Geist

Details
Symbol: The head from the symbol of Thoth. (In societies less welcoming of Thoth, this symbol is changed to the Eye of the Fear Monger)

Homeplane: Mind's Archive (a wing of Thoth's palace containing records of all the fears of mortal kind)

Alignment: Neutral Evil

Area of Concern: Fear, secrets, control, consciousness, lies

Worshippers:

Domains: Evil (Fear), Knowledge (Thought), Trickery (Deception), Destruction (Hatred)

Favored Weapon: Sap

About
The Fear Monger is one of the four aspects of Thoth.

History and Relationships
Hermits of the Fear Monger generally will enter a village unannounced and disguised as a merchant or other traveller. From here they will wait, feigning their elongated stay on poor weather conditions of trouble with their cart. During this time they will gather information on the fears and terrors of the villagers, as well on who in the village has committed crimes. Once he finds an individual who fits the criteria, the criteria being a crime that, though heinous, is not against the laws of the land and thus will not be punished by said laws. Instead they are punished by the divine intervention of Thoth through the Hermit. The Hermit unleashes upon the individual their feats and parades their secrets for all to see, thus exposing them.

Obedience
Take the sharpest blade you own, preferably a war razor, and cut a jagged line into your flesh, preferably from somewhere on the head, watching the blood well up. For the entirety of your obedience, make sure that fresh blood flows. Keep the flow steady, but slow. Practice letting your blood flow without causing problems from a lack of blood.

You gain temporary hit points equal to twice your character level. Also, the penalties to disguise as a different age category, species, or gender are reduced by 1.