Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
He stands and asks, "If there is nothing else, I would like to get back to my duties as they have doubled if not tripled. I will have my Wraiths in Fort Delrev enjoy some time in the Velvet Corner and wait for your arrival. They are all moon elves and have tattoos of Greenwatch on their backs which will reveal under the glow of the moon."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Quince Medvyed wrote:
Quince accepts the council, "Seriously we need a name better than Mercenary Brigade." He continues, "Very well. Our foes have given us two targets. We will need to know where Armag and the Tiger Lord barbarians are as well. Gathering that info might take time. We still have some of the surrendered Tiger Lord barbarians I believe." He looks to Bearik, "We can send them with a message perhaps. Give diplomacy a chance, even if futile." He turns back to Stalker, "they would leave a trail."
Stalker simply says a few words in response, "Knights of the Black Blade/Rose." He then relaxes a little with a sigh before answering, "I have four Wraiths trying to track down the Tiger Lords. They are working in pairs and only have one sending stone in each pair." He shakes his head at the mention of diplomacy, a bit resentfully he states, "From what I have gathered from our barbarian prisoners and what information sent back from those four, diplomacy is not an option. Now if we could convince the leader in our custody to challenge Armag, a show of force could do wonders for our future relationship with the barbarians."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
When that is done Bearik calls for the next order of business,:
"Stalker and his scouting of Fort Drelev."
Stalker stands up and waves his hand over the table which reveals a 3D topological map of the city. He points out, "We have had trouble getting anyone inside of the fort to have a more accurate map. Though from several servants' mouths, darker things have descended upon the fort and have fled. The mercenaries continue to prowl the streets making sure no one flees from the town. My suggested course of action would be to send the Mercenary Brigade in several points of entry as the Wraiths eliminate the mercenaries."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Quince Medvyed wrote:
"Do you remember the bard, rabble-rouser, Grigori or something. A couple years back. He went through Drelev, but I think you learned his coin came from Pitax. Is Drelev just Pitax's proxy? Might have to fight them all the same but I would want to know if they have connections to powerful allies."
Stalker relays with curiosity, "Indeed I do remember Grigori. I have a few agents staged in Pitax since that occurrence. Should I engender a few more? I will make an appointment to go to Pitax in the next week or two. I may also request Bearik's expertise. We will find out if there is any connections to Drelev from Pitax before the siege begins. Perhaps not before the situation has been settled knowing the power of our group and that of these new helpers."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Quince Medvyed wrote:
Quince sees Stalker start to walk off, "Wait Kirren sorry. There is a lot happening. We will need to call a council soon likely. Do you, do we have any assets in Drelev or with the Tiger Lords? If not I think its time to get a 'caravan' of traders to make way there and start getting a lay of the city, defenses and such."
He stops at the call of his first name... the dark mood abating on his features. He nods to Quince, then offers, "I do not have any agents there now, though I will see what resources we may have available. I will see to the caravans being setup as my priority." He then salutes and heads off with his Wraiths in tow.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Stalker of Vengence wrote:
He sincerely asks with a whisper of a voice, "Lord Commander should we convene with the Council or would you like us to scout out Fort Drelev? My other matters pale compared to this new threat."
After his leader obviously did not hear him or was choosing to ignore him he just turned and walked away. He and his Wraiths make it down the gully quickly. Soon after you can see them riding off in the distance... maybe.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
He sincerely asks with a whisper of a voice, "Lord Commander should we convene with the Council or would you like us to scout out Fort Drelev? My other matters pale compared to this new threat."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
With interest he asks, "How far would the mists be able to stretch?"
If no one comes up with an option he excuses himself and goes to talk with a Wraith on the far side of the camp. He comes back with a smile on his face and states, "We will make the Gulley work! Come along we will be there shortly."
Within two hours you find two tall hills that break from the forest with sheer stone cliffs.
