Petrune

Kayal of Ridwan's page

113 posts. Alias of Hourai.


Full Name

Kayal of Ridwan

Race

Fetchling (Bound to Golarion)

Classes/Levels

Shadow Oracle 2 | HP 15/15 | AC:17 T:12 FF:15 CMD:13 | F:1 R:3 W:1 | Resist Cold 5, Electric 5 | Initiative +2 | Sense Motive -2 | Perception -2 | Low-Light Vision, Darkvision 60ft.

Gender

Current Effects:
None
Male

Size

Medium

Age

Late 20s (?)

Special Abilities

Unnerving Gaze 3/3 | Spells: 1st (5/5)

Alignment

LE

Deity

Zon-Kuthon

Location

Longacre, Cheliax

Languages

Common (Taldane), Shadowtongue, Infernal

Occupation

Bureaucrat (Thrune Informant)

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 7
Charisma 18

About Kayal of Ridwan

This lithe and wiry man stands stern with his weight pressed upon an onyx-painted quarterstaff, his face naturally stoic but possessed of an undeniably eerie charm. Hidden beneath common robes, a mass of angry, unnatural scars riddle his body, the wandering wounds pulling taut at his skin like the claws of a dozen possessive ghosts.

Kayal of Ridwan
Male fetchling oracle 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 2 123)
LE Medium human, outsider (human, native)
Init +2; Senses darkvision 60 ft., low-light vision; Perception -2
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 shield)
hp 15 (2d8+2)
Fort +1, Ref +3, Will +1
Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+0/19-20) or
. . morningstar +1 (1d8+0) or
. . quarterstaff +1 (1d6+0)
Ranged masterwork light crossbow +4 (1d8/19-20)
. . light crossbow +3 (1d8/19-20)
Special Attacks unnerving gaze
Oracle Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—bless, blurred movement, cause fear (DC 15), cure light wounds
. . 0 (at will)—detect magic, enhanced diplomacy, ghost sound (DC 14), guidance, mage hand, stabilize, read magic
. . Mystery Shadow
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Statistics
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Str 10, Dex 14, Con 12, Int 12, Wis 7, Cha 18
Base Atk +1; CMB +1; CMD 13

ARTs, FCBs, Traits and Feats:

Alternative Racial Traits
Bound to Golarion: Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait.

Emissary: Rare fetchlings excel in the role of emissary between the Shadow Plane and the Material Plane. Once per day, such a fetchling can roll twice when making a Bluff or Diplomacy check and take the better roll. This racial trait replaces shadow blending.

Unnerving Gaze: Some fetchlings gain an upsetting gaze attack that they can activate three times per day as a standard action, affecting all creatures within a 30-foot cone that can see. All creatures that meet the fetchling's unnerving gaze are shaken for 1 round (DC = 10 + 1/2 the fetchling's character level + her Charisma modifier; Will negates). When the fetchling reaches 9th level, her gaze instead causes creatures to be staggered. When the fetchling reaches 13th level, her gaze instead causes creatures to be stunned. Unnerving gaze is a mind-affecting fear effect. This racial trait replaces the fetchling's spell-like abilities.

Favoured Class Bonuses
1st: +1/3 to Unnerving Gaze progression.
2nd: +1/3 to Unnerving Gaze progression.

Traits
Campaign (Hells' Vengeance): Thrune Informant (Knw. Local) - The Thrice-Damned House of Thrune rules Cheliax with autocratic power, and its representatives can be found throughout the empire, drawn from all walks of life. Most of these agents do not work directly as government employees, but they still serve House Thrune in whatever ways they can. You are a true patriot of Cheliax, and have long worked for House Thrune as a paid informant. You report what you see to the authorities, and occasionally carry out specific tasks suited to your skill set and abilities when asked. People like you help prevent potential traitors and other "undesirables" from undermining Thrune’s authority and keep Chelish society running smoothly. You hope that with continued faithful service, you will eventually be rewarded with greater authority and autonomy as a sworn agent of House Thrune. You gain a +1 trait bonus on Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you.
Faith: Secret Keeper (Divine Anthology) - Avoiding inquisitors and enemies of your faith has forced you to become a practised liar. You gain a +3 bonus on Bluff checks when they are opposed by another's Sense Motive check.
Racial: Murky Allegiance
Drawback: Umbral Unmasking

Feats
1st: Extra Revelation (Stealth Mastery)
Stealth Mastery Revelation: Skill Focus (Stealth)

Special Abilities, Skills, Languages:

Special Abilities
Unnerving Gaze (DC 15): As a standard action, activate a 30ft. cone gaze ability that causes those who fail a Will Save to become Shaken for 1 Round. This is a mind-affecting fear effect. As per Gaze (su) rules: A creature's allies are considered to be averting their eyes from a creature with a gaze attack, and have a 50% chance to not need to make a saving throw against the attack.

