About The Witness
Left as a babe on the doorstep of one of Korryn's many orphanages, Ingen was raised into childhood by the closest thing to a mother he's ever known: Hatmora, the institution's Svenik headmistress. Compassionless even at the best of times, the boy nevertheless felt she picked him out for particluarly poor treatment, reserving the cruelest invectives and most odious tasks just for him. Indeed, she made even his name sound like an insult. At the age of 5 he escaped into the streets of the city, surviving on his speed and wits until meeting Parson Grey, the self-proclaimed Archaeoenigmatist and Subsistence Scholar. The older man took the boy under his wing, teaching him his letters and lore, and was impressed how easily the lad took to learning. For his part, Ingen helped Parson carry his things (mostly parchments and ink) and provided extra income - a "father and son" bring in far more as beggars than a lone indigent.
For the better part of a decade the pair traveled the southern half of Cardriss at Parson's direction, often visiting long-historied settlements and crumbling ruins, with notable stays in a Vincenzian library (where Ingen first fell in love with architecture and written lore), the mountain ruins north of Tokelau (where he first saw the seeker's seal, though he didn't know it's significance at the time), and the city-state of Izar. Parson routinely had him make extensive notes and sketches of his observations of the locales they visited, training him in an observational methodology of his own devising. It was during the sea voyage to Tokelau that Ingen awoke in the middle of the night to see a robed figure, barely perceptible in the dim light belowdecks, rifling through his notes of their journeys. Somehow aware of his gaze, the figure turned, and Ingen saw it wore a silver crown seemingly set with eyes. After a moment the strange intruder vanished. Waking Parson and describing what he saw, his mentor was momentarily awed. "You've been witness to the Burglar of Secrets!" The Subsistence Scholar then began to inititate Ingen into his faith of The Treader of All Paths, part of which was the bestowing of his first title: The Witness.
Setting out from Izar for Borroka, the pair were unfortunate enough to pass through the town of Elmridge, where the Archaeoenigmatist contracted a dreadful illness. Fearing for his life and seeking to spare his protege from a similar fate, Parson Grey sent him away to Lorea - far from the sickness that seemed to be spreading through the lands of Borroka. It was the last The Witness has seen of his mentor.
Upon arriving in Lorea the young man discovered the best libraries were owned by the arcane university, and so applied for entry to the divination school and was accepted. He seemed a sponge for knowledge and quickly advanced through his studies. While his impressive mental faculties were enough to win over his Atlaean classmates, The Witness never quite fit in, preferring to avoid revelry and instead celebrated his successes by indulging in tangential or off-curriculum research in the libraries. One of his tangential studies was into the possible combination of the city's horticultural expertise with the art of scrying, specifically through the use of iris flowers. While collecting data and samples in the city's famed public gardens he observed the hummingbirds which dwell there and was impressed by their speed, precision, and - after more tangential research - visual acuity. So impressed, in fact, that he chose one as his familiar - The Choreographer of Flowers.
The rare occasions he did venture to more traditional celebrations were on account of Itzal, a student of the School of Illusion, whom he remains good friends with to this day. The two young wizards appear polar opposites at first, but both have a passion for perception and how it may be used to disguise or shape reality.
During his studies he came across the Seeker's Seal and it's import. Remembering the design from the mountain ruins, he began to consider his old mentor's apparent wanderings. At the time he'd simply accepted Parson's directions without questioning their purpose; now that he did so, it seemed to The Witness that the archaeoenigmatist may have been working to unravel the mystery of the Seeker's Quest and The Tower of Ages. In his spare time the wizard researched the topic, and upon his graduation decided to return to his home city for first-hand investigation.
In a small settlement not far from Lorea, an old man with molten eyes began following The Witness down the road and out of town. Curious, the wizard scanned the man's thoughts and found he'd been dreaming about a figure matching his own description, a dream he believed was prophetic. Furthermore, The Witness had the impression the only reason he was able to read the man's thoughts may have been because he'd been allowed to. Intrigued, he stopped and turned. The man tipped his hat.
"I'm Gavin, but you already knew that." The Witness nodded, and without another word the two left the hamlet behind. The two have shared several adventures in the year since, joining forces with the Posfurore "twins" and Pharasman undead hunter Fenrick to pursue the Seeker's Quest and entrance to the Tower of Ages.
Appearance and Personality:
A young man dressed in light grey attire, of average height and build, and possessed of middling features and complexion - possibly a dark-skinned northerner, a light-skinned southerner, or a mix of the two. He keeps his head clean-shaven, a fact easily missed under casual observation due to his habit of wearing his hood regardless of setting and situation. Said hood is home to his hummingbird companion - small, fast, and nimble, its movements seem almost more insectile than avian.
The interests of The Witness are those of the polymath - he seeks knowledge of all things, regardless of how important or trivial they may seem. He strives to temper his curiosity with reason, though oftentimes his goals and logic are so esoteric or convoluted as to seem arbitrary or foolish to the outside observer. He's a devotee of The Throneless King; holding the opinion the unusual deity's focus on stealth and anonymity makes It indifferent to those who seek to bring themselves to It's attention through prayer, he instead seeks to model himself after It - to observe while unobserved, to gain knowledge while remaining secret.
