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09.02.2009, 02:57 PM
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#1
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[Your Sins Given Flesh]
Join Date: Jul 2007
Posts: 123
Rep Power: 4
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"Sho"
S H O - A S H A L A M A R - T E S S E R A L - C L A R K S O N
Born in Cartholine, on the Isle of Carthos, a once city of light made the damned sanctuary for demons, devils, vampires, zooanthropes, and humans worshiping the damned and their own carnal urges, Sho Ashalamar Tesseral Clarkson was birthed to a family steeped in century long traditions that proclaimed for them to sacrifice their first-born son or daughter should he or she not be able to complete the ritual of forging a connection with the darkness within their very hearts by the age of seven.
The ritual itself calls for the heir of the family to be subjected to the ancient ancestral sword, Desecrater. The child is bathed in the blood of nine virgins, nine women for one man or nine men for one woman, and still wet with the purity of the slain, the boy or girl must walk up the ebony steps of the tomb and speak with the guardian of the sword. The guardian first tests the boy's or the girl's mental facilities, speaking in riddles and tongues. The riddles behold no real answer, some say, but it is the reaction made by the accosted heir that determine whether or not he or she is worthy to continue. If the heir is deemed right by the Dark Guardian, then he or she is permitted to pass, and passing the guardian, the heir furthers into the Seal of Mardar, where the first and most powerful dark knight waits in slumber in his tomb, bearing his forsaken blade, Desecrater, in his hands.
The heir must seek the tomb, open it, and pull Desecrater by his or her own strength and will. It is not so much by physical action that Desecrater is levied but by force of utter will and determination and the amount of potential Desecrater foresees in the heir. Obviously, if Desecrater is not freed by the heir, then the heir is not truly worthy to be the next successor to the Mardar Lineage, and the child is slayed on the spot by the fell sword.
The test may last from a few brief hours to the course of a week to truly test the bravado of the child. Sho's test lasted six days. The test was such that it caused Sho to return with the pale visage similar to that of a ghostly jackal, but whether he retains his human self or his new dark hybridization with the darkness inside his very heart, his eyes persist as black pools with minuscule red beads centering upon them.
After success, Sho was admitted to the full training provided by the dark knights and fell knights serving his family, rigorous tests forcing untold horrors and strains upon his body and spirit and secreted techniques bestowing him unnatural life and fortitude unbeknown by mortal kin. When he became the age of thirteen, after a long six years, he was returned to his family in Cartholine.
His youth from then is not recorded save for the times that he served in the corps composed of the children of the nobles. Bred to be the heir, Sho was placed in a position of leadership, where he excelled to the expectations of his still superiors. When he turned eighteen, he was then moved to the Cartholine military and made an officer and given the brunt of more training, to sharpen him. The enemies of the Isle of Carthos at this time was many, and the Clarkson Clan would not accept a weak heir to fulfill the destiny of their bloodline.
However, when the still youthful Sho returned from a sortie from off his homeland, he slayed his father, Fahrenheit Clarkson, usurping him as dain of the Isle. He took his own mother for property and began a bloody conquest unfathomed before by his peoples, much to their own extol. It is during this time that he was able to eventually finish forging the sword of his bloodline, Desecrater, but no-one knows by what means the dain was able to perform the deed.
Years did pass, and the young dain grew tired with the world, instead seizing for himself a layer in the dreaded Abyss, surprising its denizens into shock, ire, and intrigue. Never before had a layer of the Abyss been conquered by a mortal man, but now, he was not mortal nor man.
Sho, or Dain the Jackal King, seems amused enough to dwell in his newly conquered kingdom in the Abyss, but he continually hungers for more expanse, willing to do anything it takes to usurp control from beings he considers lesser than himself, which includes everyone as well as the Gods.
- "The Jackal King"
- The Jackal King's Possessions
- The Jackal King's Powers
Last edited by Sho; 04.21.2010 at 01:52 PM.
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04.03.2010, 02:27 AM
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#2
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[Your Sins Given Flesh]
Join Date: Jul 2007
Posts: 123
Rep Power: 4
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________SHO ASHALAMAR TESSERAL CLARKSON
There stands a young, fair-skinned man with white, coarse hairs falling like a loose mop over his brow and shoulders. His person seems otherworldly, and with further inspection, it is almost for certain that he is no ordinary human. With shimmering scarlet pupils in the center of complete black pools, he looks to you with great intrigue, intent and excited. Adorned in golden armor rusted over with the taint of blood, his chest remains open to view, revealing an old, open wound across the chest that does not bleed but pulsates as it were his dark heart.
Sho the Jackal King, "Dain", "Dark Herald of Trials"
HP 2318 (62 HD)
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Dark Knight 20/Sorcerer 8/Seeker of the Dark Saber 5/Fatespinner 5/Paragon of Wickedness 3/Godslayer 10/Warblade 6
Chaotic Evil Medium Paragon Human Werejackal (Augmented, Chaotic, Evil, Shapechanger)
Initiative +18, Senses Listen +87, Spot +87
Aura Dark Aura, Desecrated Aura
Languages Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal, Orcish
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Armor Class 78, Touch 57, Flat-Footed 60
Miss Chance ---
Fast Healing 20
Immune ---
Resist Acid 20, Fire 20, Damage Reduction 20/Epic and Good, Negative Energy 50
Spell Resistance 87
Fort +97, Ref +91, Will +88 (+31 more if Divine)
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Speed Land 90 Ft. (18 Squares)
Melee Desecrater +94/+89/+84/+79 (1d10+2 Vile+24 Str, 17-20 / x2, +7d8 Eldritch), Bite +76/+71/+66/+61 (1d8+1 Vile+8 Str, x2), Claw +81/+76/+71/+66 (1d6+16, x2)
Base Attack +41/+36/+31/+26, Grapple +57
Attack Options ---
Special Actions ---
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Abilities Str 42, Dex 46, Con 46, Int 40, Wis 34, Cha 51
Special Qualities Tongues, True Seeing
Feats Cleave, Exotic Weapon Proficiency (Bastard Sword), Imperious Command, Improved Sunder, Iron Will, Malign Spell Focus, Power Attack, Weapon Focus (Bastard Sword)
Vile Feats Apostate, Dark Speech, Evil Brand, Filthy Outburst, Improved Vile Martial Strike (Bastard Sword), Vile Martial Strike (Bastard Sword), Vile Natural Attack (Bite)
Epic Feats Automatic Quicken (x3), Epic Spellcasting, Improved Dark Aura, Multispell (x3), Widen Dark Aura
Skills Appraise +90, Balance +93, Bluff +85, Climb +91, Concentration +90, Craft (Alchemy) +90, Craft (Armorsmithing) +90, Craft (Poison) +90, Craft (Weaponsmithing) +90, Decipher Script +90, Diplomacy +95, Disable Device +90, Disguise +95, Escape Artist +93, Forgery +90, Gather Information +95, Hide +93, Intimidate +95, Jump +91, Knowledge (Arcana) +90, Knowledge (Architecture & Engineering) +90, Knowledge (Dungeoneering) +90, Knowledge (Geography) +90, Knowledge (History) +90, Knowledge (Local) +90, Knowledge (Nature) +90, Knowledge (Nobility & Royalty) +90, Knowledge (Religion) +90, Knowledge (The Planes) +90, Listen +87, Move Silently +93, Open Lock +93, Perform +95, Profession (Gambling) +87, Search +90, Sense Motive +87, Sleight of Hand +93, Spellcraft +140, Spot +87, Swim +91, Tumble +93, Use Magic Device +95, and Use Rope +93
Skill Tricks Never Outnumbered, Swift Concentration
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Immaculate Sight (Ex) Sho's sight is keen and true, able to spy through his opponents and about them and define their magical abilities and prowess. If Sho spends 3 rounds studying one target creature in his sight, he instantly knows all their spells known, spells prepared, and spell-like abilities. He also becomes instantly aware of any spells currently in effect on the subject, as Analyze Dweomer and Greater Arcane Sight.
