Xeph Swashbuckler
Xeph Swashbuckler (CR 19)
Lawful Evil - Medium - Monstrous Humanoid (Somber Crool) |
---|
Lore: | Know (Nature) | ||
38 | 56 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
41 | +31 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
- Lore Notes: Identifies as Fey if lore check is failed.
Senses:
- Standard Senses
- Keen Hearing 60 ft.
Movement Types:
- Walk 50 ft.
- Lesser Climb 50 ft.
- SPECIAL: See 'Lunge' power, below
Defense
AC |
Man Def |
Monster Health | ||
883 | 441 | 36 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +16 |
Refl: | +21 |
Will: | +16 |
Strong Against:
Offense
Standard Attack (Melee):
- 2x Swordplay +30 (4d8+17/17-20 x2)
as Slashing (physical, common)
Full Attack (Melee):
- 3x Swordplay +30 (4d8+17/17-20 x2)
as Slashing (physical, common)
Standard Attack (Ranged):
- 1x Killing Thoughts +32 vs. AC (always hits on a 17+ on the die) (4d8+22/19-20 x2)
as Psychic (energy, uncommon)
(Increment: 50 ft.; Max Range: 500 ft.)
Full Attack (Ranged):
- 3x Killing Thoughts +32 vs. AC (always hits on a 17+ on the die) (4d8+22/19-20 x2)
as Psychic (energy, uncommon)
(Increment: 50 ft.; Max Range: 500 ft.)
Siege Damage: Not siege capable
Statistics
18 |
STR |
26 |
DEX |
18 |
CON |
20 |
INT |
14 |
WIS |
16 |
CHA |
Skills:
- Knowledge (Planes): 31
- Perception: 31
- Sleight of Hand: 31
- Survival: 31
- All other skills: 26 (no ranks)
Languages: Common, Sylvan, Reckomp
Special Abilities
Lunge (Su) Immediate Action in Odd Numbered Rounds |
During an encounter, (while an initiative order is being enforced), on all odd-numbered rounds (1st round, 3rd round, etc), as an immediate action, the xeph may seize the Fabric of All and "re-weft" themselves. This causes them to Slide up to ten squares in any direction (even into the air or across open space). This motion is so startlingly fast that they almost seem to teleport, but they do not: they must move through every square, and thus may not Lunge through blocked or occupied spaces. They can ignore difficult or impeded spaces, however. This ability is also usable up to five times per day out of combat, and three times during a typical skill challenge. |
Xeph Swashbuckler
Xeph are a race of humanoids, a bit shorter and slighter than Humans, whose distinctive cream-to-tan eyes are completely without iris or pupil, giving their gaze a blank quality that is frankly off-putting to many other races. On the face of it, Xeph are a handsome people, with long, fine-featured faces and finely-figured bodies. Their skin ranges in colors from a rich orange through creamy bronze tones to tan to deep, rich blues. Xeph are a mighty race, which makes their apparent rootlessness a puzzle: Why are such capable and competent people nomads?
Xeph can be encountered in small wandering bands almost anywhere, sometimes in wilderness camps, sometimes in caravans. By far the most likely place you will find Xeph is on ships, however. Xeph tend to prefer smallish 'tramp' style conveyances, such as river boats, barges, coasters, and the like. In more magically potent lands, they love air ships, and where such things are possible, they are almost obsessively interested in living and working on such conveyances.
Xeph tend to be quiet and polite, fairly good neighbors, but there is a core of darkness in them. If a Xeph feels they can rightfully use or exploit others, they will do so as naturally as breathing. They can and will lend aid, but if they do, they expect to be compensated in some way.
Xeph in the wilderness are dangerous to meet. If they encounter strangers, a xeph's first inclination is to see what they can get out of the encounter, and if their mental calculus runs to 'kill them, hide the bodies, and sell their stuff', then that's what the Xeph will do, without hesitation, compunction, or remorse. Xeph's respect the rule of law, however, and will generally abide by whatever rules there are in their adopted cultures.
The important thing to remember about the Xeph, the critical thing, is that the Xeph, no matter their appearance, smiles, or words, do not possess the Spark. They are not civilized, any more than an ogre is civilized, and a xeph, despite their inoffensive appearance and willingness to obey societal rules, are mighty and deadly monsters.
Caution is advised when dealing with any xeph. Deal from a position of strength, never turn your back if you are alone with them, and never, ever, go with them to a private place.
Xeph Swashbucklers are somewhat more experienced at using their odd powers, and as a result, tend to be more flamboyant, bolder, and faster than less-capable Xeph. Of course, all Xeph are quite mighty, but Swashbucklers are noticeably more capable.
Combat Tactics
Xeph Swashbucklers are fun and flamboyant, but they are also extremely deadly. Their blank gaze, creamy-gold, conceals the minds of heartless killers. Xeph Swashbucklers will begin fights in direct melee if they can, using their Lunge power in round 1 to get right in among their foes. Xeph Swashbucklers are masters of their strange art of swordplay, and they hit often and can get a LOT of extremely deadly critical strikes.
If forced into ranged combat, Xeph Swashbucklers are no pushovers. With only a moment of concentration, they can use their powerfully alien minds to literally think their opponents to death. These killing thoughts are incredibly deadly, and if the enemy is too timid and cowardly to fight properly, Xeph Swashbucklers will happily kill you by thinking at you.
Xeph Swashbucklers have the odd and potent ability to 're-weft' themselves, being able to slide themselves up to fifty feet in an instant. They will typically use this ability to close the distance into melee as fast as possible, or in the latter stages of a fight-gone-wrong, they will use it to break line of sight and attempt to escape a losing battle.
Xeph Swashbucklers will try to withdraw early and in good order, and will never abandon any of their number while they still live. If heavily pressed, the last survivor will typically flee, in order to spread the tale of their woe...and gather friends for a re-match.
Out of Combat
Xeph Swashbucklers are swaggering fools, because their hearts are empty. Their long-lost home makes them empty, and they thus strive to fill their aching emptiness with bon-homie, drink, and deeds. It doesn't work very well, but what choice do they have? Like all Xeph, they are among the last survivors of a Lateral Material Plane older and far darker than The First World. All xeph on the Prime Material plane are outcasts and recluses in Xeph society, hiding in the safe, warm Core, scorned and despised by their stronger cousins. Whether the Xeph can be redeemed as a race is an open question, but if they are not, they will probably form the newest cohorts in the endless brigades of the Somber Crool.
Rewards
XP: 204,800
Treasure: Sellable Goods worth 89,889 gp.
- Weight: 190 lbs. Volume: 7.6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |