Priestess of Pharasma

Julie Dei Vult's page

514 posts. Alias of hallowsinder.


Classes/Levels

Status:
Lady Pirate 5 HP 28/44 | AC 24 | T 18 | FF 16 | F +7 | R +6 | W +9 | Init +9 | Per +11 | Mana 2/6 | Copycat 3/5 | Channel 0/5

About Julie Dei Vult

There are Path of War Shenanigans in the below statblock. However, removing them would be fairly easy. So If you like the character but go, "bleech, too much cheese", I can swap to a straight Fighter/Incanter with no Path of War shenanigans with a little bit of cut and paste.

Pathfinder Julie:

Female Human Fighter 5/Incanter 4-Mystic 1
N Medium Humanoid(Human)
Init +9; Senses Perception +11
XP:???
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DEFENSE
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AC 24, touch 18, flat-footed 16. . (+6 Armor, +4 Dex, +4 Dodge)
hp 44(5d10+10)
Fort +7(4), Ref +6(1), Will +9(6)
Resist electricity 15
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OFFENSE
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Spd 30 ft.
Melee Kraken's Maw +10 (2d6+2/18-20/S)
... Enhanced Kraken's Maw +13 (2d6+5/18-20/S)
... Both of those have 2d6 electricity damage riding on them.
Ranged Pew Pew Destruction +9 (3d6/x2/B or S or P/1s and 2s go to 3s)
... Spell Point Pew Pew Destruction +9 (5d6/Second Verse Same as the First)
... Pew Pew Lightning Destruction +9 (3d6/x2/Elec/Target -3 AC if metal'd)
... Spell Point Pew Pew Lightning Destruction +9 (5d6/Second Verse Same as the First)

Maneuvers- IL 5
Who knows? I'm a Mystic, whee random abilities per combat!

Magery- ML 5
6/6 Mana/spell points.
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STATISTICS
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Str 13, Dex 18, Con 14, Int 13, Wis 15, Cha 10
Base Atk +5; CMB +8; CMD 26
Feats Combat Stamina, Power Attack, Weapon Finesse, Energy Channel, Exotic Weapon Proficiency (Katana), Katana Expertise, Practiced Caster, Advanced Weapon Training, Cut From the Air
Skills Acrobatics* +7(2), Bluff +7(4), Diplomacy +9(5), Intimidate +4(1), Knowledge (Nobility) +10 (5), Lore (Pirate) +9(5), Perception +10(5), Profession (Sailor) +10(5), Ride* +10(5), Sense Motive +6(1), Stealth* +7(2), Swim* +4(2) (12 from classes, 5 from human, 5 from int, 10 background, *ACP)
Languages Common, Polyglot
Combat Gear Cloak of Resistance +1, Masterwork Breastplate, Blind Delahaye's Compass, Periapt of Cleanliness, Sash of House Hazier, Kraken's Maw
Other Gear That's 9,550 spent on gear so far. 350 on retraining. 50 on bribes.
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SPECIAL ABILITIES
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Racial Stuff:
+2 Flexible stat bonus
Bonus Feat
+1 skill rank per level

Feats:
Combat Stamina (Combat, Fighter Bonus 1)- "Tired already?"Stamina pool (BaB + Con mod), 0 makes you fatigued till have stamina again. can't spend stamina is not an action, but can't be stacked twice on same action or if unconscious, fatigued, or exhausted. Resting 1 minute recovers a stamina point. Cannot regain stamina under almost every bad condition except fatigued. After an attack with a weapon, but before results, can spend up to 5 stamina points to get equal competence bonus to attack roll.
Power Attack (Combat, Fighter Bonus 1)- "If brute force isn't solving your problems, you simply don't have enough of it on hand."-2 to hit, +4(6) to damage. 2 Stamina to gain the benefits and hindrances until the end of turn, instead of until the start of the next turn.
Weapon Finesse (Human 1)- "I imagine father would much rather I use a more dainty weapon. Ah well." Use dex instead of Strength on light/curve blade, rapier, whip, spiked chain. Shield ACP applies to attack rolls, 2 stamina points negates this penalty till next turn.
Energy Channel (Level 1)- "I'm afraid you don't have much longer to live, darling." Swift action, charge next 3 melee attacks with 2xChannel Energy dice electricity damage for one channel energy.
Exotic Weapon Proficiency (Fighter Bonus 2)- "I'm fairly certain the Kraken's Maw chose me as well. We'll see who wins." Katana use.
Katana Expertise (Fighter Bonus 4)- "I'll admit, it took a lot of work to make wielding this weapon look graceful." Katana size increase, and usable with weapon finesse.
Practiced Caster (Incanter Bonus 4)- "Sea and Storm are mine to command.... I'm sorry, did I use that line already? I feel like I did." +4 mage level u pto max of hit dice.
Advanced Weapon Training (Level 3, retrained at 5)- "Any noble of quality should have diverse skills and tastes."Gain Diplomacy/Ride with ranks equal to BaB and immediate class skills.
Cut From the Air (Level 5)- "Perfect shot. Do it again." As an AoO, roll an attack roll against a ranged attack against you or an adjacent ally. If your roll is higher than the attack, you deflect it away. Must be aware and not-flatfooted, doesn't work against spells/siege weapons.

