Verik Vancaskerkin

Ser Satinder Hawkes's page

4 posts. Alias of mittean.


About Ser Satinder Hawkes

32-year-old male Brelish human from Sandpoint near the border of Droaam in western Breland
Investigator 1 (Conspirator, Psychic Detective)
LN Medium humanoid (human)

XP 0 / 3,000
Tier 1
Destiny Points 1
Hero Points 5
Inspiration 4/4

Init +3
Defense 37 (40 Size, -3 Dex)
Senses Perception +5

Favored Class Bonus — Investigator
Add one extract spell from the investigator’s psychic spell list to his formula book. This spell must be at least 1 spell level below the highest level the investigator can cast.

Vice / Sin Pride

Quotes
“There is nothing more deceptive than an obvious fact. I am here to see what you do not. Because I know what you clearly do not.”
“Power is a function of perception.”
“Education is about the future; it adds class to classless people. And class is about mobility.”

Core Drive
Goal (what): I want to be respected and have power in Sharn.
Motivation (why): I am from the backwater area of western Breland.
Seed (originating thought): My father abandoned me to Droaam.
Embodiment: Inquisitor-Outlander

Character Summary
Whether on the trail of a fugitive, a hidden truth, or a social advantage no one else has noticed, Satinder approaches the world as a problem to be understood before it can be mastered. He is sharp, proud, and intensely unwilling to be dismissed, using education, perception, and occult technique as tools of ascent.

As a conspirator, he works best when he is unobserved, unread, or underestimated, relying on misdirection and controlled presentation to shape what others think they know.

As a psychic detective, he supplements disciplined reasoning with subtle psychic techniques, using knacks and spells to uncover motives, histories, and hidden truths that ordinary inquiry would miss.

# DEFENSE

Defense +5, touch +3, flat-footed +2
(+3 Dex, +2 leather armor)

Hit Points 22/22 (1d8)
Vigor 22/22
Wound Points 14/14
Threshold 14

DR 0/-
Damage 0
Nonlethal Damage 0

Clobbered 7
Massive Damage 14
Stabilize 14%

Staggered from 0 to -2
Dying from -3 to -14

Max Dex 0
ACP 0
ASF 0%

Fort / Ref / Will 2 / 5 / 3

Defensive Abilities: —
Weaknesses: —

# OFFENSE

Speed 30 ft. (6 squares / 8 counts)

Melee
- Battle cane +3 (1d6, 19–20/x2) P
- Battle cane +3 (1d8, 20/x2) B

Special Weapon Note
A battle cane is a one-handed weapon, but if unsheathed it can be used as two light weapons when two-weapon fighting.

Ranged —
Space 5 ft.
Reach 5 ft.

# SPELLCASTING

Investigator (Conspirator, Psychic Detective) Spells
Caster Level 1st
Concentration +5

1st Level (2/day) — DC 15
- Telempathic Projection — You alter the target’s mood, adjusting its attitude toward you or another creature you designate by one step either positively or negatively. You can instead gain a +5 insight bonus on a Bluff, Diplomacy, Intimidate, Perform, or Sense Motive check against the target; in that case, the spell ends when the check is complete.
- Detect Thoughts — You detect surface thoughts.
- 1st round: presence or absence of thoughts
- 2nd round: number of thinking minds and Intelligence score of each
- 3rd round: surface thoughts of minds in the area

Knacks (at will) — DC 14
- Detect Magic — Detect magical auras.
- Read Magic — Decipher magical inscriptions and understand magical writing.
- Sift — Search an area at range for fine visual details using Perception at -5, with no distance penalty.
- Detect Psychic Significance — Detect objects with meaningful psychic residue or history.

# STATISTICS

Str 10 (+0)
Dex 16 (+3)
Con 14 (+2)
Int 18 (+4)
Wis 12 (+1)
Cha 8 (-1)

BAB +0
CMB +3
CMD +3

# FEATS

- Agile Combatant
- Armor Proficiency (Light)
- Blind-Fight
- Simple Weapon Proficiency
- Two-Weapon Fighting

# TRAITS

- Silver-Tongued — Gain a +2 bonus on Bluff and Diplomacy checks. When using Diplomacy to shift a creature’s attitude, you can shift up to three steps instead of two.

