Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Amazing, didn't realize this game already runs over a year for me now!

Ri'Kli'Klek i totally agree with you on the posts, those super long posts along with an inner monologue and tons of descriptions seem often a bit weird to me.
Keep it crisp, focussed and short, describing as much as is necessary. This doesn't mean one-liners, but posts also aren't short stories.
All the posts together make the story^^

Right now we have 11 players listed, that's a really huge group.
We had an active and consistent core group here though over the last year.
Time zones make a little difference, but schedules are probably worse.
It's all doable though if you really want to.
I'm often posting from my mobile phone in work breaks or while riding to/from work.

While PbP is of course slower than a live game, i think this game here could really go faster. I mean 1 year later we didn't even finish 1 quest?
1 post a day shouldn't be too hard to do?


Ri'Kli'Klek wrote:

Short posts are much better for dialogue. Most people don't speak three paragraphs at you without giving you a chance to respond, unless they're really explaining something that complicated.

A group this size is almost impossible to get moving quickly because we're on different time zones and have different schedules, so even if we can all post in one day some people might be looking before the person they're waiting on to respond has gotten on for the day that day or so forth.

Then just make posts that aren't related to someone else responding -- -your characters thoughts/reservations about the current situation

--some quip they make,
--some small action they engage in, like:
-a brief mental prayer to the Elemental Powers.
-describe how they cough because of the humid air
-describe how they nuzzle the chin of their animal buddy
-they adjust/polish their weapons
-they perform some kind of buff/activate a special ability to prepare for the next phase

There are a lot of options to be continuously posting for your character that aren't dependent on others like combat checks or conversations.


Amunet-Ra wrote:

Amazing, didn't realize this game already runs over a year for me now!

Ri'Kli'Klek i totally agree with you on the posts, those super long posts along with an inner monologue and tons of descriptions seem often a bit weird to me.
Keep it crisp, focussed and short, describing as much as is necessary. This doesn't mean one-liners, but posts also aren't short stories.
All the posts together make the story^^

Right now we have 11 players listed, that's a really huge group.
We had an active and consistent core group here though over the last year.
Time zones make a little difference, but schedules are probably worse.
It's all doable though if you really want to.
I'm often posting from my mobile phone in work breaks or while riding to/from work.

While PbP is of course slower than a live game, i think this game here could really go faster. I mean 1 year later we didn't even finish 1 quest?
1 post a day shouldn't be too hard to do?

We also seem to be getting in a holding pattern a lot of the time where everyone is just waiting for everyone else to do something. Even if the 'something' is open a door -- I'm wary of railroading, but I feel like a portion of the time I just need to decide everyone moves so that something will happen -- I'm almost at this point right now in the caves with just deciding what direction everyone goes.

A reasonable goal would be that there would be about 100 posts a week on this game. That's every posting once a weekday and me replying to most of those.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Some thoughts on our recent rut and slow posting:

1) Being in stuck in a combat we can't win is never fun. I understand the realness of a monster that is way stronger than us wandering the halls and suddenly attacking us, but it is frustrating. I'm not saying don't ever do that again, or you were wrong to use that fiend golem, I just know that when I'm in a fight that seems hopeless no matter what we do, it is super demoralizing.

2) The rebuild rules, while awesome and much appreciated, kinda bogged things down. At least for me. I almost felt like I should do too much because Hamza wasn't finished. Kinda like I was cheating somehow. Maybe that's just my being silly, but that definitely played a bit of factor.

3) The sudden influx of new players, without real warning, and without really talking it over with us, threw me for a bit of a loop.

In the grand scheme of things, Hamza, Rik and Ehawee just joined not that long ago. Less than two days, I believe, if not a heck of a lot less than that.

And now, out of nowhere, several more new players show up, throwing our party dynamics further out of whack. The group already has trust issues and now the new characters seem sketchy and secretive as well.

Not only that but one of them disappeared on us already.

However, I also understand that you lost pretty much the entire starting group which freakin sucks, and I'm rather sorry about that. I almost never just up and quit a game(I think only once) so I can't even really understand that, barring real life situations.

All of this said, I think our current group, of Hamza, Amunet, Rik, Rokan, Cae, Jimbli, along with the new players, is a very solid group of hopefully dedicated players. I talk to Amunet and RIk’s players pretty much daily via discord, and we’ve formed a solid bond, I like to think.

I believe we can all benefit from such discussions out of game, as well as more interactions in. The brief conversation with Amunet and Rik Hamza had regarding the ‘bad powers that be’ was fun.

I would suggest that unless we dip under 5 *active* players, we put a hold on new players joining.

4) I know this game has been running for quite awhile in real life, and it seems like we’ve barely done anything, but if you think about it, we’ve done what amounts to roughly 3-4 RL sessions.

Considering we’ve gone from Legacy of Fire in the Dark Sun setting, to Seb’s own vision and version of Dark Sun(which are all still in the middle of building as our recent discussion shows), I feel like we’ve done okay.

Sure, we could absolutely have accomplished more, but I think we’ve done good so far. Let’s keep moving forward, and pushing the main plot as best we can.


I'm amenable to not adding others at this point.

It was actually much worse than you realize, because we basically had 2 entire groups cycle through, before you joined, and there's only 1 player left that has any connection to the original plot: where the characters agreed to perform a task for one of Dregoth's apprentices who is camped outside the city in a magical pyramid.

The monster thing is difficult -- it's hard to gauge exact CR. This was the first fight in which the characters had any serious difficulty barring the one that died at the entrance to the tombs. Otherwise, you steamrolled the morlocks/intellect devourers (that was before everyone but Rokan showed up), the flying sonic monsters (except Malkaer, who was wasted), the troglodytes and the lesser golems in a round or so.

Some of this is an issue of stragegy though -- there were potentially things to hurt the bigger golem, you were just using the wrong tactics for its abilities -- like hitting it with natural attacks when it had a spiny carapace and fiery halo that made those exactly the wrong kinds of maneuvers for that foe -- all those defenses were triggered ONLY by foes with natural/unarmed attack hitting it. After it unleashed the first projectile attack, that should have been a sign to create magical or physical cover to prepare a ranged assault, or used a character that could turn incorporeal, or some other tactic like dropping it through a portal or collapsing the ceiling or trapping it between two walls of stone, etc. etc.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

That's actually something else I wanted to bring up:

Because of the fact that this group isn't the same as the one that started this game, and because we haven't much time in game, we have no real party cohesion.

We lack tactics, and group plans. We're basically just a collection of badasses who happen to all be in these ruins at the same time/place, sorta doing the same thing.


That was the motivation for the oath ceremony -- I was trying to use the whole ritual thing to create a sense of common identity/engagement.


Male Weremonkey Rogue/Ranger/Trickster

Seb, feel free to delete those in game posts. I saved them all to a Google doc, which I can send you later. Let's not clog up gameplay with posts that don't move the game forward right now.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

We do need to get a feel for what each of us can do--and quite frankly, with builds these complex, sometimes it's hard as a player to track what you can do.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

If you're fine with meta, I don't mind going over what I can do.


Monkeygod wrote:
Seb, feel free to delete those in game posts. I saved them all to a Google doc, which I can send you later. Let's not clog up gameplay with posts that don't move the game forward right now.

I couldn't delete one b/c it was over time.

I don't think you realized this, but you and Tyren just set the clock back in-game to when the oath swearing ceremony was taking place after I had already moved it forward to after the party had rested.

Could you please post again to move your time line forward to where I put the action.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Nice. Sleeping for ~6 hours and i find 20 gameplay posts :D

One thing about spoilers, which also regards other games:
Are we supposed to leave them completely alone or read them?
After a certain number of spoilers it becomes a bit difficult^^
Of course separating player and character knowledge there.

->Super Golem Fiend:
I attacked him with unarmed strikes because i must have overread it has spikes and a heat aura. Happens.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

The animal-statting issue and the post-rate issue have been more or less the same thing, for me. Putting together a templated mythic gestalt 3.PF+Dreamscarred+Spheres D&D character in a campaign with dozens of pages of house rules is a complex and extended research problem. I wouldn't be here if I didn't like that kind of thing, but ultimately, they do come out of the same pool of leisure time for me.