Haunted Curse: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Kayal is quite literally haunted by his own shadows. All of them. As he grows older, and develops in power, the shades following in his wake grow evermore ambitious, duplicating in number, whispering murderous suggestions, and pulling at Kayal's body like a ragdoll. Luckily for all, the oracle rarely invokes their wrath. Usually because he's already complying with their curious whims at any given time. (See Umbral Unmasking drawback for how else they manifest mechanically.)

Oracle (Shadow) Revelations
Cloak of Darkness: You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Stealth Mastery: You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.

Skills
Bluff: +8 (+4 Cha, +1 Rank, +3 Class Skill) [+3 when opposed by Sense Motive, or +2 when using secret messages to imply service to an evil government, conspiracy, or authority]
Diplomacy: +8 (+4 Cha, +1 Rank, +3 Class Skill) [+1 to Gather Information, +2 when interacting with entities in evil governments, conspiracies, or authorities]
Disguise: +9 (+4 Cha, +1 Rank, +3 Class Skill, +1 Trait)
Heal: +2 (+1 Rank, -2 Wis, +3 Class Skill)
Knowledge (Local): +7 (+2 Rank, +1 Int, +3 Class Skill, +1 Trait)
Knowledge (Planes): +5 (+1 Rank, +1 Int, +3 Class Skill)
Knowledge (Religion): +5 (+1 Rank, +1 Int, +3 Class Skill)
Stealth: +12 (+2 Rank, +2 Dex, +3 Class Skill, +2 Racial, +3 Feat) [+2 w/ Cloak of Darkness, -3 ACP]

Background Skills
Linguistics: +2 (+1 Rank, +1 Int)
Profession (Clerk): +2 (+1 Rank, -2 Wis, +3 Class Skill)
Profession (Torturer): +2 (+1 Rank, -2 Wis, +3 Class Skill)
Knowledge (History): +5 (+1 Rank, +1 Int, +3 Class Skill)

Languages: Common (Taldane), Shadowtongue, Infernal

Gear and Equipment:

Equipped Armour: None / Cloak of Darkness [+4]
Equipped Shield: Buckler
Current Total Armour Check Penalty: -3 (-1 w/o backpack equipped)
Encumbrance Ranges (lbs): 33 / 66 / 100
Current Encumbrance: 45lbs (Med) or 22lbs (Lgt) w/o backpack equipped.

Combat Gear: caltrops;
Other Gear: buckler, crossbow bolts (10), dagger, light crossbow, masterwork light crossbow, morningstar, quarterstaff, backpack, bedroll, chewing stick, comb (0.2 lb), grappling bolt[UE], hairbrush (0.3 lb), hemp rope (50 ft.), holy text (the umbral leaves)[UE], ink, inkpen, mirror, nail file (0.1 lb), parchment (5), piton, scissors (0.3 lb), soap, spell component pouch, sponge, tooth powder (0.1 lb)
Currency: 461 gp, 7 sp

Appearance and Introduction:
At first glance, Kayal of Ridwan is a tall and lithe Varisian by ethnicity, with a thin frame and muscles reminiscent of a novice athlete than anything resembling an adventurer. On an average day, he appears as a man in his late twenties, dusk-skinned and neatly groomed, but cursed with a perpetual squint and odd streaks of grey across his hair that only serve to make him appear older. In his own time, or if found in a nocturnal environment, his skin appears significantly paler, almost colourless, and his open eyes reveal a foul yellow sheen more akin to swollen blisters than flowers or gold. For the perceptive few, Kayal's shadows are a curious thing, as they seem to move and act independently of the Fetchling's movements, sometimes (most times) with malicious intent.

To meet him, Kayal is actually incredibly charming. Well spoken, eager to please, happy to help, and simply a boon to morale no matter what the task may be. Of course what few people fail to realise is that Kayal is as affable assisting you as he is with skinning your child alive, and has no need to rely on words to bring terror and fear into the hearts of those he deems inconvenient. He lies as easily as he breathes, but goes to great lengths to ensure his talent doesn't besmirch his reputation. He favours bitter tastes, but rarely seems to eat much more than the occasional bread roll and instead substantiates on snacking throughout the day, typically on fruit. A workaholic, Kayal spends his days off running over notations and documentation, and has little understanding of 'downtime' if the example provided doesn't involve being manacled, chained, volunteered for bloodletting, or some other act of subjugation.

