Zarkon

Description:

Race: Drow

Class: Ninja 20th

Type: Medium Humanoid

Alignment: Undisclosed

Hit Dice: 19d8+88 ( ___ hp)

Initiative: 14 (12 DEX, +2 Reactionary)

Space: 5’

Reach: 5’

Ki Pool (Su): 13/13 (1/2 Lvl + 3 CHA)

Speed: 40’ or 8 squares (30’ Base + 10’ Boots of Striding and Springing Elvenkind)

XP: 3,600,000

STR 19 {+4} (Roll 13, +6 Belt of Physical Perfection)

DEX 34 {+12} (Roll 16, +2 Drow, +5 Lvl, +6 Belt of Physical Perfection, +5 Manual of Quickness of Action)

CON 17 {+3} (Roll 13, -2 Drow, +6 Belt of Physical Perfection)

INT 11 {+0} (Roll 11)

WIS 12 {+1} (Roll 12)

CHA 16 {+3} (Roll 14, +2 Drow)

COM 6 {-2} (Roll 6)

AC: 45 (10 Base, +8 Armor [Bracers of Armor +8], +5 Deflection, +2 Shield [Ring of Protection +5 Force Shield], +12 DEX, +5 Natural Armor [Amulet of Natural Armor], +1 Luck [Jingasa of the Fortunate Soldier], +1 Dodge [Dodge Feat], +1 Insight [Ioun Stone Dusty Rose Prism])

AC Touch: 30

AC Flat-Footed: 32 (+Improved Uncanny Dodge [Ninja Class Feature])

SR: 26 (Lvl 20 Drow)

Fort: +14 (6 Base, +3 CON, +5 Cloak of Resistance)

Ref: +29 (12 Base, +12 DEX, +5 Cloak of Resistance)

Will: +12 (6 Base, +1 WIS, +5 Cloak of Resistance)

BAB: +15 (Lvl 20 Ninja)

CMB: +19 (15 BAB, +4 STR)

CMD: 51 (Base 10, +15 BAB, +4 STR, +12 DEX, +5 Deflection [Ring of Protection +5 Force Shield], +1 Dodge [Dodge Feat], +1 Insight [Ioun Stone Dusty Rose Prism], +1 Luck [Jingasa of the Fortunate Soldier], +2 CMD & Freedom of Movement [Ring of Freedom of Movement Ki Mastery])

Single Attack:

5 Living Steel Speed Wakizashi: +33 melee [15 BAB, +12 DEX, +5 Weapon Enhancement, +1 Weapon Focus Wakizashi] in Primary Hand

for 1d6+9/15-20 piercing or slashing 4 STR, +5 Weapon Enhancement, Improved Critical Wakizashi] and possible 10d620 Sneak Attack [Greater Sniper Goggles] +2 STR damage [Crippling Strike] +10 bleeding damage/round [Bleeding Attack] +10 Dodge AC for 1 round which stacks [Offensive Defense]

Full Attack:

5 Living Steel Speed Wakizashi: +31/31/26/21 melee [15 BAB, +12 DEX, +5 Weapon Enhancement, +1 Weapon Focus Wakizashi, -2 Two-Weapon Fighting] in Primary Hand

for 1d6+9/15-20 piercing or slashing 4 STR, +5 Weapon Enhancement, Improved Critical Wakizashi] and possible 10d620 Sneak Attack [Greater Sniper Goggles] +2 STR damage [Crippling Strike] +10 bleeding damage/round [Bleeding Attack] +10 Dodge AC for 1 round which stacks [Offensive Defense]

5 Living Steel Speed Defending Wakizashi: +31/31/26 melee [15 BAB, +12 DEX, +5 Weapon Enhancement, +1 Weapon Focus Wakizashi, -2 Two-Weapon Fighting] in Off Hand

for 1d6+7/15-20 piercing or slashing 2 Half STR, +5 Weapon Enhancement, Improved Critical Wakizashi] and possible 10d620 Sneak Attack [Greater Sniper Goggles] +2 STR damage [Crippling Strike] +10 bleeding damage/round [Bleeding Attack] +10 Dodge AC for 1 round which stacks [Offensive Defense]

| FEATS |

(Lvl 1) • Weapon Finesse (Core 136): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

(Lvl 3) • Two‐Weapon Fighting (Core 136): Penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

(Lvl 5) • Dodge (Core 122): You gain a +1 dodge bonus to your AC.