Fighter Stuff:
Bonus Feat at levels 1, 2, and 4.
Combat Stamina as a bonus feat at level one.
Bravery (Ex)- +1 on Will saves against fear.
Armor Training (Ex)- -1 ACP, +1 Max Dex in armor, speed not reduced by medium armor.
Weapon Training (Ex)- Heavy Blades chosen, +1 hit, damage, CMB/CMD with weapons in that group.
Favored Class Bonus (Ex)- +3 CMD vs Trip, Disarm, +4 vs Grapple.

Incanter Stuff:
Channel Negative Energy- 2d6, DC 10 +1/2 level + Stat Mod, 3+Stat Mod times a day.
Trickery Domain- Copycat, Mirror Image for Incanter Level, move action. No more than 1 at a time. 3+Stat Mod/day.
Air (Wind, Cloud) Domain- Wind Blast, CM check in 30 ft line using CL + Stat Mod, treat as bull rush. 3+Stat Mod/day.
Bonus feat at level 4, spend it on the CL boost to HD ability.
Destruction Sphere-
Destructive Blast- Standard action, bludgeoning 1d6 + 1d6/2 levels, melee touch or ranged touch close. 1 Spell point to increase damage dealt to 1/CL. May apply up to one type/shape.
Energy Weapon (Shape)- As a standard action, make a single weapon attack with the destructive blast, if the weapon attack hits, so does the destructive blast.
Crafted Blast (Type)- Change damage type to bludgeoning, piercing, or slashing, may change all rolled 1's and 2's to 3's.
Electric Blast (Type)- Change damage type to electricity. Targets wearing metal armor or primarily composed of metal suffer -3 penalty to AC and Saving throws against an electric blast.

Enhancement Sphere-
Enhance- Standard action, lasts concentration, or with spell point min/level.
Enhance Equipment- +1 (+floor(1/5 levels)) Enhancement bonus to weapon/armor/shield, .
Deep Enhance- Spell point makes it last 10 min/level.
Great Enhance- +1 to Enhance Equipment bonus.

