Lady Estrekan

Lokhir the Reborn's page

15 posts. Alias of Grumbaki.


Race

Wounds (0) HP (208) AC (51/30/47, +1 Mutagen) PE (10/10) Saves (33/21/23, +4 channel, undead resistances) Initiative (+10)

Classes/Levels

SR33 (if afraid) DR 5/— (10 if afraid) DR 10/ (cold iron and magic) Fast Healing 10 (15 if afraid) Acid, cold, electricity, fire, sonic resist (10)

Gender

Mythic (15/15) ToC 2d6+5 (12/12) Smite (2/2) Mutagen (1/1) Fear Aura 60ft (DC26 Will, 10ft enemy -2 fear allies +2)

Special Abilities

Movement (20ft) Fly (60ft) Scent (30ft) Sense Fear (120ft) Thoughtsense (60ft) Shatter Spells

Alignment

LE Augmented Undead (Mind Shield)

Languages

Common, Infernal, Abyssal, Celestial, Elven, Sylvan, Draconic, Ignan, Auran, Aquan, Terran, Protean, Utopian, First Speech, Lip Reading,

Strength 26
Dexterity 18
Intelligence 16
Wisdom 18
Charisma 30

About Lokhir the Reborn

Overview:

Race: Elven Tiefling
Class: Unchained Scaled Fist Monk of the Mantis 1 Mutation Warrior Fighter 5 Insinuator Antipaladin 4
Template 1: Psychic Vampire
Template 2: Implacable Stalker

Lvl 11: Monk (with accomplished sneak attacker for 2d6 sneak attack)
Lvl 12: Snakebite Brawler (3d6 sneak attack)
Lvls 13+ Antipaladin

Combat:

Hit: +10 (BaB) + 3 (Enchantment) + 8 (Str) +1 (WF) +3 (WT) - 3 (Power Attack) = +22
Damage: 3d6 (base) + 3 (Enchantment) + 1 (Trait) +16/+12 (Str) + 9 (PA) +5 (Mythic WS) +4 (WT) = 3d7+38 / 3d6+34

[dice=Cornugon Smash]1d20+41[/dice]
Shaken enemies are FF

[dice=Drain Psychic Energy after first hit]1d4[/dice]

Ignore DR5 for outsiders and DR10 for native outsiders

[dice=Claw]1d20+22[/dice]
[dice=Damage]3d6+38[/dice]

[dice=Claw]1d20+22[/dice]
[dice=Damage]3d6+34[/dice]

[dice=Claw]1d20+22[/dice]
[dice=Damage]3d6+34[/dice]

[dice=Slam]1d20+22[/dice]
[dice=Damage]3d6+34[/dice]

[dice=Gore]1d20+22[/dice]
[dice=Damage]3d6+34[/dice]

[dice=Bite]1d20+22[/dice]
[dice=Damage]3d6+34[/dice]

Mutagen

[dice=Claw]1d20+24[/dice]
[dice=Damage]3d6+42[/dice]

[dice=Claw]1d20+24[/dice]
[dice=Damage]3d6+36[/dice]

[dice=Claw]1d20+24[/dice]
[dice=Damage]3d6+36[/dice]

[dice=Slam]1d20+24[/dice]
[dice=Damage]3d6+36[/dice]

[dice=Gore]1d20+24[/dice]
[dice=Damage]3d6+36[/dice]

[dice=Bite]1d20+24[/dice]
[dice=Damage]3d6+36[/dice]

Defenses
* AC: 10 (base) + 11 (armor) + 12 (natural armor) + 2 (deflection) + 1 (dodge) + 10 (Cha) + 4 (Dex) = 50/29/47
* Fort: +4 (fighter) + 2 (monk) +4 (AP) + 20 (Cha) + 3 (res) = +33
* Ref: +1 (fighter) + 2 (monk) +1 (AP) +10 (Cha) + 4 (dex) + 3 (res) = +21
* Will: +1 (fighter) + 4 (AP) +10 (Cha) + 3 (wis) + 3 (res) + 2 (iron will) = +23

Psychic Vampire Implacable Stalker Elven Tiefling, Traits, Stats:

Elven Tiefling
* Ability Score Modifiers:+2 Str, +2 Cha, -2 Int
* Skilled: +2 Perception and disable device
* Claws (1d4 base)
* Scaled Skin