This was made worse by the fact that I had Gu 97% statted on Saturday when I rechecked your chargen rules and found that I was missing several important differences between the GiantITP game and this one, forcing a rebuild.

The good news is, I think I'm done with Gu, and have only the rebuild of Jin to complete, which will be much shorter than putting Gu together from scratch.

Mechanics-wise, I've carefully tried to tune things so that Gu will be a useful, impossible-to-kill support character while failing to overshadow other PCs. He's tuned for defense in several overlapping layers- stealth, miss chances, high saves, mobility, Exalted-style perfect defenses, the ability to generate piles of temporary VP on demand, and respectable physical toughness when all else fails. In combat, they're specialized in attacking from concealment, reliably plinking for moderate damage/piddling damage and mild debuffs. Out of combat, they're a trapfinder and disabler, an excellent tracker, and good at detecting illusions and both detecting and shutting down hostile divination effects. Socially, Gu's almost a nonentity, since I elected to keep them of animal intelligence. An earlier draft included a classic fear-stacking Enforcer+Thug capability, but I decided that an immunity-bypassing stunlock targeting flat-footed touch AC would be over the top for a pet character even in an environment like this.

Two bizarre things that tickle me:
-Gu's psicrystal is smarter than them
-Every day, Gu scratches a sigil into the dirt that they don't really understand, barks and whines at the apparition that appears until they agree to grant them their powers, then chases off the cat that pops into existence, which continues to grant them +3 Stealth for the rest of the day. Pact magic is always wacky fun, but particularly so in this instance.

Gu sheet, check my work plz:
Gu- alignmentless Dark (3.5) Shadow (3.5) wolf: Magical Beast HD 2/Antipaladin (Fearmonger, Blood-Soaked Demon, Warrior of Blind Faith) 4| Dread 6

Strength: 15 +2 (+4 racial) (+1 Christmas Tree)
Dexterity: 26 +8 (+6 racial) (+3 Christmas Tree)
Constitution: 18 +4 (+4 racial) (+1 Christmas Tree)
Intelligence: 2 -4 (-8 racial) (+1 Christmas Tree)
Wisdom: 18 +4 (+2 racial) (+1 Christmas Tree)
Charisma: 24 +7 (-4 racial) (+1 level) (+2 enhancement) (+5 Christmas Tree) (+2 mythic)

BAB: +6/+1

CMB: +16 (+6 BAB +8 Dex +2 competence)
CMD: 29 (10 +6 BAB +2 Str +8 Dex +2 competence +1 deflection) (+1-2 w/Defensive Precognition)

Fort: +21 (+5 base, +4 Con, +2 competence, +2 luck, +7 Cha, +1 resistance) (+1-2 w/Defensive Precognition)
Ref: +25 (+5 base, +8 Dex, +2 competence, +2 luck, +7 Cha, +1 resistance) (Evasion) (+2 vs. traps) (+1-2 w/Defensive Precognition)
Will: +24 (+5 base, +4 Wis, +2 competence, +2 luck, +7 Cha, +3 feat, +1 resistance) (Reroll and take the highest vs. non-mythic) (Reroll and take the highest vs. divination [scrying]) (+5 vs. mind-effecting: on a successful save vs. mind-effecting, the attacker must save at a DC = their own effect vs. being stunned for 1 round) (+5 vs. illusions) (+4 vs. Enchantment spells and effects) (+2 morale vs. fear: upon a success vs. a fear effect, make a free-action demoralize attempt vs. the originator) (+1-2 w/Defensive Precognition)
Notes:
1/day reroll a failed save
1/day negate the effects of a single attack, combat maneuver, spell, or effect. Additional uses/day possible at a cost of 1 use of mythic power apiece.

AC: 38 (10 +8 class +8 Dex +6 natural +2 shield +2 competence +1 enhancement +1 deflection) (+4 vs. movement-based AoOs) (+2 vs. traps) (Assuming Balanced Defense doesn't count as a 'shield' for the Christmas Tree competence bonus)
Flat-footed: 29 (Uncanny Dodge, inapplicable unless immobilized or successfully feinted)
Touch: 29
Notes:
7/day negate the effects of a single hit attack.
1/day negate the effects of a single attack, combat maneuver, spell, or effect. Additional uses/day possible at a cost of 1 use of mythic power apiece.
Total concealment in anything but full daylight: Concealing Amorpha power can provide concealment even there
Deflect/Sidestep power can negate a single hit as an immediate action

Wounds: 48 (threshold 24) (DR 10/Mythic vs. WP damage)
Vigor: 119 (28 + 5d10+20 + 6 + 15) (Fast healing 2)

Initiative: N/A, bloc initiative

Action Points: 8

Attacks:
Bite +14 melee, 1d6+3 S/B/P and trip, 20/wounds
Devastating touch +15 melee touch, 1d6+14, 20/wounds
Fear's Reach +15 ranged rouch, 1d6+15, 20/wounds, max range 40'

Notes:
Math is done as if Devastating Touch is a 'weapon' that can be attuned to with ABP
Devastating Touch can be lethal or nonlethal at no penalty
Sneak attack +3d6+3 (Deadly Strike talent helps)
With a swift action and a daily use of the Terrors ability, augment a Devastating Touch with +(1d6+1d6 per 2 pp) damage, or 2 Wisdom damage, or a DC 18 Fortitude save vs. mind-affecting fear vs. fatigue for 6 rounds.

Skills and Skill Tricks:
6 ranks Acrobatics, +3 class, +8 Dex, +17 total (addl. +32 bonus for jumping from speed, or +28 if martial focus is expended for some reason)
6 ranks Swim, +3 class, +2 Str, +11 total
6 ranks Stealth, +3 class, +8 Dex, +3 Skill Focus, +1 insight, +3 familiar, +3 psicrystal, +14 racial, +41 total (Don't roll: all Stealth checks simply have the result of 61) (Snipe with no penalty and in fact a +5 *bonus* because Fiendish Sniper is janky) (Hide in plain sight at no penalty in any condition other than natural daylight or a Daylight spell, or at -10 even under those circumstances) (Move at full speed at no penalty) (Unusual forms of perception don't cause Stealth to autofail, require a Perception check as normal) (+10-12 enhancement with Chameleon power) (+3 if at least 10' is moved during a round) (May hide as a reaction to succeeding on a Reflex save against an area effect)
6 ranks Intimidate, +3 class, +6 Cha, +3 insight, +18 total
6 ranks Survival, +4 Wis, +10 total (+6 for tracking, further +4 for scent tracking)
6 ranks Perception, +3 class, +4 Wis, +13 total (+4 to find concealed or secret objects, incl. traps, secret doors, and divination sensors) (can sense ANY divination sensor, such as that created by Clairaudience/Clairvoyance, with a check of DC 20 + caster level, rerolling and taking the highest roll: on a success, they make a CL check vs. my Stealth or their spell becomes unable to detect anything about Gu or anyone within 30' of them. The ones that NORMALLY have detectible sensors, Divination [scrying] effects, just get detected automatically as long as Gu has martial focus.) (When actively searching, detect the presence of ongoing magical auras, DC 10 + spell level + spellcasting ability modifier, default DC 25) (When passing within 10' of a trap or ongoing magical effect, get a Perception check to notice them even if not actively looking)
6 ranks Disable Device, +3 class, +8 Dex, +17 total (Clever Improviser skill trick)
6 ranks Perform (adorable dog tricks), +3 class, +6 Cha, +15 total
6 ranks Lore (Things to do with twelve ranks of background skills for a creature of animal intelligence), +3 class, -4 Int, +5 total
3 ranks Handle Animal, +6 Cha, +9 total (used mostly to Aid Another on Jin's HA rolls)
1 rank Climb, +3 class, +2 Str, +8 racial, +14 total (may take 10 even when rushed or threatened)