Mystic Stuff:
Maneuvers- Ready up to five maneuvers, by meditating for 10 minutes, from my pool of 7 maneuvers known. When initiative is rolled, you may use two of your readied maneuvers, the rest are "withheld". At the end of each turn, a random withheld maneuver may be used. If there are no more maneuvers withheld at the end of the turn, start from the top (you get two, rest are withheld).
Swapped Solar Wind for Iron Tortoise to get Bluff as a class skill, not that I'll ever use either of these.
Animus-(Su) In battle, gain a pool of Animus equal to 1+Wis. At the start of each turn, add one point. Whenever initiates a maneuver, gain a point. No max, but all points disappear 1 minute after combat. May spend up to three animus to get +2 insight bonus per point to all d20 rolls as part of that maneuver, except that this may only apply to one attack roll. May spend any amount of animus to grant +1 to the DC of that attack.
Blade Meditation-(Su) Full-round action, spend one animus, gain all withheld maneuvers. Anyone attacking you in melee takes until the start of your next turn takes 1d6+1d6/2 animus points in your pool of your active energy type.
(I'm gonna voluntarily limit myself to Air and Water energy types for Elemental Flux, because it ties into my fluff and cohesive theme as a character. And it's less stuff for me to write down.)
Eldritch Shield- (Elemental Flux Counter Lvl 1)
"Surely you've heard of the eye of the storm? Your little tantrum won't reach here."Gain 10 resist against one of acid, cold, fire, electric, or sonic against one attack, spell, or effect. Can spend one point of animus to increase this to 20 resist.
Clockwatcher- (Riven Hourglass Counter Lvl 1)
"My apologies for blocking, but I don't think Kraken wants me to go down without a fight, and I don't want to either." May activate this while flat-footed and at the beginning of a surprise round you would otherwise not act in. You may act in the surprise round normally and remove the flat-footed condition.
Calm the Storm- (Mithral Current Counter Lvl 2)
"Rrr... I've had enough of that, this is my tale!"After the enemy melee/ranged attack resolves, you may attempt a melee attack back (if you can). If it hits, it deals damage as normal, and forces a Reflex (DC 12 + Initiation modifier) save, or be unable to attack you again for the rest of its current turn.
Eldritch Fang- (Elemental Flux Boost Lvl 2)
"Feast on his blood, Kraken!" Next attack deals +1d6 force damage and ignores DR, target must make a DC 12+ initiation Modifier Fort save or be staggered for one round. May spend one point of animus to boost the damage to 2d6.
Degrade Resistance- (Elemental Flux Boost Lvl 2)
"Hahaha, yes, I'm sure your little spell will let you withstand THIS!"Attacks ignore 10 energy resistance of my active element for 1 round, and next attack deals +1d6 of active element attack. Can spend 1 Animus to boost bonus damage to 2d6.
Probability Twist- (Riven Hourglass Counter Lvl 3)
"Betrayers such as you will always meet an ill-fated end!" "Really? Luck always seems to be on my side." Reroll a d20 or damage roll made on your own turn.
Temporal Fury- (Riven Hourglass Strike Lvl 3)
"Shocking, no?" +2d6 damage, slow as the spell for 2 rounds. (I'd like to make this lightning damage, and targets immune to lightning ignore the slow, to represent a sort of linger charge that messes with the target's nervous system.)
Elemental Flux Stance- (Lvl 3)
"I am the storm, flee before it or drown."+2d6 of active energy type damage on weapons, 15 resist to active element. Air Type- +4 Initiative/+4 Dodge. Water type- +2 to saving throws.

Traits-
Fencer- "Hmph, come to your death, fool." +1 on AoO with blades
Practiced Initiator-"Do you hear the voice of the depths? The deep needs no magic to crush you." +2 IL up to HD.
Nobleborn- "While Julienne certainly is of noble birth and upbringing, it is questionable whether her continuing wealth comes from her estate or from her piracy, er, privateering." Knowledge (Nobility), Diplomacy +1, and one becomes a class skill. In addition, you gain an additional thousand gold pieces, and continue to receive this stipend at each level up.
Tainted Spirit-"Of course I know the blade is cursed. But as long as I'm still strong enough to stand, I need its power." At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.

Kraken's Maw-
CL 11, moderate transmutation (evil)
It is said that this ancient weapon from another world was dredged up from the deepest trenches of the world by a Kraken at Besmara's behest. Once a tool aboard a ship that sailed the stars, the Kraken's Maw got its first taste of blood when used in a mutiny foul. The ship damaged during the mutiny, burned through the sky with a fire so hot that only the coldest depths finally quenched it. In this forge of senseless violence did the Kraken's Maw awaken to its desires, and its shape slowly changed and corrupted into a rusty weapon that glistens only when wet with blood. Since then, the Kraken's Maw has passed hands through a number of ill-fated captains, each one carving a bloody path to a grave in the deep. But every time, the Kraken's Maw resurfaces among the flotsam once more.

/*When the Kraken's Maw inflicts a critical hit, its bloodlust reactivates the ancient twisted machinery, tearing the chainsaw's blades through the unfortunate victim. In addition to doing damage for the critical hit, the Kraken's Maw deals 2 points of constittuion damage and stuns the victim for 1 round (Fort DC 15 negates). Creatures immune to critical hits are immune to this Constitution damage and the stun effect. */

2 bleed damage on critical hits.

The Kraken's Maw is treated as a favored weapon of Besmara.

