Fanatical, insightful, obsessive, and unwavering, PNE’s head of security is a force to be reckoned with—those that see only his small stature are wont to find the gnome to be far more than he appears. Few cross Borys, and those that do feel the full force of his judgement; nothing will derail the railroad, the grand project that is destined to bring order to the interior of the chaotic plains of Pradjna.
He makes sure of that.
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 58 (10d8 + 10)
Fort +8, Ref +4, Wil +9; +2 vs. illusions; +2 vs. scrying or mind reading effects
Defensive Abilities +4 dodge bonus to AC vs. monsters of the giant subtype
Speed 20 ft.
Melee mace of terror +11/+6 (1d6+3)
Special Attacks bane (+2/2d6, 10 rounds/day), hatred (+1 vs. goblinoids and reptilian humanoids), word of anathema (1/day, DC 17)
Spell-Like Abilities (CL 10th; concentration +14)
at will—detect alignment
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
10 rounds/day—discern lies
Inquisitor Spells Prepared (CL 10th; concentration +16, melee touch +9, ranged touch +9)
4th (1/day)—denounce (DC 16), greater brand (DC 16)
3rd (3/day)—glyph of warding, prayer, seek thoughts (DC 15), speak with dead (DC 15)
2nd (5/day)—blistering invective (DC 14), castigate (DC 14), confess (DC 14), honeyed tongue, perceive cues
1st (6/day)—cause fear (DC 13), command (DC 13), cure light wounds, forbid action (DC 13), interrogation (DC 13)
0th—bleed (DC 12), brand (DC 12), detect magic, guidance, sift, stabilize
Domain heresy inquisition
Str 12, Dex 12, Con 12, Int 15, Wis 14, Cha 18
Base Attack +7; CMB +7; CMD 18
Feats Broken Wing Gambit, Careful Speaker, Combat Casting, Detect Expertise, Escape Route, Judgement Surge (1/day), Persuasive, Shake it Off
Traits Focused Mind, Oathbound (1/day), Reactionary
Skills Bluff +15, Craft (calligraphy) +2, Diplomacy +21, Intimidate +24, Knowledge (religion) +15, Linguistics +12, Perception +17, Sense Motive +25, Spellcraft +15, Survival +15
Languages Abyssal, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Orc, Sylvan, Undercommon
SQ blessed infiltration (2/day), solo tactics, teamwork feat (change 2/day), track +5
Judgements sacred destruction +4, sacred healing 4, sacred justice +3/+6, sacred piercing +4, sacred protection +3/+6, sacred smiting (magic, law, adamantine), second judgement 4/day
Gear +2 leather armor, glowing glove, inquisitor’s monocle, mace of terror, potion of cure serious wounds, potion of neutralize poison, ring of sustenance, tunic of careful casting, wand of charm person, and 738 gp.
Borys hails from one of the small islands off the western coast of Pradjna; home to gnomes and goblinoids, he spent much of his young life dealing with raids on his village. During this time Borys became one of the rare males drawn to worship the winter goddess Arnut, as he began to take on the responsibility of sheltering his village from the chaos beyond it. This service lead him to the mainland and into the employ of what he saw as the greatest bringer of order imaginable—the taming of the wilds by the building of the railroad.
When Borys first began his employment he was mistakenly identified by a coworker as being from Timaeus due to his accent—although he quickly corrected them, the nickname stuck and since then he has almost always been referred to as “The Timerian”. The gnome’s devotion to order carries over in his personal life; he keeps few, if any, close acquaintances or possessions. Borys’ living quarters are sparse and highly organized and even in the muck that is the frozen tundra, he often wears white, using prestidigitation as necessary to keep his appearance spotless. At other times, he dons his enchanted leather armor.
In Steamtown he enforces the rules, especially the first rule—keep on schedule. Punishment is swift and merciless for those that endanger the tight timetable of the railroad, and even more so for the goblinoid workers. When he is investigating labor issues or crimes (or if he simply wants to send a warning), Borys uses his glowing glove to leave his handprint on the suspect’s tent. Such a mark sends ripples of fear throughout Steamtown, often causing any allies of the suspect to turn on the spot.
The Timerian considers most of the merchants in the migratory settlement to be leeches and opportunists. Merchants operate at his mercy and take great pains to stay on his good side; every time the town moves, traders must bid to get the best location. More than one merchant has been banned, waking up to see a glowing handprint on their tent shortly before the enforcers tear it down and kick them out of Steamtown. There are only a few merchants, such as Gronk, that he considers essential—these folk enjoy special treatment and protection as long as Borys considers them useful.
Borys answers only to Boss Myers, who is preoccupied with the nuts and bolts of building a railroad. As such, he is given a free hand as long as work continues.