Hazel Delessy

Description:
Hazel Delessy		CR: 9
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Human (Chelaxian) Female Inquisitor of Abadar/9
LN Medium humanoid (human)
Init +5; Perception +15
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DEFENSE
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AC 21, touch 14, flat-footed 18 (+2 Dex, +7 armor, +1 deflection)
hp 58
Fort +7, Ref +5, Will +9
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OFFENSE
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Speed 20 ft.
Melee
	Heavy Mace: +7 (1d8+1)
Ranged
	Mwk Composite Longbow: +10 (1d8+2/x3)
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STATISTICS
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Str 12, Dex 17, Con 13, Int 14, Wis 17, Cha 10
Base Atk +6 CMB +7; CMD 19

Class Abilities:
	Judgment (3/day)
	Monster Lore
	Stern Gaze
	Charm of Wisdom
	Cunning Initiative
	Detect Alignment
	Track 
	Solo Tactics
	Bane
	Discern Lies

Feats 
	Point Blank Shot
	Precise Shot
	Rapid Shot
	Coordinated Shot
	Focused Shot
	Enfilading Fire
	Manyshot
	Escape Route

Skills 
	Appraise +7
	Bluff +15
	Climb +5
	Diplomacy +15
	Disguise +4
	Heal +7
	Intimidate +18
	Knowledge: Arcana +15
	Knowledge: Dungeoneering +6
	Knowledge: Engineering +3
	Knowledge: Varisia +4
	Knowledge: History +6
	Knowledge: Nature +6
	Knowledge: Nobility +3
	Knowledge: Religion +14
	Linguistics +7 
	Perception +15
	Profession (Finance) +7
	Ride +5
	Sense Motive +13
	Stealth +12
	Survival +8
	Swim +5
	Use Rope +7
Languages
	Azlanti, Shoanti, Taldane, Thassilonian, Varisian 

Traits
	Merchant
	Weathered Emissary
	Scholar of the Ancients

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SPELLS
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3rd (4/day): Cast Out, Dispel Magic, Speak with Dead
2nd (5/day): Blistering Invective, Consecrate, Cure Moderate Wounds, Ghostbane Dirge, Lesser Restoration, Remove Paralysis, See Invisibility
1st (6/day): Bless, Bless Water, Comprehend Languages, Cure Light Wounds, Inflict Light Wounds, Protection from Evil, Remove Fear, True Strike
0th: Create Water, Detect Magic, Detect Poison, Disrupt Undead, Guidance, Read Magic, Stabilize

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GEAR
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+1 Seeking Composite Longbow (+1 Str), +1 Mithril Breastplate, Belt of +2 Dex, Golembane Scarab, Ring of Protection +1, Wand of Cure Light Wounds (24 charges), Level 4 Continual Flame Badge
Bio:

Character Quiz Answers

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On the road on the way into Sandpoint, there is a wooden post with a sign and small mirror. Painted on the sign is “Welcome to Sandpoint! Please stop to see yourself as we see you!” What do you see if you look in the mirror?

Hazel approves of the sign. People should be encouraged to take a moment to consider how others are responding to them, to evaluate whether changes should be made to achieve better results. She opposes the counterproductive in all forms.

She already knows how others see her, but takes a moment to examine and correct the minor disarray of travel, smoothing blonde hair back into a knot under her wide-brimmed hat. On the road, she wears a dark brown coat and boots that hide dirt well, of make and materials carefully selected to maximize durability and comfort while minimizing conspicuous wealth. The bow she carries encourages those looking for easy targets to look elsewhere, though up close they may take her unimposing physical size as a sign of inability to wield it. Her stature can’t be helped; all she can do is prove otherwise, as necessary.

In town, she will exchange traveling wear for finer-quality but still entirely practical garments; one does not want to appear too rude or too ostentatious. She does not take especial pains over her appearance otherwise, except to maintain a precise standard of cleanliness and care. It is useful to be ordinary, easily overlooked, until she sees fit to unleash her words, at which point her appearance becomes irrelevant.

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If someone cast Discern Next of Kin on you and you failed your save, what would they learn?

mail.google.com.pngHazel is disappointed to learn that “Discern Next of Kin” is not in fact a sort of magical probate: when used on her she thinks first of her brother, who since their parents still live is not actually her current heir. She worries about the day Alaric becomes her next of kin in truth—assuming she has no children by then—because as her elder he stands to inherit the family business, and without the influence of their parents (a Taxmaster of Abadar and a wealthy merchant who married a Taxmaster and had to make certain changes in outlook and business practices) she expects him to stop behaving himself. Alaric is charming and excels at presenting himself favorably; he’s also a conniving schemer who isn’t as smart as he thinks he is. She loves him dearly. She also expects to be called as a witness in his trial someday, for one reason or another.

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Has your character ever killed a person? By person I mean humans, tengu, dwarves, etc… creatures your character would consider people rather than monsters. If so, when and why? If not, what would have to happen before you’d be willing to kill someone?

She’s never murdered anyone.

The past few years of Hazel’s life have involved a fair amount of travel, and in that time she’s had the statistically appropriate number of encounters with bandits, and has likewise defended herself appropriately. An outlaw is literally outside the protection of the law. She’ll accept their surrender if offered; she’ll allow them to flee if they run; she’ll kill anyone who doesn’t eventually choose either of those more sensible options.

She had a close call last year though. She’d joined an adventuring group in exploring an old tomb, and one of their finds was a book, bound in human skin and reeking of evil. One of her companions—someone she had to respect for his all-around capability, even paired as it was with an appalling lack of moral fiber—said he had a buyer for such a thing, and Hazel advocated taking it and turning it over to the church, but ultimately the rest of the party voted to just leave it alone entirely. She slipped back inside on her own, to destroy the thing if nothing else, and found her ever-capable companion had a similar plan. She’d shot him in the back before he could flee with the book. He survived. She regrets nothing, she thinks.

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Following the recent struggles against Nualia a number of Sandpoint homes are vacant. Mayor Deverin has offered a home to any PC willing to settle in Sandpoint. Do you take her up on her offer?"

Hazel is happy to negotiate with the mayor for the acquisition of a new home base here in Sandpoint. The runewell in the catacombs under the city is the most significant and dangerous discovery she’s made in her time as Auditor, and she intends to devote herself to researching methods of deactivating it – and to keep an eye on Brodert Quink, just in case his research starts getting out of hand. Her requirements for the house include solid construction, a clean title, and a location inside the city walls.

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What is your character most afraid of?

Like most emotions, fear is useful in moderation, helping instill a healthy sense of self-preservation. And there are many things in this world to preserve against: market failures, untimely death, wisdom damage, feckless brothers, unsuitable romantic interests. But behind all the specific things, what Hazel fears most is losing control.

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How does your character get their laundry done?

Hazel doesn’t do her own laundry unless sensibly-priced specialists are unavailable; her time is more profitably spent elsewhere. She usually asks a couple of local innkeepers for recommendations.

Hazel Delessy

The Rise of Karzoug stephengingell morrigan279