GM Fez's Questions:

1) I'd like 5+ points that capture the concept and story of the character. Doesn’t have to be more than blurbs. More are welcome, but no less than five.

• Kayal does not know where he was born, but understands that he spent the vast majority of his childhood nameless, sealed within a lightless basement beneath a thriving Nidalise tavern in central Ridwan.

• Eventually embracing his incarceration, the nameless boy found himself an unlikely inheritor of profane power, gifted with the means to sew and soothe his own wounds with threads torn from a seemingly independent shadow.

• Using his newfound abilities to escape his prison, the boy was quickly found by a militant Kuthite inquisitor, who saw potential in the horrific eyes of the young child.

• For years the inquisitor gifted him with a hard and brutal life in service to the Midnight Lord, until at last Inquisitor Maldune was forced back into the arms of Pangolais, leaving Kayal behind.

• In time, Kayal became a dedicated and functional informant, having inherited his keeper's duties, preferring to stalk and drive the information out with wit, not weaponry. Eventually (almost a decade later), the inquisitor--now promoted to Rector--dispatched orders that freed him from Nidal, to brave the border to Cheliax and serve a mortal master of a different kind.

• As of the present time, Kayal has been loyally serving as a dutiful informant to House Thrune, travelling the length of the country under the guise of a mundane bureaucrat and emissary of Nidal, moving as and when required, all without complaint. Today he finds himself between instructions, and the town of Longacre stands as his temporary home.

See Full Detailed Background spoiler below for additional details + embellishment

2) Two goals that you'd like the character to accomplish in-game.

Goal 1 - A Great and Terrible Ambition: Kayal ultimately longs to serve as an underlying aid to any great power, to be something bigger than himself, and doesn't mind in the slightest if he has to subjugate himself to do it. House Thrune might still be overwhelmingly Infernal in nature, but Hell still has an embassy for their Shadow Plane allies, and gifted souls roam its chambers as famed ambassadors and clerks of the Lawful planes. If such a fate can be guaranteed, either by way of an Infernal contract or Kuthite divine providence (or indeed a mix of both), Kayal would fear little of the afterlife, safe in the knowledge that there is still purpose awaiting him in the depths of the Pit.

Goal 2 - The Midnight Guard: As he grows in power, Kayal's goal is to obtain an increasing collection of contacts and aides to assist the party and their patrons in their endeavours. In particular, given the circumstances surrounding Cheliax's efforts to quell the Glorious Reclamation's rebellious efforts, he would likely attempt to coerce (or, if they are already lost, reform) the infamous Midnight Guard of Westcrown: a paramilitary contingent of Nidalise/Chelish shadowcallers devoted explicitly to quelling rebellions and uprisings within the Diabolist state. In addition, a particularly unique or worthy candidate might catch his attention enough to share the worst of the horrors beset against his soul, and in truth Kayal would be glad of an inheritor or confidant to manage his outstanding affairs if he should ever fall in the line of duty. [I'd be more than happy to Vile Leadership this, but otherwise it's just a long-term RP goal.]

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

Known Secret: Though it might not seem it, one of Kayal's greatest ambitions is to enjoy a genuine family, as he is entirely ignorant as to what the experience entails and would ultimately like something of himself, something still living (or like it), to persist on this world. Unfortunately, due to extensive mortification at the hands of the Kuthite church, children are no longer an option (magical means notwithstanding). This fact is perhaps the only one that drives Kayal to be more devoted to the cause of Cheliax than Nidal, as they hold more weight in bloodlines, and mentioning it in a conversation (even in jest) is one of the few ways to drag down Kayal's faux demeanour of grace and diplomacy entirely.

Unknown Secret: Kayal's shadows are not merely his own. Stolen shards of unlife, his umbral companions are somehow connected to something far deeper and more wicked within the Plane of Shadow. In his dreams--those forgotten upon waking--he echoes their agonies, screaming as Petitioners do, lost within thin the darkest chasms of Xovaikain.

I leave the obvious unknown secrets, where in Golarion (or indeed the planes) Kayal comes from, and other clues to his origins, entirely up to DM consideration. I, much like Kayal, have little reason to know what they are, nor do either of us particularly care at this time of writing!

