Alain

Zoresk Sunspeaker's page

4 posts. Alias of Rikash.


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Missed that it would be with Elephant in the Room rules. I'd have to think about it and ask some Qs. Hopefully this can be done post-selection (if selected).


Zoresk Sunspeaker is a Kellid (human) male Chosen One Paladin 1/Spirit Guide Oracle 1. His close blood ties to Sarkoris and unwavering devotion to the Dawnflower have marked him as a young man marked for greatness. Unassuming and devoted in his training, he's proven skilled in arms and at the healing arts. In recent months, he's been plagued by visions of destruction and death that he cannot explain. Any warning to his parents, members of the Crusade, or even his friends are met with polite doubt at best. His only solace as his warnings go unheeded is his childhood cat, Alyosha. Spritely and kittenish well beyond her twelve years of age, the black and grey cat is a source of solace and calm to the young boy. He feels a greater affinity then he ever has for her and swears he can sometimes feel her thoughts.

Character dev/secrets/random thoughts:

Thematically, the class was built from Chosen one as I thought it was a really cool archetype from a story perspective for WotR. The choice of Powerless Prophecy as an oracle curse seems to fit in very well with it and also goes well with his youth. The Cassandra-like elements of the story are a plus.

Long term, I plan for Alyosha to be revealed as a Silvanshee Agathion blessed by Sarenrae. Meant as a guide and inspiration to him, she will be another link to the divine for the young man.

I've selected 17 as his age to try and line up with the Paladin archetype, but if 18 is more appropriate (perhaps as a newly recruited guard), I think that works just as well (maybe better, on reflection?).

With Spirit guide, my thought is that he is bonding with the misc. spirits of the dead land of Sarkoris that was overrun. This can be his ancestors, the land (life), etc.

For my mythic path, I was thinking Marshal/Hierophant dual path. Champion/Hierophant makes sense to me too if we're not 100% locked in by our traits. For normal class ranks, I was planning to go Oracle 20/Paladin 20.

Q&A:

1. What is your character’s name?
His given name is Zoresk and in keeping with his Kellid heritage he doesn't have a surname, per se. His devotion to Sarenrae and his prophecies of doom have earned him the mocking title Sunspeaker (i.e. one who's head is in the clouds).

2. How old is your character?
He's too young to serve in the Crusades at 17. He's proven himself to be well trained and with great potential, but that's not enough for him with a 'storm' just out of sight.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Before you stands a tall youth whose features lack the craggy weatherworn look of most of his elders. His dark eyes are framed by a seemingly untamable mane of dark brown hair worn to the nape of his neck. Like most Kellids, his skin is relatively pale. In his worn training battle armor, his frame -not yet filled out- looks thin bordering on comically so. What gear he does possess looks well worn and well cared for.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Trailing the gangly youth like a shadow is a small black cat. It's unusual golden eyes seem to have far more intelligence then your typical cat. From time to time, Zoresk speaks confidingly to her, Alyosha, as if asking advice. Whatever the question, he always seems comforted by her presence.

5. Where was your character born? Where were you raised? By who?
A native of Mendev and a child of multiple generations of crusaders, Zoresk is at home in Kenabres. His is the blood of old Sarkoris and he can never rest easy while the Worldwound and the tides of demons are ravaging it.

6. Who are your parents? Are they alive? What do they do for a living?
His parents are devoted to the crusades as their parents were before. His father, Tron, and his mother, Keshka, are members of the Guard. His hope is to serve after finishing his training. They are both alive before the attack on Kenabres.

7. Do you have any other family or friends?
Zoresk has several uncles and aunts who are also living in Mendev (if not necessarily Kenabres). He is close to a few of his older cousins who are also in the city. Being the youngest in the family, he's generally seen as the one most in need of protection.

8. What is your character’s marital status? Kids?
At 17, Zoresk has things other then marriage on his mind. His devotion to his training and idealistic desire to free his homeland have blinded him to romance.

9. What is your character’s alignment?
Zoresk is lawfull good. He seeks the redemption of those who can be redeemed but won't shy from protecting the innocent from those who can't. He believes that the defense of his city and the reclamation of his homeland will require an organized, driven populace and army.
10. What is your character’s moral code?
His own moral code is broadly captured by the code of Sarenrae's paladins:
- I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
-I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
- I am fair to others. I expect nothing for myself but that which I need to survive.
- The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
- I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
- I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
- I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
- Each day is another step toward perfection. I will not turn back into the dark.
In addition, Zoresk is certain that the spirits of his homeland are warning him of impending danger to himself, his loved ones, and the city that has been his home. Others may not believe him, but his faith in the strength of his homeland and his own prophecy doesn't falter.
11. Does your character have goals?
Becomes a true member of the Crusade.
Protect the members of the Crusade and the rest of the world from the blight of the Worldwound.
Drive back the demon menace into the Abyss.
Free Sarkoris from the grasp of death, destruction, terror, and war.
12. Is your character religious?
The light of the Dawnflower guides Zoresk's steps even when the darkest night threatens his ability to walk his path.
13. What are your character’s personal beliefs?
The world is made up of many powers both glorious and ghastly. His desire to see a better world demands that he do all in his power to fight against injustice and evil in whatever form it may take: petty or world-ending.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Despite the grim surroundings of his upbringing and the doubt that afflicts him from all sides, Zoresk is hopeful that the dawn will show itself bright and clear. He struggles to remain so, given the doubts and fears of those around him, but he sees the despair attempting to stop him in his tracks as his own personal foe to conquer.
15. Why does your character adventure?
Because it is clearly right, and he can't sit to the side in the struggle between life and death, right and wrong, and good and evil.
16. How does your character view his/her role as an adventurer?
His adventure hasn't even begun. He's given his warning to those who he can but it's fallen so far on deaf ears. He confides his worries and the visions of destruction in his dear friend Alyosha, and he prepares.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
A few minor birth marks (like freckles), but nothing worthy of note.
18. How does your character get along with others?
Bright and enthusiastic; Zoresk's optimism can be grating to those who've seen so much death and destrcution at the hands of the demons of the Worldwound. Without the wisdom of experience to temper his steps, he can be impulsive. His recent visions and the doubts of those who hear him have begun to make him withdraw a little, but he hopes he can prove himself worthy of trust.
19. Is there anything that your character hates?
Boiled cabbage and the depredations of the slavering hordes of demons assaulting his homeland.
20. Is there anything that your character fears?
Whatever lurks in his dreams and the voices of the spirits on the winds. He worries about the fates of his family and his friends. He tries his best to suppress these fears, but he's unsure he will ever be able to grow as hardened as some of the veterans of Mendev.

