Narak never truly felt a part of his clan. Born into the Shundar-Quah, a mediator tribe of the Shoanti. He never met his father, a man not of the clan. That only made things harder when traveling with his mother to see the other clans. Although he was exceptionally tall, he lacked the muscle most people associated with the Shoanti. What he lacked in physical prowess though he made up for in cleverness. He had a tendency to get into trouble, even at a young age. When some of his pranks grew increasingly malicious his mother began to grow quite stern with him. She essentially fostered him to the Sklar-Quah, whose fierceness she hoped would shape his restless energy into that of a true warrior. A year later he was banished from the Shoanti clan for murdering another boy after being teased about his mixed heritage. He'd slit the boy's throat in his sleep, knowing that he couldn't fight him head on. Narak had been twelve at the time, only a year away from undertaking the naming ceremony that would mark him as an adult.
He barely survived the next few years. Although he wasn't especially muscular he was still quite tall and was eventually mistaken for someone older and got a job guarding a less than reputable Varisian caravan. He stayed with them for a time and learned to use a weapon that suited him more than the maces, clubs and hulking weapons his people tended to favor. When it became clear that the merchant he was traveling with wasn't ever going to pay him more he decided to part ways with the man, robbing him in the night and stealing away. He'd done a bit of dirty work for the man and had long come to terms with the fact that sometimes you just needed to take what you wanted and get out before people could complain. For a time he wandered and tested his skills as a sell sword, his abilities with the blade improved over time.
Somehow he managed to find his way to Brevoy and ended up insulting one of the minor nobility. He would have likely killed the man in their duel if he hadn't been interrupted by the guards. Despite leaving the man alive it seemed as though Narak would be in serious trouble without anyone backing or defending him. He was given a choice, he could either put his skills to use for Brevoy by going into the Stolen Lands to help reclaim it, or he could hang. The choice was relatively easy at that point. Besides, he was use to taking what he wanted, reclaiming the Stolen Lands for his own benefit had a certain appeal.
Herolab Sheet:
Narak
Human (Shoanti) swashbuckler (inspired blade) 6 (Pathfinder RPG Advanced Class Guide 56, 125)
NE Medium humanoid (human)
Init +7; Senses Perception +9
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Defense
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AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +1 shield)
hp 53 (6d10+18)
Fort +5, Ref +11, Will +4
Defensive Abilities charmed life 4/day, nimble +1
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Offense
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Speed 30 ft.
Melee +1 cold iron rapier +14/+9 (1d6+8/15-20+6 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (3)
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Statistics
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Str 10, Dex 20, Con 14, Int 12, Wis 10, Cha 14
Base Atk +6; CMB +7 (+9 dirty trick); CMD 23 (25 vs. dirty trick)
Feats Combat Reflexes, Dirty Fighting, Fencing Grace[UI], Improved Dirty Trick[APG], Stand Still, Weapon Focus (rapier)
Traits bred for war (shoanti), fencer
Skills Acrobatics +14, Bluff +11, Climb +4, Diplomacy +6, Escape Artist +9, Intimidate +12, Knowledge (local) +5, Knowledge (nobility) +5, Perception +9, Sense Motive +9, Sleight of Hand +9
Languages Common, Shoanti, Sylvan
SQ inspired panache
Other Gear +1 mithral chain shirt, mwk buckler, +1 cold iron rapier, cape of free will +1/+2[MA], handy haversack, ioun torch ioun stone[APG], plume of panache[ACG], ring of protection +1, sleeves of many garments[UE], swordmaster's flair (blue scarf)[ACG], bedroll, mess kit[UE], trail rations (5), waterskin, 126 gp, 2 sp
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Special Abilities
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Charmed Life +2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Fencing Grace Use Dexterity on rapier damage rolls
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.