Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Darkvision (120 feet) You can see in the dark (black and white only).
Divination (Tome) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Energy Shield (10 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (8/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-4 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Physical Enhancement +2 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Sacred Tattoo +1 to all saves.
Sudden Insight +1 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Greatsword) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.
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Born and raised in a high-mountain enclave of orc and half-orcs. The cult/outpost is inhabited by two types of people: The ones born there (Gorak) and the ones who find their way there (expelled orcs, expelled half-orcs, mystics, wanderers). Total population ~100 people, relatively unknown to outsiders.
The key trait to the town (and the reason for their sub culture) is there are several strong bloodline connections to dragons that carry through the generations of those born in the hold. Gorak was a "touched" one, who exhibits more dragon blood than usual. The final step for his acceptance into the defenders society (8 elite warriors whose job it is to defend the hold) was to go up the mountain and commune with the dragons.
He went up into the mountains for a week, as is custom, and when he came back he found the entire hold burned- overrun by an army of orcs while he was away. With everything of his previous life gone, he wandered through the wilderness before finding a guild.
Personality is eccentric, with an unusual attachment to some of his possessions. Highly intelligent but some schizoid personality features.