6 ranks in Acrobatics and Swim from Athletics sphere: 6 ranks in Stealth from Scout sphere: 6 ranks in Intimidate from Gladiator sphere

Feats, Traits, and Flaws:
Mythic Paragon (1st-level Mythic bonus)
Mythic Denied (HO) (1st-level Mythic bonus)
Skill Focus (Stealth) (1st-level)
Denied (HO) (1st-level campaign bonus)
Toughness (1st-level campaign bonus)
Touch of Mercy (1st-level Christmas Tree bonus: since you gave us a Christmas Tree feat at 1st but all of them require character level 3 at minimum, I'm assuming I get to waive that for this one)
Expanded Knowledge (Chameleon) (1st-level flaw bonus)
Iron Will (1st-level flaw bonus)
Signature Skill (Stealth) (Campaign bonus)
Weapon Finesse (EITR bonus)
Agile Maneuvers (EITR bonus)
Combat Expertise (EITR bonus)
Power Attack (EITR bonus)
Deadly Aim (EITR bonus)

Track (2nd-level campaign bonus)
Gestalt (Rogue) (HO) (2nd-level campaign bonus)
Mythic Gestalt (Rogue) (HO) (2nd-level Mythic bonus)
Mythic Toughness (2nd-level Mythic bonus)

Mythic Iron Will (3rd-level Mythic bonus)
Psionic Shot (3rd-level campaign bonus)
Skill God (Stealth) (HO) (3rd-level campaign bonus)
Ultimate Defense (HO: keyed off of Balanced Defense combat talent) (3rd-level campaign bonus)
Ascetic Gift (3rd-level Christmas Tree bonus)

Amateur Pactmaker (Thief constellation) (4th-level campaign bonus)
Psicrystal Affinity (Sneaky) (4th-level campaign bonus)
Scale the Walls (4th-level Christmas Tree knack)

Fear's Reach (5th-level)
Expanded Knowledge (Vigor) (5th-level campaign bonus)
Expanded Knowledge (Share Pain) (5th-level campaign bonus)
Fast as Thought (5th-level Christmas Tree bonus)
Touch of Terror (5th-level Dread bonus)

Expert Sniper (6th-level campaign bonus)
Hellcat Stealth (6th-level campaign bonus)

Spirit bound w/Amateur Pactmaker: the only 1st-level Thief constellation. Coralene, Sovereign of Silver
Unexpected Slip: Teleport 5' as a swift action: 5-round cooldown
Vestigial Bond: grants a cat familiar (which is promptly chased away, but still provides +3 to Stealth)
Master of Subterfuge: +1 insight to Disguise and Stealth checks, no penalty to Disguise checks when attempting to appear as the opposite gender
Trackless Step: Leave no trail and cannot be tracked

Flaws:
Grudge Keeper
No Time For Book Learning

Traits:
Mock Gladiator (Devastating Touch)
Adopted (Fiendish Sniper)
Skeptic
Second Chance
Good Boy (homebrew trait: +2 tricks known, +4 trait to Handle Animal checks made to be pushed: 1/day may be pushed as a move action, or a free action if the handler has Link)

Racial Traits:
Medium magical beast (extraplanar), speed 100', climb 100' (+15' with martial focus)
Superior low-light vision, darkvision 60', scent
Bite (1d6) w/trip
Hide in Plain Sight, except in natural daylight or the area of a daylight spell
Shadow Blend: Total concealment in any conditions other than full daylight
Cold resistance 12
+14 racial to Stealth
+2 luck to all saving throws
Fast healing 2
Link (faster Handle Animal, and at +4 w/Jin)
Share Spells (Irrelevant, Jin doesn't have 'em)
Evasion
3 Bonus Tricks (total tricks known: 11. Attack (All), Defend, Sneak, Subdue, Track, Watch, Intimidate, Detect, Down, Exclusive)
Devotion: +4 to Will saves vs. enchantment
Favored class: Dread (+6 VP)

Spheres of Might:
One 1st, 3rd, and 5th-level feat traded to gain Adept martial talent progression on the Dread side of the gestalt
1st-level Antipaladin proficiencies traded for custom martial tradition: Ambush Predator. Scout sphere, Athletics sphere, talent of choice in Scout sphere, Balanced Defense talent from the Equipment sphere
1st-level Dread proficiencies traded for Free Runner martial tradition
Sphere Drawbacks: Hidden Eyes, Humble Combatant

EQUIPMENT
Balanced Defense

ATHLETICS
Expanded Training (Leap, Swim)
Wall Stunt
Swift Movement
Mobility

SCOUT
Active Camouflage
Sense and Resist Scrying
Lurker
Discern Illusions
Deadly Strike
Track the Scene
Heightened Awareness
Reflexive Stealth

GLADIATOR
Uncowed
Punish the Meek

Class Features

Fearsome Insight: +3 insight to Intimidate

Devastating Touch (Melee touch attack deals 1d6+13: or, ranged touch attack with a range of 40' deals 1d6+14)

6th-level Dread manifesting (ML 6, Cha-based, 33 pp, save DC 17 + power level)
0th: Missive, Telekinetic Punch
1st: Untouchable Aura, Defensive Precognition, Mindlink. Vigor
2nd: Deflect, Sidestep, Concealing Amorpha, Share Pain

Terrors (11/day as a swift action, attach a rider to a Devastating Touch)
2nd: Weakening Fear (Target is fatigued for 6 rounds as a mind-affecting fear effect that can't stack with itself, Will save DC 20 negates)
4th: Horrible Strike (+1d6 damage, another +1d6 per 2 pp spent)
6th: Maddening Fear (2 Wisdom damage as a mind-affecting fear effect)

Aura of Fear (Enemies within 10' take -4 to saves against fear: enemies immune to fear within that same radius lose that immunity)

Channel Terror (Can use terrors with ranged Devastating Touch)

Aura of Evil (as a 4th-level cleric)

Detect Good (at will)

Unholy Resilence (+Cha to saves)

Feed on Fear (Once per round per creature, 6/day, when they fail a save vs. a fear effect created by something supernatural Gu does that causes them to be shaken, frightened, or panicked, heal 2 damage or gain 2 temp HP for 1 minute.)

Aura of Cowardice (Enemies within 10' take -4 to saves vs. fear and lose immunity to fear)

Plague Bringer (Disease immunity, but can be a carrier)

Cruelty (Broken by poorly-written archetype, but I wasn't really planning on using it anyway)

Combat Training (Antipaldin levels are treated as granting Expert martial practitioner progression, with Charisma as the practitioner modifier)

Sneak attack +3d6

Trapfinding

Trap sense +2

Uncanny Dodge

Rogue Talent (2nd): Scrying Familarity
Rogue Talent (4th): Fast Stealth
Rogue Talent (6th): Canny Observer

Mythic Stuff:
Mythic path: Guardian
Mythic tier: 3
Mythic abilities:
+15 Vitality
Hard to Kill (auto-stabilize when below wound threshold: die at -Con wounds, not 0)
Mythic Power: 9 uses/day
Surge: As an immediate action after a die has been rolled, expend a use of mythic power to add 1d6 and add it to the result
Guardian's Call (Absorb Blow: as an immediate action, expend a use of mythic power to reduce incoming damage from a single source by 25, and gain DR 2/epic and energy resistance 10 for 1 minute, stacking with other DR or resistance)
Mythic path abilities:
1st: Adamantine Mind
2nd: Irrepressible Soul
3rd: Beyond Morality
Ability Score (2nd): +2 Cha
Recuperation: 8 hours of rest restores full HP: also, spend a use of mythic power to get a 5e-style short rest of one hour that regains half HP and is treated as 8 hours of sleep for any class features with limited uses/day.

Equipment: A nice collar.

Fluff: Jin is no historian in the broad sense- but her dedication to learning about her singular obsession has given her an autodidact's eccentric collection of tidbits, anecdotes, and legends about poison from the various eras of Athas. To a people long-lost from the face of Athas, a certain ritual was known: take diverse poisonous insects, snakes, frogs, and stranger beasts, seal them in a vessel, and wait until the strongest and most ferocious had devoured the rest. This survivor was the 'gu', whose venom was ascribed remarkable properties.

