A quiet mercenary known to some as "The Demon Swordsman". A formidable individual that tends to hold an unsettling aura that projects his dark nature.
"Everything has the right to live, it has not given me a reason to kill it.. Yet..."
Misuteri tends to be a very solitary individual that sticks mostly to himself except on the rare occasion when he is seen with those he considers 'Associates'. His dark nature comes from the roots of his origin that led up to his existence at present countless years ago. Though he does not speak often he is wise in his age and when he deems it necessary to speak he does so in a clam collective manner with a very firm yet soothing tone that holds the very essence of truth that with age come wisdom. He favors leather armor, dark-colored cloaks with hoods, and boots. Misuteri prefers darkness to light, and tends toward silence.
Below you will find a list of equipment carried by Misuteri as well as information on his natural abilities. IMPORTANT NOTE:Please read carefully and take note that these things were obtained over the many years I have played this character.
Misuteri is an entity known as a Curst, despite the belief he is some sort of Demon due to the title he has retained since his days in the 10,000 Years War. Cursts are unfortunate undead humanoids, trapped under a curse that will not let them die.
Cursts are created when an evil spellcaster touches a victim while casting Bestow Curse, then within 4 hours adding a properly worded spell adding a permanency effect to the curse causing it to alter the very root magics of the curse bestowed.
Cursts are in no way controlled by their creators, and seldom serve them except to attain the mercy of death by means of a Remove Curse spell. That spell is the only way to destroy a Curst permanently; upon receiving the spell, a Curst crumbles to dust with a smile and cannot be resurrected.
Cursts retain any extraordinary special abilities they possessed in life. They lose spellcasting and other magical abilities upon their transformation to undead status. Cursts also gain the following special qualities:
Spell Resistance: This gives the Curst a natural immunity to most spells except for the most powerful spells making lower class spellcasters useless against him. (Note: The terms “object” and “harmless” mean the same thing for spell resistance. A creature with spell resistance must voluntarily lower the resistance in order to be affected by a spell noted as harmless.)
Undead: Immune to mind-influencing effects, poison, sleep spells or abilities, paralysis, stunning, and disease. They are also not subject to critical hits (attacks or moves that would affect a normal creature), energy drain, or death from massive damage (massive damage in this case would be any single attack that would effective kill a normal creature in a single blow).
Regeneration: A Curst regenerates very slowly and oddly from other creatures with known forms of regeneration. If a Curst is effectively "killed", they are not slain. They fall to the ground, paralyzed, and lie there until they are whole again. Cursts can regrow lost limbs and organs; if decapitated, the Curst's body disintegrates into dust, and the body regenerates from the head. This process takes as many days as the Curst's level of power, during which time the head remains paralyzed. Cursts can be healed by healing magics.
Cold and Fire Immunity: Cursts take no damage from cold and fire attacks or sources.
Turning Immunity: Cursts cannot be turned, rebuked, destroyed, or commanded by Clerics or Paladins unlike other undead.
Strength Enhancement: Cursts have a strength unmatched by mortal man at at times have been known to surpass certain types of supernatural entities.
Speed Enhancement: Cursts have outstanding speed that far exceeds that of a mortal man and keeps them on par with most supernatural entities.
Quasi Immortality: Cursts have no maximum age. They take no penalties for aging, and any penalties they once had are negated.
Metabolism Control:Cursts have an unlimited life span, do not age, but are alive, so their bodies still grow. Cutting off their hair or nails would only cause them to regenerate, so some cursts have control over the growth of their anatomy. A curst can change the length of his nails, hair, and/or teeth. The curst can also stop breathing, make their hearts stop, etc. They also for a short amount of time can increase his physical attributes by however he chooses giving him a short time to become stronger than he really is.
His mundane items are a fishnet tunic, a silk sash, and a pair of silk slacks.
Special Apparel:
Cloak of the Fallen:
The Cloak of the Fallen was a gift given to Misuteri by a Lich he knew during the 10,000 Years War. The Lich placed upon the cloak the gift of semi-sentience and resistance to flame making wise muses about villagers taking the torch and pitchfork to him and something about his own ends before Lichdom which Misuteri always passed off as random mad rantings of the old Lich.
Tainted Leather:
Misuteri wears a partial suit of special armor known as Tainted Leather, considered cursed and vile due to the special nature of its creation. The armor does not offer complete protection by his own choice. His boots, gloves/gauntlet pieces and belt are made of the material as well as several other small pieces used for various purposes.
