Ketheric Thorm

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|-|Ketheric Thorm=
|-|Apostle of Myrkul=
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==Summary==
Ketheric Thorm has been many things: a father to his daughter and husband to his wife, both taken before their time. A devoted follower of the Gods- first Selune, when he walked in her light, and then Shar when only the darkness could soothe him, and finally Myrkul, when all he wanted was death. At every turn of his life, despair and loss tore away another piece of him until only the shell remained. That, too, was to be the plaything of the gods, for Ketheric Thorm was unbreakable. 
When he first abandoned what good remained in his heart, Ketheric Thorm pinned down the daughter of his god, Selune, and stole away her life for his own: sealed in a prison of his design, the godling fed Thorm her immortality, so that Ketheric could continue his work forever. And so he did, weathering wars and crusades against him in the name of restoring some ephemeral piece of his life to its original goodness, signing his name away to any god who can promise success. Still, there is a part of him, deep within, that recognizes that this is folly: that no course of action can erase what has already been done. His daughter was indeed brought back through his actions, but how could she see her father where only his fractured semblance remains? 
Still, Ketheric plied his craft of war and carnage until the end, serving as one of the three Chosen of the Absolute, and in particular being the Chosen of Myrkul, God of Death. In this role, he raised enormous armies of monstrous beings and the undead to wage a war on the entirety of the Sword Coast, beginning with Baldur's Gate. So great was his army that most speculated it would be impossible to resist. However, Thorm would never see the efficacy of his soldiers, for he was slain for good beneath Moonrise Towers. 
==Powers and Stats==
Tier: At least , possibly | At least , possibly 
Key: Ketheric Thorm | Apostle of Myrkul
Name: Ketheric Thorm, The General, Paladin of Shar, My Darling Husband, My Heart (by Melodia) | Myrkul, The Lord of Bones, Nas'r, Old Lord Skull the Reaper, Lord of the Dead, Anauroch, The Haunt of Mausoleums
Origin: Dungeons and Dragons
Gender: Male
Age: Approximately 600 years chronologically (Ketheric was present to lead the battle against the Emerald Grove druids and the Harpers in the year 986 DR, per Reithwin Necrology; the game takes place shortly after the Elturel Crisis in the year 1492 DR, creating a gap of 506 years- as Ketheric was a general then, and is a Half-Elf, he would likely have been somewhere around the age of 100 in the battle) | At least 2000 years, he first ascended to godhood over 1850 years ago and was a powerful Netherese arcanist, practically all of whom had lived for well over a hundred years by the time they earned such recognition- Karsus, for comparison, was considered young at the age of 200
Classification: Half-Elf Paladin, Chosen of Myrkul, Chosen of the Absolute
Powers and Abilities: <tabber>
|-|General Ketheric Thorm=Superhuman Physical Characteristics, Martial Arts, Weapon Mastery (Ketheric Thorm has been a military leader for hundreds of years, battling armies from a position of disadvantage- although he did not always win, the cost of victory over him has always been great), Social Influencing (Thorm's greatest source of his success has always been his ability to turn entire cultures to his side, getting an entire army to convert with him or simply inspiring his own men to win the day), Preparation (Ketheric is a master strategist and is responsible for preparing the Absolute's various military actions, including a battle against House Baenre's elites), Self-Sustenance (Types 1, 2, and 3), Non-Physical Interaction (As he wields a magical weapon, Ketheric can strike intangible, incorporeal, abstract, conceptual, and totally nonexistent creatures), Blessed (Ketheric has been the Chosen of multiple deities, and indeed still bears the investiture of Shar's power even as the Chosen of Myrkul), Enhanced Senses (Thorm can see in complete darkness as though it were lit), Immortality (Types 1, 2, 3, 4, 7, and 8; Ketheric Thorm steals the life of whoever is sealed within his Soul Cage- specifically Dame Aylin, who is herself immortal, allowing Ketheric to render himself unkillable through any means so long as Dame Aylin is still trapped within the Shadowfell), Transformation (Should he be rendered mortal by the severing of Dame Aylin, Ketheric Thorm will still rise again upon death- this time, as the Apostle of Myrkul, his second key), Aura, Statistics Amplification (Ketheric bears multiple auras that boost his raw capabilities: in particular, he is rendered greatly more resistant to all effects, and his hatred is added to his physical potency, allowing him to deal substantially more damage), Magic, Reality Warping, Subjective Reality, Holy Manipulation (Ketheric is a paladin of exceptional talent, and thus can wield holy magic, manipulating the Weave in doing so), Corruption (Types 1 and 2, Ketheric used the