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Sheriff Belor Hemolock

Xanos's page

1,074 posts. Alias of Doomed Hero.


Race

HP 17/27 (3 con damage), Temp HP 8, AC: 11 (17), Fort +0 / Ref +0 / Will +5, Perception:+5

Classes/Levels

Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: False Life, Mage Armor

Size

M, 210 lb, 6'5

Special Abilities

Channel Energy 7x per day, DC 15

Alignment

Neutral-Evil

Languages

necril, aklo, infernal, celestial, draconic, giant, goblin, ignian, auran, terran, common

Occupation

Philosopher

Strength 12
Dexterity 8
Constitution 8
Intelligence 21
Wisdom 10
Charisma 16

About Xanos

Male Human Cruoromancer Necromancer Wizard 5

---===Background===---:

None know where the Necromancer called Xanos came from. There are a dozen stories that all conflict, told generation after generation to Mitran youths.

The truth is much simpler. Xanos was born before Mitra was called Mitra. Back then Mitra was simply a sun god among a pantheon worshiped by a budding civilization.

There was a drought, and to appease the sun god the people sacrificed a the woman with the most beautiful voice in the land.

That woman had a lover who became very, very angry.

He cursed the gods and the people and vanished. He returned a few years later and brought ruin down upon them. The civilization was destroyed in fantastic horror. In it's place rose the kingdom which would eventually become Talengarde.

Xanos, as he came to be called, became a legend, then a myth. His motives were unknown, but every time his presence was revealed it brought suffering with it. New kinds of undead seemed to flow forth from wherever he was rumored to be.

The worship of the sun god now called Mitra slow spread until a young general named Markadian usurped the throne. The Mitran Inquisitors set out to find Xanos, but he quickly went underground, vanishing for decades until he was captured by a powerful Witch Hunter named Sir Renfield.

The Xanos they captured looked nothing like the legends, but Sir Renfield was positive it was him.

Enchanted manicles weer locked to his wrists, draining his power and reducing him to the status of a mere mortal and a metal mask was locked to his face to prevent his blasphemy from being uttered.

Branderscar prison awaited him.

==============================

Xanos is a philosopher. He thinks of the gods as slave masters and wants to advance the idea of breaking free of their control. Here is the philosophy he has developed over the years-

Life is Bondage, every aspect of mortal life, from desire to emotion, to breathing and eating is a form of control. It limits us and makes us small, servile and unable to take responsibility for our own actions. It is these things that allows the gods to justify their treatment of us.

To Know Freedom You Must Know Slavery, we all have many masters. We must accept them, serve them dutifully in order to understand what it is they ask from us and why, and then we must rebel against them with every fiber of our beings. Personhood is earned.

Death is Peace, Peace is Failure, when we die we no longer struggle, which means we can no longer learn or grow. Peace is the ultimate acceptance of what is. In life and death we are subject to the whims of the gods. When we die only they decide if we get another chance. The game is rigged. Death is the ultimate shackle, the ultimate surrender of personhood.

The Spiral Must Be Broken, the cycle of life, death and rebirth is like a cosmic whirlpool that sucks down every living thing, churns it at the bottom and then spits it out back to the top again. Every living thing tries to fight the current. They all lose. To be free we must leave the waters.

That philosophy colors his approach to every situation. He has existed for centuries exploring ways of breaking free of what he thinks of as divine tyranny. Now, he is forced to start over. To some that would be devastating. To Xanos it is an opportunity to try a new way.

---===Appearance and Personality===---:

Eyes: Black
Hair: Bald
Skin: Very dark
Height: 6'5
Weight: 210

Ten Minute Background:

Step 1:Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Xanos is a philosopher. He thinks of the gods as slave masters and wants to advance the idea of breaking free of their control. Here is the philosophy he has developed over the years-

Life is Bondage, every aspect of mortal life, from desire to emotion, to breathing and eating is a form of control. It limits us and makes us small, servile and unable to take responsibility for our own actions. It is these things that allows the gods to justify their treatment of us.

To Know Freedom You Must Know Slavery, we all have many masters. We must accept them, serve them dutifully in order to understand what it is they ask from us and why, and then we must rebel against them with every fiber of our beings. Personhood is earned.

Death is Peace, Peace is Failure, when we die we no longer struggle, which means we can no longer learn or grow. We are subject to the whims of the gods, and only they decide if we get another chance. Death is the ultimate shackle, the ultimate surrender of personhood.

The Spiral Must Be Broken, the cycle of life, death and rebirth is like a cosmic whirlpool that sucks down every living thing, churns it at the bottom and then spits it out back to the top again. Every living thing tries to fight the current. They all lose. To be free we must leave the waters.