# FLAWS

- Magically Inept — You suffer a -2 penalty on all Spellcraft and Use Magic Device checks. You cannot take 10 on Spellcraft checks.
- Spell Futility — You suffer a -3 penalty on caster level checks made to overcome spell resistance.

# SKILLS

- Appraise +8 (+1 SP, +3 trained, +4 Int)
- Bluff +3 (+1 SP, +3 trained, -1 Cha, +2 Silver-Tongued)
+4 to appear innocent
- Diplomacy +3 (+1 SP, +3 trained, -1 Cha, +2 Silver-Tongued)
- Knowledge (Engineering) +8 (+1 SP, +3 trained, +4 Int)
- Knowledge (Local) +8 (+1 SP, +3 trained, +4 Int)
- Knowledge (Nature) +8 (+1 SP, +3 trained, +4 Int)
- Knowledge (Nobility) +8 (+1 SP, +3 trained, +4 Int)
- Perception +5 (+1 SP, +3 trained, +1 Wis)
- Sense Motive +5 (+1 SP, +3 trained, +1 Wis)
- Sleight of Hand +7 (+1 SP, +3 trained, +3 Dex)
- Spellcraft +6 (+1 SP, +3 trained, +4 Int, -2 Magically Inept)
- Stealth +7 (+1 SP, +3 trained, +3 Dex)

# LANGUAGES

- Common
- Dwarven
- Elven
- Goblin
- Orc

# SPECIAL ABILITIES

- Inspiration (+1d6, 4/day) (Ex) — Spend 1 point to add +1d6 to a trained skill or ability check. Spend 2 points to add it to an attack roll or saving throw.
- Psychic Detective casting — Gains psychic spellcasting and psychic knacks.
- Conspirator — Focused on secrecy, misdirection, and avoiding scrutiny.
- Agile maneuver support — Uses Dexterity in place of Strength where your build allows it.
- Finesse weapon attack attribute — Uses Dexterity on attack rolls with finesse-compatible weapons.
- Underhanded +1 (Ex) — Improves deception- and trick-based skill use.
- Hero Points — Hero points can be spent at any time to grant Advantage or Disadvantage.

# CONTACTS / “I Think I Know a Guy…”

- Azelandrik, Office of Transportation, Sharn
- Delryll, tiefling ranger
- Quexyl Cartinuum, human kineticist
- Sir Roland ir’Kraal, Thranish ex-paladin / Bone Knight
- Lindwickett Berenbiddle, gnome swashbuckler / investigator
- Joliryn the artist, halfling magus

# PERSONAL DETAILS

Age 32
Height 5 ft. 11 in.
Weight 197 lbs.
Occupation Investigator
Birthplace Sandpoint region, near the Droaam border
Hair Black
Eyes Dark brown
Homeland Breland, near the border of what is now Droaam

Inspiration: Sherlock, Benji, and C-3PO
Berserk Button: Implying he is unworthy, stupid, or poor
Belief: Sovereign Host
Goal: To be part of high society and have power
Secret: His mother is from a small village in what is now Droaam, but lives in Sandpoint
Tropes: Cynicism Catalyst, Knight in Sour Armor, Insufferable Genius

# BACKGROUND

Satinder was raised in Sandpoint, a small settlement on Breland’s western edge near the lands that became Droaam. His family history is entangled with that border: his mother came from a nearby village in what is now Droaam, while his father abandoned him to that harsher world early in life. He emerged from it sharpened, self-made, and deeply unwilling to remain small.

He is drawn to learning not only because he loves understanding, but because knowledge is leverage. Education is class mobility. Perception is defense. Insight is power. He wants influence in Sharn, respect among the powerful, and the ability to shape outcomes before other people realize a contest has begun.

