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Eberron - Dungeon Crawl / Diener der Flamme
« am: 07.04.2008, 16:06:14 »
Jack Gareth[/u]
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Name: Jack Gareth
CR: 6
Klasse: Swordsage (6)
Rasse: Mensch, männlich
Erfahrung: 15.000 / 21.000
Gesinnung: Rechtschaffen Neutral
Gottheit: Silberflamme
Herkunft: Thrane
Größenkat.: medium
Alter: 34
CR: 6
Klasse: Swordsage (6)
Rasse: Mensch, männlich
Erfahrung: 15.000 / 21.000
Gesinnung: Rechtschaffen Neutral
Gottheit: Silberflamme
Herkunft: Thrane
Größenkat.: medium
Alter: 34
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Init: +7
Senses: Entdecken: +0, Lauschen +9, Suchen +0
Aura: -
Sprachen: Handelssprache
AC: 21 (touch 16, flat-footed 16)
HP: 45 (6 HD)
Immunitäten: -
Resist: -
SR: -
PR: -
Fort +4, Ref +9, Will +5
Speed: 30 ft. (6 squares)
Melee: +11 Stachelkette 2d4+12 Stichschaden, x2
Ranged: Ranged Touch Attack +8 Fan the Flames (Su) 6d6 Feuerschaden, Range: 30 ft.
Base Attack: +4
Grap : +8
Actions-Point: 8
Action Dice: 1d6
Special Attacks: Vexing Flanker, Shadow Blade.
Abilites Str 18, Dex 20, Con 14, Int 10, Wis 10, Cha 8
SQ: AC-Bonus, Discipline focus (weapon focus: Shadow Hand), Discipline focus (insightful strike: Shadow Hand), Quick to act +2.
Senses: Entdecken: +0, Lauschen +9, Suchen +0
Aura: -
Sprachen: Handelssprache
AC: 21 (touch 16, flat-footed 16)
HP: 45 (6 HD)
Immunitäten: -
Resist: -
SR: -
PR: -
Fort +4, Ref +9, Will +5
Speed: 30 ft. (6 squares)
Melee: +11 Stachelkette 2d4+12 Stichschaden, x2
Ranged: Ranged Touch Attack +8 Fan the Flames (Su) 6d6 Feuerschaden, Range: 30 ft.
Base Attack: +4
Grap : +8
Actions-Point: 8
Action Dice: 1d6
Special Attacks: Vexing Flanker, Shadow Blade.
Abilites Str 18, Dex 20, Con 14, Int 10, Wis 10, Cha 8
SQ: AC-Bonus, Discipline focus (weapon focus: Shadow Hand), Discipline focus (insightful strike: Shadow Hand), Quick to act +2.
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Maneuvers:
Stances:
Maneuvers readied: Cloak of Deception, Counter Charge, Fan the Flames, Flashing Sun, Mighty Throw, Sudden Leap.
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Stone Dragon (Strike)
Level: Crusader 3, swordsage 3, warblade 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Save: Fortitude partial; see text
You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage.
Level: Crusader 3, swordsage 3, warblade 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Save: Fortitude partial; see text
You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage.
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Desert Wind (Boost) [Fire]
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes.
When you initiate this maneuver, your weapon turns into a burning brand for the rest of your turn. The brand increases your reach by 5 feet, and your melee attacks made with the brand deal fire damage equal to your normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a longsword that normally deals 1d8+4 points of slashing damage would instead deal 1d8+4 points of fire damage. You otherwise attack with your weapon as normal.
This maneuver is a supernatural ability.
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes.
When you initiate this maneuver, your weapon turns into a burning brand for the rest of your turn. The brand increases your reach by 5 feet, and your melee attacks made with the brand deal fire damage equal to your normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a longsword that normally deals 1d8+4 points of slashing damage would instead deal 1d8+4 points of fire damage. You otherwise attack with your weapon as normal.
This maneuver is a supernatural ability.
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Setting Sun (Counter)
Level: Swordsage 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
With a quick sidestep, you send a charging opponent sprawling.
With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).
If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.
If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.
Level: Swordsage 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
With a quick sidestep, you send a charging opponent sprawling.
With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).
If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.
If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.
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Shadow Hand (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.
When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PHB pg. 245). You remain invisible until the end of your current turn.
This maneuver is a supernatural ability.
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.
When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PHB pg. 245). You remain invisible until the end of your current turn.
This maneuver is a supernatural ability.
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Desert Wind (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: 30 ft.
Effect: One summoned fire elemental
Duration: End of turn
A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.
This boost allows you to conjure a Small fire elemental (MM 99) to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn.
This maneuver is a supernatural ability.
Level: Swordsage 1
Initiation Action: 1 swift action
Range: 30 ft.
Effect: One summoned fire elemental
Duration: End of turn
A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.
This boost allows you to conjure a Small fire elemental (MM 99) to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn.
This maneuver is a supernatural ability.
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Desert Wind (Strike) [Fire]
Level: Swordsage 3
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Flickering flame dances across your blade, then springs toward your target as you sweep your sword through the air.
A skilled Desert Wind adept can gather flame within his weapon and hurl it through the air. When you initiate this maneuver, you launch a fist-sized ball of white-hot fire at a single opponent. If you make a successful ranged touch attack, your target takes 6d6 points of fire damage.
This maneuver is a supernatural ability.
Level: Swordsage 3
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Flickering flame dances across your blade, then springs toward your target as you sweep your sword through the air.
A skilled Desert Wind adept can gather flame within his weapon and hurl it through the air. When you initiate this maneuver, you launch a fist-sized ball of white-hot fire at a single opponent. If you make a successful ranged touch attack, your target takes 6d6 points of fire damage.
This maneuver is a supernatural ability.
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Desert Wind (Strike)
Level: Swordsage 2
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
Almost a blur of acceleration, your shining blade flashes as you attack with impossible speed.
Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a –2 penalty.
Level: Swordsage 2
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
Almost a blur of acceleration, your shining blade flashes as you attack with impossible speed.
Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a –2 penalty.
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Setting Sun (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PHB pg. 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.
Setting Sun (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Touch
Target: Creature touched
You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground.
As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PHB pg. 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.
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Shadow Hand (Teleportation)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you f
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you f
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.
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Tiger Claw (Boost)
Level: Swordsage 1, warblade 1
Prerequisite: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
You leap to a new position in the blink of an eye, leaving your opponents baffled.
You can make a Jump check as a swift action and move the distance determined by your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Tumble check.
Level: Swordsage 1, warblade 1
Prerequisite: One Tiger Claw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
You leap to a new position in the blink of an eye, leaving your opponents baffled.
You can make a Jump check as a swift action and move the distance determined by your check result. You provoke attacks of opportunity with this movement, and you must move in a straight line. As with any movement, you can attempt a Tumble check to avoid any attacks you provoke with this sudden leap. You can’t move through enemies, unless you succeed on the appropriate Tumble check.
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Desert Wind (Boost)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A warm breeze swirls about you as you move speedily away.
The desert wind envelops you and carries you across the battlefield, giving you a burst of speed to move around and through your enemies. Until the end of your turn, you gain a +10-foot enhancement bonus to your land speed.
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
A warm breeze swirls about you as you move speedily away.
The desert wind envelops you and carries you across the battlefield, giving you a burst of speed to move around and through your enemies. Until the end of your turn, you gain a +10-foot enhancement bonus to your land speed.
Stances:
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Shadow Hand (Stance)
Level: Swordsage 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls and ceiling like a lurking spider.
While you are in this stance, you gain a benefit similar to the spider climb spell (PHB pg. 283). You gain a climb speed of 20 feet. You do not need to make a Climb check to traverse a vertical or horizontal surface, even if you attempt to move across a ceiling. You retain your Dexterity bonus to AC while climbing, andyou must have at least one hand free to support yourself while you climb. You do not take any penalties, nor do your opponents gain any bonus when attacking you, while you climb. You cannot take a run action while climbing in this manner.
Level: Swordsage 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls and ceiling like a lurking spider.
While you are in this stance, you gain a benefit similar to the spider climb spell (PHB pg. 283). You gain a climb speed of 20 feet. You do not need to make a Climb check to traverse a vertical or horizontal surface, even if you attempt to move across a ceiling. You retain your Dexterity bonus to AC while climbing, andyou must have at least one hand free to support yourself while you climb. You do not take any penalties, nor do your opponents gain any bonus when attacking you, while you climb. You cannot take a run action while climbing in this manner.
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Desert Wind (Stance) [Fire]
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Fire is not your enemy, and it does not harm you.
You gain some resistance to fire as long as you remain in this stance. The amount of resistance is determined by your ranks in Tumble. If you have 19 or more ranks in Tumble, you gain immunity to fire while you are in this stance.
This stance is a supernatural ability.
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Fire is not your enemy, and it does not harm you.
You gain some resistance to fire as long as you remain in this stance. The amount of resistance is determined by your ranks in Tumble. If you have 19 or more ranks in Tumble, you gain immunity to fire while you are in this stance.
This stance is a supernatural ability.
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Shadow Hand (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks.
Your turn your enemies’ strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent’s defenses.
If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against mul-tiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks.
Your turn your enemies’ strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent’s defenses.
If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against mul-tiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
Maneuvers readied: Cloak of Deception, Counter Charge, Fan the Flames, Flashing Sun, Mighty Throw, Sudden Leap.
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Feats: Combat Reflexes, Vexing Flanker (PHB II), Umgang mit exotischer Waffe (Stachelkette), Shadowblade (ToB)
Skills: Klettern: +13, Lauschen +9, Leise bewegen +14, Martial Lore +9 (+11 insgesamt bei Shadow Hand), Springen: +15, Turnen: +16, Verstecken +14.
Skills: Klettern: +13, Lauschen +9, Leise bewegen +14, Martial Lore +9 (+11 insgesamt bei Shadow Hand), Springen: +15, Turnen: +16, Verstecken +14.
