Vorrea Talminari

Kaska of Red Talons's page

704 posts. Alias of rdknight.


Full Name

Kaska of Red Talons

Race

Human (Kellid)

Classes/Levels

Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

Gender

Female

Size

Medium

Age

18 (Birthday: 6 Rova)

Alignment

CG

Deity

Totemic Desnan

Languages

Hallit, Taldane

Homepage URL

Kaska Pic

Strength 17
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Kaska of Red Talons

Statistics:
Female Kellid Urban Skald 12 / Barbarian (Savage Technologist) 1
CG Medium Humanoid

Init +9; Senses Perception +14, Sense Motive +19
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DEFENSE
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AC 22, touch 15, flat-footed 18 (+2 DEX +1 Dodge +2 Chain Shirt +1 Ring +1 Nat. Armor)
hp 105
Fort +13, Ref +9, Will +10 (Magic +1 All)
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OFFENSE
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Speed 40 ft.

Melee +12 (falx) +11

Ranged +11
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STATISTICS
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Str 18 Dex 16, Con 14, Int 12, Wis 10, Cha 16
Base Atk +10/+5; CMB +14; CMD +27
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Traits

Local Ties (Campaign):
You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Desperate Resolve:
You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Drawback

Xenophobic:
You have a hard time understanding and trusting those with unfamiliar ways and appearances.
Effect: You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Feats

Point Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot:
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Dodge:
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Arcane Strike:
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Improved Initiative:
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skald's Vigor:
Your song and your enthusiasm combine to invigorate you in battle.
Prerequisite(s): Raging song class feature.
Benefit: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.

Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Discordant Voice:
By singing out a precise tone, you cause discordant vibrations to run through allies’ weapons.
Prerequisites: Bardic performance class feature, Perform (oratory or sing) 10 ranks.
Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.

Skills (80 points; 40 class, 10 INT, 10 Skilled, 20 Background)
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Acrobatics* +11 = DEX 3+5+3
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Appraise +1 = INT 1+0+0
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Bluff +6 = CHA 3+0+0 (Use Perform Sing)
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Climb* +8 = STR 4+1+3
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Craft: Calligraphy +8 = INT 1+4+3 (+4 Background)
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Diplomacy +3 = CHA 3+0+0 (Use Perform Oratory)
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Disable Device*† +18 = DEX 3+10+3+2 (MWK Tools)
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Disguise +3 = CHA 3+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +3 = CHA 3+0+0 (Use Perform Percussion)
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Heal +0 = WIS 0+0+0
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Intimidate +3 = CHA 3+0+0 (Use Perform Percussion)
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K (Arcana)† +12 = INT 1+2+3+6
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K (Dungeoneering)† +11 = INT 1+1+3+6
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K (Engineering)† +19 = INT 1+8+3+1 (trait)+6
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K (Geography)† +12 = INT 1+2+3 (+2 Background)+6
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K (History)† +12 = INT 1+2+3+6
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K (Local)† +12 = INT 1+2+3+6
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K (Nature)† +14 = INT 1+4+3+6
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K (Nobility)† +7 = INT 1+0+0+6
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K (Planes)† +12 = INT 1+2+3+6
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K (Religion)† +12 = INT 1+1+3+6
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Linguistics† +0 = INT 0+0+0
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Perception +14 = WIS 0+11+3
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Perform (Oratory) +19 = CHA 3+13+3
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Perform (Percussion) +13 = CHA 3+7+3
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Perform (Sing) +8 = CHA 3+2+3
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Profession† +0 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +0 = WIS 0+0+0 (Use Perform Oratory)
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +9 = INT 1+5+3
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Stealth* +14 = DEX 3+11+0
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Survival +6 = WIS 0+3+3
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Swim* +8 = STR 4+1+3
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Use Magic Device† +13 = CHA 3+7+3
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ACP -3
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Hallit

Special Abilities:

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SPECIAL ABILITIES
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Urban Skald:
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Cantrips:
Skalds learn a number of cantrips, or 0-level spells. Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells:
A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a skald’s spell is 10 + the spell’s level + the skald’s Charisma modifier.
Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–10. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Core Rulebook).
The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on Table 1–11. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table 1–11 are fixed.
At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Raging Song (Su):
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21).
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.
At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su):
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Controlled Inspired Rage (Su):
When the urban skald inspires rage, he does not grant the normal benefits. Instead, he can apply a +2 morale bonus to his allies’ Strength, Dexterity, or Constitution. This bonus increases to +4 at 8th level and to +6 at 16th level. The urban skald can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. The choice applies to all affected allies. The controlled inspired rage grants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from using Intelligence-, Dexterity-, or Charisma-based skills. This alters inspired rage.

