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Grand Necromancer

Xanos's page

940 posts. Alias of Doomed Hero.


Race

{Init:-1}{Perception:+8}{HP 13/13}{DEF 9/9 FF}{DR 4}{Fort +1/Ref -1/Will +5}{Channel 7/7}

Size

M, 210 lb, 6'5

Special Abilities

Channel Energy 7x per day, DC 12

Alignment

Neutral-Evil

Languages

aklo, infernal, celestial, draconic, giant, goblin, common

Occupation

Philosopher

Strength 12
Dexterity 8
Constitution 8
Intelligence 18
Wisdom 16
Charisma 15

About Xanos

---===Statistics===---:
Male Human Gestalt Wizard 1 / Spiritualist 1 / Warrior 1
Neutral Evil Medium Humanoid (Human)
Init -1; Senses Perception +0
-------------------------------=DEFENSE=-------------------------------
Defense: 9, Flat Footed: 9: (+0 armor, -1 dex, +0 shield,+0 NA,+0 Magic)
Armor DR: 0 (+0 Armor, +0 Magic, +0 NA)
Critical Defense -1 (-1 dex)

HP: 13 {+1d10,-1Con, +3 toughness, +1 favored class}
Fort: +1 {+2 Base (spiritualist), -1 Con}
Reflex -1: {+0Base,-1 Dex}
Will: +5 {+2 Base (wizard),+3 Wis}
...+1 vs divine spells
...+2 vs. Mind effects
CMD 11 {+1 Base, +2 Str, -1 Dex, +0 size, +0 misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +2; {+1 Base, +1 Str, +0 size, +0 misc}
Base Atk: +1;
Melee:+1 {+1 Base,+1 Str}
Ranged:+1 {+1 Base,-1 Dex}

--Melee:+2

--Ranged:+0

-------------------------------=STATISTICS=-------------------------------
Str: 12, Dex: 8, Con: 8, Int: 18, Wis: 18, Cha: 15

-------------------------=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.

Wisdom in the Flesh: Stealth is always a class skill. Use wisdom for Stealth checks

Eyes and Ears of the City: +1 to perception. Perception is always a class skill.

----------------=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)

---------------=Skills=- (10 points; 4 class, 4 INT, +1 race, +1 bonus profession)---------------
Acrobatics*(Dex)____+0{+0rank,+0Dex}
^ Appraise(Int)____+0{+0rank,+0Int}
^ Bluff(Cha)____+0{+0rank,+0Cha}
^ Climb*(Str)____+0{+0rank,+0Str}
^ Craft Alchemy (Int)____+8 {+1rank,+4 Int, +3 class}
^ Craft Scrimshaw (Int)____+8 {+1rank,+4 Int, +3 class}
^ Craft (Int)____+0{+0rank,+0Int}
Diplomacy(Cha)____+0{+0rank,+0Cha}
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+0{+0rank,+0Dex}
^ Fly*(Dex)____+0{+0rank,+0Dex}
^ Handle Animal (Wis)____+0{+0rank,+0Wis}
^ Heal(Wis)____+0{+0rank,+0Wis}
^ Intimidate(Cha)____+8 {+1 rank, +2 Cha, +3 class, +2 skill focus}
^ Knowledge (Arcana)(Int)____+8 {+1 rank,+4 Int, +3 class}
^ Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
^ Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
^ Knowledge (Geography)(Int)____+0{+0rank,+0Int}
^ Knowledge (History)(Int)____+8 {+1 rank,+4 Int, +3 class}
^ Knowledge (Local)(Int)____+0{+0rank,+0Int}
^ Knowledge (Nature)(Int)____+0{+0rank,+0Int}
^ Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
^ Knowledge (Planes) (Int)____+0{+0rank,+0Int}
^ Knowledge (Religion) (Int)____+8 {+1 rank,+4 Int, +3 class}
^ Linguistics(Int)____+0{+0rank,+0Int}
^ Perception(Wis)____+8 {+1 rank,+3 Wis, +1 trait, +3 class}
Perform(Cha)____+0{+0rank,+0Cha}
^ Profession: Scribe(Wis)____+7 {+1 rank,+3 Wis, +3 class}
^ Ride*(Dex)____+0{+0rank,+0Dex}
^ Sense Motive(Wis)____+7 {+1 rank, +3 Wis, +3 class}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
^ Spellcraft(Int)____+8 {+1 rank,+4 Int, +3 class}
^ Stealth* (Wis**)____+8 {+1 rank, +4 Wis, +3 class}
Survival(Wis)____+0{+0rank,+0Wis}
^ Swim*(Str)____+0{+0rank,+0Str}
^ Use Magic Device(Cha)____+0{+0rank,+0Cha}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
**Stealth uses Wisdom per Trait

-=Languages=- Common, Infernal, Celestial, Draconic, Goblin, Giant

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

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

Warrior: The warrior is proficient in the use of all simple and martial weapons and with all types of armor and shields.

Wizard
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.

Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Bonded Object: Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Spiritualist

Shared Consciousness (Su): Starting at 1st level, while the phantom is confined within the spiritualist’s consciousness (not stranded on the Ethereal Plane or fully manifested), it grants the spiritualist Skill Focus (as the feat) in two skills determined by the phantom’s emotional focus, as well as a +2 bonus on saving throws against all mind-affecting effects. Furthermore, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action it can shunt that effect into the phantom’s section of her consciousness instead. When she does so,
she is not affected by the mind-affecting effect, but for the normal duration of that effect, she does not gain the Skill Focus granted by her phantom, the bonuses to saving throws against mind-affecting effects, and can’t use this ability to shunt a mind affecting effect into the phantom’s consciousness or manifest her phantom in any way.

Etheric Tether (Su): Starting at 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage the spiritualist can, without using an action, sacrifice any number of hit points she has. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.
This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. When a spiritualist starts her turn and her phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity, or the phantom immediately snaps back through the tether into the spiritualist’s consciousness. This concentration check can be interrupted like a spell with a caster level equal to 1 + 1 for every 10 feet beyond 50 feet that the phantom is from the spiritualist. If the tether is interrupted, the phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours.
If the phantom is ever more than 100 feet away from its spiritualist, the tether is automatically broken and the phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours.

---===Phantom===---:

-------------------------------=PHANTOM=-———————————————

Xanos' Phantom is his own soul. Due to the strange way that the Magic Jar experiment he was performing when he was captured interacted with the anti-magic bracers the witch hunters put on him, his spirit is partially detached from his body.

He is learning how to take advantage of his unique metaphysical makeup by pushing his soul out of his body to manifest as an incorporeal or ectoplasmic non-corporeal being.

When he manifests his spirit his logical mind stays in his corporeal body, and his emotional mind controls his spiritual form.

This sometimes causes dissent between the two halves of his personality, but generally the logical side wins out.

Str: 14, Dex: 12, Con 13, Int 7, Wis 10, Chr 13

Speed 30

HP: 11
DR 5/Slashing (when ectoplasmic)

AC (incorporeal): 14 (+1 dex, +2 deflection, +1 cha)
AC (ectoplasmic): 13 (+1 dex, +2 natural)
Touch: 12 (incorporeal) or 10 (ectoplasmic)
CMD: 13

+3 Fort (+2 base, +1 con)
+1 Ref (+1 dex)
+2 Will (+2 base, +0 wis)

BaB +1
CMB +3

Power Attack, -1 attack, +2/+3 damage
+3 Slam 1d8+2, 20/x2 crit

Feats:
Power Attack (bonus)

Skills:
+5 Stealth (1 rank, +1 dex, +3 class)

+5 Intimidate (1 rank, +1 cha, +3 class)
+4 Survival (1 rank, +0 wis, +3 class)