She has never managed to recreate the ritual to any usable standard, if it was indeed ever something usable and not some harebrained bit of folklore. But the story stuck with her. When her third loyal dog was killed fighting alongside her, and she resolved to create a companion animal capable of facing the most amazingly horrible dangers without fear of losing them, Gu was the name she chose.

She began with a strong, well-bred creature from a litter provided by a druidic acquaintance, a wolf puppy strong of sinew and sharp of fang. Ancient lineaments toughened their skin, powerful medicines strengthened flesh and bone, a vigorous and exotic program of training that would put any gladiator or soldier to shame sharpened their skills and physique. Then, reluctantly, she put the young creature through a derivative of the same psionic ritual she herself had been through, in a glimmering crystal cave in the heart of the world. Jin had chosen to be empowered by embodying Hatred- the hatred borne by the slaves of Athas towards their enslavers. This time, she tuned the ritual to embody Fear, the fear of prey stalked by an unseen and implacable predator. It has succeeded beyond her wildest dreams.


The wolf is absolutely hilarious -- I can't wait to see all the critters in action together when everyone else has finished theirs'.

If Devapala doesn't show back up soon, I'm going to take over running her as an NPC. I already did this for Taalik.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

So...Two problems. I can't seem to format spoilers inside of spoilers properly, and my character sheet can't seem to fit in the character description, despite me more or less going ad verbatim the same style as another character here for it.


Just copy everything into a word document and link it like Rokan has if you run out of space -- I think everyone is going to have this issue as we go up in levels.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

I'm not sure you can do nesting spoilers on Paizo. It's one of the downsides of them being a store first, and a forum second.

And yeah, for my characters who start to get out of control, or that require complicated builds, I work on them in Google Docs. I've also made separate aliases for specific aspects of a character, like spellbook, backstory, etc.

I might need to actually do that for Hamza's feats, lol


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AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Just how big is your character sheet?
Perhaps try to format it differently?
Like using less lines?
Never heard of this issue before^^

That animal companion is hilarious btw. Stronger than some characters...


Set up a battlemap and slightly altered the rough isometric image to make the battle site more interesting. I'm using a 2.5 ft. hexagon grid, so your character should roughly cover 2 hexagons. This will make it possible to 'touch' on diagonals.

I put everyone at the entrance and cut and pasted in the myceloids and the also captioned major features. Let me know if I need to do anything else.

Please move your dude and dudettes so I can put a marker for Tyren's effect.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

You actually had Hamza in a good position, I just moved him over and up a bit.

I can't tell, but is there any sort of barrier/wall to the right of us, blocking line of sight/effect to the myceloids over there? Ie, to the right of Gu and Amunet?


No.

The red lines indicate 5ft gradations downwards -- they're not completely sheer, more like a hill with an incline, and can be easily walked up and down.

There's one of those graded drop offs between the party and the bulk of the myceloids.


Made some additional adjustments to the area, will update some of the knowledge checks to include new info when I have a chance.

I included a side elevation view and some images of similar real world caves.

Let me know if I need to add anything else.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Just double-checking here. The mushroom people took our offer, then?


No, you're still in the midst of the discussion. They haven't responded to Amunet yet


added some more details to several players' perception checks and added detail to room details.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Hey Seb,

Instead of the drawbacks for what I'm working on being based off of the Hive Corruption, could I instead base it off the each PC specifically?

Hamza, Rik and Amunet each either have weakness that I could work with or can easily tailor them to.

Ie, the PCs who bathed in the pool will evolve into a better version of themselves, but will also have to deal with stronger and worse negatives that they may already posses.


Hamza Mīnakshi wrote:

Hey Seb,

Instead of the drawbacks for what I'm working on being based off of the Hive Corruption, could I instead base it off the each PC specifically?

Hamza, Rik and Amunet each either have weakness that I could work with or can easily tailor them to.

Ie, the PCs who bathed in the pool will evolve into a better version of themselves, but will also have to deal with stronger and worse negatives that they may already posses.

sounds good


Updated battle map with Tyren's fog -- most of you are concealed in it I guess unless someone decides that's not where they are.

I'm going to wait to get some more updates before replying to Amunet-Ra again.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

I think Tyren is just readying himself to do it if things go poorly.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I think so too.
Guess we should either do initiative and count rounds or delay that buffing.
Tyren's doing a real lot of stuff for one round :D

+8 on attack and damage are quite something.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

My buffs last 5 hours and forever, respectively.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Cae your aura gives everyone inside of 30 feet of you a +2 luck bonus on attack and damage?
Which would then add up to +10 on attack and damage?


Pasted in Cae's aura -- it overlaps Tyren's fog, so the latter is kind of hard to see.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I think it's very curious that this myceloid has a belly button, but no nose, mouth or eyes :D

And seriously Sebecloki, i think your maps are kind of lost on google.
Something like roll20 would do them a lot more justice and you would have an automatic grid there.

I'll check tonight if i can transfer the stuff from google to roll20.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
Amunet-Ra wrote:

Cae your aura gives everyone inside of 30 feet of you a +2 luck bonus on attack and damage?

Which would then add up to +10 on attack and damage?

Correct, assuming the other bonus isn't luck also.


Amunet-Ra wrote:

I think it's very curious that this myceloid has a belly button, but no nose, mouth or eyes :D

And seriously Sebecloki, i think your maps are kind of lost on google.
Something like roll20 would do them a lot more justice and you would have an automatic grid there.

I'll check tonight if i can transfer the stuff from google to roll20.

Let me know what you determine. I made a free account and tried to play around with it a bit a couple of times but I didn't make much headway in setting up a game or figuring out the map system.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Good news: I was right, the Jin sheet update was faster. Almost done.

Bad news: Today was b$#*!*+*. Car broke down, bedframe broke, bad juju cropped up at every turn. No post tonight. Tomorrow.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Yeah, Tyren's just readying an action--Someone's doing the talking already, so he's willing to just let them do their thing.

And yeah, you'd be amazed what kinds of feats people wrote to work with Bardic Performance.


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Amunet-Ra (Hayato Ken) is showing me some interesting things in Rolld20. Does anyone else have an account (it's free), and/or have any interest in experimenting with using that for maps?


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

I think I have an account. Okay by me, whatever makes your job easier.


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

I have an account, I've used it a fair bit but mostly as a player.


I'm still figuring out how it works, it will probably take me a week or so to implement at the earliest.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

I have an account.

For clarification, I am not, in fact, attempting to make anyone do a Silly Dance or producing fog. For now.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

I have an account... I'll have to dig it up. Can a link be dropped or do we have to gather our accounts for invites?


Earth Drake Cavern Overview
Earth Drake Cavern w/ Grid
Earth Drake Cavern w/out Grid

Not sure about using these on Rolld20 -- the grid is bright yellow because the purple colors of the rock eats a lot of other colors.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

You can change the colors of the grid i think.
Sent you a tutorial link.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Does anyone actually have the ability to cure diseases and/or Wisdom damage? If no one has such a capability, then I suppose a myconid fight would be a bad idea, but honestly, cooperating with them strikes me as obvious schmuck-bait.

(Jin's got Heal +17 and Gu has the ability to grant temporary Fast Healing, that's about it.)

Sebecloki wrote:
Amunet-Ra (Hayato Ken) is showing me some interesting things in Rolld20. Does anyone else have an account (it's free), and/or have any interest in experimenting with using that for maps?

I've got an account and would be happy to use it for battle maps.

