P'ARKON, the Dual-Minded

Current Status: Winter, 1329 Avard. Master P'Arkon proved extremely dangerous to the ograns during the War of the Four Winds. The demons that supposedly speak to him kept him alive and supplied him with extremely dangerous powers during the battles. P'Arkon's only apprentice (see Son of a Witch) was spirited away during the war to fulfill a Prophecy, and it seemed to drive Master P'Arkon even further into madness. In the aftermath of the war, he left Lok Magius in a mad frenzy of desire to find the lost documents of the library there; where he may be found, no one knows.

Male Human, 6th-Level (Demonic) Sorceror
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Hit Points

8 (-1)
16 (+3)
10 (+0)
11 (+0)
12 (+1)
19 (+4)

13

Fortitude Save
Reflex Save
Will Save
Alignment
Speed
Size

Melee Attack:
Ranged Attacks:

+2
+5
+6
CN
30ft
M (5'11")

+2
+6

Armor Class
Flat-footed AC
Touch AC

Initiative

17
13
14

+7

Skills: Alchemy +2, Concentration +4, Knowledge (Arcana +9), Knowledge (Religion +2), Perform (Storytelling +4).
Feats: Spell Focus (Illusions, Enchantments, and Transmutations), Improved Initiative. If his familiar is within arm's reach, P'Arkon has Alertness.
Languages: Common, Demonic.
Possessions: P'Arkon carries a small backpack with little more than writing supplies, food, a bed roll, and alchemist's gloves. He also carries several smaller sacks slung over his shoulders, carrying odd things from bars of soap to chalk to vials of spider toxin. At hand, he keeps a quarterstaff, and hidden in his robes is a dagger, and a score of darts. He wears a set of bracers of armor +3 that contribute greatly to his defense. Arkon has several rings, including a ring of feather fall, but he most often wears a ring of protection +1, and a ring of earth elemental command. Within his packs, out of sight of even the most skilled pilferers, he carries a scroll of summoning keyed to the dread knight Xemitar, and a dagger of ghost touch +1 made from a single crystal of clear topaz.
Documented Spell Use: 0-level: daze, detect magic, ghost-sounds, clean; 1st-level: magic missile, disappear; 2nd-level: ropte trick, blindness, deafness; 3rd-level: hellfire*.

* Hellfire is cast much like fireball, though green flames seep up from the ground, causing considerable damage. There is also no hit-die limit. This spell is available only to P'Arkon, because of his demonic blood.

Appearance: The first thing most people notice about P'Arkon (pronounced Puh-Archon, and usually shortened to 'Arkon') is his feverishly intense eyes. Seeming to glow with an inner light, he has a powerful presence that makes many people wary and uncomfortable. Arkon dresses in darker robes that seem to blend in with the shadows, and has a dark hood that often hides much of his face. His black hair is graying, and he keeps it cut raggedly short. Coupled with his weather-stained and emotional face, suggests an age two decades more than his twenty-eight years.

Background: P'Arkon was studying to be a novitiate priest of Yatindar in the holy city of Karmen, when his sorcerous powers manifested themselves. Fleeing for his life, Arkon barely managed to stay one step ahead of the Seekers and Inquisitors that sought him out. Somehow escaping the holy city, he wandered the world for nearly a decade, serving in the War of the Undead down in the Alekdan Principalities, working as an adventurer, and doing whatever it took to survive -- and to learn about his sorcerous powers. P'Arkon heard of the universities dedicated to magic in Rakore, and traveled there to learn more about others like himself, in the hopes of uncovering his own inherant nature. Listening to the little voices in his head that have always helped him -- and sometimes maintained his sanity -- he joined with a small adventuring party in Teras. Eager to learn about their abilities, as well as to earn coin for his research, P'Arkon has found himself bound to the leader of the party, a minstrel willing to accept him for who he is, despite his sorcerous abilities.

Roleplaying Notes: P'Arkon is intensely curious about a great many things, but his devotion to knowledge sometimes oversteps the bounds of common sense. Since his sorcerous powers manifested, he has had a split personality, both existing at the same time. The other personality speaks to him as demons within his mind, and Arkon often converses with himself in this way. Fully aware that he seems crazy, and just as aware that he may be crazy, P'Arkon is still a survivor to the core. Having seen a great deal of the world, and escaped the Inquisition's clutches -- for now -- Arkon fears little, but is still startled by the commonality of the world.

Familiar: P'Arkon's sorcerous companion is a raven called Equal. Capable of speaking in short, choppy phrases in the common tongue, Equal has proven himself a very intelligent, and very unpredictable bird. Most of the time, Equal is hidden and quiet, simply observing things -- though the bird has a disturbing habit of coming up with gold pieces from nowhere. CR 1/4; tiny animal; HD 1d4 / HP 9; Init +2 (Dex); Spd 10ft, fly 40ft (average); AC 17 (+2 size, +2 Dex, familiar special ability); Atk +4 melee (1d2-5, claws); Face/Reach 2 1/2ft by 2 1/2ft/0ft; AL CN; SV Fort +2, Ref +4, Will +4 ; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6; 2ft long, 4 foot wingspan. Listen +6, Spot +6, Hide +6, Weapon Finesse (beak), Improved Evasion, Share Spells, Empathic Link (1 mile), Touch, Speak Common.

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