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Possessions: Geschicklichkeitshandschuhe +1 1000 Galifar, Mithralkettenhemd +1 2100 Galifar, Ring of Protection +1 2000 Galifar, Stachelkette +1 2325 Galifar, 1x Owl’s Wisdom Potions 300 Galifar, 1x Darkvision-Potion 300 gp, 1x Cure Moderate Wounds Potions 300 Galifar, 2x Cure Light Wounds Potions 100 Galifar, 2x Invisibility Potions 600 Galifar, Standard Adventurer’s Kit 15 Galifar, Kurzschwert 10 Galifar, Ausweis- und Reisepapiere 7 Galifar 2 Regenten, Gürteltasche 1 Galifar, dunkelbraune Reisekleidung 1Galifar, Heiliges Symbol der Silberflamme (silber) 25 Galifar. Vermögen: 15 Galifar 2 Regenten.
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Volksmerkmale: Humans
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Jack Gareth ist mit seinen 1,75 Meter mittelgroß und wiegt 65 kg. Sein Gesicht ist von Narben aus dem letzten Krieg gekennzeichnet, indem er sein Vaterland Thrane und die theokratische Obrigkeit Thranes verteidigt hat. Auch wenn ihn die Narben völlig entstellen für das ästhetische Bild mancher Mensch, so trägt er die Narben als Partiot mit Stolz. Jack Gareth ist ein sehr schweigsamer Mensch, der nur redet, wann immer es ihm notwendig erscheint. Aber dann auch etwas mehr, wenn es wirklich darauf ankommt.
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Jack Gareth wurde in Thrane in sehr exotischen Kampfmanövern trainiert, die fast Magie ähneln, die dafür benutzt wird. Jack's Kampfkunst ist nicht weit verbreitet in Thrane und recht exotisch, aber sie erwies sich im Kampf als recht effektiv. Sie stammte ursprünglich von einem Menschen, der nach Xen'drik ausgewandert ist und dort von dieser außergewöhnlichen Kampfkunst eines Schwertweisen erfuhr, der aber später einmal nach Thrane zog und gläubiger Anhänger der Silberflamme geworden ist. Einer kleinen Zahl an entsprechend fähigen Soldaten konnte die Kampf des Mannes näher gebracht werden und sie lehrten es wiederrum anderen, die die Kampfkunst beherrschen konnten letztlich. Jack Gareth war einer davon.
Jack Gareth hat sich meist außergewöhnliche Kampfmanöver angeeignet, die auf dem Element Feuer basieren, da sie quasi eine Läuterung der Silberflamme für ihn darstellen und er sie daher bevorzugt. Es ist für ihn das reinigendes Feuer im Namen der Silberflamme gegen Feinde und solche die sich gegen die Weisungen der Kirche stellen.
So hat Jack Gareth der Silberflamme und Thrane treu im letzten Krieg gedient mit seinem exotischen Kampfstil und ist nun ein Veteran, der ab und an für die Silberflamme tätig wird, wenn sie ihn braucht. Trotz des Krieges der ihn sogar entstellt hat und teilweise sehr blutig ablief, lordert die Flamme des Glaubens für die Silberflamme immer noch so wie am ersten Tag in seinem Herzen und Jack Gareth ist der theokratischen Führung der Silberflamme treu ergeben.
In den letzten Jahren hat sich Jack Gareth den exotischen Kampfstil mit einer Stachelkette beigebracht. Aber er trägt immer noch mit Stolz sein einfaches Kurzschwert bei sich mit dem einst seine Ausbildung began.
Tortz der Tatsache, dass er kein Priester der Silberflamme ist, trägt er als gläubiger Mensch ein Heiliges Symbol der Silberflamme bei sich.
Jack Gareth hat sich meist außergewöhnliche Kampfmanöver angeeignet, die auf dem Element Feuer basieren, da sie quasi eine Läuterung der Silberflamme für ihn darstellen und er sie daher bevorzugt. Es ist für ihn das reinigendes Feuer im Namen der Silberflamme gegen Feinde und solche die sich gegen die Weisungen der Kirche stellen.
So hat Jack Gareth der Silberflamme und Thrane treu im letzten Krieg gedient mit seinem exotischen Kampfstil und ist nun ein Veteran, der ab und an für die Silberflamme tätig wird, wenn sie ihn braucht. Trotz des Krieges der ihn sogar entstellt hat und teilweise sehr blutig ablief, lordert die Flamme des Glaubens für die Silberflamme immer noch so wie am ersten Tag in seinem Herzen und Jack Gareth ist der theokratischen Führung der Silberflamme treu ergeben.
In den letzten Jahren hat sich Jack Gareth den exotischen Kampfstil mit einer Stachelkette beigebracht. Aber er trägt immer noch mit Stolz sein einfaches Kurzschwert bei sich mit dem einst seine Ausbildung began.
Tortz der Tatsache, dass er kein Priester der Silberflamme ist, trägt er als gläubiger Mensch ein Heiliges Symbol der Silberflamme bei sich.