Also, I'm finally caught up and will be resuming on-schedule posting from here on out. The new Jin sheet draft:

Jin En Mok- LE female advanced Wrathful Rogue Creature half-elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Statblock:
Strength: 23 +6 (+1 Christmas Tree) (+10 racial) (+2 size w/Enlarge Person)
Dexterity: 33 +11 (+10 racial) (+1 level) (+5 Christmas Tree) (+2 mythic) (-2 size w/Enlarge Person)
Constitution: 27 +8 (+8 racial) (+1 Christmas Tree)
Intelligence: 26 +8 (+6 racial) (+3 Christmas Tree) (+2 enhancement)
Wisdom: 13 +1 (+4 racial) (+1 Christmas Tree)
Charisma: 17 +3 (+4 racial) (+1 Christmas Tree)

BAB: +6

CMB: +17 (+6 BAB +11 Dex +2 competence) (+1 for a sunder, trip, or disarm with the spear) (+0 w/Enlarge Person) (+4 to grapple or reposition with Animal Aspect (Gorilla)
CMD: 34 (10 +6 BAB +6 Str +11 Dex +1 deflection) (+2 with mutagen) (+1 w/Iron Tortoise Stance) (+1 w/Enlarge Person)

Fort: +16 (+5 base, +8 Con, +2 competence, +1 resistance) (+6 vs. poisons) (Endurance in Iron Pikeman's Attitude stance)
Ref: +19 (+5 base, +11 Dex, +2 competence, +1 resistance) (Evasion) (+2 with mutagen) (+1 vs. traps)
Will: +16 (+5 base, +8 Int, +2 competence, +1 resistance) (Fear immunity)

AC: 42 (10 +11 Dex +8 class +6 shield +4 competence +2 natural +1 deflection) (+4 with mutagen) (-6 vs. movement-provoked AoOs) (+1 vs. traps) (-2 w/Enlarge Person) (+4 shield w/Oaken Shield counter)
Flat-footed: 41 (+2 with mutagen) (Uncanny Dodge) (-1 w/Enlarge Person)
Touch: 33 (+2 with mutagen) (-2 w/Enlarge Person)

Wounds: 54
Vitality: 157 (42 + 5d12+40+5 + 10) (Tortoise Defense counter gains DR 20/-- vs. one attack, reduces speed by 10': so does the Absorb Blow Guardian's Call with a use of mythic power, and 1/day they can stack with the use of Extended Defense)

Initiative: +13 (+11 Dex, +2 competence) (+2 with mutagen)

Action Points: 8

Attacks:
Elven branched spear +20 melee, 1d8+12 piercing, 19-20/wounds crit
Unarmed strike +19 melee, 1d4+10 bludgeoning, 20/wounds crit
Short macuahuitl +19 melee, 1d6+10 slashing 19-20/wounds crit
Composite longbow +20 ranged, 1d8+8 piercing, crit 19-20/wounds, range 110'

Notes:
AoO permits the use of a martial strike, gets +11 to attack and +6 damage (+10/+4 for macuahuitl), grants allies a +2 circumstance bonus to melee attack and damage for 1 round, permits me to expend my martial focus to impale the opponent, and deals +2d6 precision damage if the opponent is flanked, flat-footed, or doesn't get Dex to AC. Get a further +2 to attack if the AoO was provoked by movement specifically.
Can expend a use of mythic power to get a further +3 to attack and damage on an AoO
+2 to attack w/mutagen
+2 to attack, +2d6 damage, and a DC 21 Fort save vs. additional 60 damage on a confirmed crit vs. any slaver, government official of a slave society, or any being directly employed by a slaver to protect their person or property
+1-5 competence to an attack w/Combat Stamina expenditure
-2 to attack for +2 AC w/Combat Expertise
-2 to attack for +4 to damage for unarmed strikes/bow shots, or +6 to damage for spear w/ Power Attack & Deadly Aim
-2 to attack to impale on a hit, immobilizing them, imposing the battered condition (making it impossible for them to make AoOs on me), and forcing a concentration check DC 44 + spell level to use any spell or spell-like ability. The weapon used to impale can't be used to attack other creatures, but attacks against the impaled creature ignore armor, natural armor, and shield bonuses to AC. The impalement may be broken by being disarmed, by the impaled creature making a DC (=my CMD) combat maneuver check as a standard action, or voluntarily by me as a move action. When they lose the impaled condition, they take bleed equal to the damage dice of the impaling weapon- 1d8 for the spear and 1d4 for the unarmed strike, barring Enlarge Person or other schenanigans. I can move up to half my base speed, dragging the impaled creature, by taking a move action and winning a Strength check.
Sneak attack +6d6: if making an AoO or regular attack action rather than a martial strike, Fatal Strike also applies for another 2d6. Trade SA, but not fatal strike, on a 1-for-1 basis for +1-6 poison DC.
-1 to attack, and +1 damage for unarmed strike or longbow and +2 damage for spear and die type increase, w/Enlarge Person
Die type increase on unarmed strikes w/Animal Aspect (Gorilla)- so 1d6 if Medium and 1d10 if Large
1/day, replace the damage of an attack with 150% of an attack dealt to *me* in the last round

Boosts:
Dizzying Venom Prana: Next three melee or ranged attacks stagger target for 1 round, deals 3 Wis damage for 2 rounds, 1 save cures, if target fails a DC 24 Fort save
Weakening Venom Prana: Next three melee or ranged attacks deal 1d4+1 Str damage for 2 rounds, 1 save cures, if target fails a DC 25 Fort save

Strikes:
Snapping Strike: One melee attack deals +1d6 damage
Piercing Strike: One melee attack has its reach expanded by 5': compare the result of its attack roll against up to two adjacent creatures, using the same damage roll for both targets
Iron Fang: One melee or ranged attack does +2d6 damage, ignores DR, increases the DC of any poison or prana maneuvers by +2
Sickening Venom Strike: One melee or ranged attack deals 2 Con damage and sickens opponent for 1d4 rounds, Fort save DC 23 negates sickening

Stances:
Poisoner's Stance adds +5 to the DC of poisons, and +3 to prana or sting maneuvers, applied while the stance is active (Not just used while it's active, but applied: works on others' weapons, or for applying poison to my own weapon and then switching into another stance)
Iron Tortoise Stance adds +5' to reach for AoO purposes

The spear is attuned, and is the only one to bypass DR/magic- but all attacks have a 50% chance of bypassing incorporeality

+5' reach for all attacks, expend a use of mythic power to get another +5' reach for the encounter
Another +5' to reach for purposes of making AoOs, beyond that provided by stances

Double natural reach w/Enlarge Person
+5' reach w/Long Arm

Skills and Skill Tricks:
Craft (alchemy) 6 ranks, +3 class, +8 Int, +2 Master Alchemist, +3 Alchemy, +5 luck, +5 competence, +2 circumstance, +34 total (x80 crafting speed from Swift Alchemy class feature, Master Alchemist and Signature Skill feats, and Craftsman talent: total x320 crafting speed for poisons with Toxicologist and Quick Poisoning, pursue 7 projects or 12 poisons in parallel with Master Alchemist feat and Beaker of Plentiful Poisons, +11 to craft poisons from favored class bonus and Toxicologist/Master Poisoner class features)
Spellcraft 6 ranks, +3 class, +8 Int, +14 total
Bluff 6 ranks, +3 class, +3 Cha, +12 total
Acrobatics 6 ranks, +3 class, +11 Dex, +20 total (+4 w/Animal Aspect (Frog)) (+8 to jump w/Animal Aspect (Raptor))
Stealth 6 ranks, +11 Dex, +17 total (+2 competence w/Animal Aspect (Raccoon))
Climb 6 ranks, +3 class, +6 Str, +15 total (+4 competence w/ Animal Aspect (Monkey)) (+8 racial w/Animal Aspect (Tree Lizard)
Sleight of Hand 6 ranks, +3 class, +11 Dex, +20 total (+2 competence w/Animal Aspect (Raccoon))
Craft (trapmaking) 6 ranks, +3 class, +8 Int, +17 total
Heal 6 ranks, +3 class, +8 Int, +17 total (+1 when dealing with poison)
Profession (cook) 6 ranks, +3 class, +1 Wis, +10 total
Perception 6 ranks, +3 class, +8 Int, +17 total (+2 competence w/Heightened Awareness)
Sense Motive 6 ranks, +8 Int, +14 total