"We will stick around and be your support if you need it. I suggest your snipers setup on the cliffs. We will be back here with our bows."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
He replies with a bit of emotion, "Yes that is right, checking the roads and checking in with contacts. The forests are always a good advantage, if we had a wall of some sort or obstacle I would want to funnel them to the gulley here, it's only a few hours ride for most. Anyone have such a spell? Hippogriffs don't need to hide they can fly!"
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
He relays solemnly, "The baron is not leading this rag tag scouting party. He is likely back a Demesne. I don't recognize any of the leaders. Oh I am sorry for the lack of ettiquette. Introductions should be made. I am Stalker Spymaster of Greenwatch. This brigade are my Wraiths. We do our best work at night and in the shadows. Quince, Jorne, Kendryl good to see you. I see you have brought along a group of fresh faces. Will they be the spear that routes this threat?"
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
After a few hours of travel Jorne slows down his elk and walks it slowly into a meadow. At the center of the meadow is a large orange glowing crystal. Obviously drawing his attention.
Stalker of Vengence wrote:
The crystal slowly begins to turn off and you see a squad of black shifting figures and several large elk grazing.
This man walks from the crystal towards Jorne and your group, about 50 feet away he shouts, "Come along Jorne we got the map prepared!"
Coming into their basic camp you can see a large, 20x20 foot, scroll with the map of the Nalmarches including the town of Tazylford and many flags to the North of it. He explains, "As you can tell they are at least a day away if not more. They are the flags. We are the seal.Should I call another squad of elks to expedite your group forward?"
So the group that headed out will be in the main thread as the others keep to spoilers.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
The crystal slowly begins to turn off and you see a squad of black shifting figures and several large elk grazing.
This man walks from the crystal towards Jorne and your group, about 50 feet away he shouts, "Come along Jorne we got the map prepared!"
Coming into their basic camp you can see a large, 20x20 foot, scroll with the map of the Nalmarches including the town of Tazylford and many flags to the North of it. He explains, "As you can tell they are at least a day away if not more. They are the flags. We are the seal.Should I call another squad of elks to expedite your group forward?"
Stalker returns after the week and tells the Wardens, including Cleo and Jorne, "Cleonora's contacts were very helpful. We were able to track down some of Siaben's old members and I guess a lot of them still think he is dead. He must have wanted to deal with Cleo, the one who killed him first before returning to his main den of theives again."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
"Alas my network has not spread far enough to be outside of our country. Even Restov being the closest city I don't have the connections yet. Bearik had been lending me his knowledge and connections. It seems his diplomatic missions to Restov had a dual purpose in connecting with many individuals. Once he is back on his feet, we will see what we can do. Until then I will have word sent for the information brokers to see what they can dig up." He relents to the council.
"Oh and his path did lead him out of the city. It seems in their haste to leave, they did not try to cover up their trail. Though to one not as trained as I, it would have been hard to find the trail." He says confidently.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Kevros, Tristan, Katrina, & Stalker:
"Yes night life. Though as I have squashed any rumors, you should go ask rather than assume. As it is not my business I have not investigated the situation." he states pointing out what he doesn't know.
Elizabeth is not at this meeting.
Remorse for being put in the sky prison? I don't recollect.
Quince you have been there for her, holding her hand, talking, being romantic and intimate, though for physical actions you have only held hands, hugged, and kissed.
Yes we could have gone back to do some major ReConning but I thought there wouldn't be much changes. Only how Cleo felt about Elizabeth.
You believe you were the one to stabalize her.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Tristan, Keveros & Stalker oh and Quince:
"I don't know about your or her personal lives. I just strongly suggest you have some private talks about what goes on in private. Like I have said, I have not investigated and thought you would already know. But what she does at night is her business until... well..
Are you..." He obviously lacks the words or at least won't say.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Tristan, Keveros & Stalker:
"Oh I see what you mean, and yes I did not address that subject well. I was distracted by the other situation. I will say I don't know about the other situation, I have seen certain movements of individuals that might lead to a rumor that is less than flattering and thus I want you to talk to Elizabeth about it. I have kept it to myself and check guards who started to make such rumors."