4) 3-5 people that are tied to your PC by blood, love, rivalry, honour, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

Rector Zaail Maldune of Kantaria: Kayal's unofficial parential-guardian, Kuthite Inquisitor, and Agent of the Umbral Court. Zaail, to Kayal's knowledge, currently resides in the Nidalise capital, overseeing new inductees to the church of Zon-Kuthon and maintaining unholy discipline over those unfortunate enough to fall under his command. Given his recorded existence is presently enjoying its third century (according to Kayal's research), our oracle is of the stout opinion that his father-figure possesses some means of cheating death, though Kayal himself has never seen reason [nor wanted] to question it directly.

Riaz Menador of Egorian: One of Kayal's many contacts as an informant, Riaz is a stern and uncooperative woman at first glance, but when you have as much blackmail as a certain Fetchling does, the sellsword proves to be quite a bit more open to discussion. A walking wealth of information regarding all things military, Riaz and Kayal enjoyed a brief tryst during a short visitation to the Chelish capital, but the two split amiably amid unreconcilable differences (...as is to be expected between relatively orthodox followers of Zon-Kuthon and Gorum). Kayal still carries a proverbial torch for her, and would be frustrated if he were to find her on his list of 'undesirables', but luckily the two haven't had need to talk in years.

Kyuri of Cassomir: A Tian-Min born priestess of Sarenrae, Kyuri has apparently made it her life's duty to either bring every lesser Thrune sympathiser from the brink of damnation, or die trying. Kayal knows very little about her, personally, but on no less than three occasions the Fetchling has found himself in need of retreat due to the loud and bombastic calls of the light-slinging dervish as she sees fit to quite literally 'illuminate' a number of House Thrune's endeavours (such as providing contradictory evidence during a trial, driving agents to confession and/or otherwise turn themselves in, or, as is the case on at least one known occasion, outright killing a patron [or at least something disguised as one]). Every time her name ripples over the Thrune information network, Kayal makes it a point to ensure he is as far away from her as possible. Loud, luminescent, and totally ignorant of the painful truth of the universe--and like any good shade: Kayal fundamentally hates her for it.

Cimri Staelish: A local of Longacre, Cimri's questionable deeds and reputation have stricken enough of a cord with Kayal that he's had the pleasure of buying her a drink several times over the course of the few weeks he's been in town. As a result the two are reasonably acquainted, to the point that Kayal does not feel the need to lie about where the majority of his income originates, but Cimri doesn't seem to have had need of the oracle's more supernatural talents. At least, not yet.

5) Three key memories that define your character as the person they are at the time of submission.

• Kayal's first memories are of the cold, damp, lightless cellar in which he was initially raised. His obvious disdain for bright light sources and cloudless days clearly stems from this as a result.

• When the then Inquisitor Maldune took in Kayal, there were some...repercussions. The obvious one being that to maintain an existence under the house of a Kuthite, there are certain supplications that had to be made. In Kayal's case, these occurred over a long and agonizing period of months, and on some occasions it was only his own shadowcraft and divine gifts that staved away death, but the one thing he found most difficult did not relate to pains of the flesh: it was that, having never been schooled, he couldn't properly communicate at all. Quite proudly, he now speaks fluent Taldane, Shadowtongue (albeit with a foreign accent, courtesy of Maldune), and knows enough Infernal to meander his way through most mundane Chelish contracts; the latter being a feat not many foreign barristers can profess, much less a clerk.

• The first time Kayal experienced combat, it was in the backstreets of Ridwan. Drunk and paranoid, a rogue cadet mistook Kayal for some manner of assassin, and almost immediately charged for him. The sword cut thick and deep, the mark of which is still carried to this day, but Kayal...did not quite know what to do. Luckily his shadows decided for him, wrapping about his hands, forcing gestures and sounds into his ears that, when used in conjunction, beckoned the blithering sod to flee. As it happened, the man ran head-first into a wall, knocking himself out. Left with the decision to leave him to sober up, or deal with the miscreant in a suitable fashion...the oracle made certain the soldier never woke again.

Full Detailed Background:
The story of the boy that would become Kayal of Ridwan begins not with a family, but with a basement. A room with one locked door and no window, and no light but for slivers of brightness feeding through cracks in the boards. Inside, the room is filth, riddled with rot, dirt, and damp; or so Kayal would assume, as that is how he left it. His earliest memories are of crying at the exit, screaming for something like sunlight, surviving only on grease and gruel provided by pandering visitors--creatures that would prod, kick, or occasionally stab; and yet he never knew why.

Eventually the boy no longer cried for freedom, too tired from the effort, and instead whimpered longingly into the dark, finding comfort in the cold and the sores and the sorrow--enough to know that if it were to end, he would be lost. In his desperation, the boy pleaded for pain and the means to endure it, chewing at his filth-ridden skin till it bled, picking at the scabs till they wept. Amongst the dirt and the squalor of that basement, the boy was granted a miracle--for his own shade tore itself away from his body, knitting together the wounds with threads of shadow and tenebrous scars, but leaving his already non-existent muscles in constant agony; a permanent reminder of his patron's grace, and the pleasures of pain eternal.

Justly empowered, and enlightened far beyond his means, the boy's next visitors could barely glance at the child before the horror of their findings drove them to flee, at last leaving the boy to escape from his eternal prison, guided by the hand of his own shadow; up through the cellar, through the polished back-rooms and foyer of an immaculate tavern, and out onto a street where the skies rained down more light than he could possibly imagine. To his benefit, the boy was found quickly--naked, wounded, and possessed of a maddened gaze that spoke only of the terrors of night. There were no complaints when Inquisitor Zaail Maldune took the Fetchling from the Nidalise streets. In fact, according to records, no one commented at all.

A brutal and untrustworthy Chelaxian, Inquisitor Zaail ensured whatever poor habits and postures the child possessed were beaten from his mind through continued abuse of the flesh, but the boy--'Kayal', an Aklo word, named only for his race--refused to complain. Each day he awoke to new sensations, new sights, new information to inhale, and the Fetchling absorbed them like a sponge, ever urged by the quiet meanderings of his independent shadow.

Dangerously lacking in his own sense of self, Kayal's indoctrination to the tenants of the Midnight Lord proved mercilessly swift. Oftentimes, Inquisitor Zaail would break the boy from his mortifications to pursue a new discipline, and whilst not all proved successful, a myriad of talents began to emerge. Though easily manipulated through magical means, Kayal's tortured mind poured lies as easily as any truth. To ensure his presence was not a burden, the boy would clean himself to a shine, appearing no less mortal than a common man, to offer only the grandest smile to those who might give him purpose--no matter how punishing or cruel. To his credit, Inquisitor Zaail recognised only too early the prize he had acquired, and plotted how best to twist the boy to his needs, but a lack of time and higher demands drove the Kuthite further and further from Ridwan, back into the arms of Pangolais and its ever-demanding Umbral Court.

Though he himself was not permitted passage to the Nidalise capital, Kayal obviously did not live his entire existence in the militant halls of Ridwan. As the military capital of Nidal, visitors, spies and slaves all graced the streets of the volcanic city, most needless threats or inconveniences. It was no small secret that Inquisitor Maldune had been involved in the grand task of spying, recording, and cataloguing those that might pose a political disturbance to the Umbral Court, and upon his departure thus so did the task fall to his would-be apprentice. Unlike Zaail however, Kayal made an effort to maintain a cordial disposition, posing as a lesser clerk or serviceman during the day only to feed the most pertinent information back to his superiors at night.

Though tedious, repetitive, and undeniably mind-numbing--for so few of his targets offered duties worthy of his disposition--Kayal retained his post as informant for years, a forgotten after-thought of the Kuthite church. That was, of course, until the summer of 4712AR, wherein the Fetchling acquired a most unusual notice, signed by the bloody hand of the now Rector Maldune: orders to journey for the old Chelish capital of Westcrown, to serve as the eyes and ears of a master far greater than any he might find in Ridwan. Bored of what he feels is Nidal's agonising monotony, and curious as to the greater world, Kayal wasted no time in gathering his few meagre possessions together before marching for the Diabolist nation with his shadows--now multiplying with age--all firmly in tow.

Thus did Kayal arrive in the northern plains of Cheliax later that year, and upon receipt found himself pulled into a life of agency far more free than that of Nidal. Offered a simple observer's contract, Kayal has so far played the role of vicious crow, pandering to political difficulties as something of an ambassador and agent of ill-repute (a 'fact' rarely contested once observers find the monstrous shadows clawing over his shoulders, singing into his ear). Today, however, Kayal finds himself between jobs. Under normal circumstances, the town of Longacre has little incentive for him, but a lack of instruction leaves him lingering in the quiet town as a curious foreigner until further demands appear from on high. In the meantime, the oracle has serviced himself as a well-travelled bureaucrat and clerical steward, glad to assist with the day-to-day nuances of Chelish law.