Base Weapon Katana, 1d8, 18-20/x2, deadly, Slashing, 6 lbs, 50 gp.
//+Fanged Falchion Special 6,000 gp
+Bleed 1000
+Favored Weapon ???

Blind Delahaye's Compass
"Of course I trust a blindwoman's sense of direction. If the path was treacherous, she would have fallen down."

This compass that never points in one direction for long, seems to be the battered remains of an ancient relic jury-rigged and ham-fistedly repaired a few too many times. Its glass is a spiderweb of cracks, and its casing is corroded with sea-spray. But Blind Delahaye, a devout Besmaran and remarkably competent navigator for a blindwoman, swore by the compass and spent every share of her pay on a set of crystal coins to slot into it and empower it. Julie Dei Vult agreed, and after removing Blind Delahaye of her need of it, has carried it since.

On command word, the compass can shine, as the light spell. The compass also grants you a +2 circumstance bonus on finding any location that would be covered by the Lore(Pirates) skill, such as burried treasure or shipwrecks of legend. The compass can carry a ioun stone, as a wayfinder, and loses its bonuses while doing so.

Wayfinder 500 gp
And The "Crystal Coins"
+Incandescent Blue Sphere (Cracked) with Resonance* 500 gp
+1 on Perception
Blind-Fight
+Dusty Rose Prism (Cracked) with Resonance* 1,250 gp
+1 Competence on initiative checks
+2 Insight CMB/CMD
+Vermilion Rhomboid (Cracked) rolling for Resonance normally 400 gp.
+1 Acrobatics/Swim
Breath Water for up to 10 minutes per day, usable in 1-minute increments.

Periapt of Cleanliness
One of the very first actions of Lady Julienne upon returning to noble society was to commission an item that would allow her to get the blood out of her clothes after using the Kraken's Maw. Of late, it has become unreliable, and Julienne suspects Kraken to have interfered with it.

The Periapt of Cleanliness cleans the user's clothes and repairs light wear and tear. However, of late, it seems to require a bit of cajoling and start up time, taking 1d6x10 minutes to start cleaning.

GP Cost 500 gp

Sash of House Hazier
One of the very first actions of Julie Dei Vult upon ascending to captaincy was reclaiming the ancestral sash of House Hazier, sold off as a trinket of silk still dripping in her father's blood. Even as the merciless pirate captain, Julie Dei Vult still maintains at least an air of nobility.

Treat fighter level as 4 higher for armor training and bravery.

Sash of the War Champion 4,000 gp.

Background:
Lady Julienne Hazier of House Garesh, residing on the island of (insert small island owened by Garesh), prefers her noble title. But if you insist on calling her according to her profession, she prefers the term "privateer", and she is certainly sanctioned in her efforts.

Julienne was born to the Hazier family, a family in the clan of House Garesh more know for keeping up airs of high nobility despite relatively meager holdings. This lack of focus on practicality was both boon and bane to the Haziers, when a pirate vessel overtook them. On the one hand, their large pretty ship was ill-suited for combat. On the other hand Julienne was classically trained in the sword, and managed to make herself valuable enough to be "pressed" into service. Less savory rumors put her anywhere from having joined willingly to the one who sold out her family to inherit their wealth. "Julie Dei Vult" took to the sea like one blessed by Besmara herself, quickly becoming the captain of the vessel through steel and spell, her classical training quickly adapting to a more devious fighting style.

Julie still had tastes for the high court, however, and sought to parlance her blood and fleet into a higher position in House Garesh. With Garesh' lack of wood for shipbuilding, a steady supply of captured vessels was quite enough to get the pragmatic sailors to turn a blind eye to her piracy, issuing her retroactive legitimacy and awarding her her family estates once more. The sum of money being awarded for the return of Amberlae would set those estates aright, and just as "Julie Dei Vult" did not wish a life only as a pirate captain, Julienne could not stand to only stand around in her isolated manor. A daring adventure possibly followed by invitation to the royal court? Impossible to ignore. And those who disrespected the authority of royal blood certainly did so twice more to those of mere noble blood. Julie Dei Vult is not one to take insults kindly.