power vested in him as Shar's chosen to encase the lands surrounding Reithwin with a choking shadow that ripped all who fell into it without the grace of light apart; this same darkness tore the ground from its foundations and devastated the land, while converting those who live there into Shadow-Touched Undead), Necromancy (He is capable of creating new undead creatures: aside from his Shadow-Touched Undead, he can generate Necromites on a whim), Soul Manipulation (Ketheric smites his foes, dealing damage directly to their souls in doing so; it is notable that this increased damage can still affect soulless creatures such as constructs), Damage Reduction (All incoming damage is slightly decreased by Ketheric's armor, Reaper's Embrace), Explosion Manipulation, Death Manipulation (As part of his creation of a Necromite, he creates a small explosion of negative energy, which can kill the soul by overwhelming it), Perception Manipulation (Ketheric's Blinding Smite, as the name implies, blinds his foes on a hit), Energy Projection, Weapon Creation (He can launch weapons of pure force at foes from a distance), Summoning, Mind Manipulation (Ketheric controls a Netherstone, which allows him to control and call upon whoever wears the Crown of Karsus; by default, this is the Netherbrain, which he can control if it is present), Absorption (All undead creatures passively drain heat in an area around them, leading to their perceived aura of cold- this effect becomes more severe depending on the strength of the undead in question), Plant Manipulation (His Corruption specifically twists plants into malformed things that grasp and latch onto foes; his old weapon, Sorrow, could summon thorn whips to pull enemies towards him), Darkness Manipulation (His Shadow Curse causes a great darkness to sweep over his territory: those caught within are killed, reanmiated as Shadow-Cursed Undead), Undead have Extreme Resistance to Death Manipulation and Soul Manipulation (Get healed by spells that use Libris Mortis 3.5e Page 10 and all undead draw their powers from the Libris Mortis, pg 7), Pain Manipulation (Undead are Open Grave 4e Page 10), Mind Manipulation (Shown Monster Manual 3.5e, pg 317), Paralysis Inducement (Shown Monster Manual 3.5e, pg 317), Status Effect Inducement (Shown Monster Manual 3.5e, pg 317), Statistics Reduction (Shown Monster Manual 3.5e, pg 317), Pressure Points (Are immune to ,Monster Manual 3.5e, pg 317 i.e they lack weak points), minor Resistance to Temperature Manipulation (Undead in general can endure being in Open Grave 4e Page 12)
|-|The Apostle of Myrkul=Likely all previous abilities, Large Size (Type 1, estimated to be 16 meters from the tip of his spines to the base of his "tail"), Ice Manipulation (The cold endemic to all undead creatures surrounding Myrkul is powerful enough to significantly damage enemies he touches), Fear Manipulation (Myrkul's gaze invokes supernatural fear that causes all he sees to remain rooted in place), Regeneration Nullification (Likely Mid-Godly, Myrkul's aura negates all attempts at healing, even for beings with a Divine Rank, like Dame Aylin), Absorption (The Apostle of Myrkul can consume his undead to gain new abilities), Sound Manipulation (Myrkul's voice can physically rip enemies nearer to him), Summoning (Myrkul can call forth undead to serve him), Abstract Existence (Type 1, even in his weakened form fought in-game, the Apostle of Myrkul is a proper divine Avatar, and thus a fragment of the deity itself; he is purely an abstraction with the semblance of physical being applied to himFiendish Codex II: Tyrants of the Nine Hells, pg 17), Immortality (Types 1, 2, 3, 6, 7, 8, and 9, Myrkul is a true and proper deity, and simply inhabits the shell that is Ketheric to facilitate his entrance onto the Material Plane; theoretically, he can return instantly with any of his followers' bodies he deems fitting, and when slain simply returns that fragment of his being to his true form in the Outer Planes, in his domain, the Bone Castle of the Astral Plane; as a deity, Myrkul exists on multiple planes of existence at the same time, and must be struck on all of them to be effectively damagedDragon Magazine, issue 8, pg 4), Conceptual Manipulation (Type 1, as a deity Myrkul controls his given portfolio as well as one controls their own body: Myrkul's portfolio covers death, and as such he controls the concept), Regeneration (Mid-Godly, as a deity Myrkul is capable of regenerating any form of damage short of total and complete erasure of his fundamental existence), Possession (He can possess others to make Avatars out of them, as he did with Ketheric), Dimensional Travel (As seen during his boss fight, he can freely traverse the Planes, exiting the Astral Plane to fight the party), Telepathy (He can communicate at immense distances and even across planes telepathically), Teleportation (Deities can teleport freely to any point in the Plane they're in), Precognition (Myrkul is a particularly intelligent deity, and can accurately predict the future moment-to-momentPlayer Options: Combat and Tactics, pg 180), Necromancy (His ability