| Godric Emberwise |
Background written, just need to purchase equipment, add another trait, maybe boost the background section a bit and write a 'future build plans' section.
I am really hoping to be picked, this AP seems incredibly fun and I am really excited to try out the kineticist class now. (Sorry Monk and Skald, you just aren't a fire bender!)
PS: Anyone know of any traits that would fit someone raised by a monk who isn't a monk?
| Dragoncat |
PS: Anyone know of any traits that would fit someone raised by a monk who isn't a monk?
Style Sage could be a good fit.
| GM Olmek |
I'm noticing that almost every submission here has the Technologist feat...
While it's not a bad thing, I do prefer a party with a range of motivations.
Does this mean fighters get Combat Stamina?
Sure. It doesn't seem egregious.
Also, your character concept is fine.
Here is the updated submission list:
Fighter Types:
Elena ‘Strong Wing’ - Shalin
Denlar Bonavin - Brandon Dellman
Kerstas - Jon A.
Anders - Nathan Monson
Rak Stonecleave - Anoirtrou
Unnamed cybersoldier fighter - Threeshades
Cleric Types:
Sarona Epsilon - Dragoncat
Druenor Hammerstriker - Mokshai
Wizard Types:
Unnamed android arcanist - Ravenfall
Xzaram - Xzaral
Adrien Belmont - JDPhipps
Godric Emberwise - The Pale King
Rogue Types:
Skikkikitikut - pH unbalanced
Osmillar Vendeltray - Cydrius
Drus - Bowen Fitzcairn
Lucrezia Nim - Reiterpallaschkk
| SCKnightHero1 |
Was wondering about third party stuff like this here favored class options. In it the book says for androids for their favored class bonus: Druid: Gain electricity resistance 1. Each time the druid selects this reward, increase her resistance to electricity by 1 (maximum 10).
Since I plan on submitting an android Druid could I use this favored class bonus please? It would make sense since she has Druid domain of air and would make sense for her background too. I wanted to okay this with you first before I finish her stats up.
Raisse
|
I've got two ideas floating around that I may try to get submitted before recruitment ends:
1. Android Spellslinger/Fighter/Eldritch Knight
2. Orc Battle Oracle (Spirit Guide, Life spirit)
The android would learn to blend tech with his magic, and the orc excels at smashing robots and stitching friends back together. Both of them seem fun to play in a tech based game.
| Kubi |
Here is my ratfolk gunslinger! Still working on her background. Should be done by tomorrow with it.
Also waiting on the gms response on the third party stuff before I get started on the android Druid.
| El Ronza |
Skikkikitikut looks like loads of fun to play with!
Still mulling over ideas, well aware that I'll need to have them done soon. >.> I've been wanting to play with a Skald, but there's so much potential for others... I might go for an anti-tech skald, and a pro-tech something else.
Actually, given that this is the sci-fi AP, is there any chance you'd allow a Soulknife? It's a psionic class, but doesn't actually gain any power manifesting ability, so it wouldn't come with the baggage of the psionics system. If the answer's "no", that's cool; you never be anywhere if you don't ask.
| Henrietta Jekyll |
I should like to submit
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 11 (1d10+1)
Fort +2, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee rapier +2 (1d6+1/18-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (constructs +2)
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Statistics
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Str 13, Dex 18, Con 10, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 16
Feats Breadth Of Experience[APG]
Traits against the technic league (weapons), warrior of old
Skills Acrobatics +5, Handle Animal +5, Perception +7, Sense Motive +2, Stealth +8, Survival +5, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Gnome
SQ arrow-splitter, elven magic, track +1
Combat Gear thistle arrows; Other Gear leather armor, arrows (40), longbow, rapier, backpack, bedroll, belt pouch, elven trail rations (10), flint and steel, mess kit, pot, waterskin (2), 39 gp, 9 sp
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Special Abilities
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Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with the Technic League
Arrow-Splitter (Ex) +1 bonus on ranged attack rolls vs creatures or objects 2 or more size cat smaller than you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs. Favored Enemy (Constructs) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
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Cala was born and raised in the Echo Woods, where she grew up as a typical elf would. She grew strong in the ways of woodlore and archery, showing prowess with a bow even as early as her 12th year. When she came of age, she joined the elven guard, serving in that corps as a guerilla warrior.