Song of Strength (Su):
At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check.

Infuriating Mockery (Su):
At 3rd level, the urban skald can inspire reckless fury in one foe within 30 feet. If the foe fails a Will saving throw, it takes a –2 penalty to AC and on attack rolls, cannot use any Intelligence-, Dexterity-, or Charismabased skills, and must succeed at a concentration check to cast spells (DC = 15 + spell level) for as long as it remains in range of the skald and the performance is maintained. At 7th level and every 4 levels thereafter, the urban skald can target an additional foe with this ability. This replaces song of marching and damage reduction.

Humiliating Defamation (Su):
At 10th level, the urban skald can ostracize a foe. The song has one primary target, who the skald must see and name or describe. That target must attempt a Will save. On a failed save, the primary target cannot benefit from any morale bonus or teamwork feats, cannot treat any creature as an ally, and must attempt to save against any spell cast on it (including harmless spells, even if it casts them on itself ). These effects remain as long as the primary target can hear the skald and the skald maintains the performance.

The save DC for a raging song that allows a save is equal to 10 + 1/2 the urban skald’s skald level + his Charisma modifier.

Scribe Scroll:
At 1st level, a skald gains Scribe Scroll as a bonus feat.

Bardic Knowledge (Ex):
A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Versatile Performance (Ex):
At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex):
At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.

Back of the Crowd (Ex):
At 3rd level, an urban skald has learned to maximize the defensive benefit of being near allies. He gains a +1 dodge bonus to AC when adjacent to 2 or more allies. This bonus increases to +2 at 9th level and to +3 at 15th level.

Rage Powers (Ex):
At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modif ier (such as lesser spirit totemAPG), affected allies use the skald’s ability modif ier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptiveAPG, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.

Rage Powers:

*Accurate Stance (Ex):
The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

*Sharpened Accuracy:
While in the accurate stance, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A barbarian must have the accurate stance rage power and be at least 8th level to select this rage power.

*Auspicious Mark (Su):
The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a swift action, she can call upon the spirits’ favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day.

*Mighty Swing (Ex):
The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.

Uncanny Dodge (Ex):
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Spell Kenning (Su):
At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.
At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.

Lore Master (Ex):
At 7th level, the skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action, instead of spending the normal time taking 20 requires. He can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.

Improved Uncanny Dodge (Ex):
At 8th level and higher, a skald can no longer be flanked. This defense denies enemies the ability to sneak attack the skald by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has skald levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Barbarian (Savage Technologist)
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Weapon and Armor Proficiency:
A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields).

Rage (Ex):
A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist’s Strength while raging, it increases her Dexterity instead. This ability alters rage.

Spells:

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Spells
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0th DC 13

Dancing Lights
Detect Magic
Ghost Sound
Mending
Message
Read Magic

1st: 5+1/Day DC 14
Detect Radiation
Feather Fall
Heightened Awareness
Liberating Command
Saving Finale
Touch of Gracelessness

2nd: 5+1/Day DC 15
Allegro
Blistering Invective
Ancestral Communion
Cat's Grace
Gallant Inspiration
Invisibility

3rd: 4+1/Day DC 16
Cure Serious Wounds
Dispel Magic
Flexible Fury
Good Hope
Haste

4th: 3/Day DC 17
Dance of a Hundred Cuts
Dimension Door
Remove Radioactivity
Wall of Sound

Gear/Possessions:

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GEAR/POSSESSIONS

Consumables
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Alchemist's Fire (2)
Acid Flask (2)
Alkali Flask (1)
(Oil Flask (5)
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+1Falx (Adamantine)
+1 Battle Axe
Longbow (+2 STR)
Arrows (20)
Dagger x2
Club
+2 Chain Shirt
+1 Ring of Protection
+1 Cloak of Resistance
MWK Thieve's Tools
Zoic Fetish (non-magical)
MWK Backpack
Bandolier
Waterproof Bag (2)
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Flint & Steel
Mess Kit
Soap
Chalk (5)
Charcoal (5)
Rope, Hemp 50'
Torches (5)
Rations (5 Days)
Circlet +2 CHA
Belt +2 DEX
Spell Lattice (Detect Radiation)
Runestone of Power (1st)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 16 GP 7 SP 8 CP