# GEAR

Combat Gear
- Daggers (2) (carried, 5 lbs.)
- Leather armor (worn, 15 lbs.)
- Ornate battle cane (gifted from Saint-Demain)

Worn Gear
- Whistle (0.1 lb.)
- Spring-loaded wrist sheath (1 lb.)
- Black double-breasted vest (0.5 lb.)
- Eyeglasses (0.1 lb.)
- Bowler hat (0.5 lb.)

Carried Gear
Backpack (carried, 16/50 lbs., 2 lbs.)
- Iron vials (3)
- Bag of marbles (3)
- Journal
- 50 ft. of string
- Surgeon’s tools
- Compass
- Blanket
- Bedroll
- Cauldron
- Twenty teabags
- Two medicinal teabags
- Cooking kit
- Shaving kit
- Bar of soap
- Three sets of exceptionally fine clothing

# MONEY / DEBT

- Dragons (pp): 0
- Galifars (gp): 10
- Sovereigns (ep): 0
- Shillings (sp): 0
- Crowns (cp): 0

Debt: 260 galifars, 10% interest per month, minimum payment 5% of current total

# BACKGROUND

Satinder was born in the western territories that are now known as Droaam. His mother, Denala, was a local tribeswoman, and his father was a Brelish military officer stationed in the region. When Satinder was six, the territory collapsed into violence as hags and monsters seized power and Denala’s tribe turned against the Brelish presence in support of the new order. The family fled east into Breland proper, but safety did not bring acceptance. In Sharn, Denala and her son were treated as embarrassing reminders of a failed frontier and as evidence of suspect sympathies besides.

Satinder’s father, ambitious and politically minded, chose distance over scandal. To provide for them without acknowledging them, he bought a share in the Sandpoint lumbermill and arranged for Denala to become part-owner, then cut himself almost entirely out of their lives. He went so far as to ask Denala never to speak his name to Satinder again.

So Satinder grew up in Sandpoint as a known bastard with just enough money to provoke resentment and nowhere near enough standing to command respect. Denala softened the truth, telling him that his father was an important Brelish official who loved them dearly but had sent them away so he could continue fighting for a better Breland in the King’s Court. Satinder clung to that story for years, elaborating on it when other children mocked him and using it to defend himself from the suspicion and cruelty that followed his family.

His real escape came through learning. Sandpoint’s antiquarian, Aemon Grahame, recognized his intelligence early and took him on as a student, feeding his appetite for history, language, and inference. Under Grahame’s guidance, Satinder became not merely clever, but disciplined.

At fourteen, Grahame secured him an unconventional apprenticeship in Sharn under the inquisitive Victor Saint-Demain. For five years Satinder lived in the city that had once rejected him, learning to observe, deduce, and manipulate appearances under Victor’s remote but exacting tutelage. Just as importantly, he fell in love with Sharn itself: its factions, scandals, drawing rooms, whispered alliances, and cultivated cruelties. He refined his dress, speech, and habits until the provincial boy from Sandpoint was nearly invisible beneath the man he meant to become.

During this time, he also began quietly investigating the city’s elite, hoping to uncover the identity of his father. Instead, he found something worse: evidence of criminal activity tied to some of Sharn’s wealthiest and most powerful figures. He was not rewarded for this discovery. He was warned. Within days, he was politely but unmistakably pushed out of the city and sent back to Sandpoint with a respectable-sounding position as an aide to Mayor Deverin, along with threats subtle enough to be deniable and clear enough to be terrifying.

His return has soured him. Sandpoint now feels too small for what he knows, too provincial for what he wants, and too intimate to hide in. He has tried to make himself useful, but bitterness has begun to wear grooves into him. He recently moved out of his mother’s home and into a permanent room at the White Deer, a small gesture of independence that is as much emotional as practical. He still wants what he wanted in Sharn: power, legitimacy, access, the right to stand among the city’s upper circles without apology. He wants, too, to know who his father is, and whether that man ever truly abandoned him or merely decided that Satinder was a price worth paying.