But her destiny lay along a different path. One evening, as she returned home, she found the house empty and her other and siblings missing. Her father lay dying on the floor in the ruins of the home. He survived long enough to convey to her the nature of the attackers. He described them as humanoid, but with flesh of steel.
It has taken Cala less than a year to divine the nature of her father's killers, and she is relatively certain that this is the work of the Technic League. She has not heard from her mother or sisters, but fears that they may be slaves of the Technic League. She will not rest until she has found them.
She has traced the League to the town of Torch. The only way to find her parents and siblings is to engage the League directly. Is it possible that they have something to do with the problems in Torch? There is only one way to find out.
Cala gets her nickname from the trouble that seems to follow her everywhere.
| Bode |
I would like to Submit
Boad
When he reach the surfaced he looked out at the nights sky. A tapestry of blackened beauty stretched beyond the limits of his imagination bidding him with its endlessness. For following years Boad wandered, a beggar and ranting madman basking in the dark emptiness‘s beauty, letting the tapestry teach him all it new.
As he wandered into Numeria he noticed something. The weaves of tapestry were somewhat wrong, like an incompetent weaver sitting at the loom. The void showed an anger in its crudeness. Something was reaching for it, something the tapestry deemed unworthy.
It was not long before the Technic League showed their ugly face, incompetents tying knots in the boundless blackness. Knots that must be undone.
Male Drow oracle 1
CN Medium humanoid (elf)
Init +4, Senses darkvision (120 ft.); Perception +1
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 shield, )
hp 9 ((1d8)+1)
Fort +0, Ref +2, Will +1
Immunities sleep, SR 7;
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OFFENSE
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Speed 30 ft.
Ranged crossbow (light) +2 (1d8/19-20)
Melee rapier +2 (1d6+2/18-20)
Innate Spell-Like Abilities dancing lights (at will), dancing lights (1/day), darkness (1/day), darkness (1/day), faerie fire (1/day), faerie fire (1/day),
Oracle Spells Known (CL 1st; concentration +5)
1st(4/day)-cause fear(DC 15), obscuring mist, inflict light wounds(DC 15)
0th(at will)-create water, detect magic, read magic(DC ), stabilize(DC 14), ghost sound(DC 14), mage hand
=================================================
TACTICS
=================================================
=================================================
STATISTICS
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Str 14, Dex 14, Con 10, Int 10, Wis 8, Cha 19,
Base Atk +0; CMB +2; CMD 14
Feats Extra Revelation
Skills Acrobatics +3, Diplomacy +8, Intimidate +8, Sense Motive +3,
Traits Reactionary,
Languages Elven, Undercommon
SQ cloak of darkness, dark tapestry mysteries, darkvision, haunted, keen senses, orisons, poison use, spell-like abilities, weapon familiarity,
Combat Gear
Other Gear crossbow (light), rapier, haramaki, outfit (explorer's), scroll shield, 0.0 gp
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SPECIAL ABILITIES
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Cloak of Darkness (Su) You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. You can use this cloak for 1 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Dark Tapestry Mysteries You draw upon the divine mystery of the Dark Tapestry to grant your spells and powers.
Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Drow can see in the dark up to 120 feet.
Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.
Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
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.
Spell-Like Abilities (Sp) Drow can use dancing lights 0/day, dancing lights At Will, darkness 1/day, and faerie fire 1/day .
Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.
Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.
Against the Technic League
| Onna |
Onna is ready for consideration! She fills a healing and support role as a divine caster readily at level one, and her ability to channel the powers of multiple wandering spirits as an Unsworn Shaman gives her great flexibility, so she will gain a great deal of utility at level two when she gets the ability to call a wandering spirit.
She has been in Torch for several days, trying desperately to discover why the town's iconic violet flame keeps haunting her nightmares. She would eagerly join up with any groups seeking answers about the flame, and is happy to lend her services as a seer, healer, and medium. Despite her concern with her visions, she is quite curious about the world outside her tribe - particularly if she notices the similarities between herself and any other androids.