Background:

Kaska belongs to the Red Talons tribe, which possessed ancestral territory in the Sellen Hills of eastern Numeria. When Kaska was very young, the tribe came into conflict with the Technic League. An area of low mounds, which the tribe held as sacred, became a place of interest to the Technic League. Warfare broke out between the two. While the conflict remained a stalemate for a couple of years, the League eventually approached the more powerful and predatory Sunder Horn tribe to the north, enlisting them as allies. Squeezed between the technology of the Technic League and Sunder Horn raiders, the Red Talons tribe was destroyed. Most were killed or captured to work as slaves in the Sunder Horn iron mines.

The remnants of the Red Talons tribe fled the area and settled elsewhere. Kaska came to Torch with her uncle, her only remaining close relative, when she was five. Her uncle taught her what he could of the Red Talons past and traditions, but her knowledge of those things is incomplete. Having grown up in Torch, Kaska does not have the reflexive fear of technology and machines many Kellids possess. But she does view it as an evil and a plague on nature.

Kaska and her uncle Brok get by in Torch but life isn’t easy for them. Brok has worked for many years as a porter, carrying the tools and materials of skymetal smiths up to the torch in the mornings, and back down again at the end of the day. As soon as she was old enough, Kaska began taking any odd jobs she could get around town, mostly helping out in homes. This is how Kaska came to know Khonnir Baine. Kaska showed an interest in the machinery he tinkered with, and he decided to teach her some things since few others in town share such interests. He taught Kaska her letters, and some other things about machines over the years. She tries to stop by when she can between her two jobs. Kaska works early in the morning, fetching water and wood, stoking fires, and otherwise helping at a few of the homes in town that are prosperous enough to pay others for that sort of thing. Later, in the afternoons, she does odd jobs at the warehouses.

For her part, Kaska has been eager to learn what she can from Khonnir, even though she does not view machines with any sympathy. She has taken “know your enemy” to heart, and sees anything she learns as potentially a weapon to use in the future.

Appearance and Personality:

Height: 5'7" | Weight: 145 | Hair: Black | Eyes: Dark Brown

Appearance

Kaska is lean and sinewy, but not petite. Plenty of hard work and scarce food at home keeps her strong but wiry. She is typically Kellid, with black hair, which she wears long, dark brown eyes, and tanned skin, which would darken if she spent more of her days in the sun. Her clothes are simple and cheap, boots or sandals, trousers and tunics. Her upper arms and upper back bear totemic tattooing done by her uncle. Aside from a couple of copper rings on her fingers, the only ornamentation she wears is a zoic fetish in the shape of a bird around her neck and tucked inside her tunic.

Personality

During their residence in Torch, Brok and Kaska have largely kept to themselves outside work. Brok has little interest in socializing with non-Kellids, and not much more interest in Kellids who aren’t Red Talons. Kaska is more open to outside acquaintances, but the habits she’s learned from her uncle aren’t entirely broken.

She seems reserved, but really it is her economy with words that creates this impression. She rarely uses 10 words when five will do, and she is comfortable with silences. The only person in town with whom she is extremely close is her uncle, but she is also friendly with Khonnir and his daughter, and a few others her age around town.

Kaska has a pragmatic, business-like view of life. Complaining is useless, adapting is key. She may despise technology and its machines, but that won’t make them go away. She is proud to be Red Talons, but the tribe is mostly dead, otherwise scattered, and the life previous generations knew is never coming back. She would like to see the tribe re-establish itself in the future, but it would have to be in some new way, and in some new place.

Kaska understands well how precarious her and her uncle’s lives in Torch are. She has nebulous plans for someday leaving for better opportunities. She hopes what she learns from Khonnir will give her the abilities she needs to go somewhere else with her uncle eventually. Brok isn’t exactly young anymore, and he can’t work as a porter forever.

Things have come to a head recently. With the fires on the top of the mount extinguished, there is no work for Brok, and Kaska has no way to cover his loss of income. It hasn’t helped that Brok has been drinking more since, something he tends to do when at loose ends. Without some new plan, Kaska and Brok will be destitute very soon.