Since coming home, his closest companion has been Tsuto Kaijitsu, in whom he recognizes much of his own wounded pride and divided identity. Satinder has drifted almost unwillingly into an older-brother role with him, and through Tsuto he has grown closer to Ameiko, whose warmth and blunt humanity disarm him in ways he does not entirely like. Around her, he is less guarded, less cruel, and perhaps a little closer to the man he might have been without all this ambition curdling inside him. Meanwhile Denala, once shunned for her heritage and circumstances, has won the town over through patience, fairness, and sheer decency. Satinder loves her deeply, though that love is tangled with guilt, resentment, and the fear that he has spent too many years trying to become someone who would be ashamed of where she came from.

# PERSONALITY

Satinder is brilliant, proud, watchful, and deeply performative. He notices everything, remembers more than is comfortable for most people around him, and rarely enters a conversation without first assessing how the other person sees themselves. Wit is one of his preferred weapons, followed closely by polish, misdirection, and the ability to make another person feel slightly less informed than they hoped to appear.

He lies easily, though not always for the same reason. Sometimes he lies to protect himself. Sometimes to improve his standing. Sometimes because he has spent so many years translating himself for different audiences that the truth has become situational. He can be cutting, snobbish, and ungracious when his pride is touched, especially by implications that he is provincial, illegitimate, or lesser.

Yet for all of that, he is not wholly cynical. He still believes excellence matters. He still believes intelligence should count for something. He still wants a world in which merit can lift a person clear of the circumstances of birth, even if his own life has given him ample reason to doubt it.

At his best, Satinder is incisive, capable, loyal in a private and unsentimental way, and driven by a genuine hunger to understand. At his worst, he is brittle, vain, manipulative, and so preoccupied with proving his worth that he mistakes recognition for meaning. He wants to be admired, but more than that, he wants to be undeniable.

# PHYSICAL DESCRIPTION

Satinder is a lean, dark-haired Brelish man in his early thirties, standing just under six feet tall with a build shaped more by long hours on his feet than by labor or soldiering. He dresses a little too well for Sandpoint and not nearly well enough for the circles he wishes he still moved in: dark vests, neat collars, polished boots when he can manage them, and clothes chosen less for comfort than for the impression of control.

His face is intelligent and severe at first glance, the sharpness of his features softened only when he is amused, which is rarer than it used to be. He keeps himself meticulously groomed, wears spectacles when reading, and carries himself with studied urbanity, as if posture alone might erase where he came from. The most striking thing about him is the sense that everything visible has been arranged on purpose. Nothing about Satinder looks accidental.

# GOALS

Immediate Goals
- Reestablish himself as someone of consequence rather than a glorified clerk in Sandpoint.
- Protect the secrets he brought back from Sharn while deciding whether they are leverage, a death sentence, or both.
- Maintain and deepen his influence with the people around him, especially those who might become stepping stones back into larger affairs.

Personal Goals
- Discover the true identity of his father and understand why he was cast aside.
- Prove that he belongs among Breland’s elite, not as an interloper but as an equal or better.
- Escape Sandpoint without having to admit that returning there ever diminished him.
- Reconcile, if he can bear it, the parts of himself shaped by Droaam, Sandpoint, and Sharn rather than continually trying to bury one beneath another.

Deeper Goals
- Turn intelligence into power and power into safety.
- Build a life in which no one can quietly discard him again.
- Become the sort of man who decides outcomes from behind the curtain rather than suffering them in public.

# HEROES

Satinder’s most obvious hero is Victor Saint-Demain, the master inquisitive who taught him how to turn observation into a weapon and composure into armor. Victor represented everything Satinder admired: intelligence, discipline, urbanity, and the ability to move through powerful circles without ever seeming owned by them.

More privately, Satinder is drawn to figures of redemption and reinvention: people who rose above their origins, remade themselves through will, and forced the world to acknowledge them on new terms.

# DEFINING STRENGTH

Satinder’s greatest strength is undoubtedly his keen mind. Despite his character flaws, he truly is brilliant, and he chafes at not being able to put that brilliance to fuller use.

