Abhorash Nascent Occultist |
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Basic information |
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Birth name |
Todd Bookman |
Birthplace |
Gnarled Oak |
Birth date |
30 AP |
Personal and Family Information |
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Religion |
None |
Characteristics |
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Race |
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Age |
46 |
Height |
6'1" |
Eyes |
Brown |
Hair |
Light Brown/Light Grey |
Other features |
Signs of premature aging from extensive use of dark magics, cultist tattoo over right eye. |
Education and Occupation |
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Education |
Extensive |
Occupation |
Magician, Occultist |
Notoriety |
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Criminal charge |
Countless charges of murder, occultism, desecration of holy artifacts, and terrorist activity |
Criminal penalty |
Death on sight |
Criminal status |
At large |
Abhorash is a human magician and occultist. An apprentice to the ancient lich Abaxoth, he seeks to accumulate power and followers in order to become the most renowned occultist of his time.
History[]
Abhorash was born Todd Bookman, an ordinary man in an ordinary village with little prospects at greatness. Born into a moderately successful family of merchants, he learned his letters and numbers at an early age and would eventually take over his father's small business in their hometown of Gnarled Oak, a small town several miles from Tilmouth. His ownership of the business was short lived, however, as only a year later a wasting sickness spread through the countryside, likely one of the many unnatural side-effects of the war with Torslowe, which was raging at the time further North.
Gnarled Oak was hard hit by this sickness, which was reminscient of the great Plague that destroyed the Avylonian Empire, and as the townsfolk started to die off Todd sought a way to save himself and any of his neighbors and friends that he could. He uncovered an unassuming tome traded to him by a traveler, and quickly learned that it was a book of the occult. While he had difficulty deciphering it, he was eventually able to read the book and began practicing the spells within. In his desperation to live he committed many unsavory acts, including using the corpses of those who had already died from the sickness. His short but diligent period of study paid off, and with rudimentary knowledge of basic necromancy he managed to stave off the sickness from himself and those in his town still alive.
Despite being a savior, it wasn't long before the townsfolk became suspicious. It was widely believed that occult magic had brought this illness to the village and when rumors began circulating that Bookman was using these same magics, his neighbors turned on him. Todd was forced to flee, but he was far too engrossed in his studies to be bitter or vengeful. He had attained a deep fascination for the knowledge he had uncovered, and sought even more texts on the occult as well as others who practiced it. Todd spent several years as a novice necromancer, avoiding affiliation with other occultists and prefering to work and expand his knowledge on his own. While he drew little attention to himself and chose not to harm others in his pursuits like many practitioners, he was still branded an outlaw for his use of occult magic and forced to live in seclusion. The more knowledge Bookman gained, the more he craved, and his studies eventually turned up an old journal written by a necromancer who had sought something called the Great Tomb of Abaxoth. Within Bookman found notes on a ritual that could potentially summon the tomb, but unfortunately he also discovered that the original owner of this ritual had been murdered by his apprentices and the two "keys" that completed the spell had been lost. With this new information Todd spent two years hunting down these treacherous occultists, killing them both and reclaiming the pieces of the ritual. This period was the first time that Bookman had engaged in actual combat, and he learned much from his battles, developing a new belief that such dangerous situations were a powerful source of power through experience.
Todd then found a spot far removed from civilization and performed the ritual he had attained, summoning the Great Tomb of Abaxoth. Within he found the mighty lich himself, miracualously still alive, though the irritable old skeleton had not been what the young magician had expected. Bookman became Abaxoth's apprentice, learning even more about magic from the ancient necromancer and befriending a sentient tome known as Orick, a creation of Abaxoth. Todd was renamed "Abhorash" by his new master, which apparently once meant "Impudent" in a long dead language, due to the young spellcaster's disrespectful and arrogant disposition. The newly dubbed Abhorash would eventually leave the tomb, though he visited it again twice more within the next two decades. Accompanied by Orick, Abhorash traveled across much of Panoulis and the Elemental Planes, meeting the vampiress Galatea during this time as well as making enemies of the Godhand Knights, devout servants of the Temple of Enemus. His thirst for knowledge would eventually drive his every action, and in later years evolved into a desire for renown and power. Abhorash now seeks to collect the most powerful magics and arcane artifacts he can find, along with a cadre of followers, in order to establish himself as one of the world's greatest magicians and create a legend that will rival even his mentor's.
