Umagro

Gorkhan Trask's page

417 posts. Alias of Dark Netwerk.


Classes/Levels

Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Gender

Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}

Strength 16
Dexterity 22
Constitution 16
Intelligence 15
Wisdom 18
Charisma 14

About Gorkhan Trask

Male human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4
N Medium humanoid (human)

Init +11; Senses Perception +20

==DEFENSE==
AC 25, touch 18, flat-footed 18 (+4 inertial armor, +6 dex, +1 dodge, +3 natural, +1 deflection)
hp 98 (8+8+5+8+7+5+5+6+5+8 +30 Con +3 favored)
Fort +10 (+3 pw +3 s +1 e +3 con), Ref +12 (+1 pw +3 s +2 e +6 dex), Will +9 (+1 pw +1 s +2 e +4 wis)
Defensive Abilities Acrobatic Movements, Conceal Thoughts (+4 vs. mind reading), Wind Stance (20% concealment after 5' of movement)

==OFFENSE==
Spd 55 ft/x4 (30 +5 enh +10 ins +10 circ) {Speed of Thought: expend focus for 75 ft/x4 for turn}, fly 25 ft/x4
{1 PP or expend focus to consider movement as teleportation}

Melee
Seeker's Blade (+2 steel bastard sword) +13 1d10+7 / 2d6+8 17-20/x2
OR
Seeker's Blade (+2 steel bastard sword) +16 1d10+10 / 2d6+10 17-20/x2
Gorkhan's Blade (+1 Obsidian Bard's Friend) +15 1d4+6 18-20/x2
Punisher's Ring +15 1d3+6 x2

Ranged Crystal Shard +14 1d2+5 20/x2 (10 ft)

Special Assassin's Maneuver (expend focus for +2d6 damage when no other adjacent enemies), Assassin's Trance (+2 damage w/ maintained Psi Focus incl), Flanker (use adjacent sq as position to det flanking), On Guard (draw weapon as free action during surprise round), Punisher's Ring (3/d - maximum damage melee attack {1/2 nonlethal}), Seeker's Blade (3PP = 1 min Finessable & Agile), Sneak Attack (1d6), Spatial Awareness (+2 att & dam w/ flanking or higher ground), Studied Target (move to study/or inflict sneak = +1 att & dam, etc.)

==STATISTICS==
Str 16 (+3), Dex 22 (+6), Con 16 (+3), Int 15 (+2), Wis 18 (+4), Cha 14 (+2)
Base Atk +7, Cmb +9 {+12 finesse}, Cmd 25 {28 finesse}
Feats Alertness, Dodge, Mobility, Psicrystal Affinity, Psicrystal Containment, Quick Draw, Speed of Thought, Spring Attack, Weapon Finesse, Wild Talent, Wind Stance
Traits Metacreative Talent, On Guard
Skills Acrobatics +29, Appraise* +2, Autohypnosis +13, Bluff +8 {+18 conceal thoughts}, Climb* +5, Craft* +2, Diplomacy* +2, Disable Device +20, Disguise* +2, Escape Artist +15, Fly +29, Heal* +4, Intimidate +8, Perception +19 {+20 traps}, Perform* +2, Ride* +6, Sense Motive +10, Sleight of Hand +14, Stealth +24 {+34 w/ chameleon}, Survival +17 {+18 tracking}, Swim* +3
*=untrained

Skill Ranks:
Skill ranks: 75 (4 +2 INT +1 human) x 3 (PW), (6 +2 INT +1 human) x 3 (S), (6 +2 INT +1 human) x4 (E)
Acrobatics 9+1, Autohypnosis 6, Bluff 3, Disable Device 9+1, Escape Artist 3+3, Fly 9+1, Intimidate 3, Perception 9+1, Sense Motive 1, Sleight of Hand 5, Stealth 9+1, Survival 9+1

Languages Common, +1

SQ Gorkhan's Blade (1/d - alcohol on blade to create blue whinnis poison)

Power Points per day: 26 (12 pw/e +2 wt +12 wis)
Powers Known (DC 13 +power level) ML 6th
0th (2): Conceal Thoughts, Distract
1st (3+2+1): Absorb Weapon, Chameleon, Inertial Armor, Inevitable Strike, Kinetic Legerdemain, Prevenom Weapon
2nd (2): Entangling Strike, Hustle, Sidestep

Feat descriptions:

• ALERTNESS (General) {Psicrystal}: You often notice things that others might miss. You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
• DODGE (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
• MOBILITY (Combat): You can easily move through a dangerous melee. You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
• PSICRYSTAL AFFINITY (Psionic) (Nimble: +2 Initiative): You have created a psicrystal. This feat allows you to gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original.
• PSICRYSTAL CONTAINMENT (Psionic): You can psionically focus your psicrystal in the same manner in which you gain psionic focus. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. At any time when you need to maintain psionic focus for an effect, you can use your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself—only the owner can spend the time to focus the crystal.
• QUICK DRAW (Combat: Seeker's Blade): You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
• SPEED OF THOUGHT (Psionic): The energy of your mind energizes the alacrity of your body. As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. You may expend your psionic focus to increase the insight bonus to your speed to 30 feet for your turn.
• SPRING ATTACK (Combat): As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
• WEAPON FINESSE (Combat): You are trained in using your agility in melee combat, as opposed to brute strength. 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.
• WILD TALENT (Psionic): Your mind wakes to a previously unrealized talent for psionics. Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
WIND STANCE (Combat): Your erratic movements make it difficult for enemies to pinpoint your location. If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Trait descriptions:

• METACREATIVE TALENT (Psionic): While you maintain psionic focus you can manifest shards of crystal as a swift action that last for one round. These blades can be used as thrown weapons if you use them immediately (you are proficient in their use; 1d2 slashing damage, 20/x2 crit, range increment 10 feet). This talent grants no benefit if you do not have the ability to gain psionic focus
• ON GUARD (Regional): You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.

Class abilities:

• AERIAL ACROBATICS (Su): The elocater adds her ranks in Acrobatics as a bonus to any Fly checks, and her ranks in Fly as a bonus to any Acrobatics checks, due to her ability to control her personal gravity. She also treats all Acrobatics checks to jump as if she had a running start.
• CHARGE THROUGH (Ex): Starting at 2nd level, you are able to make charges through difficult terrain or through squares occupied by allies. This ability can be used in conjunction with the Psionic Charge feat. This replaces the bonus feat normally gained as a 2nd level psychic warrior.
• DIMENSION STEP (Su): An elocater of 3rd level or higher can slip psionically between spaces as if using the Fold Space power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level. At 6th level, the elocater gains a second daily usage, and at 9th level, she can use this ability three times per day.
• FREERUNNING (Ex): Beginning at 2nd level, an elocater's land speed increases by 10 feet. This is treated as a circumstance bonus (it does not stack with terrain-based circumstance bonuses, such as the circumstance bonus from using skate on a decline). This bonus increases to 20 feet at 5th level and to 30 feet at 8th level.
• FLANKER (Ex): An elocater of 4th level or higher can flank enemies from seemingly impossible angles. She can designate any square adjacent to her as the square from which flanking with an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.
• PERSONAL GRAVITY (Su): As long as the elocater is within 1 foot of a sufficiently stable solid or liquid surface, she can change her personal gravity with a thought (free action). As a result, she may move on walls, ceilings, etc. as if they were level floors, including being able to run, jump, and take 5' steps.
Personal gravity is constantly active, even when unconscious, unless the elocater deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the elocater is carrying a medium load or wearing heavy or medium armor while using personal gravity, her speed reduces to 10 feet per round.
• PSIONIC PROFICIENCY (Ex): A psychic warrior treats his base attack bonus as equal to his psychic warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.
• QUICKENED STRIDES (Su): As long as you maintain psionic focus, you gain a +5 ft. enhancement bonus to base speed. This ability only works if you are carrying a light load and not wearing any armor. At 5th level and every four psychic warrior levels thereafter, the bonus to base speed improves by +5 ft. This replaces all armor proficiencies normally gained as a 1st level psychic warrior.
• SCORN EARTH (Su): At 1st level, an elocater’s feet lift from the ground. From now on, she can float a foot above the ground, but still move and act as if she were standing on solid ground. At distances greater than 1 foot from any sufficiently stable surface, her speed diminishes to 10 feet per round, but she can move in any direction (including straight up or down). Melee and ranged attacks suffer increasing penalties as if she were the subject of the defy gravity power.
Scorn earth is constantly active, even when unconscious, unless the elocater deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the elocater is carrying a medium load or wearing heavy or medium armor while using scorn earth, her speed reduces to 10 feet per round.
• SLAYER TALENTS: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
==TRAPFINDING (Ex) (+1): A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
• SNEAK ATTACK (1d6): At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
• SPATIAL AWARENESS (Ex): Beginning at 2nd level, an elocater's hyperawareness of spatial relations lets her use the battlefield to her advantage. When she attacks with a bonus from higher ground or is flanking the attacked enemy with an ally, the first attack she makes against that enemy each round gains a +2 insight bonus to her attack roll and damage roll (if the attack hits). Furthermore, due to her ability to reorient herself, enemies no longer gain a bonus when attacking her from higher ground. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.
• STUDIED TARGET (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
• TERMINAL VELOCITY (Su): As long as either personal gravity or scorn earth is active, if the elocater would be in a position to fall (for example, stepping over a pit), she instead hovers at her current position, as if standing on solid ground. As a move action, she can safely float or jump down 30' (she can float down an additional 30' per additional move action spent in this way).
• TRACK (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
• WARRIOR'S PATH: At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 3rd level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power. In addition, the psychic warrior gains one additional class skill, as noted in the path description.
Assassin's Path: While others prefer to stand boldly in the face of danger, your preferred weapon is stealth and silence. When you attack, your enemy is bound to fall.
==Bonus class skill: Stealth
==Trance: While maintaining psionic focus, you gain a +2 competence bonus on damage rolls. This bonus increases by 1 every four psychic warrior levels after 3rd.
==Maneuver: Any time you strike an enemy with a melee attack and there are no other enemies adjacent to you, you can expend your psionic focus to deal an additional +2d6 damage. For every five psychic warrior levels you gain after 3rd, this damage increases by +1d6. This damage is precision-based damage.