Knowledge (psionics) 1 ranks, +8 Int, +9 total (+2 competence w/Heightened Awareness)
Craft (glassblowing) 1 rank, +3 class, +8 Int, +12 total
Disguise 1 rank, +3 Cha, +4 total (+4 to pass for elf or human)
Knowledge (arcana, nature, martial) 1 rank, +3 class, +8 Int, +12 total (+2 competence w/Heightened Awareness)
Knowledge (dungeoneering, local) 1 rank, +8 Int, +9 total (+2 competence w/Heightened Awareness)
Survival 1 rank, +3 class, +8 Int, +12 total
Handle Animal 1 rank, +3 class, +3 Cha, +2 racial, +9 total (+4 circumstance w/Gu: further +4 trait to 'push' them)

Skill Tricks:
Extreme Leap
Leaping Climber
Wall Jumper
Collector of Stories

Notes:
6 bonus ranks in Craft (alchemy) from the Alchemy sphere

Feats, Traits, and Flaws:
Mythic Paragon (1st-level Mythic bonus)
Mythic Combat Reflexes (1st-level Mythic bonus)
Discipline Focus (Steel Serpent) (1st-level)
Keen Intellect (1st-level campaign bonus)
Racial Heritage (Nagaji) (1st-level campaign bonus)
Combat Reflexes (1st-level Warder bonus) (Spend 5 stamina for a second AoO off the same trigger at -5)
Brew Potion (1st-level Alchemist bonus)
Poison Focus (1st-level flaw)
Super Speed (HO) (1st-level flaw)
Hero's Courage (1st-level Christmas Tree bonus: since you gave us a Christmas Tree feat at 1st but all of them require character level 3 at minimum, I'm assuming I get to waive that for this one)
Signature Skill (Craft: Alchemy) (Campaign bonus)
Combat Stamina (Campaign bonus) (Stamina pool: 14. Spend 1-for-1 for a competence bonus to any one attack roll.)
Mythic Horrifically Overpowered Combat Reflexes (HO) (1st-level PrC campaign bonus)
Gestalt (Conscript) (HO) (1st-level PrC campaign bonus)
Extra Combat Talent (Open Hand sphere) (1st-level Conscript bonus)

Weapon Finesse (EITR bonus)
Agile Maneuvers (EITR bonus) (Spend stamina 2-for-1 on a virtual increase in size category to the CMB of a single maneuver, max Colossal)
Combat Expertise (EITR bonus) (Stamina spent to boost attacks benefiting from Combat Expertise are twice as efficient, up to a max that of 2 pts/+4)
Power Attack (EITR bonus)
Deadly Aim (EITR bonus)

Compound Special Ability (Arcanotoxin) (HO) (2nd-level campaign bonus)
Extra Discovery (Mutagen) (2nd-level campaign bonus)
Mythic Lunge (qualified for with the Lunge talent from the Fencing sphere) (2nd-level Mythic bonus)
Mythic Horrifically Overpowered Lunge (HO) (2nd-level Mythic bonus)
Spell-Like Ability (Increase Virulence) (2nd-level PrC campaign bonus)
Gestalt (Rogue) (HO) (2nd-level PrC campaign bonus)
Seize the Opportunity (2nd-level Conscript bonus)

Expert Tactician (3rd-level)
Poison Expert (injury) (3rd-level campaign bonus)
Ability Focus (Arcanotoxin) (3rd-level campaign bonus)
Ascetic Gift (3rd-level Christmas Tree bonus)
Extra Combat Talent (Billowing Poison) (3rd-level Warder bonus)

Poison Master (injury) (4th-level campaign bonus)
Deadly Poison (4th-level campaign bonus)
Strong Back (4th-level Christmas Tree knack)

Master Alchemist (5th-level)
Animal Ally (5th-level racial bonus)
Deft Opportunist (5th-level campaign bonus)
Piercing Thunder Style (5th-level campaign bonus)
See the Shadow (5th-level Christmas Tree bonus)

Extra Discovery (Sickening Toxin) (6th-level campaign bonus)
Boon Companion (6th-level campaign bonus)

Traits:
Unorthodox Method (Broken Blade for Steel Serpent)
Potent Concoctions (Arcanotoxin, elf/drow poison)
Bullied
Temple Guard
Opportune Slayer

Flaws:
Brash (Overused to dictating the terms of a combat by keeping a foe on the tip of her spear, Jin has next to no experience dealing with opponents with a reach advantage.)
Wild (An escaped slave with painful memories of confinement, Jin reacts poorly to capture or restraint.)

Racial Traits:
Medium-sized humanoid (human, elf), base speed 30 ft (+20' w/Animal Aspect (Raptor)) (Climb 15' w/Animal Aspect (Tree Lizard)
Speak Common and elven
Low-light vision
Multitalented: Alchemist *and* Warder are favored classes
Animal Magnetism: +2 to Handle Animal
Passable: +4 racial to Disguise to pass as an elf or human
Wild Talent (Far Hand 2/day)
Alchemist: +2 to the DCs of created poisons, +6 to Craft (alchemy) checks to make poisons
Warder: +6 HP

Ferocity: may act freely when at 0 Wound Points and disabled or dying, though acting while disabled still causes me to become dying.

Blood Feud: If I kill literally every slaver in the world, I lose the Wrathful template and it's transferred to a blood relative or friend of a slaver I killed, destroyed, or used my Worse than Death ability on, with their target being me

Cold Vengeance: 1/day, use any barbarian rage power without suffering any of the penalties, using my HD as my barbarian class level

Discern Kith: Learn the name of a friend, family member, or loved one of a known slaver 1/day: locate them as per Discern Location

Disproportionate Retribution: 1/day, replace the damage dealt by a melee attack by 150% of the damage dealt to me by a single attack in the last round

Taking You With Me: If killed by a slaver, I explode for 15 fire and 15 divine damage to anything within 60', Reflex DC 21 half

Vengeful List: +2 to attack and +2d6 damage vs. any slaver, government official of a slave society, or any being directly employed by a slaver to protect their person or property. On a confirmed critical against them, they must make a DC 21 Fort save or take an additional 60 damage, even if they'd ordinarily be immune to crits or death effects.

Worse than Death: If I would ordinarily kill an opponent, I can instead choose to reversibly maim them in a number of exciting ways, including rendering them permanently unconscious to awaken at my will alone, or permanently suppress extraordinary or spell-like abilities, or spellcasting.

Rogue Creature stuff is sort-of technically racial but I put its stuff under Class Features

Spheres of Might:
One 1st, 3rd, and 5th-level feat traded to gain Adept martial talent progression
Starting proficiencies traded for custom Martial Tradition (Elven Lancer: as per Dedicated Lancer with Elvish Heritage swapped for Pikeman Training)

EQUIPMENT
Elvish Heritage
Spear Dancer
Craftsman (Craft: Alchemy)
LANCER
Opportune Impalement
ALCHEMY (Poison package)
Lasting Application
Potent Poison
Billowing Poison
Ingested Application
Specialized Venom (Construct, Plant)
OPEN HAND
FENCING
Lunge
SHIELD

Poison effects notes:
+1 to the DC, and +1 to the ability damage of, of injury poisons I create and use (Poison Expert/Poison Master feat)
+2 to the DC of all poisons I create (Nagaji favored class bonus)
+1 to the DC of all poisons I create with Craft (alchemy)- so everything but Prana maneuvers and Arcanoxoin (Poison Focus feat)
+2 to the DC of prana and sting maneuver toxins from Steel Serpent (Discipline Focus feat)
+3 competence to the DC of all poisons applied while in Poisoner's Stance (Poisoner's Stance)
A further +2 competence to the DC of all non-prana and sting maneuver poisons applied while in Poisoner's Stance (Poisoner's Stance+Discipline Focus interaction)
+4 to the DC of Arcanotoxins in particular (Ability Focus feat and Signature Poison rogue talent)
+2 to the DC of any poison targeted with Increase Virulence SLA (1 minute casting time, 3/day)
Doubled ability damage in the 3rd and subsequent rounds on my arcanotoxin (Deadly Poison feat: this one is kind of a reach, because Pathfinder's rework of poisons no longer distinguishes between 'primary' and 'secondary' damage: I thought 'ability damage suffered in the last half of the poison's duration' wouldn't be an entirely unreasonable reading of 'secondary' damage in this context: I would be 100% OK with repicking that feat if you thought it just flat-out didn't apply to Pathfinder poisons.)
+1 to the DC of elf/drow poison and arcanotoxin (Potent Concoctions trait)
+5' radius to inhaled poison (Billowing Poison talent)
Ingested poisons are odorless and tasteless once applied, retain potency for 48 hours (Ingested Application talent)
Ignore the poison immunity of constructs and outsiders of the Fire subtype

So, in total:
+7 to the DC of my Arcanotoxin, +1 to its ability damage, doubled ability damage in the 3rd and subsequent rounds, +5 to its DC with Poisoner's Stance, may apply it twice to the same thing and have each dose take independent effecT (Compound Special Ability feat)
+5 to the DC of Prana-maneuver poisons, +1 to their ability damage, +3 to their DCs with Poisoner's Stance
+4 to the DC of crafted injury poisons used by me, +1 to their ability damage, +5 to their DCs with Poisoner's Stance (+1 for drow/elf poison)
+3 to the DC of crafted poisons used by myself or others, +5 to their DC with Poisoner's Stance (+1 for drow/elf poison)
All poisons have their frequency doubled (Potent Poisons talent)
All poisons applied to a weapon last for three strikes rather than one (Lasting Application talent)
Two poisons may be applied to the same weapon, object or trap, each taking independent effect (Toxic Trick: Combine Poisons)
When sneak attacking, can trade up to +6d6 SA damage for +6 DC (Careful Injection class feature)
+4 to the DC of all poisons delivered with Iron Fang if I'm not in Poisoner's Stance
+2 to the DC of all poisons delivered with Iron Fang if I'm in Poisoner's Stance
Further +2 to the DC of any poison boosted with Increase Virulence

Class Features:
Alchemy: Gain a competence bonus = 1/2 Alchemist class level to create alchemical items. Identify potions with Craft (alchemy). Also, a pseudocasting mechanic.
6th-level alchemist extracts: CL 6, save DC 18 + extract level.

Extracts per day:
1st: 6 (Crafter's Fortune, CLW, Enlarge Person, Ant Haul, Disguise Self, Long Arm)
2nd: 5 (Animal Aspect x2, Invisibility x2, Blood Transcription)

Formulae known:
1st: Crafter's Fortune, Cure Light Wounds, Obscure Poison, Heightened Awareness, Ant Haul, Enlarge Person, Long Arm, Endure Elements, Disguise Self,
2nd: Animal Aspect, Invisibility, Blood Transcription

Arcanotoxin: 12/day, create a poison and apply it to a weapon as a move action. It lasts for 1 minute or until used three times.
Type poison, injury; Save Fort DC 28; Frequency 1/round for 4 rounds; Effect 2 Dex and Str damage and sickened, 4 Dex and Str in the 3rd and subsequent rounds; Cure 2 saves

Toxicologist: +2 to Craft (alchemy) for poisons and antitoxins, make them in half the normal time

Sneak attack +6d6

Discovery (2nd): Infusion
Extra Discovery (2nd): Mutagen
Discovery (4th): Combine Toxins (Str, Dex)
Discovery (6th): Envenom
Extra Discovery (6th): Sickening Toxin

Mutagen (Brew a dose of super-coffee in 1 hour, only one dose may exist at a time: drinking it grants +2 natural armor, +4 alchemical to Dex, and -2 to Wis for an hour.
Non-alchemists who drink my mutagen gain no benefit and must make a Fortitude save DC 25 or be nauseated for 1 hour.)

Careful Injection: Forgo 1d6 sneak attack damage for +1 DC to an injury poison, up to +6 DC for trading away all of my SA

Poison use

Poison Resistance +6

Swift Alchemy: Double-speed alchemy crafting, apply poison to a weapon as a move action

Swift Poisoning: Apply a dose of poison to a weapon as a swift action

6th-level Warder maneuvers (Int-based, save DC 18 + maneuver level)

Maneuvers readied: 5 (typically Dizzying Venom Prana, Weakening Venom Prana, Iron Fang, Sickening Venom Strike, Tortoise Defense)

Maneuvers known:
1st: 4 (Dizzying Venom Prana, Snapping Strike, Piercing Strike, Oaken Shield)
2nd: 2 (Iron Fang, Weakening Venom Prana)
3rd: 2 (Sickening Venom Strike, Tortoise Defense)

Stances known:
1st: Iron Pikeman's Attitude, Poisoner's Stance
3rd: Iron Tortoise Stance

Defensive Focus: Combat Reflexes keys off of Int, not Dex. May spend a full-round action to regain up to 8 expended maneuvers, increasing my threatened area by 10 feet in every direction and increasing my CMD for purposes of enemies trying to use the Acrobatics skill to prevent AoOs from me by 14.

Aegis: Allies (not counting me) within 20' of me gain a +2 morale bonus to Will saves and armor class.

Armiger's Mark: Upon attacking and damaging a foe, spend a free action to 'mark' a target, imposing a -4 penalty to attacks on targets that aren't me, and arcane spell failure of 13%. I may only do it 11 times per day. (There's a limit to how many I can maintain at once, but for now it's also 11.) It lasts 8 rounds, doesn't function on the mindless and doesn't stack with itself.

Tactical Acumen: Int to Reflex or initiative if it's higher

Extended Defense: 1/day as an immediate action, use a counter as a free action without expending it until the beginning of my next turn

Clad in Steel: -1 to armor check penalty, +1 to max Dex bonus of worn armor

Master Poisoner: +3 to Craft (alchemy) checks dealing with poison, change the contact/injury/inhaled/injury type of a poison with 1 hour of work with an alchemist's lab, DC = poison's save DC.

Quick Poisoning: Halve poison creation times, other benefits redundant with existing class features

Toxic Apothecary: Detect Poison at will as a swift action: +1 to Heal checks when dealing with poison, add +1 to the save bonus provided when treating a poisoned patient

Toxic Trick (2nd): Combine Poison (apply two different poisons to the same weapon, object, or trap, forcing a save vs. both against anyone struck)

Trapfinding

Trap sense +1

Rogue Talent (2nd): Signature Poison (Arcanotoxin)

Mythic Stuff:
Mythic path: Guardian
Mythic tier: 2
Mythic abilities:
+10 Vitality
Hard to Kill (auto-stabilize when below 0 HP: don't die until at -(Con * 2))
Mythic Power: 7 uses/day
Surge: As an immediate action after a die has been rolled, expend a use of mythic power to add 1d6 and add it to the result
Guardian's Call (Absorb Blow: as an immediate action, expend a use of mythic power to reduce incoming damage from a single source by 20, and gain DR 2/epic and energy resistance 10 for 1 minute, stacking with other DR or resistance)
Mythic path abilities:
1st: Ever Ready (+Tier to attack and damage on AoOs: (tier/3, rounded down) to the number of AoOs makable per round
2nd: Retributive Reach (+5' to threatened area for purposes of making AoOs only: expend a use of mythic power to add +Tier to attack and damage on an AoO)
Ability Score (2nd): +2 Dex

Equipment:
Dog Collar of Prestidigitation, nullifying unpleasant taste of injury poisons applied to the teeth
Beaker of Plentiful Poisons, Formula Alembic, and Cauldron of Brewing- collectively known as the Implements of the Ash-White Witch, Jin's alias during her time with an earlier resistance group. She staged the 'death' of the Ash-White Witch after the notoriety and bounty for poisoning an entire barracks of the Templars' elite enforcers proved too hard to shake, claiming to have stolen her equipment and notebooks.
Alchemist's lab
Explorer's outfit
Masterwork darkwood/obsidian-edged elven branched spear (Fragile quality)
Short macuahuitl (Fragile quality)
Replacement edges for both above weapons
Masterwork heavy darkwood shield
Masterwork composite longbow (Strength +1)
40 durable arrows
10 incindiary arrows
10 flight arrows
4 whistling arrows
20 doses elf (drow) poison
10 doses giant wasp poison
2 dose purple worm poison
8 doses arsenic
2 doses bloodwine
8 doses Insecticide
4 doses Crone's Curse
4 doses Blood Leaf Residue
2 doses Violet Venom
Craft (Alchemy) raw materials of indefinite type and value, as the plot demands

'Gu', N wolf (Animal Companion):
See material posted to Discussion thread

Fluff:
Background: The economy of the Tablelands is built on the backs of slaves. The grand noble houses enhance their prestige and their wealth through the slave trade: the slavemasters breed two-legged cattle with strong backs and weak wills: artisans tend their workshops and produce their wonders only with the help of soot-stained, chained thralls. The system does not content itself with those born into slavery: enterprising traders routinely raid the vulnerable to make up for the wastage.