Abhorash Level 3 Sorcerer |
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Combat stats |
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Strength: 0 |
Contn.: 3 |
Hybrid pseudostats |
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Might: 12(9) |
Power: 12(9) |
Noncombat skills |
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Interpers.: 8 |
Survival: 0 |
Other stats |
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HP: 24 |
Speed: 6 |
Size: 1 |
Race: Human |
Armor (e/m): / |
Fort. (e/m): 3/3 |
Equipment[]
Exit Staffegy Level 1 weapon |
A curiously-shaped staff made of bone. It can get its user out of sticky situations. |
Weapon ✦ Two-handed, Mighty |
Power (Encounter ✦ Teleportation): Move action. Teleport to an unoccupied tile you can see within radius 10. |
Stoic Bonemail Level 1 armor |
An enchanted set of armor constructed from bone and umbrite chainmail. Shadows seep from within the armor. |
Armor ✦ Umbrite |
Power (Daily ✦ Magic, Shadow, Aura): Minor action. Until the end of your next turn, foes who enter or end their turns within radius 2 of you take 2 true Shadow damage. Sustain minor. |
Non-combat abilities[]
Mighty Presence Passive |
"Insignificant creature, kneel at my feet and perhaps I will not kill you where you stand." |
Passive |
Effect: If a target has less interpersonality than you, then your trickery equals your interpersonality for the duration of the encounter. |
Something to Say Utility |
Something about your words makes even those who know to be suspicious of you want to hear you out. |
Encounter |
You make an interpersonality check. If it succeeds, you may speak for at least a moment longer, and your target(s) will listen to what you have to say. |
Class and Race Features[]
Raise Dead Level 1 Spell |
You whisper words of power, and a nearby corpse suddenly begins to move. |
At-will ✦ Magic, Necromancy, Unlife |
Effect: You raise a single targeted corpse as an undead with the same abilities they had before death, but at half health and with half speed. You cannot have more than 3 summons at a time with this ability. Risen dead will possess the memories and skills they had in life, as well as the ability of speech, but are subject to the effects of decay and physical damage. |
You cannot use this ability with another ability that has the Necromancy keyword. |
Combat abilities[]
Great Aura Passive |
Unseen power swirls around you constantly, diverting attacks and encouraging foes to keep their distance. |
Passive ✦ Magic, Movement |
If you end your turn on the same tile two turns in a row, all attacks made against you gain -2 accuracy. If you end your turn on the same tile a third time, then all foes in radius 4 will be slowed. This effect persists so long as you remain on the same tile. |
Curse of Enfeeblement Attack |
"I will atrophy your muscles, shatter your weapons, and wither your will, and you shall never even draw close enough to strike me." |
Recharge ✦ Recharge 6, Zone, Death |
Creates a zone in which foes suffer -4 to all accuracy rolls and -2 to all damage dealt. This zone persists until the end of your next turn, or can be sustained as a minor action. |
Grip Heart Attack |
You reach forth, and your foe suddenly feels a cold grip squeezing their heart. |
At-will ✦ Magic, Death |
Hit: 1d8+Offense Death damage, and your target loses 2 Death resistance until the end of your next turn. This effect stacks, and its duration is refreshed upon reapplication. |
Solid hit: Your foe is also slowed until the end of your next turn. |
Dire Radiance Attack |
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves toward you, the brighter and more deadly the light becomes. |
At-will ✦ Magic, Æther, Fear |
Hit: 1d6+Might Æther damage. If the target moves closer to you during its next turn, it takes an additional 1d6+Might Æther damage. |
Displacement Rift Utility |
You create a small tear in reality, which swallows an attack. Another portal then opens, and the lethal object emerges near a different individual. |
Recharge ✦ Magic, Æther, Recharge 6+ |
Effect: Until the end of your next turn, you may redirect one attack of any kind made against the target to another target of your choosing. If the attack is melee, the target must be within 3 tiles. If the attack is ranged, then the attack can be returned at a target the same distance away. If the effect is not used, you may retain it with a minor action. |
Dread Star Attack |
You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing him. Fierce rays shoot from it like jabbing daggers of light, fencing him in where he stands. |
Daily ✦ Magic, Æther |
Hit: 3d6+Cunning Æther damage, and the target is rooted until the end of your next turn. |
Arcane Strength Utility |
You convert your magical power into physical strength for a short time. |
Encounter ✦ Magic, Strength |
You convert a designated number of intelligence points to strength points until the end of the encounter. You may end this effect with a minor action. |
Locked Abilities
Aethereal Prison Ability |
You open a portal beneath your target's feat, trapping them within a pocket dimension for a short time. |
Encounter ✦ Magic, Recharge 4+ |
Effect: Target is removed from the field and is unable to take any action, but can also not be targeted by any other characters for the duration of the effect. This ability can be sustained with a minor action. This effect will end at the end of your next turn, or can be sustained with a minor action. |
Exertion of Power Ability |
You release a burst of arcane power, either repelling enemies or forcing them to their knees in subjugation. |
Encounter ✦ Magic, Recharge 6+ |
Effect: You may choose one of two effects upon activating this ability. 1.) Every target in radius is knocked back 3 tiles and dazed until the end of their next turn. 2.) All enemies are knocked prone. For both of these effects all enemies within radius 6 are slowed, and this effect can be sustained each turn with a minor action. In addition, you gain a +5 bonus to interpersonality and intimidation rolls against affected targets for the rest of the day. |
Dark One's Own Luck Utility |
Refusing the result that fate has decreed for you, you invoke stars of uncertainty and try to rewrite what has been written. |
Daily ✦ Magic, Æther, Immediate action |
Effect: Make the roll again, and use the higher of the new and original rolls as the result. |