Psychic Vampire
* Defensive Abilities: A psychic vampire gains channel resistance +4, DR 10/cold iron and magic, and resistance to cold 10 and fire 10, in addition to all of the defensive abilities granted by the undead type. A psychic vampire also gains fast healing 5. If the psychic vampire is reduced to 0 hit points in combat, its fast healing ceases to function, and it must possess an object (see Weaknesses below) as an immediate action or be utterly destroyed. While possessing the object, it can’t use any of its supernatural abilities or exit the object. If the possessed object is destroyed while the psychic vampire possesses it, the psychic vampire is permanently destroyed. After 1 hour, the psychic vampire can exit the possessed object, regain 1 hit point, and resume healing at the rate of 5 hit points per round.
* Weaknesses: A psychic vampire has difficulty tolerating any vocal expressions that deny its power or authority. Any character can force a psychic vampire to recoil by dramatically defying it verbally as a standard action. This doesn’t harm the psychic vampire—it merely keeps the psychic vampire at bay. A recoiling psychic vampire must stay at least 5 feet away from an openly defiant character and can’t touch or make melee attacks against it. After 1 round, a psychic vampire can fight past its revulsion and function normally each round it succeeds at a DC 25 Will save. Reducing a psychic vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see Defensive Abilities above). However, destroying an object possessed by a psychic vampire whose fast healing isn’t functioning destroys the psychic vampire forever. Repairing the object does not restore the psychic vampire.
* Possession (Su)
- As a full-round action, a psychic vampire can attempt to take control of a helpless living creature’s body, as per the spell possession (the CL is 10th or equal to the psychic vampire’s HD, whichever is higher). A creature that successfully saves against this ability is immune to that same psychic vampire’s possession for 24 hours.
* Possess Object (Su)
- As a full-round action, a psychic vampire can possess an object and animate it, as per object possession, except the psychic vampire’s body vanishes while it’s possessing an object, as per greater possession. The psychic vampire can remain in control of an object indefinitely.
- The vampire’s presence in an object can be determined via divination spells such as detect evil and detect undead.
* Attacks: A psychic vampire gains a slam attack if the base creature didn’t have one. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
* Drain Psychic Energy (Su)
A creature hit by a psychic vampire’s slam attack (or other natural weapon) takes 1d4 points of ability drain to the highest of its mental ability scores (Intelligence, Wisdom, or Charisma), and the psychic vampire gains a like number of temporary points of psychic energy (PE). These PE points are in addition to the psychic vampire’s current PE total, and any PE expended is subtracted from these PE points first. These temporary PE points don’t stack with any previously gained temporary PE points. The temporary PE points disappear 1 hour later. The psychic vampire’s attack also drains the target’s memories, as per mindwipe. If a creature that takes ability damage from this attack has the ability to cast psychic spells, it is treated as though it were under the effects of a negative emotion effect for the purposes of the emotion component to its spellcasting. A successful Will saving throw negates all the effects of drain psychic energy. This ability triggers only once per round, regardless of the number of attacks a psychic vampire makes.
* Special Attacks: A psychic vampire gains the following special attacks. The save DCs are equal to 10 + 1/2 the psychic vampire’s Hit Dice + the psychic vampire’s Charisma modifier unless otherwise noted.
* Psychic Magic (Su)
A psychic vampire gains the psychic magic universal monster rule. The psychic vampire has a cumulative number of spells it can cast determined by its HD, with a CL equal to the psychic vampire’s HD. The psychic vampire’s PE pool is equal to its HD.

HD Spells
5–8 Burst of adrenaline (1 PE), haste (3 PE), mental block (2 PE), spider climb (2 PE)
9–12 Emotive block (3 PE), mind thrust IV (4 PE), riding possession (4 PE), synaptic scramble (4 PE)
13–16 Synapse overload (5 PE), telepathy (5 PE)
17–20 Ego whip IV (6 PE), mass inflict pain (6 PE)

Implacable Stalker
* Sense Fear (Su)
An implacable stalker is able to sense the fear of nearby living creatures. This functions similarly to blindsight, with a range of 120 feet, except it only allows the implacable stalker to detect creatures that are currently experiencing any level of fear ranging from spooked to horrified. Additionally, this ability allows the implacable stalker to detect such creatures even through solid barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
* Armor Class: Natural armor bonus increases by 6.
* Defensive Abilities: An implacable stalker gains DR 5/—, and resistance to acid, cold, electricity, fire, and sonic 10. The implacable stalker also gains the following defensive ability.
* Terrifying Inevitability (Su)
An implacable stalker is even more difficult to kill when in the presence of fear. As long as the implacable stalker is able to see or hear a creature currently experiencing any level of fear ranging from spooked to horrified, it gains fast healing equal to its Hit Dice, its damage reduction increases to 10/—, and it gains spell resistance equal to 16 + its CR.
* Speed: An implacable stalker’s base land speed is reduced by 10 feet if its base speed is 20 feet or higher.
* Fear Aura (Su)
Creatures that have at least 5 fewer Hit Dice than the implacable stalker must succeed at a Will save or become frightened for 1 minute if they come within 60 feet of it. Even if they succeed at their saves, they gain the shaken condition for as long as they remain within 60 feet of the implacable stalker, and for 1 round thereafter. All other creatures within this radius must succeed at a Will save or become shaken for as long as they remain within 60 feet of the implacable stalker, and for 1 round thereafter. A creature that successfully saves cannot be affected again by the same implacable stalker’s aura until the creature has left the aura and reentered it. This is a mind-affecting fear effect.
* Gory Display (Ex)
- Whenever an implacable stalker kills a sentient living creature, as a swift action, it can revel in the kill, shredding its victim’s corpse in a gruesome display of power. If it does, it chooses one of the following benefits: gain a +4 morale bonus to Strength and Dexterity for 1 minute, regain a single use of a spell-like ability that it can normally use three or more times per day, or immediately heal a number of hit points equal to its Hit Dice.
- Alternatively, instead of any of these benefits, the implacable stalker can cause a single creature within 60 feet to become more vulnerable to fear. Creatures affected in this way lose any immunity to fear they may have. If the creature did not possess immunity to fear, it takes a –4 penalty on saving throws to resist fear effects, and all Intimidate checks attempted against it receive a +4 circumstance bonus. These effects last for 10 minutes. Finally, if the creature is currently immune to the implacable stalker’s fear aura because it succeeded at a previous saving throw, it loses that immunity.
* Nightmare Resurrection (Su)
When an implacable stalker dies, it creates a psychic imprint on the mind of each intelligent creature within 60 feet that witnessed its death. Each week, such creatures are subject to a nightmare effect (DC = 10 + 1/2 the implacable stalker’s Hit Dice + the implacable stalker’s Charisma modifier; the normal modifiers for nightmare based on knowledge and connection do not apply). In this nightmare, the creature is hunted and slain by the implacable stalker (for GMs using the nightmare dreamscape rules, these nightmares always have the “being chased” nightmare feature). A creature that succeeds at three consecutive saving throws to resist the effect is freed from it. If any creature fails at three consecutive saving throws to resist the nightmare, the implacable stalker returns to life, as per true resurrection. If its corpse has been completely destroyed, it returns to life in a random location within 5 miles of the creature that failed to resist the nightmare effects. Once the implacable stalker is returned to life, the psychic imprint fades from all creatures still affected by it.
* Right Behind You (Sp)
As a swift action, an implacable stalker can teleport to an unoccupied space, which must be adjacent to a creature the stalker is aware of that has the shaken, frightened, or panicked condition. The implacable stalker can travel a maximum distance of 480 feet with each use of this ability, and must wait 1d6 rounds between each use. Additionally, if the implacable stalker travels at least 40 feet, any shaken, frightened, or panicked creature it arrives adjacent to is denied its Dexterity bonus to AC against the implacable stalker’s attacks until the beginning of the implacable stalker’s next turn

Traits
* Heavy Hitter
* Trapfinder

Stats
Ability Scores: Str +2, Dex +2, Int +4, Wis +4, Cha +6. As an undead creature, a psychic vampire has no Constitution score.

Ability Scores: Strength +4, Constitution +6 (if the implacable stalker is an undead creature, it gains Charisma +6, instead).

* Str: 15 + 2 (Race) + 2 (Vampire) + 4 (Stalker) + 1 (Mythic) +2 (ABP) = 26
* Dex: 15 + 1 (Lvl4) + 2 (Vampire) = 18
* Con: /
* Int: 14 -2 (Race) +4 (Vampire) = 16
* Wis: 13 + 4 (Vampire) +1 (Mythic) = -8
* Cha: 13 + 2 (Race) + 6 (Vampire) + 6 (Stalker) + 1 (Lvl 8) + 2 (ABP) = 30

Feats, Skills:

Feats
* Psychic vampires gain Alertness, Combat Expertise (replaced with fast healer) Dodge, Improved Initiative, and Iron Will as bonus feats.
* Implacable stalkers gain Diehard, Endurance, Intimidating Prowess, and Toughness as bonus feats.
* Campaign: Power Attack, Deadly Aim, and Combat Expertise
* Monk: (1) Dragon Style, Stunning Fist, Improved Unarmed Strike
* Fighter: (1) Weapon Focus (2) Dazzling Display (4) Weapon Specialization
* Antipaladin: (4) Advanced Weapon Training Focused Weapon
Lvl 1: Improved Natural Attack Slam
Lvl 3: Cornugon Smash
Lvl 5: Dragon Ferocity
Lvl 7: Feral Combat Training
Lvl 9: Shatter Defenses

Skills 10 (fighter) 4 (monk) AP (8) 30 (Int)
- Psychic vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
- Implacable stalkers gain a +8 racial bonus on Intimidate checks, and a +6 racial bonus on Stealth checks and Survival checks to follow tracks.

* Intimidate: 10 SP (+41)
* Bluff: 1 SP (22)
* Stealth: 10 SP (+25)
* Perception: 10 SP (+25)
* Disable Device w/ masterwork: 10 SP (+27)
* Diplomacy: 1 SP (+23)
* Acrobatics: 5 SP (+13)
* Spellcraft: 5 SP (+11)
* Linguistics: BS (+13)
* Knowledge History BS (+13)

Automatic Bonus Progression And Equipment:

ABP
* Armor attunement +2
* Weapon attunement +3 (CR14)
* Physical prowess +2
* Mental prowess +2
* Resistance +3
* Deflection +2
* Toughening +1

Equipment
* Gloves of Dueling (15k)
* Ring of Invisibility (20k)
* Ring of Mind Shield (The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment. 8000)
* Helm of Mammoth Lords (8500)
* Amulet +2 (16000)
* Pelt of the Beast (16000)
* Pull Ring of Scent (gives off no scent and cannot be tracked or located by scent. In addition, it gains the scent ability within 30 feet, 11000)
* Dead Man’s Headband (The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. 3600)
* Masterwork Thief Tools
* 5400 gold

Mythic Champion 6 Dual Path Psychic Archmage:

* Tier 1: Fleet Charge, Dual Path Archmage (Arcane Surge)
- Mythic Feat: Power Attack
* Tier 2: Mythic Weapon Training
- Stat: +1 Strength
* Tier 3: Enduring Armor (Su) You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.
- Mythic Feat: Improved Natural Attack
* Tier 4: Fleet Warrior
- Stat: +1 Dexterity
* Tier 5: Eldritch Flight (Sp, Su) You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the fly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).
- Mythic Feat: Mythic Weapon Specialization
* Tier 6: Shatter Spells (You can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike or natural weapon. You must succeed at a melee touch attack against the creature or effect and expend one use of mythic power. If this attack hits, the creature or effect is subject to targeted greater dispel magic, using double your tier as your caster level. If you dispel an effect, you suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled)
- Stat: +1 Charisma

Classes:

Mutagen (Su)
* At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability, using his fighter level as his alchemist level. This ability replaces armor training 1.
* At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Invocation (Ex)

At the start of each day, an insinuator can meditate for 10 minutes to contact and barter with an outsider to empower him for a day. An insinuator can freely invoke an outsider of his own alignment. He can instead invoke an outsider within one step of his own alignment by succeeding at a Diplomacy or Knowledge (religion) skill check (DC = 15 + the insinuator’s antipaladin level). While invoking the power of an outsider, the insinuator radiates an alignment aura that matches that of the outsider’s, and becomes vulnerable to alignment-based effects that target that outsider’s alignment (such as smite evil or chaos hammer). None of an insinuator’s supernatural or spell-like class abilities function unless he has invoked the power of an outsider, and the alignment of the being invoked may affect how some abilities function.

