Vennoc is a quiet, unassuming man. No one who has met him can recall ever seeing him anything other than completely calm and composed - even when he's engaged in the sort of violence that gave them nightmares. For you see, Vennoc Noth is the fixer for his family; when someone becomes a threat, or an obstacle, or even a minor annoyance, Vennoc's the man who gets sent to deal with it.
Vannoc's mother was one of more than a dozen foreign-born household maids. Unlike the other children of the beardless serfs though, Vennoc was raised and educated by the same high-ranking stewards, tutors, and instructors as the Patrician's children.
By the time Vennoc was old enough to understand that he should stop asking who his father is, his training had begun in earnest. Every day of his life since he was old enough to hold a practice sword has been dedicated to training himself to be the embodiment of loyalty. Whatever the family requires of him, he does, without question, and without regard for his own needs or desires.
Vennoc Noth:
Male Human (Shoanti) Fighter (Aldori Swordlord) 1
LN Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
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Offense
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Speed 20 ft.
Melee masterwork sword, aldori dueling +5 (1d8+3/19-20)
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Statistics
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Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +5 (+7 disarm); CMD 16 (18 vs. disarm)
Feats Combat Expertise, Improved Disarm, Power Attack
Traits armor expert, bred for war (shoanti)
Skills Climb +1, Handle Animal +4, Intimidate +5, Perception +1, Survival +4, Swim +1
Languages Common, Kelish, Osiriani, Shoanti
Combat Gear wand of cure light wounds; Other Gear four-mirror, heavy wooden shield, masterwork sword, aldori dueling, backpack, masterwork, bandolier, bedroll, belt, belt pouch, blanket, canteen, charcoal stick, flint and steel, ink, black, inkpen, journal, paper (2), torch, trail rations, twine (50'), waterproof bag, 230 gp, 4 sp, 8 cp
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TRACKED RESOURCES
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Torch - 0/1
Trail rations - 0/1
Wand of cure light wounds - 2/50
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Special Abilities
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Armor Expert -1 Armor check penalty.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.