"Sorry now onto the subject of Bearik and his family. They are obviously powerful. They have strong ties to our kingdom and the Wardens. I don't think we could stop them from doing what they want, but luckily their interests have fallen in line with the kingdom. None of them seem overly selfish. I would say pulling closer to Bearik and his family would be beneficial to all and would strengthen our loyalties. The acolytes of Bearik have been very useful in setting up, well everything, let alone Bearik. My information systems are nearly independent now and I think that is essential to have more lines of communication and to be able to double verify information from more than one source. Yes, I know this is a lot but I haven't spoken to any of you about this and you should know too."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Tristan, Kevros & Stalker:
"Well, I am not one to bring forth news but you should probably ask her about any other activities she has been involved with. I haven't seen anything directly but if you want direct answers you should talk with Selena too." he states solemnly, obviously it is either a hard subject or one he has been avoiding.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
"Cleonora I feel that you have many valid points but they all rely that what we know now is truth. Either way the problem starts with you. How did the information get dispersed? Since this is obviously about Elizabeth, who you call creature, unless you are speaking about someone else? No, then who did you tell of the incident and exactly what did you say?" he fiercely says taking a drink once he finishes.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
He responds to Kev's mention of him with the Elven sign for friendship.
After Katrina's last statement he addresses the Council one last time, in his serious tone, Two guards will be following with you tonight. They will be with your person until you dismiss them and they will remain by your door. For now this is not up for debate."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
He points out, "I have learned that though we are adventurers, we are also mortal, and we need protection. I suggest we always be escorted and never have a meeting with anyone alone. To this end I motion that we be accompanied by two guards, a historian, and an acolyte of Bearik."
"My secret most of you know. I was wrathful vengence. Many of you helped me through it and by the blessings of Erastil, I have left that trail and have grown for it. I have lost many dear to me in these rugged Stolenlands and I am happy with what we have built so far." He relays with emotions of sadness and happiness.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Cleo:
Stalker gives you a smile, that would be the first one you have seen. Then he pats your shoulder saying, "No that should do. Thank you for saving Katrina. There is no telling what might have happened if you weren't here."
Stalker sighs and begins to say what he knows but gets interrupted by Katrina.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Cleo:
After getting to Katrina and Cleo after the attack he would ask Cleo, "Do you think your witness to this attack is pertinent to the council? If so I would ask you to join us."
At the end of the month, Stalker calls for an emergency meeting. As the Wardens approach you see many more guards and acolytes along the path. As you enter the council room you can see Katrina and Stalker waiting.
Once all in attendance you hear the main doors lock. Then Stalker begins, "We have been lucky so far but one of our Wardens has come under attack, Katrina. In response to this and other possible threats I am making a motion that we have protection details at all times."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
yeah he can be in 51, that is fine, adjust it for us.
At the end of the month, Stalker calls for an emergency meeting. Katrina had been attacked. Proposal of protection. This is just the quick blurb, we will RP it out in gameplay.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
"The few informants that we have found are mostly paid citizens. Gregori has an entourage of about six men and women who work up the crowd and connect with the citizens willing to wag their tongue for a little silver. We made an example of one of the entourage due to his foolishness, to his detriment. He thought he could wag his tongue at acolytes and get away with it. He only lost a digit in the duel physically. The acolytes have been more present around those who have been wagging their tongues. As you have asked we have only watched him and his entourage." He relays to the council.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
The problem of Gregori, has decreased. His following has decreased severely. Also his sources have been located and silenced.
The cult poses no threat any more. All members are supposedly daed.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Stalker speaks up after Cleo talks about making all the spellbooks herself, "Yes, speak with Sulvanii. He has a better grasp on the workings of our kingdom than most. I would say find as many teachers as you deem appropriate, if needed I can pull from my private funds to match any funds you are missing up to 100 gp a month. Also have your teachers help make the books and hire a few scholars too."
