Stone Dragon, White Raven, or Tiger Claw (Silver Flame Vindicator only)
    • Maneuvers are extraordinary, unless noted in description. Not affected by spell resistance. Does not provoke AoOs.
    • At 4t level and every even level after, can swap a lower-level maneuver for a higher-level maneuver. New maneuver must meet prerequisites, but previously-held maneuvers don't have to be re-evaluated for prerequisites.
  • (Cru1) __Readying Maneuvers__
    • Can ready maneuvers by praying for 5 minutes. Can change any time you pray without need for rest.
    • Encounters begin with all readied maneuvers unexpended. Initiating a maneuver causes it to be expended for the encounter.
    • Unfortunately, readied maneuvers cannot be initiated unless they are first granted. Before first action in combat, a few readied maneuvers (randomly determined) are granted. The remaining readied maneuvers are withheld. At the end of each turn, one random withheld maneuver is granted, whether you use maneuvers or not that turn.
    • If granted a maneuver, but no withheld maneuvers remain, then all readied maneuvers are recovered and become withheld (ignoring book & CustServ's interpretation because of infinite loops), and a few new readied maneuvers are granted. At end of next turn, above process repeats.
  • (Cru1) __Stances__
    • All stances are always available. Swift action to activate or change a stance. Extraordinary ability (unless stated otherwise).
  • (Cru1/4) __Steely Resolve 10__
    • When attacked, hit point damage is instead added to a delayed damage pool. At the end of next turn, take damage equal to total stored in pool (which resets to 0). Any damage that exceeds the damage pool's total is dealt immediately to hit points.
    • Healing can either increase current HP, or reduce delayed damage pool, or can split between both.
    • Non-damage attacks (energy drain, stun, etc.), even when accompanied by a damaging attack (poisonous bite, etc.), are never delayed by this ability.
  • (Cru1) __Furious Counterstrike__
    • During turn, gain bonus on attack/damage rolls equal to value of delayed damage pool divided by 5, rounded down (min +1). Maximum of +6.

 

Delayed Damage

Pool Points

Furious Counterstrike

Bonus

1-9 +1
10-14 +2
15-19 +3
20-24 +4
25-29 +5
30+ +6

 

  • (Cru2) __Indomitable Soul__
    • Add Charisma bonus as bonus on Will saves. Does not stack with paladin's divine grace.
  • (Cru3) __Zealous Surge__
    • Once per day, reroll a saving throw and accept results of second roll, even if it's lower. Declared before DM declares success/failure.
  • (Clr1) __Turn Undead__
  • (Clr1) __Domain Powers__
    • Inquisition (SC275): Gain +4 bonus on Intimidate and Sense Motive checks versus evil outsiders (fiends), lycanthropes, and undead. (house rule).
    • Retribution (SC279): Gain Extra Turning as bonus feat. (house rule)
  • (Clr1) __Spells__
  • (SFV1) __Spellcasting__
    • At each level except 1st and 6th, gain new spells per day, spells known, and an increase in caster level as if gaining a level in a previous divine spellcasting class (cleric).
  • (SFV1) __Maneuvers__
    • At each level, gain new maneuvers known, maneuvers readied, maneuvers granted, and stances known as if gaining a level in a previous martial adept class. In addition, gain access to the Tiger Claw discipline. (house rule)
  • (SFV2) __Divine Recovery__
    • Can use a Turn Undead attempt as a swift action to recover one expended maneuver, which is then immediately granted.

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  • __Proficiencies__
    • Weapons
      • All simple and martial weapons, plus dwarven waraxe and dwarven urgrosh.
    • Armor
      • All light, medium, and heavvy armors. All shields (note: Crusader description does not exclude tower shields).

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Inventory

 

  • Money (1000 CP : 100 SP: 10 GP: 1 PP)
    • CP: 0
    • GP: 17
    • SP: 0
    • PP: 0
Equipment WeightNotes
Full Plate +1 50 -5 ACP, +9 AC, fit for a dwarf
Heavy Steel Shield +2 15 -1 ACP, +4 AC (+1 more with Shield Spec)
Torchblade 8 Illuminating Dwarven Waraxe +1, torch-light (20ft)
Silvered Mwk Morningstar 6 Alchemical silver (-1 dmg), masterwork
Mwk Heavy Crossbow 8 masterwork, FRA to reload
-- Bolts 10/10 1 1 lb per 10 rounds
Gauntlets of Ogre Strength4 +2 STR
Inquisitor's Bracers 1 Inquisitor's Bracers - 3/day, next melee attack includes CMW casting
Dimension Stride Boots 1 Dimension Stride Boots - Use charges to teleport
Tunic of Natural Armor +1 -- +1 enhancement bonus to natural armor
Pendant of the Silver Flame-- Reliquary Holy Symbol - Gain +2 uses of Turn Undead
Holy Water 1 holy water
Holy Water 1 holy water
Holy Water 1 holy water
Potion of CMW -- 2d8+3 hp
Wand of CLW -- 50 charges, 1d8+1 hp
Scroll of CLW -- 1d8+1 hp
Scroll of CLW -- 1d8+1 hp
Scroll of Remove Disease -- remove disease
Scroll of Remove Disease -- remove disease
Scroll of Remove Curse -- remove curse
Scroll of Remove Curse -- remove curse

 

Current Weight 97EncumbranceLIGHTCurrent Mass--
Light Max 116Medium Max 233 Heavy Max 350
Over Head 700Lift 1400 Push/Drag 1750

