Kas (Kasr Lutein)

"Some people just need killing. . ."
User: Henry
Campaign: How Time Flies
Race: Human
Gender: Male
Role: Striker
Class/Level: Rogue/5
At 5'9", Kas is lithe and emanates a kind of 'Don't mess with me' aura. He has short black hair, deep blue eyes, and prefers to keep himself well groomed. He shaves his beard to lend an even more angular look to his gaunt face. He has a woad-blue tattoo that covers his entire left shoulder, and reaches up onto his neck. A brand, the symbol of his illegitimate father's religion, dominates the back of his left hand.

When he's awake, he's dressed. Anybody lucky enough to see Kas when he is idle, would probably think nothing of him. He wears a thick dark-dark green cloak at all times. He carries an elven warblade (rapier) strapped across his lower back with the handle tilted down for an easy draw. He also carries a compliment of eight daggers in specific locations across his body: One attached to each boot, one sheathed on each thigh, two sheathed across his back just under his warblade, and one sheathed on the back of each upper arm. All of his weapons are easily concealed beneath his cloak.
Kas, born Kasr Lutein, was born to a prostitute who regularly serviced the clergy of a small church in Metrol. She had resolved to have the child only at the behest of the bishop who believed himself to be the father. He paid her to move to another part of the city and never come back. Originally unwilling to have Kas in the first place, she had no qualms about locking her son in the closet while she continued her profession. He learned to fight, as most whoresons do, through wrought necessity, developing a fighter's wits at a very young age. When Kas turned 12, his mother was down on her luck, and with no other option she returned to Kas's father, looking for a bigger bribe this time. The church had prospered since their last encounter, to a small degree, and the bishop was sanctimonious enough to not only deny the blackmail attempt in front of his congregation, but to also brand his 'alleged' son's hand without a second thought. His mother did not object, but rather she vanished into the crowd, never to be seem again.

When Kas woke up after the branding, he was in a soft bed with his 'father' looking over him. During his healing process, the bishop was friendly, and treated Kas with a measure of pity. This was only to get on the child's good side so that he would hopefully leave without incident, but when some of the orphans at the church tried to bully Kas, the bishop quickly realized how useful a young, skilled fighter could be. Standing over six other bigger children rasping their heads and sides in pain, Kas was at first ashamed of what he'd done. The bishop scolded him in public, but in private praised him for his natural talent, and urged him to train himself to be as quiet as a cat.

Over the course of three years, the bishop had made an excellent tool out of Kas. He stole money and jewels to line the bishop's pockets, and when it was needed, silenced enemies of the floundering church. When Kas was caught stealing from a local magistrate's son, he told the magistrate that he was just an orphan from the bishop's church. At the age of 15, the bishop decided to cut his losses, and shunned Kas as an unhelpable child. The magistrate ruled that Kas would either serve a term of five years in the workhouses, or be forcibly enlisted in the Cyran military. The bishop requested the latter, thinking that war would surely see the young lad dead in a week. If he only knew.

His talents continued to be noticed by his immediate supervisors, and in his first three years, had been transferred from unit to unit in an attempt to find a mission he would best be suited for. From common rank and file infantry, to light cavalry, to long-range scout patrols, and finally to a stealth sabotage unit manned primarily by a group of drow mercenaries from Xen'Drik. He excelled in this environment where one is judged solely by his abilities, and over time became accepted by the group. After a few successful missions, he displayed the necessary discipline to be trained in the use of their weaponry, the Long-Knife. He stayed with this unit for nearly an entire year until an upstart upper-echelon commander decided that his regiment had no place for a unit comprised mostly of drow. They were dispatched on a mission with virtually no chance of survival, because dead mercenaries can't ask for their pay. The unit was wiped out, except for Kas of course. He was awaiting orders back to an infantry unit when Captain Pech heard about a young devil who seemed to carry the luck of the soldier with him. Kas leapt at the chance to remain in a unique combat role.

The next four years held many lessons for Kas. Among them, was that Captain Pech was someone he could trust. As a man who'd never had a role model, Kas appreciated his new CO for his canny wits in combat, as well as the respect his opinion held within and without the officer ranks. First and foremost, Kas owes his allegiance to Pech, and regularly refused orders from other officers with the bravery to speak to him. This is because on their very first mission together, Kas had ended up in a one-on-one fight with a warforged monstrosity well over three times his size. Not shaken, but clearly outdone, Kas was badly wounded after a lengthy fight. Captain Pech happened upon the scene and quickly slew the weakened steel monster. Kas bucked up best he could and rode back to camp with the team on his own horse, promptly collapsing from exhaustion and blood-loss immediately after their arrival. Captain Pech saw to it that Kas received the necessary healing, but the scar across Kas's belly was left at his behest. Slander, seldom though it was, against Captain Pech was quickly abandoned when Kas nearly killed a regimental bannerman with his bare hands. With hundreds of missions under Captain Pech, Kas earned a reputation as a cold-blooded death-dealer to those who would dare endanger Captain Pech.

Nobody ever knew that this was due largely to his plan to inevitably return to the church he'd grown up in and exact revenge for the betrayal he'd suffered seven years prior. No detail of his life before the Cyran military is known to anyone in the unit. Captain Pech included. He was twenty-two when the mourning destroyed Cyre. As the unit raced back to Metrol, rage filled his heart more with every passing minute. When they arrived, Kas rode off into the city at full gallop. When he returned to the unit, he was calmer, but unapproachable for weeks.
Kas considers himself overly trusting of the remaining members of his unit; with the exception that he's never explained his past. Anybody else is just another mark. Just another way to die. He prides himself on his pragmatism, and has no delusions of honor. Being the one standing at the end of a fight is far and away more important to him than any romantic notion of having fought honorably. Above all things, he values his ability to see the hard truth in any circumstance. He maintains himself physically through constant self-testing, and shuns luxuries of nearly every kind. He thoroughly enjoys his natural speed and alacrity of thought. Any measure of affection or congeniality with members outside the unit are, without exception, calculated moves designed to gain the advantage in a situation.