Kev:
He sighs, "I am doing better. There is almost no time for me to go hunt food. Instead I am sending messages, meeting with spies, collecting information, and its just so crazy and time consuming. I haven't even meditated well in the last month. It will be good to get away and not have to worry about something slipping through the cracks. Though there is no one I trust to be my second. Well Selena now but she will likely be in one of three places now: Working as Warden of the coin, with us exploring, or with Quince. I neeeed to find that monolith, for my sanity with this job."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
kev, once alone:
"Brother how are you doing? I haven't made much time to talk with you." He asks warmly.
"This will come to light soon enough but you should know, I will be joining you in your exploring when you go out again. We need more protection for our Wardens. Also I need to find that Monolith next month." He says rather adamantly.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Stalker stays kneeling as his eyes seem to flicker. Blue magical electricity begins to shoot out of the braclet, then forms a sort of chain to Selena's platinum collar which sizzles with the same magic. Then it all stops and Stalker stands saying, "The bond is forged. Thank you everyone. Now Quince you have a speech to crash, Selena if you wouldn't mind escorting him. Cleo thank you for your perspectives, they have been very helpful. Tristan, thank you for being here. Kev, if you have a few minutes I would like to have a friendly word with you."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
"By my will being a master would not compel her unless it would be by threat to herself, others, or to state. I would be willing to take upon myself another pupil. I have grown since my vengence and hope to impart my wisdom upon her. As there seems to be no viable choices, I will take this duty for the Wardens. Should you have me Selena?" He offers up, then kneels and raises his hand to her.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
With no recorse from the other Wardens Stalker will investigate:
Cult - recovered items:
a glittering gem that looks like a glaring bloodshot eye:
10 symbols of a bloodshot eye
mwk dagger
hag’s shabble, 36 gp, symbol of Gyronna,
The items can be transfered into 1 BP. Otherwise he will keep the funds to help his department.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
"Actually yes, I knew of his speech and was double checking some new... information. There are so many rumors about Gregori it is troubling. Luckily half of them flavor him as the troublemaker. Yes it would be good if you were there to discount him, well that's not the word but you know what I mean. I was going to send messengers but then Selena came to me and I have been laying out my plans using her. Gregori doesn't know her..." He stops there hoping to not have to go into the rest of the details.
1d20 + 5 ⇒ (7) + 5 = 12
Stalker just looks at Selena and licks his lips. After a few stupifying moments of just thinking about what we would like to do with her, he offers, "I would be your master..."
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Talking with guards about the castle you find out that Selena was last asking about finding Stalker. One of the guards said he escorted her. Getting to the Spymaster's work room you knock and the slit for viewing others opens and closes. Then the door unlocks and Stalker welcomes you into his study. With a mirthless laugh he says, "More visitors today than in a month, I should be happy." He gives each of you a shake then closes the door locking it again, with the deadbolt and a door bar system that would be hard to open the door without negating first. The ceiling is low in this room, about 7 feet, rather than the normal 10 foot ceilings.
Within Selena rises and curtsies. Once you dismiss her she would sit down again.
The room seems untidy and yet very prepared for someone that is paranoid. You can see papers here there and everywhere in the study with string connecting one paper to another. Another door opposite the room has another lock system too. Papers are on the three tables of the room, walls, and a few on the ceiling. Weapons, message scrolls, inks, and quills cover his desk. He has nails holding up most of the papers but some are held up by daggers. Some of the papers are replications of the bounty board on the wall separated from the rest.
"How can your spymaster help you today?" He asks with more warmth than his last statement.
