Unwelcome Guest

"Would you deny shelter to a simple entertainer?"

Prerequisite: Athasian minstrel theme

People in the Tyr Region learn not to trust a performer blindly. An ordinary minstrel, a graceful dancer, or a honey-voiced singer might well be a killer sent by a bitter rival. Custom demands, however, that no entertainer be refused entry. The household should welcome such a guest regardless of any suspicions. Nevertheless, paranoid nobles might turn away one of these entertainers for fear of poison in their drink or a knife in their back.
    Those who refuse entry to a performer do so at risk to themselves. Even if the new arrival did not have malicious intent, a refusal is an insult few performers can bear, and such an affront makes enemies where there were none before.
    An unwelcome guest is a talented entertainer who uses his or her performer’s status to infiltrate a target’s house and get close enough to make the kill. Unwelcome guests master the use of poisons, hiding venoms and toxins about their persons for easy access when the opportunity to kill presents itself. Some unwelcome guests work alone, but many claim membership in an entertainer’s troupe, an organization often rife with murderers, thieves, and saboteurs. Bards make the best unwelcome guests, but rogues, fighters, and assassins might find something in this path for themselves as well.


    Condemning Action (11th level): When you spend an action point to make an attack, each target you hit with that attack is immobilized and grants combat advantage until the end of your next turn.
    Duplicitous Nature (11th level): You gain the Alchemist feat as a bonus feat. You also gain a formula book containing bloodstinger poison and two formulas of your level or less. At 21st level, you can add two additional formulas to your formula book.
    Additionally, whenever you make a Bluff, Stealth or Thievery check, you can roll two dice and use the higher result.
    Foolproof Poison (16th level): Your Athasian minstrel and unwelcome guest powers that deal poison damage now deal acid and poison damage.

Unwelcome Guest Attack 11Noxious Strike

A light wound belies the virulent poison you just introduced into the target’s system.

Encounter        Martial, Poison, Weapon
Standard Action      Melee or Ranged weapon

Target: One creature

Attack: Primary ability vs. AC

Hit: 1[W] + ability modifier damage plus 5 poison damage. Until the end of your next turn, if the target willingly moves more than 2 squares or makes an attack, it is then subject to one of the following effects: The target takes 2d10 poison damage; the target takes 1d10 poison damage and is immobilized until the end of your next turn; or the target takes 1d10 poison damage and is dazed until the end of your next turn.

Unwelcome Guest Utility 12Pernicious Poison

The vile substance you apply to your weapon muddles your enemy’s senses and keeps it weak for the killing strike to follow.

Daily        Martial, Poison
Minor Action      Melee touch

Target: One weapon you’re wielding

Effect: Before the end of the encounter, the next creature hit by a melee attack using this weapon becomes weakened until the end of your next turn. That creature is also dazed (save ends).

Unwelcome Guest Attack 20Burning Venom

The special recipe dripping from your weapon burns the flesh as it works quickly to kill your foe.

Daily        Martial, Poison, Reliable, Weapon
Standard Action      Melee or Ranged weapon

Target: One creature

Attack: Primary ability vs. AC

Hit: 2[W] + ability modifier damage, and ongoing 15 poison damage (save ends). In addition, the target loses any immunity or resistance to poison until the end of the encounter.

Published in Dark Sun Campaign Setting, page(s) 41.