Kieran was borne to a Varisian woman that visited Brevoy 26 years prior. Her family entertained at a noble's estate, and when they left, she left pregnant. At first, her family was furious, but she decided to keep the child and name him Kieran. Never letting the father know that he had a son. Not that it would have mattered. Nobles rarely acknowledged bastard children.
Kieran returned to Brevoy at the age of 26, curious to find out about his father and his family. Not expecting to gain much, but more to see what kind of man his father was. With little to go on, but a vague sketch of a noble's crest, he began looking for the best place to peruse the Brevish of higher standing.
That opportunity presented itself in a wedding between two great houses. Of course, getting side-tracked wasn't in the plan...
Stat Block:
Kieran Tyelekki
CG human (Varisian) swashbuckler (rogue arch.) 1
Medium humanoid (human)
Init +5; Senses Perception +4
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DEFENSE
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AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 Dodge)
hp 10 (1d8+1+1)
Fort +1 Ref +5 Will +0
Defensive Abilities none
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OFFENSE
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Speed 30 ft
Melee kukri +1 (1d4+1, 18-20)
Ranged throwing knife +3 (1d4+1, 19-20) or short bow +3 (1d6, x3)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 12 Dex 16 Con 12 Int 13 Wis 10 Cha 13
Base Atk +0 CMB +1 CMD 14
Feats Deceitful, Dodge
Skills Acrobatics +7, Bluff +7, Climb +5, Disable Device +7, (Disguise +5,) Handle Animal +2, Perception +4, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +5
Languages Taldane (common), Varisian
Special Qualities Martial Training (Ex) At 1st level, the swashbuckler may select one martial weapon (kukri) to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding. Combat Gear kukri (x2), throwing knives (x3), short bow, quiver w/ 20 arrows; Other Gear leather armor, traveler’s outfit, waterskin, whetstone, flint & steel, backpack, wooden bowl and spoon,
Traits Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Charming - Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.