This holy woman was called Onna, the Hallit word for "mother." Each time she was reborn, the tribe's lorekeepers would teach her the history of her past lives until she learned to meet her past selves in person through the spirit-sleep. This was the way of things until the newest Onna, barely four years after her rebirth and still learning the ways of the tribe's spirit magic, received a terrible vision. She witnessed herself soaring high above the world, adrift among the stars of the infinite sky, looking down upon the plains of her tribe's homeland. She spotted a beautiful violet flame upon a hilltop, and her eyes were drawn to it. As she watched, the flame vanished, snuffed out like a candle. All at once, she was wracked with terrible fear. Something was wrong, she could feel it at once. She awakened with a scream, but returning to the waking world did nothing to quell the terror in her heart. Eyes open or shut, she could see the image of that light being devoured like it were right in front of her. Each night since, the vision returned, growing worse each time until it threatened to drive her mad. On the tenth night, the young girl gathered her belongings for travel and fled the village, driven like one possessed. She knew not her path, but ran with no rest for days across the open plain until she came upon a settlement atop a lumpy hill she knew all too well from her terrible dreams.
Onna had come to Torch, and there she would find her true path.
| Teodoriga |
Here is my android druid! She is strange, even more so than most androids are as she doesn't remember her past as well as her origins. She finds storms fascinating, and at times displays emotions, which surprise even her, causing her to wonder: am I some sort of new type of android?
I'll have Kubi the ratfolk gunslinger up shortly as well!
And I'm SCKnightHero1 by the way.
| Kubi |
And it's done! I got her background, description, and personality finished! Now to finish up my second submission for the Mummy's Mask recruitment.
pH unbalanced
|
OK, finally got the background and description done for Skikkikitikut, the ratfolk rogue. Here it is, with the crunch repeated as well so that it is all together.
Skikkikitikut: (ski-KICK-iti-CUT)
TN Small Humanoid (Ratfolk)
Init: +3; Perception: +8; Darkvision
Languages: Aklo, Common, Draconic, Dwarvish, Kellish
Str: 10 Dex: 17 Con: 11 Int: 16 Wis: 14 Cha: 10
Archetype: Numerian Scavenger
Feats: Sharpclaw (Lvl 1), Technologist (NS Bonus), Weapon Finesse (UR Bonus)
Traits: Skymetal Affinity (Region), Skymetal Smith (Campaign),
Favored Class: Rogue (+1 hp)
Skills Purchased: 1 Rank each in Acrobatics, Appraise, Craft (Alchemy), Craft (Mechanical), Disable Device, Escape Artist, Heal, Knowledge (Engineering), Knowledge (Local), Linguistics, Perception, Sleight of Hand, Stealth
DEFENSE
AC:16, Touch 14, Flat-footed 13 (+2 armor, +3 Dex, +1 Size)
hp 9 (1d8 +1)
Fort +0 (+2 vs skymetals), Ref +5, Will +2 (+4 vs emotion)
CMD 13
OFFENSE
BAB +0; CMB +0/(+3 w/Finessable Weapon)
Spd 20 ft.
Melee Weapons:
Dagger +4 (1d3,19-20,x2,P/S, 10ft)
Claw x2 +4 (-1 if secondary) (1d4,20,x2,B/S)
Tailblade +4 (-1 if secondary) (1d2,20,x2, S)
Acrobatics: +7
Appraise: +7
Craft (Alchemy) +9
Craft (Mechanical) +7 (+9 w/Skymetal)
Disable Device: +7 (+8 vs mech or tech traps)
Escape Artist: +7
Heal: +3
Knowledge (Engineering): +4
Knowledge (Local): +7
Linguistics: +7
Perception: +8 (+9 vs mech or tech traps)
Ride: +3
Sense Motive: +2
Sleight of Hand: +7
Stealth : +11
Survival: +2
Technic Training (Ex): A Numerian scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps. This ability replaces trapfinding.
Slow Speed: Ratfolk have a base speed of 20 feet.
Darkvision: Ratfolk can see in the dark up to 60 feet.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sharpclaw: Your nails are large and strong.
Prerequisite: Ratfolk.
Benefit: You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.