Acro +8, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +4, Handle Animal +7, Heal +7, Intimidate +4, K dungeon +5, K Geo +5, K Nat +9, Ride +12, Spellcraft +8, Stealth +12, Survival +14, Swim +8
Quince:
Quince Medvyed wrote:
Quince smiled. "She is egger to get a start. I think its a good sign for the city. Its an expensive business to start because it can be profitable. I am sure a few of us will take the opportunity to get to know her better. Your caution is prudence in your position. I met her the other night. She is here for a new life. You worry we are to open and trusting?" He thinks a moment. "As our city grows and the land beyond we are going to have those of magic power within our borders. Its bound to come up. As things progress we can find out more about her and about what she intends and how safety is accounted for . . . you know alchemy." He holds his hands up pantomiming an explosion. "Boom. If something occurs that pushes our cautions to suspicions we will talk more."
"It is my job is to be cautious." He interjects quickly, listening on he nods. Finally saying, "True, true... time will tell. I will let the others act on the message then."
Speed: 20 (30 base, -10 Armor)
Melee: Spiked Chain +3 (+0 BAB, +3 Str)
Melee: Gauntlet +3 (+0 BAB, +3 Str)
Melee Touch: +3 (+0 BAB, +3 Str)
Ranged Touch: +1 (+0 BAB, +1 Dex)
Spell Save 14 + Spell Level
Bonus: Cruelty (When deal Bleed, Pain, Fear, or Reduce Person Below 0 gain +2 attack and damage for 1 round - Trait), Dark Magic Affinity (Effect of Evil spell count as 1 level higher cast - Trait)
SPELLS:
0 - Acid Splash x1 (1d3 Acid)
0 - Bleed x1 (Cause stabilized creature to continue dying, 1 dmg/round, DC14 Will)
0 - Brand x1 (Indelible rune of 6 characters or less, 1 dmg. Can be covered or scraped away dealing 1d6 dmg, but brand returns if healed. DC14 Fort)
0 - Resistance x1 (+1 to saves for 1 min)
1 - Inflict Pain x1 (2d6+1/lvl nonlethal and -1 attack/skill/ability check for 1 min, DC16 Fort for half damage and no penalty)
1 - Interrogation x1 (1 question/2 lvl and target can answer or take 1d4+Wis dmg with -4 Bluff to lie, DC16 Fort)
Judgement: 1/day
-Destruction +1 (+1 dmg rolls, additional +1/3 lvls)
-Healing 1 (Fast Healing 1 as long as Inquisitor alive, additional 1/3 lvls)
-Justice +1 (+1 attack, additional +1/5 lvls, at 10th lvl bonus doubles on crit confirm)
-Piercing +1 (+1 on Concentration to overcome SR, additional +1/3 lvls)
-Protection +1 (+1 AC, additional +1/5 lvls, at 10th lvl bonus doubles vs rolls to confirm crit against Inquisitor)
-Purity +1 (+1 Saving Throw, additional +1/5 lvls, at 10th lvl bonus doubled against cure, disease, poison)
-Resiliency 1 (DR 1/Magic, additional 1/5 lvls, at 10th lvl changes from Magic to an Alignment opposite of Inquisitor's)
-Resistance 2 (2 energy resist against one type, additional 2/3 lvls)
-Smiting: Magic (Weapon counts as Magic for bypassing DR, at 6th lvl also counts as one Alignment type that matches one of Inquisitor's alignments, at 10th lvl also counts as Adamantine)
Deity's Favored Weapon: Spiked Chain
Monster Lore: +Wis to identify weakness
Stern Gaze: +1/2 level to Sense Motive and Intimidate
Torturer's Presence: +2 to Intimidate
Torturer's Touch: See spells
FEATS:
Cruelty: (See Bonus in OFFENSE section)[/b]
TRAITS:
Dark Magic Affinity: Count as 1 level higher when determining effects when casting spells with evil descriptor
Kuthite Caster: +4 Concentration when casting spells with darkness, pain, or shadow descriptors
Tic was born to a human mother in Egorian and an Asura father who was particularly interested in torturous acts. His mother was of middling importance in the noble families ruling Cheliax, which meant that the father of her child was a welcome gift in her eyes. It would help her rise in notoriety to take in an Outsider of his predilection. The nature of Tic’s birth father also gave him access to certain advantages not everyone gets in the Empire. His mother started working on these advantages from a very young age. She groomed him to be compliant to his superiors, learn anatomy and physiology of many races, understand the mechanism of pain in relation to each species, and made him to study intensely on all subject areas that would give him more information on how to exploit the weaknesses of most any race he might encounter. Her intent was to get him station in the higher noble court as an interrogator for the Chelaxian Empire.