That philosophy colors his approach to every situation. He has existed for centuries exploring ways of breaking free of what he thinks of as divine tyranny. Now, he is forced to start over. To some that would be devastating. To Xanos it is an opportunity to try a new approach.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Xanos' Goal: Destroy the entire Mitran religion. Normally he wouldn't single out a particular religion in his personal crusade to escape the gods, but they made it personal.

His tools for this goal will be their own religious texts. He plans on creating their version of Revalation. He figures that since they already wrote the book on how their world is going to end, he might as well just use it.

My goal as a player: Become a lich, and perhaps eventually even shed his corporeal form entirely, breaking free of the mortal plane to exist as a being of pure intellect and will.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

What Xanos Knows: His name isn't actually Xanos, and the body he is in is not his own. That means when he signs the contract, he will be signing a false name in someone else's blood. It will be utterly meaningless, just like the god and the church who employ it.

That said, he's completely willing to work with them to complete his other goals.

What Xanos Doesn't Know: His philosophy has spread in dark whispered corners and a cult has formed which elevates him as a saint/god of rebellion.

He's going to hate that when he find out.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Sir Renfield the Witch-Hammer: A legendary witch-hunter, one of the church's most successful and ruthless sons. He trained most of the current generation of Inquisitors and wrote the actual book they use in their hunts.

Xanos was his "White Whale" for years, and the final feather in his cap before he retired.

He's going to be very upset when he finds out Xanos escaped from Branderscar.

The Other Xanos: An experiment years ago with a Simulacrum created a weaker version of himself. They parted amiably, both pursuing their shared goals separately. The double is still out there somewhere, and now their roles are reversed. Xanos does not know the whereabouts of his artificially created double, or if they will still be allies if they meet again.

It could be that his double is the one responsible for the rise of the Xanos Cult.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Xanos doesn't like bodily functions. When he isn't actively doing something, he tries not to twitch, move blink, scratch or any of the other things that people normally do. He even breathes as little as possible. He considers everything his body does that is not purposeful to be something that needs to be mastered an overcome.

He tries to ignore base impulses like sexual desire and emotional reaction. He even dislikes eating and does it as little as possible. Sleep is his least favorite activity. He considers it an enormous waste of time.

2) Xanos has very little respect for the sanctity of life. He considers nearly everyone to be insignificant and almost always controlled by shackles they cannot fight against. He has no respect for addicts, carousers, the lazy, the stupid, or people who swear oaths that limit them.

He respects people who manifest their own will into power and anyone intelligent enough to have a good debate with him.

3) Xanos sees power as a means to an end. It is a step along the path, not the end of the path. Even if he succeeds in his goal to destroy the Mitrans, it will not be enough. Every goal is part of a larger agenda that ends with the death of the gods themselves. Because of that, Xanos is almost never satisfied or content. He is a workaholic of the worst sort.

Neutral Evil Medium Humanoid (Human)

-------------------------------=DEFENSE=-------------------------------
AC: 11 (+2 Haramaki, kilt, -1 dex)
Flat Footed: 11:[/b]

HP: 27 {6 +4d6 [19], -5 Con, +7 toughness}

Fort: +0 {+1 wizard), -1 Con}
Reflex +0 {+1 wizard,-1 Dex}
Will: +4 {+5 wizard)}
...+1 vs divine spells

CMD 12 {+2 wizard, +1 Str, -1 Dex}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +2; {+2 Base, +1 Str, +0 size, +0 misc}
Base Atk: +2;
Melee:+3 {+2 Base,+1 Str}
Ranged: +1 {+2 Base, -1 Dex}

--Melee:+3

Dagger +3, 1d4+1, 19-20 crit

--Ranged:+1

-------------------------------=STATISTICS=-------------------------------
Str: 12, Dex: 8, Con: 8, Int: 21, Wis: 10, Cha: 16

-------------------------=Traits=-——————————
Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge! Punishment: Death by burning. Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

Signature Spell: +1 Caster Level, Animate Dead

Gifted Adept: +1 Caster Level, Animate Dead

----------------=Drawbacks=-————————

Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

----------------=Race Traits=-—————————
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat
+1 skill point per level

--------------=Feats=-————————
Scribe Scroll (wizard bonus)
Command Undead (school bonus)
Toughness (1st level)
Spell Focus Necromancy (human bonus)
Craft Wondrous Item (3rd level)
Improved Familiar (5th level)

---------------=Skills=- (50 points; 2 class, 5 INT, +1 race, +2 Background)---------------

+6 Stealth* (5 ranks, -1 dex, +2 eq)
+5 Perception (5 ranks, +0 wis)
+15 Craft: Alchemy (5 ranks, +5 int, +3 class, +2 eq)
+11 Craft: Taxedermy (1 ranks, +5 int, +3 class, +2 eq)
+13 Knowledge Arcana (5 ranks, +5 int, +3 class)
+13 Knowledge Religion (5 ranks, +5 int, +3 class)
+12 Knowledge Planes (4 ranks, +5 int, +3 class)
+9 Knowledge Nobility (4 ranks, +5 int, +3 class)
+9 Knowledge Nature (1 rank, +3 class, +5 int)
+12 Knowledge History (4 ranks, +5 int, +3 class)
+13 Spellcraft (5 ranks, +5 int, +3 class)
+14 Linguistics (4 ranks, +5 int, +3 class, +2 eq)
+8 Use Magic Device (5 ranks, +3 cha)

ACP -0

*ACP applies to these skills

-=Languages=- Common, Infernal, Abyssal, Celestial, Draconic, Aklo, Goblin, Giant[/spoiler]

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-———————————————

Wizard

Favored Class: Wizard taken 5 times. +1.25 Caster Level to Necromancy spells

Power over Undead (Su) You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channeland Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Blood Infusion (Su) When a cruoromancer casts a spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1d4 + the level of the spell being infused. A cruoromancer can only affect a spell with a single type of blood infusion. At 1st level, he can infuse his necromancy spells in either of the following ways.

Focused Infusion: When the cruoromancer uses this infusion, he adds +1 to the DC of the infused necromancy spell.

Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round.
This ability replaces arcane bond.

Blood Command (Su) At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.

Commanding Infusion: When using this infusion with animate dead, the cruoromancer can create a number of Hit Dice of undead equal to three times his caster level instead of twice his caster level.

This ability replaces the 5th-level wizard bonus feat.

---===Spells===---:

-------------------------------=Wizard Spells=-———————————————

Opposed Schools: Illusion and Evocation
Memorized spells marked with an X
Opposed schools marked in italics
Necromancy marked in bold (+2 Caster Level)

-----=0th (at will), 4 memorized=-----

Disrupt Undead
Touch of Fatigue
Mage Hand
Arcane Mark x
Prestidigitation x
Daze
Mending
Message x
Open Close
Read Magic
Detect Magic x
Acid Splash
Detect Poison
Resistance
Dancing Lights
Light
Ray of Frost
Ghost Sound

-----=1st (4/day, +1 Necromancy)=-----
Sculpt Corpse x
Decompose Corpse
Interrogation
Repair Undead
Cause Fear x x
Feather Fall
expeditious retreat
hold portal
mage armor
mount
shield
Blood Money
Crafter's Fortune

-----=2nd (3/day, +1 Necromancy)=-----
Command Undead
False Life
Spectral Hand
Fox's Cunning
Bull Strength
Eagle Splendor
Glitterdust
Communal Mount
Stone Call x x
Web x
Blood Transcription
Detect Thoughts
Create Treasure Map
Locate Object
Invisibility

---3rd (2 per day, +1 necromancy)---
Accursed Glare
Spiked Pit

----Scrolls----

Mage Armor x2
Mount x2

Invisibility x3
False Life x2
Communal Mount x2
Blood Transcription x2
Detect Thoughts x3
Create Treasure Map x2
Locate Object x2
Glitterdust x2

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Armor: Haramaki
Shield:
Head: Iron Eye
Eyes:
Neck:
Shoulders:
Waist: Circlet of Disguise (acts as Hat of Disguise)
Body: Authoritative Vestments
Vest:
Wrist: Spring Loaded Wrist Sheathes
Hands:
Ring:
Ring:
Feet:

-Unslotted-
Stubborn Nail x6
Sovereign Glue
Universal Solvent
Unguent of Timelessness
Traveler's Any Tool

Adventurer's Sash (6 slots)
Tangle burn bags x4
Tanglefoot bags x2

Bandoleer (8 slots)
Alchemist fire x2
Acid x2
Alchemical Frost x2
Bottled Shock x2

Satchel
Tangle burn bags x4
Alchemical fire x5
Tanglefoot bag x5
Antiplague x4
Antitoxin x4
Alchemical tools and supplies
Fuse line
Specimen vials

-=Carrying Capacity=-
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Lift off ground: 350. Push/Drag: 875

-=Current Load Carried=- 0 lb.

-=Money=- 0 GP 0 SP 0 CP

Theme Music:


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