Skymetal Affinity: Requirement(s) Numeria
You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals.
Skymetal Smith: The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.
Technologist: You are familiar with the basic mechanics of technology. Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to
gain the benefit of Technologist.
Normal: You treat all skill checks made against technology
as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Leather Armor (10gp)
Cold Iron Tail Blade (22gp)
Dagger (2gp)
Rogue's Kit (50gp)
Masterwork Artisan's Kit (Mechanical) (55gp)
No one is ever alone in Chitterhome. As the fifth daughter in her mother's second litter, Skikkikitikut was even less alone than most. Growing up, her life was a long series of cooking and washing and grooming interspersed with all-too-short periods of finding and sorting and fixing. But in those short intervals it became clear that she had a gift for tinkering. As often as she could, Skikkikitikut made her way down to Chitterhome's great picking room, where the traveling merchants dropped off the surplus treasures they returned with.
Skikkikitikut had a particular fondness for bits and pieces of metal -- whether identifiable parts or shiny colorful flakes. Give her enough detritus, and she could build something that would hold together, and sometimes actually function, though rarely in the fashion intended. Still, her talent was evident, and as she grew, other more experienced tinkerers took her under their paws, and taught her what they could. And she gnawed steadily at each kernel of knowledge they gave her, as thoroughly as she would a cob of corn.
But she yearned to do more, to see more. She had heard stories of a town called Torch, where purple flame rose to the sky, and all the smiths worked with the strange metals she had been collecting, but could never work with, no matter how hot she got the stove. So one day she left with the one of the merchants, not even saying goodbye, for fear of being talked out of it.
Torch was smaller and meaner than she expected, and none of the smiths lived up to the stories -- but the flame did. She spent her days doing whatever odd jobs she could, and spent her nights in one of the local "Ratholes." After a year, she finally earned her turn at the Torch, and in her first minute there she lost half her hoarded starmetal in its sudden liquification, but in the next half hour she was able to forge the rest into a pair of spiral inubrix earrings. Elated with her success, she remains in Torch, scavenging more materials, impatiently awaiting her next turn with the flame.
| Chotka, Last of the Blackeyes |
"Greetings small and squishy ones. I am Chotka. I live in the small hut 2 miles that way," the hulking orc points east of town. "I noticed the sky light turned off and wanted to know why. I liked the colors."
This is option one for me, an Orc battle oracle. He'll mix it up in melee, when not providing buffs, status effect removal and some healing. I'll add to his backstory tomorrow probably; it's time for bed.
| Valen Nim |
"My master, Khonnir Baine, has instructed me to go out and meet additional members of Torch. I do not understand the point of this lesson, but he said that 'No self respecting wizard can expect to excel at his craft all by himself, regardless of what fancy contraptions he may have.' I am not sure why I need them, but I am supposed to seek out 'friends'."
The man steps forward and stiffly extends his hand toward you, "Would you like to be my friend?"
This is option number two. Valen is an android spellslinger, that will eventually work his way towards Eldritch Knight. I picked spellslinger mostly because it sounded cool. He'll primarily be doing damaging spells and occasionally just shooting for damage, but he'll cast other useful spells from time to time as well (4 opposed schools.... so rough).
| Aznive, retired |
Here is my submission. Aznive seems like a bit of an oddball between the androids and anti-tech barbarians, but might provide some interesting contrast in the party. Even though she's not native to Numeria, I made sure to provide plenty of motivation in her background.
| Onna |
GM Olmek wrote:Using roll20 require us to log at the same time and/or to use something similar to teamspeak? My spoken English is bad.Game Style
- We'll be using Roll20 for combat, so if accepted, please make an account.
There is no need to use voice chat on roll20. I don't think this group will be using it at all - I think GM Olmek intends simply to use it as a map.
| SCKnightHero1 |
I kinda noticed you picked the same avatar as I did for your android druid character...
Not really complaining. Just thought it was kinda funny.
Sorry about that. I had forgotten you had the same avatar. I was trying to find an avatar that I liked and that was about the only one that looked good for my character. But yeah I just realized that too.
| El Ronza |
Submission #1 - a Kellid soulknife seeking to learn more about his own strange powers.
