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Auditor[]

The cities of Athas are filled with intrigue, treachery, and double-dealing. In this setting, information is a weapon that may be wielded against one's enemies. The auditor specializes in extracting information through psionic observation or interrogation. Few can keep a secret from her.

The auditor's job description ranges from information broker to psionic assassin. In most cities, the templars have auditors working for them. Other auditors are members of the Veiled Alliance, criminal gangs, or are employed by the merchant dynasties.

Humans are best suited for this kit, since they draw the least attention in urban settings. Elves, half-elves, and dwarves are also appropriate. Auditors may be of any alignment, but most prefer to remain neutral.

Role: An evil auditor can be an excellent nemesis for any adventuring party. She knows where to find the PCs, and even if she is not working directly for the templars she will sell them out for the right price. Armed with formidable psionic abilities, she may be able to coerce surrenders out of the most fanatical characters.

As a member of the adventuring party, the auditor is a vital information contact. Her awareness of the characters and the subtleties of any situation prevents her party from being surprised or distracted in an urban adventure. A few hours of observation can ferret out the most deeply buried secrets.

Auditors are known by different names in each city. The auditors of Tyr's Elven Warrens are usually referred to as sellminds. while those of Urik are called investigators or mindeyes.

Preferred Disciplines: Auditors must select either Clairsentience or Telepathy as their primary discipline. Psychometabolism and Psychoportation are favored as secondary disciplines for their espionage uses.

Weapon Proficiencies: The auditor is required to be proficient in the dagger, knife, dart, or wrist razor.

Nonweapon Proficiencies:

Equipment: The auditor does her best to blend in with the crowd. Weapons are small and concealable, armor is covered by loose robes or cloaks, and dress and accessories match local custom. If the auditor fails to abide by these considerations, the DM may assess a -1 to -3 reaction check penalty.

Special Benefits: The auditor begins play with 1d3+1 contacts and gains an additional contact whenever she gains a level. Contacts may be merchants, corruptible templars, tavern keepers, agents of the Veiled Alliance, or even beggars or slaves. The DM should carefully develop each one. The contacts are resources the auditor may use to dig up information or get things done.

The PC should be careful of her contacts; once killed or alienated, they are gone forever. The quality of information provided by a contact depends on how the PC treats the character. As a general rule, contacts must be paid 1d6x10 ceramic pieces per level of the contact to produce a specific piece of information or to perform a small favor.

If treated well, contacts may be also be able to loan the PC money or equipment, hide her if she's on the run, or track down illegal supplies for her. Once again, the quality of these services depends on how well the PC treats her associates.

Special Hindrances: Trouble follows the auditor. Just as she collects allies and informants, she also collects enemies. Enemies are like contacts in reverse; they sell out the psionicist to anyone who asks, provide assistance for rivals, and may even come hunting for her themselves. Just like a contact, an enemy should be carefully developed by the DM.

An auditor begins play with 1d2 enemies of low level. As time goes by, she will probably make new ones all by herself. Old enemies may grow stronger as the psionicist gains levels. Good choices might include: templars, nobles, merchants, criminals, elves, and other auditors.

The DM should judge when and where enemies show up. Their actions may range from simply spreading nasty rumors about the PC to deadly attempts on her life.

Wealth Options: The auditor begins play with 3d4x30 ceramic pieces.

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