Paracount Julistar

Narkus Vistar's page

39 posts. Alias of Void Dragon.


Full Name

Narkus Vistar

Race

Human

Classes/Levels

Death Mage 1 | HP 7/9 | AC 12 | T 12 | FF 10 | CMD 11 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +6 | Sense Motive +1 | Spellcraft +5 | Concentration +6

Gender

Male

Size

Medium

Age

18

Alignment

CN

Languages

Common, Abyssal

About Narkus Vistar

Name Narkus Vistar
Gender: Male Race: Human Class: Death Mage 1
Alignment: CN Size: Medium Type: Humanoid (Human)
Init +6; Senses None; Perception +6
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Defense
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AC 12, Touch 12, Flat-Footed 10 (+0 Armor, +2 Dex, +0 Natural)
HP 9 (1d8+1)
Fort +1, Ref +2, Will +3
Resist None
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Offense
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Base Atk +0; CMB -1; CMD 11
Speed 30 ft.
Melee
Club -1 (1d6-1/x2)

Ranged
Dagger -1 (1d4-1/19-20x2) Range 10 ft.

Special Attacks

Spell-Like Abilities

1/day Honeyed Tongue

8/day Command Undead

Spells Prepared (CL 1):

Level 0 (3/day)
Detect Magic
Read Magic
Disrupt Undead

Level 1 (3/day)
Inflict Light Wounds
Ray of Enfeeblement
Obscuring Mist


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Statistics
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Abilities:

Str 08
Dex 14
Con 12
Int 12
Wis 12
Cha 20

Feats:

Feat 1: Improved Initiative (Bonus)
Feat 2: Spell Focus (Necromancy)

Traits:

Trait 1: Seeker
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skills:

(1)Bluff +9
(1)Diplomacy +9
(1)Perception +6
(1)Spellcraft +5
(1)Stealth +6
(1)Use Magic Device +9

Languages:

Common
Abyssal

Equipment:

Combat Gear
Dagger
Club

Other Gear
Loaded Dice, Superior
Backpack
Bedroll
Belt pouch
Flint and Steel
Iron Pot
Mess Kit
Soap
Torches
Trail Rations
Waterskin
Spell Component Pouch

Coin
5 GP, 0 SP

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TRACKED RESOURCES
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Trail rations (5 days)
Torches (10)

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Special Abilities
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Special abilities:

Tender Carcass: Once per day your touch can give yourself or a touched person a second save against a poison or disease effect. If used within an hour of infection/poisoning and the save is successful, it counts as though you passed the initial save and the target is no longer affected.

Pale Road (Su) (Corpse Mage)

The spirits each death mage can hear all share a set of similar secrets, based on some aspect of death, dying, and the reactions the living have to the dead. The set of secrets known to each is called their pale road, and each death mage must select one pale road at 1st level. Once made, this selection cannot be changed. As the death mage travels down this pale road at the constant instruction of her spirit guides, she masters a special set of powers becoming a lord or lady of one aspect of death.

Corpse Mage

Corpse mages are the death mages most likely to be mistaken for necromancers, for the spirits they hear all follow the pale road of the undead, each coming from a destroyed undead creature seeking to regain its physical form. At first corpse mages can only command undead creatures as they encounter them, but in time they command armies of loyal, unliving minions.

Dirge of Command (Sp): You may attempt to control undead creatures you encounter. This functions as the command undead spell, except it only functions on undead with no more hit dice than you have death mage levels. You may use this power a number of times per day equal to 3 + your Charisma modifier.

Appearance:

Height: 5'9'', Weight: 175 Lbs, Eyes: Grey Hair: Black

Narkus has an extremely pale completion almost looking albino. This is further reinforced by the horribly black tattoo going across his forehead of a bird. His eyes are a dull and dead looking gray almost without pupil. Wearing a dusty brown robe that seems as if it was the late property of a priest. Down by his side is a dagger with a bone handle in the shape of a rat's skull for the pommel.

Personality:

Narkus has very mixed feelings about the undead. He knows that somewhere inside of him there is a part of him that feels more at home in a graveyard than at a tavern. Another part of him wants to escape from the grave at any cost and tells him to stay in the warm, and safe tavern. He is constantly muttering to himself and arguing about which side he should listen to. When he isn't currently arguing about who he should listen to he is quite polite to anyone who he meets. He tries to difuse any situation with calm words and facts, but he is unafraid to call upon his darker powers to leave his opponent unable to do anything.

Background:

Narkus was born the instant his mother died. His father Victor was forced to look after a child who increasingly made him feel uncomfortable. It wasn't the fact that he was so pale that scared his father, or the way in which he dressed. It was the fact that he was constantly talking to himself as if someone else was listening. Without any other choice Victor took Narkus to the temple to see if he could be cured. While the priests attempted to exorcise whatever spirit had possessed Narkus, Victor was having his own trouble. Some undead had appeared at his home, and they attacked him tearing him to shreds before he could even cry out. When the priests took Narkus back to his home the only thing they found was the dead body of his father with a note attached.

Bring me the boy, or your village will be next.

After reading this Victor's body rose up and attacked the priests. The priests had no trouble dealing with the undead abomination, but when they looked back for the boy they found him gone. Narkus had run after seeing the note, and his father rise he only wanted to escape. He found himself running around for most of his life. Whenever he stayed in one place for too long something bad would always happen to him. In response Narkus began to draw upon his darker powers until he made it to a city. This led to him discovering how to activate the power in his blood, and he made sure that he would be prepared the next time something tried to force him away from his new home.