Phantom: A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after either harbors the creature within her consciousness or manifests it as ectoplasm or incorporeal essence. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor its phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the 4 bonded manifestation class feature), or fully manifest it as either an ectoplasmic or incorporeal creature. Fully manifested phantoms are treated as summoned creatures from the Ethereal Plane, except that they are not sent back to the Ethereal Plane until reduced to a number of negative hit points equal to or greater than their Constitution scores.
A spiritualist can fully manifest her phantom with a ritual that takes 1 minute to perform. When manifested in this way, the phantom’s hit points are unchanged from the last time it manifested. The only exception to this is if the phantom was slain and returned to the Ethereal Plane, in which case it returns with half its maximum hit points. The phantom does not heal naturally, and can only be healed magically or tended to with the Heal skill while fully manifested. The phantom stays manifested until dismissed by the spiritualist (a standard action) or it is returned to the Ethereal Plane. If the phantom is returned to the Ethereal Plane, it cannot return to the spiritualist’s consciousness or manifest again for 24 hours.
While fully manifested, a phantom cannot be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist is killed, the phantom is returned to the Ethereal Plane, and cannot return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life. A phantom cannot be dismissed or banished (by spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche.
When a phantom fully manifests, its Hit Dice, saving throws, skills, feats, and abilities are tied to the spiritualist’s class level and increase as the spiritualist gains levels.

Manifestation:
Incorporeal: When the spiritualist chooses to manifest the phantom with an incorporeal form, the phantom appears with 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype (Pathfinder Role Playing Game Bestiary 301), including gaining a def lection bonus to AC equal to its Charisma modifier. Since it is not an undead creature, it does not take damage from holy water or positive energy. Unlike other incorporeal creatures, a phantom cannot attack other creatures, even ethereal creatures, except to deliver touch attack spells using the deliver touch spell ability. An incorporeal phantom can, however, pick up and propel objects as the mage hand spell, except it can also pick up and propel magic items. At 5th level the incorporeal phantom can pick up and propel objects up to 10 lbs., and the amount of weight it can propel or pick up increases by 5 lbs. every 5 levels thereafter (to a maximum of 25 lbs. at 20th level).

Ectoplasmic: When fully manifested the Phantom gains the following abilities:
Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing.
Phase Lurch (Su): A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom cannot move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with thin, silvery mucus that lingers for 1 minute.

Link (Su): A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it is not your turn,
but the spiritualist and the phantom must both be conscious to do so. This allows the spiritualist to give orders to her phantom at any time. In addition, magic items interfere
with a spiritualist’s connection to her phantom. As a result, the spiritualist and her phantom share magic item slots. 4 For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item.

Share Spells (Su): The spiritualist can cast a spell with a target of “you” on her phantom (as spells with a range of touch) instead of on herself. A spiritualist can cast spiritualist spells on her phantom even if the spells normally do not affect creatures of the phantom’s type (outsider). This ability does not allow the phantom to share abilities that are not spells, even if they function like spells.

Darkvision (Ex): The phantom has darkvision out to a range of 60 feet.

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

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

Opposed Schools: Illusion and Evocation
Memorized spells marked with an X
Opposed schools marked in italics
Necromancy marked in bold

-----------------------------=0th (at will), 3 memorized=-———————————————

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

------------------------------=1st (4/day, +1 Necromancy)=-——————————————
Sculpt Corpse x
Interrogation
Feather Fall
expeditious retreat
hold portal xxx
mage armor
mount
shield
Blood Money

-------------------------------=Spiritualist Spells=-———————————————
Memorized spells marked with an X
Spirit spells marked in italics

-----------------------------=Knacks (at will), 4 known=-———————————————

Detect magic
Message
Guidance
Virtue

------------------------------=1st, 2 known, 2 per day=-—————————————

Cure Light Wounds
Feather Fall

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

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

-=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

---===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. Janos was born before Mitra was called Mitra. Back then he 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 called Xanos 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 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. 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 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.

The Trapped: All over Talengarde are spirits and ghosts of people who remained behind after death, abandoned by the gods and unseen by the world. They are trapped in a half-existence. Xanos can hear them and has sympathy for their plight. Anyone willing to fight back against the gods even after death is someone Xanos respects. as a shaman, these are the spirits Xanos routinely communes with.

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.


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