Crunch:

Zoresk Sunspeaker
Male human (Kellid) oracle (spirit guide) 1/paladin (chosen one) 1/gestalt 1 (Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Ultimate Wilderness 210)
LG Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +4
Defensive Abilities share will, uncanny dodge
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +4 (1d4+3/19-20) or
. . cold iron fauchard +5 (1d10+4/18-20) or
. . morningstar +4 (1d8+3) or
. . scimitar +4 (1d6+3/18-20)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron fauchard)
Paladin Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +6)
. . 1st (4/day)—bless, cure light wounds, protection from evil
. . 0 (at will)—detect magic, enhanced diplomacy, light, stabilize
. . Mystery Battle
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Exotic Weapon Proficiency (fauchard), Power Attack, Weapon Focus (fauchard)
Traits child of the crusades, desperate focus, seeker
Skills Acrobatics -4 (-8 to jump), Diplomacy +7, Heal +4, Knowledge (religion) +4, Perception +5, Sense Motive +4, Stealth -1
Languages Common, Hallit
SQ oracle's curse (powerless prophecy), revelation (weapon mastery)
Other Gear chainmail, heavy wooden shield, cestus[APG], cold iron fauchard, morningstar, scimitar, sling, sling bullets (20), backpack, bedroll, belt pouch, candle (10), chalk, flint and steel, hemp rope (50 ft.), ink, inkpen, iron holy symbol of Saranrae[UE], journal[UE], masterwork backpack[APG], mess kit[UE], pot, powder[APG], signal horn[APG], soap, torch (10), trail rations (5), waterskin, 3 gp, 6 sp, 8 cp
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Special Abilities
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Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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Alyosha CR –
Cat (Pathfinder RPG Bestiary 131)
LG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8-1)
Fort +1, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +6, Diplomacy -1, Heal +5, Perception +5, Sense Motive +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link, share will
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Special Abilities
--------------------
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.


I will probably throw this guy into the ring. I'll post w/ other details in a bit.

Quick background taster:

I'm a son, grandson, nephew, and grand-nephew of Crusaders and the blood of old Sarkoris flows in my veins. I hear the whispers of my ancestors and the spirits of the land warning me of danger to come. I hope that my faith in Saranrae and the guidance of my friend, Alyosha, are enough to guide me through the storm that is coming. No one else believes me...


This is Rikash's character and Zoresk Sunspeaker is a young oracle/paladin with a family history of service in the Crusades.

Zoresk Sunspeaker:
I'm a son, grandson, nephew, and grand-nephew of Crusaders and the blood of old Sarkoris flows in my veins. I hear the whispers of my ancestors and the spirits of the land warning me of danger to come. I hope that my faith in Saranrae and the guidance of my friend, Alyosha, are enough to guide me through the storm that is coming. No one else believes me...

Statblock:

Zoresk Sunspeaker
Human (Kellid) oracle (spirit guide) 1/paladin (chosen one) 1/gestalt 1
LG Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +5
Defensive Abilities share will, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +4 (1d4+3/19-20) or
. . cold iron fauchard +5 (1d10+4/18-20) or
. . morningstar +4 (1d8+3) or
. . scimitar +4 (1d6+3/18-20)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron fauchard)
Paladin Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +6)
. . 1st (4/day)—bless, cure light wounds, protection from evil
. . 0 (at will)—detect magic, enhanced diplomacy, light, stabilize
. . Mystery Battle
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Exotic Weapon Proficiency (fauchard), Power Attack, Weapon Focus (fauchard)
Traits child of the crusades, desperate focus, seeker
Skills Acrobatics -4 (-8 to jump), Diplomacy +7, Heal +5, Knowledge (religion) +4, Perception +6, Sense Motive +5, Stealth -1
Languages Common, Hallit
SQ oracle's curse (powerless prophecy), revelation (weapon mastery)
Other Gear chainmail, heavy wooden shield, cestus[APG], cold iron fauchard, morningstar, scimitar, sling, sling bullets (20), backpack, bedroll, belt pouch, candle (10), chalk, flint and steel, hemp rope (50 ft.), ink, inkpen, iron holy symbol of Saranrae[UE], journal[UE], masterwork backpack[APG], mess kit[UE], pot, powder[APG], signal horn[APG], soap, torch (10), trail rations (5), waterskin, 3 gp, 6 sp, 8 cp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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Alyosha - Cat Familiar CR –
Cat (Pathfinder RPG Bestiary 131)
LG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8-1)
Fort +1, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +6, Diplomacy -1, Heal +5, Perception +5, Sense Motive +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link, share will
--------------------
Special Abilities
--------------------
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.