Kas: "Do you understand your role in every contingency?"
Fellow Wrongdoer: "Every contingency you outlined."
Kas: "Then you understand your role in every contingency."

Fellow Wrongdoer: "Diplomacy is a learned art."
Kas: "So is murder."

Cyran Paladin: "My platemail was crafted by the finest artesian blacksmiths. It's the finest armor in the regiment."
Kas: "I prefer pragmatism."

Kas (Kasr Lutein)

Male Human Rogue
Level 5
Representing Henry

Strength 13 (+1)
Constitution 12 (+1)
Dexterity 20 (+5)
Intelligence 15 (+2)
Wisdom 12 (+1)
Charisma 18 (+4)

Height: 5' 9"
Weight: 165 lb
Skin: Pale
Eyes: Blue
Hair: Black; Short; Light Beard

Maximum Hit Points: 44

Bloodied: 22
Surge Value: 11
Surges / Day: 7 [includes constitution modifier]

Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +11 = 2 [half level] + 5 [dexterity] + 4 [improved initiative]
Base Strength Attack: 1d20 +3 = + 2 [half level] + 1 [strength]
Base Dexterity Attack: 1d20 +7 = + 2 [half level] + 5 [dexterity]
Base Constitution Attack: 1d20 +3 = + 2 [half level] + 1 [constitution]
Base Intelligence Attack: 1d20 +4 = + 2 [half level] + 2 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 2 [half level] + 1 [wisdom]
Base Charisma Attack: 1d20 +6 = + 2 [half level] + 4 [charisma]

Armor Class: 19 = 10 + 2 [half level] + 5 [dexterity] + 2 [leather]
Fortitude Defense: 14 = 10 + 2 [half level] + 1 [Human] + 1 [strength]
Reflex Defense: 20 = 10 + 2 [half level] + 1 [Human] + 2 [rogue] + 5 [dexterity]
Will Defense: 14 = 10 + 2 [half level] + 1 [Human] + 1 [wisdom]

Armor - Leather (Good Old Fashioned)
Primary Weapon - Xen'Drik Longknife
Secondary Weapon - Daggers
Ranged Weapon - Daggers
Other Weapons - Daggers
Other Items of Interest: Did I mention daggers?

Unarmed Melee: +7 [base dex attack] vs AC; damage 1[W]=1d4+5 [dex bonus]
Daggers (x8): +9 vs AC [+5 dex attack] [+3 proficiency][+1 rogue]; damage 1[W]=1d4+5 [dex bonus] 1 lb (Light blade); usable off-hand; light throwable
Thrown: range 5/10 +11 vs AC [+7 dexterity attack] [+3 proficient, +1 rogue]; damage 1d4+5 [dexterity bonus];
Karn (warblade): +8 vs AC [+5 strength attack] [+3 proficiency]; damage 1[W]=1d8+5 [dex bonus] 2 lb (Light blade)
Piercing Strike +7w [base dexterity attack] vs reflex
Riposte Strike +7w [base dexterity attack] vs AC
Sly Flourish +7w [base dexterity attack] vs AC
Torturous Strike +7w [base dexterity attack] vs AC
Trick Strike +7w [base dexterity attack] vs AC
Trickster's Blade +7w [base dexterity attack] vs AC
Clever Riposte +7w [base dexterity attack] vs AC

Normal Load:
Heavy Load:
Maximum Drag Load
130 lb.
260 lb.
650 lb.

Acrobatics: +12 = 5 [dexterity] + 2 [half level] + 5 [class training]
Arcana: +4 = 2 [intelligence] + 2 [half level]
Athletics: +3 = 1 [strength] + 2 [half level]
Bluff: +11 = 4 [charisma] + 2 [half level] + 5 [class training]
Diplomacy: +6 = 4 [charisma] + 2 [half level]
Dungeoneering: +3 = 1 [wisdom] + 2 [half level]
Endurance: +3 = 1 [constitution] + 2 [half level]
Heal: +3 = 1 [wisdom] + 2 [half level]
History: +4 = 2 [intelligence] + 2 [half level]
Insight: +3 = 1 [wisdom] + 2 [half level]
Intimidate: +11 = 4 [charisma] + 2 [half level] + 5 [class training]
Nature: +3 = 1 [wisdom] + 2 [half level]
Perception: +8 = 1 [wisdom] + 2 [half level] + 5 [class training]
Religion: +4 = 2 [intelligence] + 2 [half level]
Stealth: +12 = 5 [dexterity] + 2 [half level] + 5 [class training]
Streetwise: +11 = 4 [charisma] + 2 [half level] + 5 [class training]
Thievery: +12 = 5 [dexterity] + 2 [half level] + 5 [class training]


Drow Weapon Training
Melee Training - (Will be using Dexterity)
Drow Rogue Training


Piercing Strike [Level 1]
Riposte Strike [Level 1]
Sly Flourish [Level 1]

Kas (Kasr Lutein)'s Equipment:
Weapons / Armor / Shield (from above)
Flint and steel
Grappling hook
Pitons x10
Pouch (belt) x2
Rations (1 day) x10
Rope (50', silk) x2
Sunrods x2
Waterskins x1
Thieves' tools