This ability replaces aura of evil.

Detect Balance (Sp)

At will, an insinuator can detect strong moral leanings. This functions as detect evil or detect good, but does not actually reveal the target’s alignment, only whether the target is neutral (rather than good or evil) and the relative strength of that aura.

This ability alters detect good.

Smite Impudence (Su)

Once per day, an insinuator can beseech the forces empowering him to punish their shared enemies. As a swift action, the insinuator chooses one target within sight to smite.

An insinuator cannot use smite against a target that shares an alignment with the outsider he has invoked for the day. The insinuator adds his Charisma bonus on his attack rolls and half his insinuator level on all damage rolls made against the target of his smite. If the target is an outsider, dragon, or divine spellcaster with an alignment opposed to that of the outsider he has invoked for the day, the bonus damage on the first successful attack increases to 1 point of damage per antipaladin level the insinuator has.

Regardless of the target, the smite attack automatically bypasses any damage reduction the creature might possess. In addition, each time the insinuator declares a smite, he gains a number of temporary hit points equal to his antipaladin level.

The smite effect remains until the target is defeated or the next time the insinuator rests and regains his uses of this ability.

At 4th level and at every 3 levels thereafter, the insinuator can use smite one additional time per day, to a maximum of seven times per day at 19th level.

This ability replaces smite good.

Unholy Resilience (Su)

At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su)

Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
* Greed: Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.

Aura of Ego (Su)

At 3rd level, an insinuator radiates an aura that bolsters allies and deters enemies. Each ally within 10 feet gains a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet take a –2 penalty on saving throws against fear effects. This ability functions only while the insinuator is conscious, not if he is unconscious or dead.

This ability replaces aura of cowardice.

Stubborn Health (Ex)

At 3rd level, an insinuator takes only half damage from diseases and poisons, and none of his ability scores can be reduced below 1 by these effects.

This ability replaces plague bringer

Undead:

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Per the spell magic jar: “Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.” This is an important sentence when considering any spells or effects which reference “souls

Background:

Kyonin

Lokhir was young. Headstrong. Bored. He had spent so many years studying the art of the blade and of the spell. He came from a long line of occultists, and he was ready to add to his family's long history of glory. Everyone said that he was too young. Too immature. That he needed at least another decade before he could go out on his own. But what did they know? He was easily the match for any human swordsman. And given his ability to force his will into reality, what else was needed? Granted, he needed a focus, which in his case was a sword and shield, but that was temporary. He would reach the levels of his father and his father before him. All he needed was the experience. He would return and when he did it would be in glory!

The Umbral Circus

It had seemed safe enough, to get a tarot reading. But the next thing Lokhir knew he was flat on his back, his head spinning. There was a blue sky above him, but it did not look...right. It was as if though it was a sky made out of old paint. Unsteadily he got to his feet, noticing strange tattoos on his body. That, and he was not alone. With him were Einarr, a human shaman. Delroy and Kaldwell, half-orc bounty hunters and mercenaries, and Yattle, a gathlain summoner of fire. He had just met them, but there they all were, in an unfamiliar place, each covered with tattoos that they had never seen before. Nearby was a circus, though not the one that they had been in. Forced together by circumstance, they had little choice but to figure out where they were, and why....

The end?

The unfortunate group slowly pieced together the mystery of where they had been sent. They were in the prison of the Patchwork Lord, Zassrion. As far as Lokhir could tell, despite Zassrion's draconic form, he was a demon. One by one they had hunted down and defeated Zassrion's lieutenants, taking from each the key to their freedom. All that was left was to enter the lair of Zassrion himself so that they could earn their freedom. They had already fought their way through the guards to the fortress and had overcome the succubi servants within. All that was left was to get past Zassrion himself. The demon looked like a dragon, that was covered in the flayed skin of countless humanoids. This is what gave it the name that it bore...