And one tiny half-elf community, living as outcasts from both Tyr and the surrounding elven tribes, was very vulnerable indeed. Jin was scarcely six when she was taken- a speck of a girl, hardly worth it to capture. Blind luck kept her from the sorceror-king's life-force pits, and her small build kept her out of the hardest physical labor- but that was as far as her luck went. Sold and resold from master to master for a pittance, she mined salt, served as 'entertainment' for decadent nobles, nursed those dying of foul disease, served as maid to a general's violently mad inbred nephew.

But while her masters cursed her body's weakness, Jin's will was stronger than they ever knew- and her desire for vengeance on them more potent than they could dream of. She thirsted for knowledge and power like a dying man in the desert- but what paths to power were open to such a wretch? Not the path of the invincible swordswoman- not with no blade, no practice sword, no swordmaster, scanty food, and no time left unsupervised to discipline her body and train her skills. Not the path of the psychic master of the Will and the Way- not when half the overseers in Tyr used their own psionic gifts to keep their captives in line, careful to spoil any opportunity for the meditation and training required to develop such a gift. Not the path of a holy woman- not deep within the domain of the Dragon of Tyr, whose divine law was slavery and domination itself. Not the path of the wizardly master of magic, not without even the opportunity to learn to read and write. For a long, long time, Jin's revenge was just a thought.

At last, at twelve, she sprained an ankle- and rather than spend food and time on rehabilitating a slave who was economically marginal in the first place, she was sent to die- to the workshops of the makers of poison, where faceless, interchangable thralls milked vipers, stirred vats of ingredients overflowing with toxic fumes, handled substances that burned the flesh and destroyed the mind. The average slave lasted weeks in such conditions...but there, Jin discovered an unusual set of talents. A talent for handling hazardous materials with great care and delicacy, for improvising gloves and flasks and tongs and filter masks from the scraps that were at hand, for watching the moods and habits of the dangerous creatures she dealt with, for measuring and timing and observing and experimenting. The girl was a born alchemist. Most fellow slaves mocked her for her 'futile attempts to delay the inevitable': a few clumsily tried to imitate her, and died slightly more slowly. The rare really clever one got the idea to report her innovations to the overseer, but it wasn't that difficult to arrange 'accidents' for them. For the most part, though, the sheer speed of the turnover kept anyone from noticing the strangely persistent survival of the weird little girl with unusual rituals.

The first year was spent solely in learning how not to get herself killed or crippled. The second was spent in the slowly dawning realization of the breadth and versatility of her new craft: her experiments, stealthily mixed into the others' food and drink, gradually gave her pit a reputation for having its slaves die in stranger and more exotic ways than others', which only served to make it more carefully avoided by the distant and cautious overseers. In the third year, she healed herself, brewing curious elixirs and potions to repair the damage caused by a lifetime of abuse and denial...frail bones and overtaxed muscles impossibly knitting themselves into a balanced, powerful whole.

In the fourth year, at the age of sixteen, she struck- coating herself in a protective slime, secreting herself within a slit trench dug beneath the workshop's foundations, and engineering an explosion that aerosolized a carefully-designed corrosive poison, killing everyone in the workshop and dissolving the lungs and eyes of the guards outside. She didn't precisely mean for the smoke to blind a tenth of the Artisan District, but she'd be lying if she said the possibility hadn't occurred to her while she was planning it...or that the chaos it created wasn't convenient to cover her escape.

Having escaped her bondage, she has worked for three different slaves' resistance groups over the last several decades- first as a rear-echelon supplier of poisons and potions, later as a frontline fighter as she slowly developed a spearfighting style to complement her alchemical skillset. She does not know if she'll ever find the power she's looking for- the power to reduce every slaving civilization on the Tablelands to dust and ash, their champions and defenders writhing in agony at her feet and their slave markets razed utterly and forever. But she will do it or die trying.

Personality/first-person monologue:

"Poison is a fact of life when living in the Tablelands- just as much as heat, treachery, and the sorcerer-kings. Poison food, poison wine, poison daggers, poison arrows, poison creatures- we all encounter these things on a regular basis. Even the children of the nobility learn the common venoms, their prices and uses: templars and assassins learn the rare and priceless toxins, warriors spend some time on its tactical uses in irregular and formation warfare, students of the Will and the Way amuse themselves with a poisonous power or two.

Everyone knows it, everyone uses it- yet no one really respects it as they should. The actual production of poisons is hazardous work- milking hideously dangerous creatures, boiling and distilling harsh substances which give off noxious fumes, handling raw materials that burn and rot the fingers- and as such, it is mostly left to disposable slaves...slaves such as I was, once. Insofar as their masters think of making improvements to the process, they think in terms of improving the yield, gaining more to sell at market or supply to their assassins. The ideas of craftsmanship, innovation, quality- no one has the time for these things. They are busy pursuing the paths to power more traditional and obvious in our society- the worship of the sorceror-kings, the subtle skills of the master murderer, the raw might of psychic power, the secret paths of the arcane. To them, poison is a mere tool.

They are wrong. Poison is a path to power all its own, with subtleties and secrets to rival any of these disciplines. Through close study and careful understanding of calcination and dissolution, sublimation and putrefaction, fermentation and distillation- knowledge of the nature of substances and the nature of the body- great things can be achieved. Seemingly trivial toxins can become seriously dangerous- and those that begin lethal can make the flesh fall right off the bone. Their study has other uses, too- astounding stimulants, miraculous medicines, mystic concoctions with an infinity of uses. It is a versatile and dangerous art. Either my enemies will respect it- and respect me- or they will die as my masters did, convulsing in a puddle of their own filth."

Description: Jin is a lanky, sinewy half-elf woman outfitted in light, flowing robes and carrying an odd, flexible polearm- an obsidian spear with a sickle blade protruding from the side. She also carries a backpack and has a belt with a few well-padded leather pouches. She carries herself with grace, and those who are close to her can detect a curious, faint smell, like an exotic spice or trace chemical.


I hadn't noticed she's evil before -- but also has Veiled Alliance contacts. That's pretty interesting. I'll have to think about how to exploit that in the future.


Female Half-Elf Alchemist (Eldritch Poisoner) 6 | Warder 6 | Guild Poisoner 2

Reread the background. 'LE' in this case means 'fanatical extremist cheerfully willing to do things to slavers and her enemies that would turn the stomach of a modern observer'. She's more or less sane, social, and dislikes the capital-E evil guys in the setting like defilers for more or less the right reasons.

In day-to-day life, she's not recognizably evil- she helps the Veiled Alliance, tips the waiter, heals the sick and injured when she comes across them, all that kind of thing. It's just that she goes home from her day job of being a Veiled Alliance agent and picks up her long-term plans to kill the most prominent slave-owners and slavers of Tyr in a matter that involves a maximum of suffering.

I dunno- on Athas, that might qualify as 'LN with evil tendencies'? It's a dark setting, and she's a dark person, but on the right side most of the time. Evil in the means she employs, not her ultimate ends.

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