Current Mass = Character Weight + Inventory Weight

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Equipped Items

Slot Item Notes
Head
Eyes
Neck Pendant of the Silver Flame A hollow sphere filled with ash, inscribed with the words "Purity through Righteous Flame"
Shirt Tunic of Natural Armor +1 Legend says that Xanthos flayed the skin of a bear warrior named Fahg to create this tunic.
Robe/Armor Full Plate +1 A family heirloom, given when Xanthos left to join the Church of the Silver Flame
Belt
Back
Bracers Inquisitor's Bracers When he returned to the Church, Xanthos commissioned these flame-streaked armlets to

be created, using them to root out evil in whatever form it may take

Gloves Gauntlets of Ogre Strength Silver boxing gloves of retribution
Ring(L)
Ring(R)
Boots Dimension Stride Boots Sleek leather books leaning slightly forward, as if poised to leap,

but in reality they were shaped to fit Xanthos's mangled-looking feet

Other
Other
Other

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Maneuvers & Stances

 

  • Initiator Level: 7 (Crusader/Silver Flame Vindicator)
  • Maneuvers Known: 8 (see Xanthos - Maneuver History)
  • Maneuvers Readied: 5
  • Maneuvers Granted: 3 (2 base + 1 feat)
  • Stances Known: 2 (using Sword Prince stance progression)

 

LevelKnown
1st 3 -- Charging Minotaur (SD), Crusader's Strike (DS), Leading the Attack (WR)
2nd 2 -- Mountain Hammer (SD), Shield Block (DS)
3rd 2 -- Bonecrusher (SD), Revitalizing Strike (DS)
4th 1 -- Fountain of Blood (TC)
Stances Martial Spirit (DS1), Leaping Dragon Stance (TC3)

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Spells

 

 

LevelBase

Per Day

BonusSpells Known
0 4 -- Create Water, Cure Minor Wounds, Detect Magic, Light, Read Magic
1st 3 1 Conviction (SC52), Detect Chaos(D), Faith Healing (SC87), Vigor, Lesser (SC229), Shield of Faith(D)
2nd 2 1 Bear's Endurance(D), Zone of Truth(D)

(D) = Domain Spell

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Notes

 

Standing shoulder-to-shoulder with a mob of howling hooligans, the barrel-chested dwarf watched the action on the platform with a menacing eye. Distant shrieks of thunder rolled over the landscape, blowing loose fragments of debris and smoldering ash into the air. The dwarf glared at the center player, a thin and bare-skinned human male lassoed to a thick pole. Armored priests fanned the fires at the human's feet, and with a heaving chest the man struggled in vain to pull his charred toes away from the encroaching flames.

"Have you anything left to say, wolf-fiend?" the head priest called out, directing his inquiry not to the man, but to the jeering crowd. "Are you ready to atone for the senseless atrocities fixed to your name?"

"What?! No! I haven't killed anyone...!"

A bolt of lightning shattered the clouds above, and heavy rains began to pour down on the crowd. Some of the townsfolk began to disperse, and others pulled the caps over their heads. Xanthos barely blinked. He felt that if he even so much as flinched, the fires would die, the ropes would tear, and the werewolf would escape to wreak another massacre. He couldn't let that happen. He wouldn't let that happen.

But Xanthos's superstitions did not come to bear, and the waters of heaven did little to quench the raging fires.

"The creature would bluff itself into the grave!" shouted the priest. A murmur of laughter resonated through the crowd.

"No, please... just... okay, I did it! Anything you want! Just please, I beg of you, show this pitiful soul a shred of mercy!"

Turning to the sobbing man, the priest said, "The Silver Flame shows no mercy for the merciless." Striking him with the back of his iron gauntlet, blood and teeth trickled out of the accused man's mouth. The priest quickly backed away when the flames threatened to engulf him as well.

The man's shouts soon gave way to animalistic howls of torturous pain. A cold smile crossed Xanthos's thin lips. Before long, even the howls of the transforming werewolf were drowned out in the flames, and Xanthos could not do anything but stand there, rain and tears flowing down his face, his heart finally opened to the one and true meaning of justice.

 

  • __A Dissertation on the Meaning of Faith__
    • Written by Xanthos Silvervein, Senior Field Researcher for the Silver Flame University of Monastical Studies
    • As a great man once said, "An open mind is like an open book, with its pages torn and desecrated." The subject of faith is of particular interest to our civilization. With the fall of the great unified state of Galifar at the mercy of a century-long war, it becomes increasingly apparent that we should not rely on the foibles of man and kingdoms in our search for truth. Rather, we should hold our heads high, our knees bent, and our swords at arm's length.
    • Faith is what unifies us. And by unify, I mean it protects us from harmful influences. Only by basking ourselves in the cleansing tendrils of the Silver Flame can we truly liberate ourselves from the demons that walk this world. They come in many guises: the young, the frail, the homeless. But to be fooled by these pitiful illusions would be disingenuous to our cause. Only through faith in a higher power--a searing power, a Silver power--can we root out evil and deliver righteous justice unto the world.

 

 

  • __XP Costs for Bad Stuff__
  • 1 negative level = 3750 xp
  • 1 mild corruption = 500 xp
  • 1 moderate = 1500 xp
  • 1 severe = 3000 xp

 

  • spent 500 xp to erase WINDED
  • spent 3000 xp to erase PARANOID
  • spent 3750 xp to erase 1x NEGATIVE LEVEL
  • spent 1500 xp to erase CHRONIC ILLNESS
  • spent 500 xp to erase FEET CURL
  • spent 500 xp to erase AGGRESSIVE

 

 

 

 

 

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