Zoresk Totem-Caller
Male Kellid Soulknife (Feral Heart) 1
CN medium humanoid (human)
Init +2; Senses Perception -1
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 14 (1d10+2)
Fort +2; Ref +4; Will +1
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Offense
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Speed 30 ft. (20 ft. in armour)
Melee 2 claws +5 (1d6+4)
. . Longspear +5 (1d8+6/x3)
. . Dagger +5 (1d4+4/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks Feral Roar, Form Claws
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 12
Base Atk +1; CMB +5; CMD 18
Feats Furious Focus, Improved Natural Attack (claws), Power Attack
Traits Robot Slayer, Scholar of the Great Beyond (Knowledge (history))
Skills Climb +8, Handle Animal +5, Intimidate +5, Knowledge (history) +5, Knowledge (local) +1, Swim +8
Languages Common, Hallit
SQ Tenacious
Other Gear bolts (10), light crossbow, longspear, scale mail, heavy wooden shield, 75 gp
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Special Abilities
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Feral Roar As a move action, demoralize 1 opponent within 30 ft. Can use as part of a charge, but only against target of charge.
Form Claws Gain 2 claw primary natural attacks as move action that last until dismissed. If hurt, forced to form claws unless you succeed at a DC 15 Will save.
Power Attack -1/+2 Take penalty on attack rolls for bonus to damage.
Robot Slayer +1 to attack and AC vs robots.
Tenacious When forming claws, expend psionic focus to gain class lvl in temporary hit points.
Wild Talent Gain 2 power points; qualify for psionic, metapsionic, and psionic creation feats.
Zoresk Totem-Caller is a strange breed. While he was born and raised among the White Bears tribe of the Felldales, he is drawn to the civilized reaches of his homeland. He was brought up to distrust technology, yet curiosity burns within him. And while his ability to manifest ghostly claws is seen by his Kellid peers as a blessing from the totemic creatures they worship, he suspects there is more to it - a secret perhaps held by the very things he was raised to destroy.
As soon as he was old enough, Zoresk was participating in the attacks his people led against the malfunctioning robots that aimlessly roamed the Felldales. While he had a good swing with a club, his skill lay in evading the clumsy blows of the enormous metal men, and he boasted that not one had hit him in twenty raids. It was only a matter of time before his pride got the better of him - he grew complacent, and when he was eighteen, a malfunctioning robot struck him across the face, breaking his nose and flinging him backward.
Through the blood and the pain, Zoresk felt only rage. He felt as if he were dreaming when he looked down at the wicked, curved claws that had formed over his hands, ghostly purple things that looked like the field of force surrounding his foe. And the roar that ripped from his throat as he charged sounded unlike his own voice.
When he came back to reality, the robot was rent in two, and the claws were dissipating, fading away in ghostly tendrils. His peers were surprised, hailing him as a totem-caller of the White Bears, but Zoresk knew better. Something had changed within him, and it wasn't spiritual.
While he accepted the new epithet and continued to lead attacks against the robots for a few more years, he became restless. He wanted answers, and he wasn't going to find them among his technophobic people. What if the robots weren't an enemy, but an opportunity to learn from? What if technology wasn't evil, but could be unlocked for power?
These were the answers that burned in his mind as he set out for the purple flames of Torch.
Zoresk is a tall, young Kellid man, heavily muscled and heavily armed. His skin is the swarthy tone typical of his people, and his thick black hair hangs lanky and unwashed at his back. His eyes are dark brown, almost black, his nose is prominently crooked from the break years ago, and his chest and arms are covered in scars from sharp slices of jagged metal. He wears filthy old hide armour, and carries a heavy, chipped shield on his arm.
He is a hearty young man, eager to learn, almost frighteningly so in his enthusiasm, as a Kellid barbarian wishing to learn of technology beyond 'how do I destroy it' is an uncommon sight. He has little patience for flowery words and fancy talk, preferring to strike quickly while his foe is unprepared. While he's a bit strange and unsettling, Zoresk is fiercely loyal to those who show him kindness, appreciating the rarity of such things in a harsh world.
EDIT: going to leave it at one submission. This flu is kicking my ass too much to let me focus much longer.