(Lvl 7) • Combat Reflexes (Core 119): You may make a number of additional attacks of opportunity per round equal to your Dex bonus.

(Lvl 9) • Skill Focus (Stealth) (Core 134): You get a +6 bonus on all checks involving the chosen skill.

(Lvl 11) • Improved Critical (Wakizashi) (Core 127): When using the weapon you selected, your threat range is doubled.

(Lvl 13) • Improved Two Weapon Fighting (Core 128): In addition to the standard single extra attack you get with an off‐hand weapon, you get a second attack with it, albeit at a –5 penalty.

(Lvl 15) • Hellcat Stealth (Pathfinder Chronicles Cheliax Empire of Devils): Prerequisites include Skill Focus (Stealth), Stealth 6 ranks. Benefit: You may make Stealth checks in normal or bright light even when observed, but at a ‐10 penalty.

(Lvl 17) • Stealthy (Core 135): You get a +4 bonus on all Escape Artist checks and a +4 bonus on all Stealth checks.

(Lvl 19) • Sidestep (APG 169): Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent’s threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5‐foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

(Flaw) • Mobility (Core 130): You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

(Ninja Trick: Bonus Feat) • Improved Sidestep (APG 163): After sidestepping an opponent’s missed attack using the Sidestep feat, you may still take a 5‐foot step during your next turn, or you may move up to your full speed if you take an action to move during your next turn.

(Ninja Trick: Weapon Training) • Weapon Focus (Wakizashi) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.

| SKILLS: 8 Points Per Level (Ninja) |

UNTRAINED:

Appraise 0 (0 INT)

Climb 4 (4 STR)

Craft 0 (0 INT)

Disguise 7 (3 CHA, +4 No Trace)

Fly 12 (12 DEX)

Handle Animal 3 (3 CHA)

Heal 1 (1 WIS)

Intimidate 3 (3 CHA)

Knowledge 0 (0 INT)

Linguistics 0 (0 INT)

Perform 3 (3 CHA)

Profession 1 (1 WIS)

Ride 12 (12 DEX)

Sense Motive 1 (1 WIS)

Sleight of Hand 12 (12 DEX)

Spellcraft 0 (0 INT)

Survival 1 (1 WIS)

Swim 4 (4 STR)

TRAINED:

Acrobatics +40 (20 Ranks, +3 Class, +12 DEX, +5 Boots of Striding and Springing Elvenkind)

Bluff +26 (20 Ranks, +3 Class, +3 CHA)

Diplomacy +26 (20 Ranks, +3 Class, +3 CHA)

Disable Device +37 (20 Ranks, +3 Class, +12 DEX, +2 MW Thieves Tools)

Escape Artist +39 (20 Ranks, +3 Class, +12 DEX, +4 Stealthy)

Perception +31 (20 Ranks, +3 Class, +1 WIS, +2 Keen Senses, +5 Stone of Perception)

Use Magic Device +26 (20 Ranks, +3 Class, +3 CHA)

Stealth +60 (20 Ranks, +3 Class, +12 DEX, +6 Skill Focus, +4 Stealthy, +15 Greater Shadow)

STEALTH MACROS:

Stealth +50 (20 Ranks, +3 Class, +12 DEX, +6 Skill Focus, +4 Stealthy, +15 Greater Shadow, -10 if observed [Hellcat Stealth])

Stealth +60 (20 Ranks, +3 Class, +12 DEX, +6 Skill Focus, +4 Stealthy, +15 Greater Shadow, +0 if behind Cover)