Hoard Magic (Su) Sho's ability with magic extends not simply to its knowledge but to its rape and theft. If Sho has line of sight to a target creature and knows their current spells known, spells prepared, or spell-like abilities, he can use a swift action to steal that spell. The creature is afforded a Will saving throw against this ability (DC 61), and if it fails, Sho immediately gains a single use of the spell and the target creature loses all use of the spell until 24 hours passes or Sho casts the spell, thus expending it. This ability can also be used in reaction to the casting of a spell, if it targets Sho or if he is caught in the area of its effect, but he must have at least spent 3 rounds prior in study of the subject and its abilities and know the cast spell.
Sho, the Jackal King, is a formidable opponent, and due primarily to his keen insight and cunning, many of the demons roaming the Abyss steer clear of his domain. Even few of the Demon Princes regard him as a clear rival to their plots, taking great care not to arouse his hunger for their territories.
____________________STRATEGY AND TACTICS
Before any encounter, Sho will first spend all the time that is required to know of his opponent's magical abilities. He extols in using his opponent's own spells and powers against them and stealing such knowledge for himself to use against other would-be rivals who would dare to stand against him. He enjoys debilitating opponents with Dark Speech and his Filthy Outburst abilities and then following up with spells such as Darkbolt, Enervation, and Wave of Grief. Due to being a well-seasoned Dark Knight, he will usually activated his Dark Aura and then Aura of Desecration in one round, drastically weakening his opponents to his spells, and if they still somehow are not overcome, he uses his Dark Brand and Dark Omen to cause them to re-roll their saving throws and then force the worse results on their comrades. Sho strikes hard and fast, always attacking the strongest of the spellcasters first to remove the greater threat.
____________SERVANTS, ENEMIES, AND GOALS
Sho is the only known Demon Prince to not be of Obyrinth nor Tanar'ri brood, for he is not a Demon. He however holds the title Jackal King with impunity, defeating and devouring anyone whom dares think to take his title from him. While not wholly accepted by the original denizens of the Abyss, he has gained for himself troupes of demons whom seek to follow him, seeing his conquer of one of the planes as a sign of great power, for what mortal would dare to make a place in such a chaotic and evil place. Sho is known for commanding absolute respect from his servants, even if he does not hold to them many duties. Prideful, Sho tends to laud himself by way of his minstrels composing songs of him, women professing their love, and men granting to him loyalty. He particularly has a soft spot for nymphs and dryads, and as such, he is usually surrounded by dark fae and fiendish nymphs in his most central chambers and gardens.
Despite his sudden appearance putting him at odds with nearly all the Demon Princes, Sho has struck an accordance and even partnership with Pazuzu. Sho confessed to the Lord of Evil Avians himself that he shared with him the intrigue and fetish in corrupting the purest of hearts, and granting to him the respect of relinquishing the skies due to this supposed kinship, Pazuzu gave to Sho as well his gratitude and returned the consideration of being kinsmen.
Clerics of Sho have access to the domains Chaos, Evil, Herald, and Temptation. His symbol is an archaic 'M' with a slash or scar running over it.
Last edited by Sho; 09.01.2010 at 02:00 AM.
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04.03.2010, 12:23 PM
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#3
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[Your Sins Given Flesh]
Join Date: Jul 2007
Posts: 123
Rep Power: 4
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[ ... to be equipment and possessions ... ]
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04.03.2010, 12:25 PM
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#4
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[Your Sins Given Flesh]
Join Date: Jul 2007
Posts: 123
Rep Power: 4
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[ ... to be epic spells ... ]
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