with necromancy spells is far superior to typical users of them; although his power has long since waned, there is no direct contradiction to this), Power Bestowal (All deities possess the ability to grant power to their followers, and Myrkul is no different, despite his weakened stature), Damage Reduction (All deities, regardless of rank, negate damage done to them by default, such that many attacks simply aren't effective), Automatic Translation (All deities can speak and understand any language, be it verbal, written, or in some other formLegends and Lore, pg 4), Pocket Reality Manipulation (The Divine Realms of a deity are directly tied to and sustained by them, even disintegrating should the deity die a true and total deathDead Gods, pg 37), likely many others (It is not clear what abilities he has maintained since his demotion to Quasi-Deity, but in all likelihood it covers a huge swathe of yet unseen powers usable to Myrkul and his manifestations), further Extreme Resistance to Statistics Reduction, Death Manipulation, Ice Manipulation, Acid Manipulation, Disease Manipulation, Mind Manipulation, Electricity Manipulation, Deconstruction, BFR, Sleep Manipulation, Petrification, Paralysis Inducement, Transmutation, Poison Manipulation, and Stunning (Deities of all ranks are by default immune to such effectsDeities and Demigods, 3e, pg 26)
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Attack Potency: At least Small Country level+, possibly Country level (Ketheric Thorm is one of three major Chosen of the Absolute, and undoubtably the most directly physically imposing of them, having been the martial leader of the nascent religion; as such, there is no reason to assume Ketheric Thorm is a single bit weaker than Orin, who herself fought the party on equal grounds before they fought the Slayer, who would be superior to Jon Irenicus, who is on this level;Baldur's Gate 2: Shadows of Amn Sarevok Anchev has stated that Orin is the most "gifted" Bhaalspawn to ever live, marking her as superior to other Bhaalspawn, including Sarevok himself, Amelyssan, or Balthazar,Baldur's Gate 3 who are all at least on this levelBaldur's Gate 2: Throne of Bhaal) | At least Small Country level+, possibly Country level (Most certainly superior to Ketheric himself, such that Ketheric downscales from the Apostle's direct equal, the Slayer, which was seen as an upgrade in power to Jon Irenicus, a 30th level wizard)
Speed: At least Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat) | At least Relativistic+ with FTL+ reactions
Lifting Strength: Class 5 (As a medium creature with 18 Strength, Ketheric can push over 1.3 metric tons at maximum), possibly far higher via Reaper's Rigidity (Ketheric cannot be moved by any means while in this state, allowing him to weather the far greater physical strengths and lifting capacities of other creatures, even superior to the likes of the Stone Golem) | Class M (Considerably superior to a Stone Golem)
Striking Strength: At least Small Country level+, possibly Country level | At least Small Country level+, possibly Country level
Durability: At least Small Country level+, possibly Country level | At least Small Country level+, possibly Country level
Stamina: Infinite, Ketheric Thorm is an Undead creature and therefore may subsist indefinitely without sustenance and fight forever without tiring | Infinite
Range: Extended Melee Range, up to Tens of Meters with certain abilities, at most Thousands of Meters with peak abilities (Ketheric Thorm maintains the Shadow Curse with his waking breath, spreading its corruption across a huge swathe of territory collectively known as the Shadow-Cursed Lands) | Several Meters physically, Tens of Meters with typical abilities, up to Multiversal+ with certain abilities
Standard Equipment: Warhammer, shield, and Reaper's Embrace, his plate armor; he also carries a Flail of Myrkul, as well as one of the Netherstones | Reaper's Scythe
Intelligence: Genius, although his general education is only marginally superior to the average individual, Ketheric Thorm has raised armies, converted thousands from one religion to the next in his search for salvation, and has out-maneuvered some of the Sword Coast's greatest military minds, going so far as to overcome someone as incredibly talented as Khelben Arunsun and the rest of the Harpers | At least Extraordinary Genius, Myrkul is vastly more intelligent than his progeny and is regarded as "coldly intelligent" even among the gods,Faiths and Avatars, pg 124 most of whom possess ample enough intelligence to accurately predict the future moment-to-moment
Weaknesses: If it can be considered a weakness, his actions wweigh heavily on him all the time due to the painful awareness that daughter doesn't understand or condone incredible lengths he has undertaken, and that his wife most assuredly wouldn't recognize the monster he has become; he has long since learned to endure this grief and pain in normal conditions, however | His extreme size can limit his movement
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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