Stealth +64 (20 Ranks, +3 Class, +12 DEX, +6 Skill Focus, +4 Stealthy, +15 Greater Shadow, +4 if immobile for 1 round [No Trace])

Stealth +70 (20 Ranks, +3 Class, +12 DEX, +6 Skill Focus, +4 Stealthy, +15 Greater Shadow, +10 if behind Improved Cover)

Stealth +100 (20 Ranks, +3 Class, +12 DEX, +6 Skill Focus, +4 Stealthy, +15 Greater Shadow, +40 if invisible if immobile [Invisible])

Stealth +100 (20 Ranks, +3 Class, +12 DEX, +6 Skill Focus, +4 Stealthy, +15 Greater Shadow, +20 if invisible if moving [Invisible], +20 [Fast Stealth])

Perception DC = Stealth Roll +0 if using Stealth openly w/Hellcat Stealth

Perception DC = Stealth Roll +0 if using Stealth w/cover or concealment

Perception DC = Stealth Roll 40 if using Stealth with invisibility (20 Invisibility, +20 Using Stealth)

Perception DC = 0 if not using Stealth with invisibility if in combat (+20 Invisibility, -20 In Combat)

Perception DC = 0 if not using Stealth with invisibility if speaking (+20 Invisibility, -20 Speaking)

Perception DC = 0 if not using Stealth with invisibility if running (+20 Invisibility, -20 Running)

Perception DC = 0 if not using Stealth with invisibility if charging (+20 Invisibility, -20 Charging)

Perception DC = 25 if not using Stealth with invisibility if behind door (+20 Invisibility, +5 Behind Door)

Perception DC = 35 if not using Stealth with invisibility if behind wall (+20 Invisibility, +15 Behind Door)

Perception DC = 40 if not using Stealth with invisibility if not moving (+20 Invisibility, +20 Not Moving)

+1 per 10 feet

+Total Concealment 50% miss chance if invisible even if seen by True Sight

RULES CLARIFICATIONS:

Stealth: Action – Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping) is a move action. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment (20% miss chance).. It’s impossible to use Stealth while attacking, running, or charging (Source). Improved cover provides a +10 bonus on Stealth checks (Source).

True Seeing: Does not negate concealment, does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or find secret doors hidden by mundane means (Source).

Invisibility: Invisible creatures are visually undetectable. An invisible creature gains a 2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any) (Source). It’s practically impossible (20 DC) to pinpoint an invisible creature’s location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity (Source).

If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you’re moving (Source).

Invisible creature is…

Perception DC Modifier

In combat or speaking

–20

Moving at half speed

–5

Moving at full speed

–10

Running or charging

–20

Not moving

+20

Using Stealth

Stealth check +20

Some distance away

+1 per 10 feet

Behind an obstacle (door)

+5

Behind an obstacle (stone wall)

+15

| LANGUAGES |

Common, Elven, Undercommon, Abyssal

| Racial Traits: Drow (ARG 102) |

Alternate Racial Traits: Surface Infiltrator

• Surface Infiltrator (ARG 103): You have low‐light vision instead of darkvision

• Weapon Familiarity (ARG 103): Drow are proficient with the hand crossbow, rapier, and shortsword.

• Immunities (ARG 103): You are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

• Spell Resistance (ARG 103): You possess spell resistance equal to your level +6.

• Keen Senses (ARG 103): You gain a +2 racial bonus on Perception checks.

• Spell‐Like Abilities (Su) (ARG 103): You can cast dancing lights, darkness, and faerie fire, once each per day.

• Poison Use (ARG 103): You are skilled in the use of poisons and never risk accidentally poisoning yourself.

• Jump Modifier (Core 88): You gain a +4 to jump checks

| Class Features: Ninja 20th |

• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.

• Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Kama; Nunchaku; Rapier; Sai; Siangham; Shortbow; Shortbow, composite; Shuriken; Sword, short; Wakizashi; Katana; Kama, double‐chained; Katana, double walking stick; Kusarigama (sickle and chain)

• Uncanny Dodge (Core 34): You can react to danger before your senses would normally allow you to do so. You cannot be caught flat‐footed, not do you lose your DEX bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against you.

• Improved Uncanny Dodge (Core 34): You can not be flanked. Only rogues of level 4 or higher can gain sneak attack damage against you.

• Poison Use (UC 13): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

• Sneak Attack (UC 13): If your target would be denied its Dexterity bonus or you are flanking the target, on a successful hit you deal an additional 10d6 points of damage.

• Ki Pool (Su) (UC 14): You gain 13 ki points per day. As long as you have ki points remaining, you can treat any Acrobatics check made to jump like you had a running start. You reduce the DC of Acrobatic skill checks to jump by half. You can spend one ki point to: make an additional attack at your highest bonus, increase your speed by 20 feet for 1 round, or give yourself a +4 insight bonus on Stealth Checks.

• No Trace (Ex) (UC 16): You have learned to cover your tracks, remain hidden, and conceal her presence. The DC to track you using the Survival skill increases by +4. In addition, her training gives her a +4 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.

• Light Steps (Ex) (UC 16): As a full‐round action, you can move up to twice your speed, ignoring difficult terrain. While moving in this way, any surface will support you no matter how much you weigh.

• Hidden Master (Su) (UC 17): At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her Ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

• Ninja Tricks (UC 14): You have learned a number of tricks to help confuse your foes:

(Lvl 2) • Acrobatic Master (Su) (UC 14): As a swift action, you can focus your ki to grant you a +20 bonus on one Acrobatics check before the start of your next turn. This expends 1 ki point.

(Lvl 4) • Bleeding Attack (Ex) (UC 14): You can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 10 additional points of damage each round.

(Lvl 6) • Rogue Talent (UC 15): You can select a Rogue Talent. Crippling Strike (Core 69): An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.

(Lvl 8) • Fast Stealth (Ex) (UC 15): A ninja with this trick can move at full speed using the Stealth skill without penalty.

(Lvl 10) • Rogue Talent (UC 15): You can select a Rogue Talent. Offensive Defense (ARG 189): When you hit a creature with a melee attack that deals sneak attack damage, you gain a +1 dodge bonus to AC for each sneak attack die rolled for one round.

(Lvl 12) • Weapon Training (Wakizashi) (UC 16): You gain Weapon Focus as a bonus feat.

(Lvl 14) • Evasion (Ex) (UC 17): If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage.

(Lvl 16) • Feat (UC 17): You can select a feat.

(Lvl 18) • See the Unseen (Su) (UC 17): As a swift action, you can cast see invisibility. Each use of this ability uses up 1 ki point.

(Lvl 20) • Unbound Steps (Su) (UC 17): When you use the light steps class feature, you can walk on air, rising or descending as you desire. Each use of this ability uses up 1 ki point.

| EQUIPMENT |

ARMOR WORN: Living Steel Masterwork Greater Shadow Haramaki

EQUIPMENT:

Pickpocket Outfit (3 lb free starting equipment)

MW Thieves’ Tools (2 lb 100 gp)

Powder (0.5 lb 0.01 gp)

Kusarigama (3 lb 12 gp)

Shortbow (2 lb 30 gp)

Arrows (x20, 3 lb 1 gp)

Mule (Holds up to 680 lb, 0 lb 8 gp)

Saddlebags (8 lbs 4 gp)

Meals (Poor/Per Day x30, 30 lb 3 gp)

Bear Trap (10 lb 2 gp)

Fishing Net (25 Sq. Ft., 5 lb 4 gp)

Sack (x5, 2.5 lb 0.5 gp)

Marked Cards (1 lb 1 gp)

Tent (20 lb 10 gp)

Oil (1 Pint Flask, 1 lb 0.1 gp)

Rogue’s Kit (37 lb 50 gp)