A Barker long ago discovered the process of taining leather quite by accident, once whilst treating said leather, he cut his thumb and openly bled on his own work, not wishing to sell the said now inferior leather, he discarded it into the fire. Only later did he discover discover whilst cleaning the dead ashes from the fireplace, a piece of untouched, much darker leather had survived whilst the greater whole had been completely incinerated. Much confounded, over the next while, the barker experimented with combining both the tanning mixtures and freshly drained blood that a much tougher and resiliant product resulted, forming a much darker, near black hue after drying. Before long, the process had been perfected, the blood used in the mixture had to have been drawn from a still living creature whom survived the entire proceedure. Sometimes refered to as devil's hide or the deadman's suit it is widely regarded as one of the lowest forms of protection one can don without sowing together fragments of human skin, due solely to the sadistic practices used to create premium tainted leather. One should beware those who sell such items, for they might be of a cursed nature.
Whilst this material is mundane for all intents and purposes, it nonetheless emits a weak supernatural evil aura from the near-black surface.
Because of the properties of the leather being much tougher, much less thickness is needed in order to achieve the very same results as leather armor, whilst being much lighter all over, divide the weight of the leather in two.
Whilst the leather is capable of withstanding near impossible, hellish temperatures, it nonetheless does not grant the wearer such thorough protection. The armor itself is immune to fire damage.
Boots of Obscuring Shadows:
Misuteri's boots, not only being made of Tainted Leather, offer him a special benefit. The metal plating on the top of them is a special material known as Urdrukar (known by some as Mindsteel) which helps protects himself and anyone within at least 10 feet of him from Scrying and magic associated with it. (Note: Scrying - You can see and hear some creature, which may be at any distance.)
Belt of the Witch Slayer:
The belt Misuteri wears is a special item obtained during his time in the 10,000 Years War. It was gifted to him by Soranja, Arch Druid of Silvanost as a gift of appreciation for saving her life during an assassination attempt and learning of his secret in the process. Learning of his 'condition' she had the item specifically crafted to help protect him against even the most powerful spell casters, despite a hidden fact regarding his secret. When activated by his touch, the Belt of the Witch Slayer will emit a powerful Anti-Magic field. (Note: An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.)
Apocalypse, The Cursed Ashen Blade:
Apocalypse is a weapon unlike any other known. It was originally crafted to be wielded by Razikiel, The Lich Lord during his campaigns in the 10,000 Years War. However, the sword has other plans as it deemed him unworthy to wield the power it held and sought out a worthy master to carry it. When it came across Misuteri he confessed to the weapon that at that time he did not seek power but an end to his forsaken existence, the words he spoke tipped the scales and Apocalypse allowed himself to be Misuteri's weapon as it was forged to be the bringer of ends, a power everyone had desired beside him and with it at the tips of his fingers he would deny it.
Apocalypse's Abilities and Description:
Fear Effect: The very sight of the weapon strikes instantaneous fear into Hostile Enemies when they spot it. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Evil Aura: Radiates an aura of evil up to 130 feet when it awakens.
Vile Damage: On a successful strike, the weapon inflicts a special type of damage known as 'Vile Damage'. Vile damage is damage that comes from a source so evil and depraved that it cannot be healed by normal means. When a character takes vile damage natural healing, regeneration, fast healing and magical healing are ineffective in restoration. Vile damage can only be healed by healing or restoration magic that is cast within an area sanctified by the forces of good - such as within a consecrate or a hallow spell, (or consecrated/hollowed ground).
Materials used during Apocalypse's creation and details of each:
Astral Driftmetal: This strange material mined on the Astral Plane makes the weapon quite effective against incorporeal entities (ghosts, wraiths, etc.) as if it were made of force.
Darksteel: This material grants the weapon immunity from all forms of acid, regardless of source.
Thinaun: absorbs the souls of those who die while touching the weapon, and prevents their resurrection unless the caster has the weapon at hand.
Voidmetal: Voidmetal is an ore found in the Voidstone Fields of the Negative Energy Plane. It is impossible to mine normally, but when two voidstones collide, the result is Voidmetal. Voidmetal is a wicked-sharp metal, capable of severing limbs, breaking shields and armor, and even cutting through heavy doors and walls like a hot knife through butter.
Voidmetal is a prized material among undead, as it can deliver the maximum killing power they so relish, and it's relatively easy for them to obtain.
When attacking an object, a Voidmetal Weapon ignores hardness, dealing clean cuts through any material other than Voidmetal or its Positive counterpart, Brightsteel. In addition, Voidmetal deals damage to its targets armor equal to the damage the target itself endured on a successful hit. If the target has a shield, the hit instead deals the normal indicated damage to the target, and half the damage dealt to the armor, and half the damage dealt to the shield.