Personality:
Julienne is not as demonic as her detractors who have had interests abroad sabotaged by her piracy would claim. But nor is she as innocent as she would portray herself in court. Julienne adapted to survive, the trauma of her parents murder, forming a second personality almost, Julie Dei Vult, the renegade pirate queen, merciless and cruel. While not so advanced as schizophrenia, Julienne finds herself both uncomfortable staying as a noble or a pirate for too long. However, rest easy, her taste for overly flashy style and melodrama remains intact regardless of personality.

Powers of the Storm:
Julie's sorcerous powers are certainly not things she studied or prayed for. They seemed to come to her naturally, just a small bit when she began to sail under a black flag, and then all at once as she claimed the Kraken's Maw as her own. Julie Dei Vult seemed born to have the luck of a scoundrel and the flesh-charring might of lightning. Or perhaps, someone is making an investment upon which they might wish a return some day, or perhaps the Kraken's Maw simply knows the mightier the pirate, the more blood they shall shed before the end.

In other words, if it is kept, the Path of War stuff is not her study of secret martial arts, but simply another manifestation of her strange blessings of wind and wave, unnatural fortune, and in the case of Eldritch Fang, Kraken's Maw activating. All of the maneuvers she chose are Supernatural, and so de-activate in Anti-magic, making such a refluff quite easy.

Black Crusade Julie:

Archetype: Renegade Current Free XP 150
Stats (Slaanesh x2)
WS 25/25 -3 Perfection +3 Renegade
BS 63/45 +5 Perfection +3 Renegade +10 Intermediate advance (750 xp)
Str 22/25 -3 Perfection
Toughness 20/25 -5 Charm
Agility 50/45 + 5 Basic advance (250 xp)
Intelligence 35
Perception 50/45 +5 Dread
Willpower 30/35 -5 Dread
Fellowship 60/45 +5 Charm +10 Intermediate advance (350 xp, Slaanesh)
Infamy 33/21 +12

Skills (Slaanesh 5)
Athletics, Awareness, Dodge +30 (1000 Slaanesh), Parry, Scholastic Lore (Tactica Imperialis), Common Lore(War, Administratum, Charon Reach), Operate (Aeronautica), Command, Stealth, Linguistic (Low Gothic), Trade (Armorer), Tech Use
Purchased Skills, Acrobatics, Charm, Deceive (600)

Talents: (Nurgle 1, Slaanesh 3)
Jaded, does not suffer fear tests from terrifying but natural occurrences
Quick Draw, can draw and ready a weapon as a free action for pistol, basic, or one handed melee.
Rapid Reload, halves all reload times, rounding down.
Catfall, reduce falling distance by Agility bonus, +20 on Acrobatics tests to reduce falling damage.
Marksman, Suffers no penalties for BS tests at long or extended range.
Double Team, An additional +10 bonus on WS tests when ganging up, if one or more allies also have it, gain another +10.
Ambidextrous, no penalty for using off hand to fight, -10 instead of -20 for Two-Weapon Wielder
Tier 3 Purchase 750 xp: Mighty Shot (deal half of BS bonus as extra damage with ranged weapons.)
Tier 1 Purchase 250 xp: Peer Administratum (1), +10 to all fellowship Tests with this group, "may" call on favors from time to time.
Tier 2 Purchase 500 xp: Two Weapon Wielder (Ranged), can dual wield weapons.
Tier 1 Purchase 250 xp: Lightning Reflexes, roll twice on initiative checks
Tier 3 Purchase 750 xp: Gunslinger, no penalties on dual wielding pistols.
Weapon Training( Chain, Las, Primary, SP, Bolt)
Heavy Weapon Training (Flamer),

Traits:
Quick and the Dead: +2 to Initiative rolls

Special Ability:
One additional Degree of Success to all successful BS tests.

Starting Gear
Best Craftsmanship Laspistol - Never Jams or Misfires, treat as miss. 1d10+2 E (Clip 30) Rld (Half) Reliable, 1.5 kg, S/2/-, 30 m
Best Craftsmanship Chainsword - +10 WS and +1 Damage
1d10+2 R Pen 2 Tearing, balanced, 6 kg
Tearing: Roll extra 1d10 and pick the higher.
Balanced: +10 to parry.