Mess Kit (1 lb 0.2 gp) Includes plate, bowl, cup, fork, knife, and tin spoon each with a handle or small hole can be tied together using the included leather cord. [Included in cost of Rogue’s Kit]

Backpack (2 lb 2 gp) [Included in cost of Rogue’s Kit]

Bedroll (5 lb 0.1 gp) [Included in cost of Rogue’s Kit]

Belt Pouch (0.5 lb 1 gp) [Included in cost of Rogue’s Kit]

Caltrops (2 lb 1 gp) [Included in cost of Rogue’s Kit]

Chalk (Piece x10, 0 lb 0.1 gp) [Included in cost of Rogue’s Kit]

Flint and Steel (0 lb 1 gp) [Included in cost of Rogue’s Kit]

Grappling Hook (4 lb 1 gp) [Included in cost of Rogue’s Kit]

Iron Pot (10 lb 0.8 gp) [Included in cost of Rogue’s Kit]

Mirror (0.5 lb? 1 gp?) [Included in cost of Rogue’s Kit]

Pitons (x10, 2 lb 1 gp) [Included in cost of Rogue’s Kit]

Rope (Hemp/50 ft., 10 lb 1 gp) [Included in cost of Rogue’s Kit]

Soap (? lb ? gp) [Included in cost of Rogue’s Kit]

Thieves’ Tools (1 lb 30 gp) [Included in cost of Rogue’s Kit]

Torches (x10, 10 lb 0.1 gp) [Included in cost of Rogue’s Kit]

Rations (Trail/Per Day, x5, 5 lb 2.5 gp) [Included in cost of Rogue’s Kit]

Waterskin (Filled, 4 lb 1 gp) [Included in cost of Rogue’s Kit]

| MAGICAL ITEMS WORN |

Ring of Protection +5 Force Shield

Ring of Freedom of Movement Ki Mastery

Boots of Striding and Springing Elvenkind

Belt of Physical Perfection +6

Amulet of Natural Armor +5

Jingasa of the Fortunate Soldier

Sniper Goggles, Greater

Ioun Stone, Dusty Rose Prism

Cloak of Resistance +5

Bracers of Armor +8

Wrist Sheath (Medium creature) x2

Amulet of Hidden Strength (Recover 2 Ki/day)

Stone of Perception +5

Book, Manual of Quickness of Action +5 (Read)

Handy Haversack

| MONEY |

Platinum:0 Gold: 99 Silver: 3 Copper: 9

| TOTAL CHARACTER VALUE |

950,000 gp (949,675 gp in items)

GOLD

Total gp Gained: 950,000.00

Total gp Spent: 949,900.61

Total gp Remaining: 99.39 gp

+880,000 Lvl 20 Gold

+70,000 Given by DM to Catch Up

NOTES TO SELF

• Add / Roll Default Starting gold

• Add / Roll Flaw

• Correct levels at which feats and tricks are picked up

• Healing wand

• Masterwork Potion Belt

• Potion of Truesight

• Finish totaling up gold, organize equipment by body part

Bio:

BACKGROUND:

Zarkon Mizzrym is a Drow noble son of House Mizzrym, 11th House of Menzoberranzan. From birth, Zarkon’s upbringing and existence was strictly kept a secret from the rest of his city, and from most of even his family. By command of Matron Miz’ri Mizzrym, he was never shown the walls outside of his House for the first 100 years of life. Instead, Zarkon was clandestine to train every night in the arts of murder and sneakery. Instructed of course by the House’s Weapon Master, Zarak Myzzrym, whom the young Drow was named after, by way of a small joke.

As an adolescent, Zarkon never officially attended the Drow Academy or received formal training in Melee Magthere, the usual School of Fighters of Menzoberranzan. As a result, the young Drow quickly developed methods of killing and stealth which were considered unconventional, even amongst the exceptionally deadly and stealthy Drow race.