Despite this he's still only human, and enjoys informed discourse. Indeed, it's almost the only discourse he's capable of, as he has difficulty simplifying facts and ideas to effectively communicate with those of relative ignorance on a topic, especially in regards to magic. His explanations of magical and planar theories and phenomena in "layman's terms" may often confound those who had pre-supposed themselves experts in those fields.
The Throneless King:
Upon finishing their creation of the world, the gods held a great feast; the first and last time they all gathered in peace. Each sat at their place along a magnificent table and extolled their accomplishments, whether boasting of their works or whispering of their secrets. When the celebration came to a close it was discovered there was an extra setting at the table; and though the bones and crumbs of a meal were left behind, none could recall who or what had been seated there...
A nameless deity, strange and obscure, whose worshipers include wanderers, thieves, spies, and any who seek hidden knowledge. The faithful have no organized religious institutions; rather, lone pilgrims and prophets spread stories of their faith, often building small, simple shrines in remote or forgotten locales. Clerics are very rare; more often oracles claim to have been cursed by this deity (usually with the Intrigue or Lore mysteries). In both cases the deity appears to favor those who are themselves nameless, a rare circumstance. Devotees seek the accrual of titles, preferring to be known by description rather than name. Some theologians argue this deity is really one or more deities in disguise, a convenient persona adopted when they want to hide their hand in affairs, while others claim the deity doesn't exist at all, citing a lack of divinely bestowed gifts and a list of dubious accomplishments.
Male human wizard (scroll scholar) (diviner) 9
N medium humanoid (human)
Initiative +18; Senses Perception +25
AC 18/20, touch 15, flat-footed 13/15 (+2/4 armor/mage armor, +4 dodge, +1 deflection, +1 natural armor, +0 shield)
Fort +6, Ref +9, Will +10
Speed 30 ft.
ABP: resistance +2, armor attunement +2 enhancement, weapon attunement +2 enhancement, deflection +1, mental prowess +2 enhancement Intelligence, physical prowess +2 enhancement Dexterity, toughening +1 enhancement natural armor
Adventuring Skills (66 points; 18 class levels + 39/54 INT + 9 favored class bonus)
Background Skills (33 points; 18 class levels + 15/54 INT)
ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.
Languages (+24): Common; Abyssal, Aquan, Auran, Axiomatic, Celestial, Draconic, Dwarf, Elf, Giant, Halfling, Ignan, Infernal, Kono’a, Mbamba, Orc, Protean, Sylvan, Tel’Aeth, Terran, Treant, Vitolian, Olde Common, Old Elven, and Ancient Tel’Aeth
Racial & Class Abilities:
Campaign-Specific Ability Score Modifiers: Human characters gain a +2 racial bonus to one physical and one mental ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
Initiative +8 (1/2 wizard level + 4 familiar), always acts in surprise round
Knowledge (engineering, history) +4 (bonus = 1/2 wizard level)
SLA: identify 3xday, comprehend languages 3xday
Always aware when being scryed (as if permanent detect scrying); subjects of scrying count as one step more familiar
Alertness feat when familiar in reach
ARCHETYPE: SCROLL SCHOLAR
Diligent Student (Ex) +4 (engineering, history)
Secrets Revealed (Sp)
Flash of Insight (Su)
Arcane School Specialty: Divination
Opposition School: Necromancy
Diviner’s Fortune (Sp) - Replaced by archetype; see above.
Scrying Adept (Su)
Arcane Bond: Familiar
"The Choreographer of Flowers"
Hummingbird: Master gains a +4 bonus on initiative checks
Magic & Spells:
Spell-Like Abilities (CL9):
3/day*: identify, comprehend languages
1/day**: remove fear, remove paralysis, remove curse, freedom of movement
Granted Powers (EL 9)**
Caster Level: 9
0th (at will) DC16: dancing lights, detect magic, mage hand, read magic
1st (6+1/day) DC17:
2nd (6+1/day) DC18: detect thoughts*, detect thoughts*, mirror hideaway,
3rd (4+1/day) DC19:
4th (3+1/day) DC20:
5th (2+1/day) DC21:
1st: anticipate peril*, comprehend languages*, detect secret doors*, heightened awareness*, mindlink*, keep watch, ant haul, grease, feather fall, mage armor, magic aura, endure elements, shield, unseen servant, detect secret doors*, true strike*, memory lapse, hypnotism, illusion of calm, shadow trap
Equipment & Encumbrance:
Sandals of Quick Reaction- 4000gp - 1lb
Eyes of the Eagle - 2500gp - 0lbs
Quick Runner's Shirt - 1000gp - 0lbs
Ring of Counterspells (current spell: feeblemind) - 4000gp - 0lbs
Handy haversack - 2000gp - 5lb
Spell component pouch - 5gp - 2lbs
Metamagic Rod, Lesser: Extend Spell - 3,000gp - 5lbs
Money 0 PP / 210 GP / 0 SP / 0 CP
(17,505 spent on EQ + 7,920 spent on copying spells)
Current Encumbrance Level: Light
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Mysteries of Cardriss and The Tower: