About Kael VossKael Voss
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Background:
------------------------------ BACKGROUND ------------------------------ Kael Voss was born in the Low Docks and raised by Cinderwake’s blind spots. No one “took him in,” not really. He slept where there was heat and no boots to kick him awake—net lofts, scaffold platforms, cistern alcoves, kiln vents, under-stairs near the rope lifts. He learned early that hunger makes rules feel optional, and that survival belongs to people who can move faster than trouble and hit harder than they look. Being half-elf did not make life easier. In the Low Docks, anything unusual becomes a story, and stories get you noticed. Kael grew up with people deciding what he was before he spoke: thief, bastard, outsider, bad luck. So he learned to let them think what they wanted while he watched their hands, their exits, and the distance to the nearest ladder. As a boy he ran messages and stolen goods along routes too narrow or unstable for heavier men to follow. As he got older, he became useful in rougher ways—guarding haul lines, collecting debts, clearing squatters out of storage spaces, escorting basket loads through bad districts. He was never the strongest man in a crowd, but he was quick enough to exploit mistakes and mean enough to finish a fight once it started. Eventually the work went downward. Cinderwake is built over the bones of a drowned city, and the places beneath the bastion are full of old tunnels, collapsed chambers, flooded stairs, and buried shrines. The Tidewatch keeps order in the streets, but there are doors below the city they do not open and corridors they do not map. When something valuable goes missing, when an old passage collapses, when salvage is needed from a dangerous under-ruin, people like Kael get called. He began as muscle and a pair of hands. Then he proved he could do more. Kael was good at moving through rubble without losing speed, good at seeing paths where others saw dead ends, and good at coming back with something useful: a sack of worked metal, a ward-stone, a bundle of preserved ash, a dead man’s satchel, a route marked in chalk that a better-equipped team could follow later. The Flame Seekers noticed. They started paying him in real rations and gave him jobs with names instead of rumors. That is how Kael became one of their deniable workers in the ruins beneath Cinderwake. He carries two sawtooth sabres on his hips, though for a long time one served more as a work blade than a fighting one. In the Undertide, a blade is for more than flesh: ropes, netting, swollen leather straps, debris-lashed doors, fungus mats, and whatever else tries to trap a man in a rising corridor. The second sabre began as a backup. Now it is becoming part of the way he fights—faster, closer, dirtier, less like a laborer and more like a predator. The corruption came from below. On one recovery job, Kael was part of a small crew sent into a partially collapsed ruin chamber under the bastion after a tremor opened a sealed wall. They found old carvings, black water, and a heat in the stone that did not belong there. Something in that chamber pressed against his thoughts—subtle at first, like certainty in the middle of panic. He made the right choices to survive, or at least the choices that kept him alive. By the time he climbed back into Cinderwake, he had a relic in his pack, blood on his hands, and no clear memory of when hesitation left him. Since then, he has changed. People flinch at him without understanding why. His face seems harsher in bad light. He unsettles animals. His temper does not run hot—it runs cold. In dangerous moments, solutions arrive in his mind too quickly and too cruelly, each one efficient, each one tempting. Kael knows something in the ruins marked him, and he fears that every trip below gives it more room to grow. He keeps working anyway. Because Cinderwake still needs what lies buried under it.
Appearance and Personality:
------------------------------ APPEARANCE AND PERSONALITY ------------------------------ Kael Voss is a lean, hard-built half-elf in his mid-twenties, about 5'11", with the kind of wiry strength earned from climbing rope lines, hauling salvage, and fighting in cramped spaces. His features are sharp enough to show his elven blood, but life in the Low Docks has weathered any elegance out of them. His skin is ash-dulled and marked by old cuts; his hands and forearms carry rope burns, salt cracks, and pale scar tissue from hard labor. His eyes are grey-green and unusually alert in dim light, always moving—doorways, ledges, hands, corners, escape routes. His dark hair is kept short with a knife, more practical than stylish, and usually hidden under a hood or scarf when he is working. He carries himself like someone expecting a shove, a blade, or a collapse at any moment: balanced, coiled, never fully at rest. His gear is practical and worn rather than polished. Straps are reinforced, knots are clean, and nothing dangles that might catch in rubble or ladder rungs. Two sawtooth sabres ride high on his hips for clearance when climbing or squeezing through broken stone. He treats his weapons as tools first and symbols second. There is something subtly wrong about him if you spend enough time close—an uncanny harshness to his expressions, the way his face can seem almost predatory in certain shadows, the way strangers instinctively pull back after meeting his eyes for too long. Kael notices this and does not comment on it. Personality
He survives by reading people quickly. He watches hands before faces, listens for what isn’t said, and assumes everyone wants something. This makes him cautious and hard to charm, but also reliable in dangerous situations—he rarely panics, and when violence starts, he gets unnervingly calm. Kael has a strong streak of survival morality:
He dislikes authority that performs strength instead of providing it. He especially resents people who profit from Low Dock labor while speaking of dockfolk as if they are disposable. He is more comfortable with rough people and honest criminals than polished hypocrites. Though he hides it well, Kael is deeply afraid of losing control—of becoming the kind of thing Cinderwake sends men like him to kill. The corruption in him has sharpened his instincts and made him more frightening, but it has also made every hard choice suspect. He worries that one day he will stop choosing survival and start choosing cruelty, and not know when the change happened. For now, he keeps moving, keeps working, and keeps his blades sharp.
20 Questions:
What is your character’s name? Kael Voss How old is your character?
What would somebody see at first glance (height, weight, skin color, eye color, hair color, physique, race, visible equipment)?
What additional attributes would be noticed upon meeting the character (speech, mannerisms)?
Where was your character born? Where were you raised? By who?
Who are your parents? Are they alive? What do they do for a living?
Do you have any other family or friends?
What is your character’s marital status? Kids?
What is your character’s alignment?
What is your character’s moral code?
* Don’t steal from the wells or the Ash Farms.
Does your character have goals?
Is your character religious?
What are your character’s personal beliefs?
Does your character have any personality quirks (anti-social, arrogant, optimistic, paranoid, etc.)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?
. . . . . . . . . . . . Basics:
AC: 17
Touch: 12 Flat: 15 CMD: 17 HP: 12/12 (dead at -14) BAB: +1
Init: +2
Racial traits:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Ancestral Arms: Half-elves with this racial trait receive Exotic Weapon Proficiency as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. FCB: 1/6 Slayer Talent
Class Features:
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields). Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks. Feats and Traits:
Feats
Exotic Weapon Proficiency (Saw Tooth Sabre): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Traits
Tide Runner: You move confidently in dangerous terrain. Gain a +1 trait bonus on Acrobatics checks. Ignore the penalty for the first 5 feet of movement through difficult terrain caused by rubble or uneven ground.
Corruption:
Corruption: Demonic Manifistations: Abyssal Deformity: GIFT: You gain +3 bonus on intimidate checks and on diplomacy checks to interact with demons and their cults. Your stain penalty does not apply these checks. STAIN: Your hideousness unsettles others. You take a -2 penalty on Diplomacy, Disguise, and Handle Animal checks.
Basic Attacks:
Sawtooth Sabre: +5, 1d8+4 damage, crit 19-20/x2, slash Sawtooth Sabre: +3/+3, 1d8+4/1d8+2 damage, crit 19-20/x2, slash Shortbow: +1 1d6 damage, crit x3, pierce Skills *Class Skill:
+7 Acrobatics* (-4 ACP) 1r -1 Bluff* +4 Climb* (-4 ACP) -3 Diplomacy +7 Disable Device (-4 ACP) 1r -3 Disguise* +2 Escape Artist (-4 ACP) +2 Fly (-4 ACP) +0 Heal* +2 Intimidate* +4 Knowledge (dungeoneering)* 1r – Knowledge (local)* +6 Perception (Keen Eyes)* 1r +2 Ride (-4 ACP)* +0 Sense Motive* -- Spellcraft +6 Stealth (-4 ACP)* 1r +4 Survival* 1r +4 Swim (-4 ACP)* -- UMD Background Skills
Equipment:
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb. Encumbrance: 56.5/100 lbs Gear: Inventory Sheet Money:
Background:
------------------------------ BACKGROUND ------------------------------ Kael Voss was born in the Low Docks and raised by Cinderwake’s blind spots. No one “took him in,” not really. He slept where there was heat and no boots to kick him awake—net lofts, scaffold platforms, cistern alcoves, kiln vents, under-stairs near the rope lifts. He learned early that hunger makes rules feel optional, and that survival belongs to people who can move faster than trouble and hit harder than they look. Being half-elf did not make life easier. In the Low Docks, anything unusual becomes a story, and stories get you noticed. Kael grew up with people deciding what he was before he spoke: thief, bastard, outsider, bad luck. So he learned to let them think what they wanted while he watched their hands, their exits, and the distance to the nearest ladder. As a boy he ran messages and stolen goods along routes too narrow or unstable for heavier men to follow. As he got older, he became useful in rougher ways—guarding haul lines, collecting debts, clearing squatters out of storage spaces, escorting basket loads through bad districts. He was never the strongest man in a crowd, but he was quick enough to exploit mistakes and mean enough to finish a fight once it started. Eventually the work went downward. Cinderwake is built over the bones of a drowned city, and the places beneath the bastion are full of old tunnels, collapsed chambers, flooded stairs, and buried shrines. The Tidewatch keeps order in the streets, but there are doors below the city they do not open and corridors they do not map. When something valuable goes missing, when an old passage collapses, when salvage is needed from a dangerous under-ruin, people like Kael get called. He began as muscle and a pair of hands. Then he proved he could do more. Kael was good at moving through rubble without losing speed, good at seeing paths where others saw dead ends, and good at coming back with something useful: a sack of worked metal, a ward-stone, a bundle of preserved ash, a dead man’s satchel, a route marked in chalk that a better-equipped team could follow later. The Flame Seekers noticed. They started paying him in real rations and gave him jobs with names instead of rumors. That is how Kael became one of their deniable workers in the ruins beneath Cinderwake. He carries two sawtooth sabres on his hips, though for a long time one served more as a work blade than a fighting one. In the Undertide, a blade is for more than flesh: ropes, netting, swollen leather straps, debris-lashed doors, fungus mats, and whatever else tries to trap a man in a rising corridor. The second sabre began as a backup. Now it is becoming part of the way he fights—faster, closer, dirtier, less like a laborer and more like a predator. The corruption came from below. On one recovery job, Kael was part of a small crew sent into a partially collapsed ruin chamber under the bastion after a tremor opened a sealed wall. They found old carvings, black water, and a heat in the stone that did not belong there. Something in that chamber pressed against his thoughts—subtle at first, like certainty in the middle of panic. He made the right choices to survive, or at least the choices that kept him alive. By the time he climbed back into Cinderwake, he had a relic in his pack, blood on his hands, and no clear memory of when hesitation left him. Since then, he has changed. People flinch at him without understanding why. His face seems harsher in bad light. He unsettles animals. His temper does not run hot—it runs cold. In dangerous moments, solutions arrive in his mind too quickly and too cruelly, each one efficient, each one tempting. Kael knows something in the ruins marked him, and he fears that every trip below gives it more room to grow. He keeps working anyway. Because Cinderwake still needs what lies buried under it.
Appearance and Personality:
------------------------------ APPEARANCE AND PERSONALITY ------------------------------ Kael Voss is a lean, hard-built half-elf in his mid-twenties, about 5'11", with the kind of wiry strength earned from climbing rope lines, hauling salvage, and fighting in cramped spaces. His features are sharp enough to show his elven blood, but life in the Low Docks has weathered any elegance out of them. His skin is ash-dulled and marked by old cuts; his hands and forearms carry rope burns, salt cracks, and pale scar tissue from hard labor. His eyes are grey-green and unusually alert in dim light, always moving—doorways, ledges, hands, corners, escape routes. His dark hair is kept short with a knife, more practical than stylish, and usually hidden under a hood or scarf when he is working. He carries himself like someone expecting a shove, a blade, or a collapse at any moment: balanced, coiled, never fully at rest. His gear is practical and worn rather than polished. Straps are reinforced, knots are clean, and nothing dangles that might catch in rubble or ladder rungs. Two sawtooth sabres ride high on his hips for clearance when climbing or squeezing through broken stone. He treats his weapons as tools first and symbols second. There is something subtly wrong about him if you spend enough time close—an uncanny harshness to his expressions, the way his face can seem almost predatory in certain shadows, the way strangers instinctively pull back after meeting his eyes for too long. Kael notices this and does not comment on it. Personality
He survives by reading people quickly. He watches hands before faces, listens for what isn’t said, and assumes everyone wants something. This makes him cautious and hard to charm, but also reliable in dangerous situations—he rarely panics, and when violence starts, he gets unnervingly calm. Kael has a strong streak of survival morality:
He dislikes authority that performs strength instead of providing it. He especially resents people who profit from Low Dock labor while speaking of dockfolk as if they are disposable. He is more comfortable with rough people and honest criminals than polished hypocrites. Though he hides it well, Kael is deeply afraid of losing control—of becoming the kind of thing Cinderwake sends men like him to kill. The corruption in him has sharpened his instincts and made him more frightening, but it has also made every hard choice suspect. He worries that one day he will stop choosing survival and start choosing cruelty, and not know when the change happened. For now, he keeps moving, keeps working, and keeps his blades sharp.
20 Questions:
What is your character’s name? Kael Voss How old is your character?
What would somebody see at first glance (height, weight, skin color, eye color, hair color, physique, race, visible equipment)?
What additional attributes would be noticed upon meeting the character (speech, mannerisms)?
Where was your character born? Where were you raised? By who?
Who are your parents? Are they alive? What do they do for a living?
Do you have any other family or friends?
What is your character’s marital status? Kids?
What is your character’s alignment?
What is your character’s moral code?
* Don’t steal from the wells or the Ash Farms.
Does your character have goals?
Is your character religious?
What are your character’s personal beliefs?
Does your character have any personality quirks (anti-social, arrogant, optimistic, paranoid, etc.)?
Why does your character adventure?
How does your character view his/her role as an adventurer?
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
How does your character get along with others?
Is there anything that your character hates?
Is there anything that your character fears?
Level Up Info:
Level 1: +1/6 Slayer Talent FCB | Skills: Acrobatics, Disable Device, Knowledge(Dungeneering), Perception, Stealth, Survival, Appraise, Sleight of Hand |