House Mizzrym, unlike most other Houses in the Underdark society of Drow – who regard all other races and civilizations as irrelevant – at the time had eyes and ears towards the outside world and was not content to let the Drow rule simply the Underdark. When Zarkon was not being trained in combat and survival skills, he was instructed by captured slaves of the “lesser” races (i.e. humans, orcs, dwarves) regarding their languages and customs, to be eventually groomed as an Infiltrator and Agent of the Drow amongst the surface races.

Zarkon’s eyes were continually subjected to the torture of that burning, painful, stinging curse called Light. High Priestess Sabal of House Mizzrym made permanent a spell of Light in Zarkon’s room, a small cell where he was locked up when not undergoing instruction. The male’s eyes over decades adjusted to the pain of Light and became accustomed to it. He was never spoken to and never allowed to speak to anyone outside of those few who knew of his existence, and to certain slaves who would always be disposed of after their usefulness to the young trainee expired.

One day during a routine training session between the Weapon Master and pupil, a dark-haired human female with slanted eyes was brought to Zarkon and Zarak wearing strange garb, having been captured on the surface wielding unusual weapons. The human, whose name was Kuri, became something of a curiosity to the two Drow fighters, who took interest in her and learned her combat style by subjecting Kuri to a series of mortal engagements, forcing the human to fight with all her know-how or die trying. Eventually, the Drow came to be intrigued and learned to even secretly respect what Kuri called Ninjutsu, or roughly translated to the surface human tongue – the Art of the Ninja.

Kuri spent the next two decades of her human life sparring with Zarkon and Zarak, slowly imparting her knowledge in exchange for a relatively safe and comfortable lifestyle as Zarkon’s “pet human,” after all the best place to put a human slave was in a lighted room and the budding Drow’s cell was already permanently enchanted with Light and well secured.

Good times were not to last, as the Drow world is one of violence and death. Kuri died in combat with a rival Noble House, whom secretly Zarkon vowed revenge upon but to this day has never been able to exact. After the unfortunate death of his close companion, Zarkon came to inherit and wield Kuri’s armor called Shadewalker and Kuri’s twin offensive and defensive blades, named Lifeslayer and Deathslayer respectively.

After his 100 years of martial training were complete, Zarkon was brought before Matron Mizzrym and given assignment to the surface. He was bid to infiltrate the lesser races, seed contacts among them, spread the wealth and power and influence of House Mizzrym, and prepare the surface for The Time of Everlasting Night which was prophesied by High Clerics of Lolth. He was also bid to give report every decade regarding his progress and to make himself available for any assassinations which needed to be done for House Mizzrym. Of which there were many. In truth, however, Matron Mizzrym had nearly forgotten that Zarkon even existed, somewhat surprised that her “experiment” had survived this whole time, though out of shame and devotion to Lolth she gave Zarkon the assignment and shortly after Zarkon left put the young noble son out of her mind.

From that day forth, Zarkon became a wandering lone swordsman. His preternatural skill permitted him to remain as stealthy as wind and as lethal as 50 Drow warriors. During his time on the surface, the surfacers called him Black Blade due to the constant stain of blood his weapons often found. His services and skills were well prized by Necromancers, Warlords, and various shadowy Cults. Zarkon took his wandering lifestyle to heart, much preferring it to the isolation of a cell in the dungeon of House Mizzrym. He came to ally himself with myriad shady groups, and in return, they feared him and inculcated him to life on the surface.

Zarkon came to develop his own interests and goals after acclimating to his new underworld status. In particular, he began to seek out ways to be able to hide his Drow nature from others, allowing him to infiltrate the surface more easily. Now 120 years old, he is sparsely a young adult by Drow standards. Outwardly, he appears to be of medium build, possessing purple skin with traditional silky white Drow hair, and very untraditional teal-colored eyes which he hides behind a full-face skull-mask. Though he knows the consequences would be death, the young Drow is unsure whether he will ever return to the city of his birth…

Zarkon

A Manifestation of Chaos RenegadeRed