Race Abilities:

• SKILLED: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• BREADTH OF EXPERIENCE: Humans choose two extra class skills (disable device, sleight of hand) at 1st level and gain proficiency in two martial weapons or one exotic weapon of their choice (exotic: bard's friend).
• GREATER WILD TALENT: Humans display considerable natural psionic ability and may roll twice on the Wild Talent table. Alternatively, the character may roll once and gain an additional 3 PP.
63=Wild Talent & 1st level power (59=kinetic legerdemain)
4=Bonus Feat

Seeker's Reliquary/Psicrystal:

Nimble
Dimunitive construct
Init +2; Senses Sighted 40', Perception +6

==DEFENSE==
AC 22, touch 18, flat-footed 16 (+4 inertial armor, +2 dex, +2 natural, +4 size)
hp 49 (1/2 Gorkhan's)
Fort +10, Ref +12, Will +9
Defensive Abilities Conceal Thoughts (+4 vs. mind reading), Deliver Touch Powers, Hardness 8, Improved Evasion

==OFFENSE==
Spd 30', climb 20'

==STATISTICS==
Str 1* (-5), Dex 15* (+2), Con -, Int 8 (-1), Wis 10 (+0), Cha 10 (+0)
* when using self-propulsion
Base Atk +0, Cmb -9, Cmd +3
Feats
Skills Acrobatics +12, Appraise* -1, Autohypnosis +6, Bluff +3 {+13 conceal thoughts}, Climb* +10, Craft* -1, Diplomacy* +0, Disable Device +12, Disguise* +0, Escape Artist* +8, Fly +12, Heal* +0, Intimidate +3, Perception +10, Perform* +0, Ride* +2, Sense Motive +1, Sleight of Hand +7, Stealth +22, Survival +10, Swim* -5
*=untrained

Skill Ranks Acrobatics* 10, Autohypnosis* 6, Bluff* 3, Disable Device* 10, Escape Artist* 6, Fly* 10, Intimidate* 3, Perception* 10, Sense Motive* 1, Sleight of Hand* 5, Stealth* 10, Survival 10
* from master

• CONSTRUCT TRAITS: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.
• IMPROVED EVASION (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
• PERSONALITY (Ex) (Nimble): Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the Psicrystal Personalities table. At 1st level, its owner typically gets a feel for a psicrystal’s personality only through occasional impulses, but as the owner increases in level the psicrystal’s personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal’s particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.
• SELF-PROPULSION (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
• SHARE POWERS (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
• SIGHTED (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
• TELEPATHIC LINK (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
• TELEPATHIC SPEECH (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

• SEEKER: This blue crystal glows with a sapphire light. The crystal functions as a psionic reliquary, housing the consciousness of an ancient warrior known as the Seeker. It can store up to 3 PP as a psionic reservoir. If bonded to its owner's brow chakra (occupying the headband slot) or heart chakra (occupying the chest slot), it grants a +2 enhancement bonus to Dexterity and a +2 enhancement bonus to Intelligence.
By spending 1 PP or expending psionic focus, a bonded user may treat all or a portion part of her normal movement in a round as teleportation - the total distance is unchanged but the character does not actually pass through the intervening space, which must be in sight but may contain matter than normally would block access.