Medikit, dataslate with annotated Tactica Imperialis

Substitutions for my starting gear
Best-Craftsmanship Lasgun for another Best Craftsmanship Laspistol
Carapace Armor for Mesh Armor

Las-weapons
Overcharge: +1 damage, use two shots of ammo per shot.
Overload mode: +2 damage +2 Pen, four shots of ammo per shot, lose reliable gain unreliable.

Infamy Picks
Good Camoleoline Cloak, +20 to Concealment Tests, while stationary BS tests to hit you suffer -30. It would make sense as Good Quality that I could choose a +5 to an interaction, like with Armor. If you're cool with that.

Best Quality Long-Las
150 m S/-/- 1d10+3 E 1 Pen 40 Clip Rld(Full), Accurate, Reliable Felling (4) 4.5 kg
Accurate: +10 BS when used with an aim action. When firing a single shot from a single basic weapon with accurate benefitting from aim, extra 1d10 damage for every two degrees of sucess to a maximum of 2. Extra dice cannot generate Zealous Hatred.
Felling (4): Ignore 4 points of Unnatural Toughness.

Good Heavy Flamer
30 m, S/-/- 1d10+8E 5 Pen 10 Clip Rld(2 Full), Flame, Spray, 20 kg
Spray: Everyone in range, 30-degree arc, must make an agility test or be hit. Cover is no help.
Flame: Everyone hit must pass an agility test or be set on fire.

Rewards
Warpsight: +10 Awareness, -10 Scrutiny.
Tail: +20 WS slaaneshy tentacle tail....

Dear Elizabeth,
I know you and I shared many tears over the loss of so many friends when the storm of chaos overtook Virenon Prime, but I have wonderful news, it seems Lord Hazier's daughter, Lady Julienne, was able to survive all this time, and managed to escape recently and found me here at our main home!

She is certainly frightened and a little worse for wear, but she retains all the beauty that charmed so many young lads back at the lovely Palace Verdantia, back when we last visited. Oh, but of course, you need not fear any unfaithfulness, my darling, I eagerly await your return.

Though, I must emphasize that last point in more than jovial jest. Lady Julienne seems to have the dread of the horrible events that happened to Virenon Prime still hanging over. She is listless and cannot rest easily. Perhaps another upstanding Lady such as yourself might be able to calm her.

Ever your Doting Husband,
Reiginus

Lady Julienne Hazier was once a young lady of nobility, with the typical fairy-tale yearning for freedom and rough and tumble life and seeing what was once outside her door. She trained extensively at ranges and accompanied her father on the lavish hunts he orchestrated for his fellows, passing it off as wanting to spend time with her father. That is not to say, however, that she did not enjoy the lavish balls and courts and the dancing. No, she loved how she could twirl men around her fingers with her charm. The freedom she wished for, she was by no means prepared for.

A Traitor Legion, the Night Lords, attacked her home world, surgically striking at armories and strongholds to plunder the weapons contained before moving on. Her father's vaunted collection of masterful hunting weapons was included in those, and when they came, Julienne could do nothing but sob in terror in a corner as her family and friends were effortlessly slaughtered. This fear of death is the dread that still haunts her. That was not the end. Cultists and greedy pirates who had noticed this trend of the Night Lords, followed swiftly, taking everything they wanted in the wake of the traitor legion. Julienne now had the freedom she so desired, but she would have to fight to survive it.

In fear and desperation, she turned to chaos, joining the chaos cults and the pirates, and somehow she not only survived the ravaged world, but thrived. Her fear repressed, she became an impossible gunner, a dashing rogue, a gentleman pirate. As many mortals, she shrouded her sense of self in the archetype of the renegade, a perfect gunslinger, two pistols spitting death from her hands, kisses blown over the smoking barrel of a gun. The persona of "Julie Dei Vult" gave her strength.

But it wasn't long until imperial order would be restored on the world, since the traitor legion had long since moved on and imperial forces were on the muster. Once again faced with the choice of death or life, she chose life, once again becoming Lady Julienne, playing herself a lucky survivor and seeking refuge with a friend of her father on the world of New Phaeton.

Since her return to normal life, she can feel something pulling her. A calling. She is no longer Lady Julienne, at least not in whole. Her tail hides listlessly under her clothes, an eternal mark of her allegiance to chaos, and her eyes no longer see anything but prey. Julie Dei Vult feels a pull to fetch her prized pistols from their hidden cases, and venture deep, deep into the underhive.