Voren as been a blessing and a curse his whole life. The woman Tatiana, who would be is mother found that, after many years of trying, she could not have a child. This brought her to the brink of sanity where she foolishly made a deal with a devil to have a child. Voren was the result. As he was her child she loved him dearly, but her husband was another story. Grixus knew his origins the instant he laid eyes on him and swore that he would never recognize him as a true son (which was mildly ironic considering that he wasn't Grixus' child anyways).
Despite his hatred for the 'thing', Grixus found that Voren was an apt swordsman and sent him strait way to the town guard to join them and train there. As a parting 'gift' Grixus bestowed upon Voren a curious helmet with odd markings. Voren has always assumed that these markings were a symbol of his family heritage and, to a small degree, it is true; it marks him as a spawn of hell rather than a man.
During his time with the guard, Voren spent little time actually taking care of his patrol and instead spent most of his day watching the goblins scurry about in the trash heaps. It was during these wasted days, that Voren picked up a smattering of goblin and learned some of there particularly vicious insults.
Due to his lack of diligence in the guard, Voren has recently been discharged. He desires nothing more than to be accepted for who he is and not what he appears to be.
Appearance:
Height: 6 ft. 2 in.
Weight: 200 lbs.
Voren has pale scaly skin. His ears are pointed and his eyes have a faint glow that seems to suck in the light rather than reflect it. His body proportionately built save for his arms and hands which have somehow managed to grow down to his knees. Last of all his natural oddities is his strange looking tail. While it appears to match his body in scale and color, it has the dexterous capabilities of a monkey which have provided more than one occasion for mischief.
DEFENSE:
AC 15, touch 11, flat-footed 15 (+4 armor, +1 Dex)
hp 13 (1d10, +3 Con)
Fort +5 (2 base, +3 Con)
Ref +1 (0 base, +1 Dex)
Will +0 (0 base +0 Wisdom)
Defensive Abilities
Resistance 5: Cold, Electric, Fire
OFFENSE:
Spd 20 ft. (30 ft. base, iron lamellar)
Melee Large Bastard Sword +6 (+1 BAB, +1 Weapon Focus, +4 Str) (2d8+6/19-20)
Melee Kukri +5 (+1 BAB, +4 Str) (1d4+2/18-20)
Ranged Sling +2 (+1 BAB, +1 Dex) (1d4/20)
Space 5 ft.; Reach 5 ft.
Special Attacks Base Atk +1 (+1 Fighter)
CMB +5 (+1 BAB, +4 Str)
CMD 16 (10 +1 BAB, +1 Dex, +4 Str)
FEATS AND TRAITS:
Feats
Weapon Focus (Bastard-Sword) [Fighter 1]
Exotic Weapon Proficiency (Bastard Sword) [Lvl 1]
Traits
Steel Skin: don or remove heavy armor in half the normal time & While wearing family helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks.
Goblin Watcher, +1 trait bonus on Appraise and Perception Checks and a +5 on Appraise to find the most valuable item in a pile.
SPECIAL & RACIAL ABILITIES
Darkvision 60 ft.
Fiendish Resistance Resistance to Cold, Fire, and Electricity 5.
Prehensile Tail Retrieve Items as a swift action.
Skilled +2 Disguise & Intimidate.
Oversized Limbs May use weapons one category size larger without any penalty.