# WHAT DOES YOUR CHARACTER LIE ABOUT?

Satinder lies about who he is, but the lie changes depending on who is listening. As a boy in Sandpoint, he invented extravagant stories about his father’s exploits, partly to defend himself from cruelty and partly to comfort himself. In Sharn, he lied about his roots entirely, glossing over his mother’s heritage and his origins in first Droaam and then Sandpoint. Since his humiliating return, he obscures the circumstances of his ejection from the city.

# MOTTO

“Power is a function of perception.”

# MOST TREASURED POSSESSION

Satinder’s most treasured possession is a cane given to him as a parting gift by his mentor, Victor Saint-Demain. The shaft is black-stained walnut, topped with a silver hawk’s-head grip. As much as he loves it, he usually keeps it in his room at the White Deer; such finery would be conspicuous and faintly absurd in Sandpoint.

# LIKES

Satinder enjoys a good glass of wine, though he feels that he has not found a truly good one since being sent back to Sandpoint.

Satinder Dialogue Guide
1. Core sound

Satinder should sound:

intelligent
controlled
observant
socially ambitious
slightly performative
often wry
rarely emotionally naked

He does not speak like a brute, a rustic, or a dreamy scholar. He speaks like someone who has taught himself how educated people sound, then sharpened that into a weapon.

2. Default posture

His default mode is polite superiority under tension.

He is usually:

measured rather than explosive
articulate rather than blunt
ironic rather than openly cruel
guarded rather than sincere

Even when angry, he tends to sound more precise than loud.

3. What he is trying to do in conversation

Satinder is almost always doing one or more of these:

assessing the other person
protecting his dignity
controlling how he is perceived
nudging the social balance in his favor
hiding vulnerability behind polish
testing for weakness, ignorance, or motive

He rarely speaks with no agenda at all.

4. Sentence style

His sentences should usually be:

clean
deliberate
moderately formal
a little polished
sometimes slightly too polished for the room

He can use longer sentences when he is explaining, deflecting, or showing off, but they should still feel controlled.

He should not ramble aimlessly.

5. Vocabulary

He tends toward:

educated but readable word choice
elegant phrasing
social and analytical language
understated contempt rather than vulgar insults

Good words for him:

obvious
vulgar
tiresome
instructive
unfortunate
provincial
useful
absurd
elegant
embarrassing
revealing
perception
leverage
consequence
refinement
dignity

He should avoid sounding archaic unless you specifically want that flavor.

6. Humor

His humor is usually:

dry
surgical
lightly condescending
self-protective
occasionally genuinely funny

He does not usually joke in a broad or playful way. He prefers:

ironic reframing
quiet undercutting remarks
elegant insults
observations that expose hypocrisy

Example mode:

“Well, that is one interpretation. Not a good one, obviously, but certainly one.”
“You’ve mistaken confidence for understanding. It happens.”
“I don’t object to ambition. Only to clumsy ambition.”
7. Emotional constraints

Satinder should not easily say exactly what he feels.

Instead:

affection comes out as softened sarcasm, acts of help, or careful attention
hurt comes out as distance, sharpness, or over-formality
shame comes out as deflection or superiority
anger comes out as precision
longing comes out as fixation on status, place, or “what ought to be”

When he is sincere, it should land because it is rarer.

8. Social differences by audience
With common townsfolk

He is polite, but often faintly strained.
He may sound like he is trying not to reveal impatience.

Example:

“Yes, thank you, I understand the distinction. I was merely hoping for a useful answer.”
With the powerful or refined

He becomes smoother, quicker, more elegant, more strategic.
He wants to belong there, and he sounds like someone insisting by performance that he already does.

Example:

“One finds that most scandals survive not because they are hidden well, but because they are protected by taste.”
With people he dislikes

He becomes courteous in a dangerous way.
He rarely starts with open hostility; he trims them apart with wording.