Throughout Tic’s life he never really developed any outward appearance of emotion. He was often thought to just be incapable of emotion. However, this wasn’t quite the case. Tic certainly had emotions, but they didn’t rule his decisions or behavior in any particular way. In fact, in our terms he would probably be described as having a schizoid personality disorder. He prefers to be alone, and while he feels all the standard emotions, he appears to be flat and depressed. It isn’t clear if his mother’s teachings created the schizoid personality disorder, or if he was simply born that way. Ultimately, it’s irrelevant, because it is how he has been for the last four and a half centuries.
This personality disorder actually proved to be quite beneficial in his work. When his subjects of interrogation could see no emotional display it became all the more haunting what he would do to them. He would be perceived as a psychopath, one who could not be persuaded by pleading and begging for mercy. This was, of course, just the mask of his disorder. Unlike a psychopath, he got no pleasure out of the torturous acts he would commit to interrogate his captives. He did feel emotion, but he was also a very rational being, so they never really dictated his behavior. He had a job to do, and that was that.
Much to his mother’s dismay, Tic was not a worshiper of Asmodeus as many of the hierarchy were. Tic was a “worshiper” of Zon-Kuthon. Worship being a bit too strong of a word, though. Tic’s following of Zon-Kuthon was not out of religious fervor, but out of logic that this God can provide him with the knowledge and tools to better do his job. This fact makes it so Tic isn’t like most of the zealots that follow Zon-Kuthon. While he has practiced some forms of masochism it was always academic in nature. The more pain he experienced, the better he understood what various kinds of pain can do. This has also given him the ability to handle subjects that may escape and try to either overpower him or cripple him with pain as a means to get away. It hasn’t often worked.
Not long ago Tic made the decision to leave his position. He never explained why he would do such a thing to anyone, and the emotionless demeanor he displayed made it quite a surprise to those who employed him. His intelligence and “humanity” were often overlooked after so much time of pure compliance. Many often thought him robotic and simple, because he always did as he was told. After so much time of this impression, it grew into the subconscious perception that he really was an automaton and any idea that he was an actual person was long forgotten.
When he packed up his things and left, he was never stopped. Those who saw him walking with a pack on his back just assumed he was off to carry out his most recent order. If any one of his superiors had an idea he was planning to leave that day he would have been apprehended. Valuable tools to the hierarchy are not allowed the freedom to leave in a country so inundated with slavery. However, it was likely the easiest escape attempt ever masterminded. He simply walked out of the city walls unhindered exploiting the perception that everyone had developed about him.
He has spent some time joining a few groups since leaving Egorian. His means of helping are often frowned upon among the more honorable adventurers, but there are many good aligned who have found him to be quite useful. The insightful ones have figured out that the cruel things he does is not for pleasure, and what he does it highly effective. Many a fight can be avoided with the amount of fear Tic can quickly generate among his opponents. There’s no question that Tic is controversial in any group he joins, but the smart ones will use his talents. After all, if you can’t change what is worst about those around you, you find a way to turn that negative into an asset.
The quest Tic is going on is still a complete mystery. He isn’t out so much on a personal quest to find himself. He is quite self-aware. Some have speculated that he grew tired of the way to hierarchy tried to go about things, but no one has learned what his motivations are for leaving his position in Egorian. This is largely because he doesn’t speak much about it. He certainly hasn’t answered what he’s doing now. Perhaps someone will one day find out. In the meantime, he will continue on the path he’s walking now.