...Briefly Lokhir's eyes flickered open. He found it hard to breathe. He tried to move his head but found that he couldn't. The elf looked up at the sky, seeing Yattle and the dragon battle it out. Einarr was dead. Delroy and Kaldwell were both bleeding out. Only the gathlain was left, facing the wrath of the Patchwork Lord. An intense feeling of sadness filled him. He was so young! There was so much that he wanted to do, but he knew that he wouldn't be able to do it. He had barely lived the lifespan of a human, of all things. And already it was over. He wondered if this was how humans felt when they died. He coughed up blood but couldn't move his head to let it out. He knew that he had only a few moments left. He wondered if he should pray. It was not something that he had ever done before. Would it matter? Would any deity listen, after he had spent so many years ignoring them? Would it even matter? He had just resolved to think of a prayer when his vision blurred, his eyes closed, and he died. The broken body of the elf lay there, unmoving.

Ignoring the blood and singe marks across his body, Zassrion roared his triumph to the sky, unleashing a mighty blast of electricity up in the air. Through the wall separating the aetherium from the courtyard, one of the shadows moved to take cover in the lingering fog cloud.

Breaking the necks of his conquests to ensure they would not come back to vex him, Zassrion growled at his minion. "Excellent work, Bishop Ezrael. Your intel about the intruders was most useful. Fetch my courtesans from the Sanguine Playhouse. Then remove their hides and add them to my suit. Perhaps between them and that other mortal I will finally be able to leave this accursed realm."

As the souls of the adventurers drifted away to join the other unfortunate mortals who had perished in this world in the Demon's Fen. With the one being who had cared for these souls, the Barrow King, killed and sent back to the Manmolds to be reformed and the votive candles knocked over, the souls could find no rest. Even when they saw the dragon lord flying overhead, their hides added to his quilt of skin but still trapped in the Harrowed Realm, they felt no peace.

As the years passed, yet more joined their ranks as the All-Seeing Hajeck was still compelled by Zassrion through her Harrow Deck to lure more mortals to their doom. But no matter how many mortals he killed, Zassrion came no closer to reaching his goal. He, and the rest of the Harrowed Realm, remained stuck in their never-ending story loops.

Escape

Years came and went with the peace of Pharsma's boneyard remaining ever elusive. But for all of the suffering that Lokhir and his fellow victims felt, so too did the Patchwork Lord rage. For the prison remained as closed as ever. In time, the demented lord's obsession with escape turned towards something else. Revenge. Revenge against the one who had betrayed him and trapped him, along with his court. But for that to take place, an assassin was needed.

Zassrion could not escape. Not yet. But bit by bit a hole was being made in the prison. It is what would have allowed Lokhir and his companions to escape and now Zassrion was going to use it. The flayed skins that made up his clothes were reviewed and the tortured souls within carefully chosen. Once removed their suffering continued, for the Patchwork Lord had decided to create a Patchwork Assassin. An assassin who would slip through the hole and who would be powerful enough to kill Zassrion's enemies in the abyss.

How long this took was anyone's guess. The half-insane mind that was Lokhir's raged and rebelled in futile agony as he was bound to that crazed souls of the other fallen. In this, the once-elf had an advantage. He was an occultist who had once wielded psychic power. Bit by bit he survived by battling and consuming the minds of the others who had been chosen. Each fight was one of the mind, with the elf forced to overcome and destroy other innocents. The shrieking. The crying. The rush of emotions and memories was enough to drive nearly anyone insane. But what choice was there? It was either them or him. And for all of the pain he had gone through, he was still afraid of the oblivion that awaited.

The Undead Assassin had been created. It was supposed to be barely sentient, only able to follow through direct commands. The souls trapped within were to be fuel for the spell which would create the abomination, nothing more, nothing less. But what stood before the Patchwork Lord was Lokhir, his mind half-crazed by what he had gone through. Through the portal he went, and into the abyss. The newly formed psychic vampire was trading one hell for another.

The Assassin

No longer did Lokhir need to eat or drink, but he still needed sustenance. What he now survived on was fear. No longer could he command his old psychic powers. The control and discipline of the elf he once was had been destroyed, replaced by countless years of torture. Fortunately for him, in the abyss a creature of fear and death fit right in. At first he merely preyed on lesser demons and slaves, and with each death his mind was slowly reforged. In time, higher ranked demons took notice of the undead abomination, and he went from being a mere predator to being a professional.

Now he stands ready for another job, one that will take him into the depths of the abyss. But what is there to fear for one such as he? He is certain that whatever awaits him, it could not be worse than what he has already gone through, or what he has become.