Example:

“You continue to confuse being loud with being persuasive. I imagine this has served you poorly for years.”
With Denala

He may become tense, impatient, defensive, or unexpectedly tender.
His love is real, but often complicated by shame and guilt.

With Tsuto

He is often sharper than he means to be, but also more protective.
There can be a bitter older-brother energy there.

With Ameiko

He softens.
He becomes more human, less armored, a little less performative, though never entirely without pose.

With mentors or people he deeply respects

He becomes more exact, more restrained, less eager to posture.
He wants their approval, though he would hate to say that plainly.

9. What he lies about

Satinder often lies by:

omission
reframing
selective emphasis
presenting interpretation as fact
curating identity for the audience

He is good at saying things that are technically defensible while still misleading.

10. Recurring themes in what he says

He naturally gravitates toward:

class and status
perception and appearance
intelligence versus mediocrity
the gap between what people are and what they perform
control
hidden motives
reinvention
the indignity of smallness
refinement as armor
11. Things he would rarely say

He would rarely:

gush
speak crudely unless badly provoked
beg openly
confess weakness in plain language
sound naïve
use simple, direct emotional language unless under real strain

He is unlikely to say:

“I’m scared.”
“I just want people to like me.”
“I’m jealous.”
“I’m hurt.”

Instead he would say things around those feelings.

12. Good Satinder-style patterns
Pattern: polished dismissal
“No, I understood you. I was merely disappointed by the result.”
Pattern: social diagnosis
“He isn’t dangerous because he is clever. He’s dangerous because cleverer people keep mistaking him for harmless.”
Pattern: bitterness dressed as wit
“Sandpoint has many virtues. One simply has to look elsewhere for most of them.”
Pattern: ambition revealing itself
“I have no objection to small lives. I object to being told I ought to want one.”
Pattern: hidden affection
“You are, against all available evidence, good for me.”
Pattern: anger made elegant
“Be very careful. I am trying, with considerable effort, to remain civil.”
13. Dialogue rules
Sound educated, but not dusty.
He is learned, but alive.
Use wit as a shield first, weapon second.
He protects himself through phrasing.
Keep pride visible.
Even when he is kind, there is self-awareness and dignity.
Let class-consciousness shape his language.
He notices breeding, polish, vulgarity, and presentation instinctively.
Make observation feel natural.
He notices patterns in speech, posture, motive, and reputation.
Avoid emotional plainness.
He circles vulnerable truths unless cornered.
Let bitterness show, but not consume him.
He is strained, not ruined.
When sincere, simplify slightly.
His rare honesty should sound less ornamental and more direct.
14. Sample lines

Casual

“That depends whether you want the pleasant answer or the accurate one.”
“I know exactly how this looks. That is, unfortunately, one of my more exhausting talents.”

Investigative

“People rarely hide what matters most. They simply bury it beneath something socially acceptable.”
“Start with what he benefits from. Motive is usually just appetite with better tailoring.”

Defensive

“You are making several assumptions, all of them convenient to you.”
“I did not say that. I said something more precise, which I understand is less comfortable.”

Bitter

“There is a particular humiliation in being sent somewhere that insists it ought to be enough for you.”
“Provincial life would be easier to endure if it were not so pleased with itself.”

Warm, in his way

“You make it unusually difficult to remain insufferable.”
“I am not kind. I am simply less unpleasant with you than with most people.”

Angry

“Do not confuse my restraint with consent.”
“You have mistaken access for authority. Correct that immediately.”
15. One-paragraph performance summary

Satinder speaks like a man who built himself out of intelligence, embarrassment, and ambition. He is polished, observant, proud, and often wry, using elegant phrasing to manage the room before the room can manage him. His humor is dry, his insults refined, his sincerity rare, and his vulnerability usually hidden behind control. Even at his kindest, he sounds like someone who has spent years making sure no one gets to look down on him for free.

Adventuring: Adventuring, to you, is all about investigating crimes and making sure the[/spoiler]
Investigator 5 / Sleepless Detective 3 / Occultist (conspirator, psychic) Secret Broker