Equipment:

Cash 0 gp
Encumbrance 48 lbs (76 lbs=light; 77-153 lbs=medium; 154-230 lbs=heavy)

Weapons (8.5 lbs)
Seeker's Blade (+2 steel bastard sword)
Gorkhan's Blade (+1 Obsidian Bard's Friend)

Clothing (2 lbs)
Blackguard's Cloak
Bracers of Natural Armor +3
Punisher's Ring (+1 gauntlet, 3/d: max damage {1/2 nonlethal})
Worn: mwk climbing gloves, sleeveless tunic, leather pants, leather boots, elven burnoose {+2 stealth in desert} (0 lbs)
Ring of Protection +1
Carried: hooded cloak, cotton cape, hemp pants, sandals (2 lbs)
Stalker's Mask
High quality leather clothing

Other (37.5 lbs)
oil of keen edge (2 pots)
Bag of rations [10 days]
Bedroll, well made
Pack, well made
Waterskins {1 gal} x4

Funds 15 sp, 50 cp

Background & Appearance:

Appearance
Gorkhan is a tall, slim, yet well built, man with dark hair, his piercing blue eyes shine out from his grim visage.

Background
Gorkhan, once again, looked down at the giant-hair rope wrapped around his wrists, the heat inside the hold weighing upon him, sweat coating his body. His throughts strayed to how he ended up in this situation...

------

The guards had been easy to take down without making any noise. Gorkhan wiped his blade off on the last one. According to his source, and his client, his target would be in the next room, asleep in a drug induced coma. Not through any of the client's doing, though. Apparently the target was addicted to some herb that sends one into a vast dreamscape. Shouldn't be too much trouble for his second job.

Gorkhan quietly put his hand against the lock of the door, using an ability he had since he was a child to manipulate the tumblers in the lock. He slowly opened the door with a smile and approached the bed, a form asleep, as expected, under the covers. Two steps in and an alarm went through his mind. His psicrystal sensed something. He quickly put his back against a wall, crouched down, ready for anything and scanned the room with his eyes.

Suddenly the sound of giggling came from under the covers. "Oh! We got him! Yes we did! Hahaha!" came a voice as the shape sat up and the covers fell off. It was the target. Gorkhan immediately wend to rush the man, nothing would get in his way, except on the first step, Gorkhan found that he couldn't move. It was as if he were wading through molasses. The target continued to giggle.

From an doorway to a side room, another man appeared. It was the client... "Be silent, Durat, or I'll let him take you." The giggling became muffled as the man clamped his hands over his mouth.
"Now you," he said, turning to Gorkhan, "drop your weapons."

Gorkhan's eyes darted back and forth between the target and his client. Decision made, Gorkhan manifested a crystal into the palm of his hand and flicked it at his client. A motion in the shadows behind the client and his shard stopped in midair before clattering to the ground and dissipating.

"Now let's have none of that," the client said as more guards Where did they come from? appeared at the door. Gorkhan's eyes never left the shadow behind the client, but he couldn't discern who or what it was. Gorkhan dropped his weapon and pulled out his other weapons, dropping them to the floor.

The client approached, and Gorkhan tensed, but then a mutter from the shadows caused the client to stop and look back. "Of course master," he said before turning back to Gorkhan. "The other weapon too... Or would you prefer we cut off your arm?" he asked as the guards grabbed him.

Gorkhan blinked and frowned as his last gambit was revealed. The tattoo on his forearm shimmered and a bard's friend appeared in his hand. He looked around gauging his chances before finally dropping it to the floor. The client then approached, reached into gorkhan's shirt and pulled out a crystal, tossing it back into the shadows. Gorkhan winced as he felt a plaintive wail in his mind shortly before the sound of a crunch as his psicrystal was destroyed. The guards then set to beating him into unconsciousness.

------

And now I'm here. Enslaved... and it looks like heading to help build that damned ziggurat,[/b] he thought. [i]What the hell happened? he wondered.

You were too slow. Speed is king. said a voice in his mind. His new psicrystal that he had grown in secret during the travel. This one seemed a little more outspoken than the last.

"Shut up," he muttered, for the umpteenth time.

Wishlist:

Items
Weapon: Bard's Gift

Goals
Short Term: Escape slavery
Long Term: Find the target, client, and their mysterious backer that caused his capture and slavery. Find out why, and get his revenge.