If Voidmetal ever strikes a Brightsteel weapon, or Brightsteel armor, both weapons release a minor burst of energy that deals damage to the wielder of the Voidmetal and his target.
Forms of Communication:
Due to the fact that Apocalypse is a sentient weapon, it is able to somewhat communicate with the outside world. It holds the communication abilities of Semi-empathy, Empathy, Speech and Telepathy. When it uses the Speech portion of its communication skills the sounds are heard to those not attuned (by Apocalypse's choice) to the weapon as strange hums, a collaboration of whispers too crowded to be understood and other unexplainable other worldly manifestations.
Self Defense:
Also due to the fact it is sentient the weapon as a sense of self awareness and preservation in that manifests itself in two forms.
The first form of defense is a horrific fate that not even the most vile would wish upon their worst enemy. When wielded by someone other than its chosen master, Apocalypse releases a powerful surge of vile energy that sunders the mind of the victim inflicting upon them an irreversible madness with no ease to their suffer save the extinguishing of their eternal flame..
The second effect for those immune to Mind Influencing Effects is more based on Apocalypse's ego rather than the raw power it contains. Being sentient it sees all creatures (including its master at times) beneath it, refusing to use the special abilities imbued within the weapon unless it feels the desire to do so. (Note: It has been known on several occasions to refuse to aid Misuteri in times of need as it deemed the opponent unworthy of such power being wasted on it or it wished to sleep instead of being used in combat.)
Low Tier Special Abilities: (Note: Most of these special abilities function IF Apocalypse feels like it wishes to perform the task.)
Detect Magic At Will: Apocalypse is able to sense any magical item, being, or source of magic within a 130 foot radius.
Locate Object: Apocalypse is able to detect specific objects upon request, and if it feels like it, in a 130 foot radius.
Teleport: It is capable of teleporting itself, the wielder and up to 600 lbs. maximum at least once per day.
High Tier Special Abilities:
Slay Living: The wielder is able to slay any one living creature. (Note this ability may only be used if the subject fulfills one of the specific purposes it was crafted for. These will be listed just below.)
Disintegrate: Any slain creature hit by this ability is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as a Wall of Force, but not magical effects.
Epic Tier Special Abilities:
Apocalypse from the Sky: Calling on the darkest forces in all existence, this spell rains death and ruin from the sky. It is known to level forests and wipe out cities. So mighty is this spell that even its caster is not safe.
All creatures and objects in the area are dealt damage, which ignores DR (Damage Reduction or abilities to prevent damage) and hardness (the durability of an object) of all kinds. The caster is also subject to the damage. (NOTE: This is the most powerful ability Apocalypse holds and as such is the hardest to manifest. Only at great sacrifice can it be called forth before the weapon goes dormant for unknown lengths of time, and had been used only 3 times in the entire history of the character..)
Apocalypses Purpose: (Note: If not used at least 2-3 a week for this purpose, it refuses access to any of its abilities regardless of circumstances.)
Defeat/Slay Arcane Spell Casters (Monsters and Spell-Like Abilities).
Defeat/Slay Divine Spell Casters (Divine Entities and Servitors).
Basic Character Skills:
Below is a list of basic skills and a brief description of each one for people that may not fully understand them.
Alchemy: Alchemists combine strange ingredients in secret ways to make marvelous substances.
Animal Empathy: Use of this skill is to keep a guard dog from barking at you, to get a wild bird to land on your outstretched hand, or to keep a hostile beast calm while you back off.
Appraise: This skill is used to tell an antique from old junk, a sword that's old fancy from an ancient heirloom, and high-quality jewelry from cheap stuff made to look good.
Decipher Script: The use of this skill is to piece together the meaning of ancient runes carved into the wall of an abandoned temple, to get the gist of an intercepted letter written in code, to follow the directions on a treasure map written in a forgotten alphabet, or to interpret the mysterious glyphs painted on a cave wall.
Heal: Use this skill to keep a badly wounded friend from dying, to help others recover faster from wounds, to keep your friend from succumbing to a creatures poison or venom, or to treat a disease.
Intuit Direction: You have an innate sense of direction.
Read Lips: You can understand what others are saying by watching their lips.
Scry: Use this skill to spy on someone with a scrying spell or spell-like abiity or to perform some divination.
Wilderness Lore: Use of this skill is to hunt wild game, guide a party safely through frozen wastelands, identify signs that creatures live nearby, or avoid quicksand and other natural hazards.
{Under revision currently.}