Scokin Kel knows very little about his past, aside from the fact that he was born of an unholy alliance between his father and a succubus. Both his father and the fiend were killed by a Paladin of Tyr shortly after Scokin’s birth. Immediately after.
The newborn Scokin was taken by the paladin to a monastery where he was raised by clerics of Tyr, high in the Drol Mountains on a peak overlooking Craer Falls. He learned from the clerics: he learned forest craft; he learned how to fight; and he learned how to hate fiends and devils.
Scokin has worked for years to overcome his fiendish heritage. Despite the fact that he has many inherited attributes and abilities from his fiendish mother, he steadfastly refuses to use any of those abilities for any reason. He believes that do do so he would damn his soul for eternity. The only way he believes he can guarantee his soul’s safety is to work tirelessly against evil and corruption.
It was this fight that drove him to join with a caravan as it traveled past the Drol Mountains on its way to Coldtreath. Mid-journey the caravan was attacked by an enormous, vicious summoned monster. This demon quickly tore through most of the hired guards and armed escorts. Then it started on the civilians, the women and the children first. Only two people stepped forward to stand against the evil beast: Scokin Kel and an elf named D’leth Inemas. The two of them fought valiantly and cunningly, finally defeating the creature and banishing it.
Just before it vanished, the demon told the pair that it had been summoned by the lead cleric of the Church of Nynder in Coldtreath. The cleric anticipated the arrival of his main rival with the caravan; the man had actually never joined the caravan. The attack and all the bloodshed was for naught. Upon arriving in Coldtreath with the broken caravan, Scokin headed directly for the Shrine of Nynder, D’leth in tow. Together they challenged the church’s elders, optimistic and starry-eyed about their chances. After all, right and truth were on their side.
Instead, they were labeled heretics, blasphemers, and demon-consorts. They were accused of raising the demon. The citizens of Coldtreath chased them from the city, citing Scokin Kel’s fiendish background as evidence of the truth of the church’s charges. Scokin’s faith in organized religion was shaken by this event. D’leth’s beliefs fell further. Both of them strengthened their resolve to stamp out demon-kind.
Scokin stayed with D’leth at first to keep her from taking drastic measures. They became friends and then lovers. The two traveled across the country stamping out demon-kind and evil wherever they found it. After several decades, they found themselves still friends but growing apart. D’leth returned to Coldtreath to live in the shadows. Scokin now lives in Griefbeet Town, a week’s travel away from Coldtreath. From the small village, Scokin manages a vast web of intelligence, still devoted to defeating evil. He was crippled in battle by the loss of his left leg and he is now approaching sixty-five years old. As part of his intelligence network he traffics in exotic creatures and uses his contacts with intelligent monstrous creatures to further his campaign against fiends. From time to time he still has contact with D’leth, but has never again crossed through the gates of Coldtreath.
Human Half Fiend
Ranger 6 / Rogue 11
Speed: 30 ft., fly 60 ft.
AC:23, Touch 16, flat-footed 17 (Leather) (+6 Dex, +1 Natural, +6 armor)
Base Attack: +14
Attack: Trident (+22) 1d8+7 or Crossbow, Hand (+25) 1d4+5 Crit (19-20) x2 range 30
Full Attack: Trident (+22/17/12); Bite (+16) 1d6+1; Chain, Spiked (+11) 2d4+1; or Crossbow, Hand (+23/23) 1d4+5 Crit (19-20) x2 range 30
Special Qualities: Darkvision 60; Listen +15; Spot +15; Damage reduction 1- 10 HD 5/magic, Damage reduction 10/magic, Immunity to poison, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, Spell Resistance HD + 10
Special Abilities: Evasion; Improved Uncanny Dodge; Slippery Mind; Trapfinding; Trap Sense; Uncanny Dodge; Wild Empathy
Special Attacks: Smite good 1/day; Favored Enemy (Outsider (evil, chaotic)); Sneak Attack
Spell-like Abilities:Darkness 1/day DC 14; Desecrate 1/day DC 14; Unholy Blight 1/day DC 16; Poison 1/day DC 16; Contagion 1/day DC 16; Unhallow 1/day DC 17; Blasphemy 1/day DC 19; Unholy Aura 3/day DC 20; Horrid Wilting 1/day DC 20; Summon Monster IX (fiends) 1/day DC 21
Saves: Fort +9, Ref +14, Will +4
Abilities: Str 16, Dex 23, Con 13, Int 18, Wis 9, Chr 15
Skills: Appraise 4, Climb 18, Concentration 5, Disable Device 24, Gather Information 15, Handle Animal 6, Hide 31, Know Geography 8, Know Nature 10, Listen 15, Move Silently 26, Open Lock 26, Ride 10, Search 24, Sleight of Hand 6, Spot 15, Survival 14, Swim 3, Tumble 26, Use Magic Device 15, Use Rope 20
Feats: Crippling Strike; Dodge; Endurance; Evasion; Exotic Weapon Proficiency; Light Armor Proficiency; Many Shot; Martial Weapon Proficiency; Mobility; Point Blank Shot; Precise Shot; Rapid Shot; Shield Proficiency; Shot on the Run; Simple Weapon Proficiency; Track; Weapon Focus (trident); Weapon Focus (crossbow, hand)
Languages: Common, Abyssal, Celestial, Elven
Bag of Holding (IV)
Boots of Levitation
Cloak of the Bat
Crossbow, Hand, +4 Holy
Leather Armor, +4 spell resistance
Medallion of Thoughts
Ring of Freedom of Movement
Trident, +4 Bane (outsider)
**Many thanks to WotC's "PC Portraits" Archive for the image.
Last year's "K": K is for Key, Skeleton