Tusk Nesis
Human (Versatile) • Warrior • Kineticist (Fire) 1
Medium • Neutral • Humanoid
“The desert tells a different story every time one ventures on it.”
Pathbuilder
Abilities
• Strength 10 (+0)
• Dexterity 16 (+3)
• Constitution 18 (+4)
• Intelligence 10 (+0)
• Wisdom 12 (+1)
• Charisma 12 (+1)
Boosts
• Ancestry: Con, Str
• Background: Con, Str
• Class: Con
• Free: Con, Str, Wis, Cha
Adventuring & Combat
HP 21/21
Perception +4 • Trained 3 • Wis +1 • Item 0 • Senses
Speed 25ft.
Class DC 17 • Trained 3 • Base 10 • Con 4 • Item 0
Armor and Shields
AC 18 • Trained 3 • Base 10 • Dex 3 • Item 2
Shield none
Saving Throws
• Fortitude +9 • Expert 5 • Con 4 • Item 0
• Reflex +8 • Expert 5 • Dex 3 • Item 0
• Will +4 • Trained 3 • Wis +1 • Item 0
Weapon Proficiencies
• Expert: Simple
Skills
Acrobatics +5 • Trained 3 • Dex 3 • Item 0 • Armor -1
Arcana +0 • Unrained 0 • Int 0 • Item 0
Athletics -1 • Untrained 3 • Str 0 • Item 0 • Armor -1
Crafting +0 • Untrained 0 • Int 0 • Item 0
Deception +1 • Untrained 0 • Cha 1 • Item 0
Diplomacy +1 • Untrained 0 • Cha 1 • Item 0
Intimidation +4 • Trained 3 • Cha 1 • Item 0
Lore: Warfare +3 • Trained 3 • Int 0 • Item 0
Medicine +1 • Untrained 0 • Wis +1 • Item 0
Nature +4 • Trained 3 • Wis +1 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +1 • Untrained 0 • Cha 1 • Item 0
Religion +0 • Untrained 0 • Wis +0 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth +5 • Trained 0 • Dex 3 • Item 0 • Armor -1
Survival +4 • Trained 3 • Wis 1 • Item 0
Thievery +3 • Untrained 0 • Dex 3 • Item 0
Languages: Common, Ignan
Actions and Powers
Elemental Blast 60' 1d8 or 60' 1d8+CON
Channel Elements Raise aura, can add stance or elemental blast
Burning Jet Stride 40' ignore difficult terrain and do not trigger reactions
Flying Flame 30' in winding path, 1d8 fire, basic reflex
Scorching Column Overflow 10' diameter, 30' high in 60', 1d8 fire basic reflex, hazardous terrain (1 damage/ square), 1 round, Sustain
Feats
Ancestry 0 • Human | Versatile Heritage | General Training
General 0 • Toughness | Adopted Ancestry - Dwarf
Class 1 • Single Gate - Fire Impulse
Skil 0 • Intimidating Glare (Warrior/Unsponsored)
Inventory
Money: 10 GP 3SP
Bulk 2 • Enc 6 (5 + Str 1) • Max 11 (10 + Str 1)
Adventurer's Pack • Bulk 1 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Arms and Armor
Studded Leather • Bulk 1; AC Bonus +2; Dex Cap +3; Check Penalty -1; Strength 12; Bulk 1; Category Light; Group Leather
Dagger • Bulk L; Hands 1; 1d4P; Thrown 10ft;
Appearance
Height • 5'10" Weight • 175 lbs. Skin • Olive Hair • Black Eyes • Black
Tusk is obviously from somewhere else. His clothes don't fit in here - they are old, worn and covered with sand dust. He has an accent, and he doesn't always understand the local customs. But he's trying and he's a quick learner. He has dark hair, skin and eyes, and still wears his clothes from his time wandering the Osirian deserts. He wears a brass talisman of Ra around his neck. Fires flare noticeably (though not dangerously) in his presence, he occasionally smokes slightly, and his body is almost painfully hot to the touch. When he gets angry or excited, his eyes glow with orange fire.
History
Tusk was raised in a nomadic Yerbira tribe in the deserts of Osirion. His father, the clan chieftain, hated magic and any who used it, making his views clear to his son. Tusk thought he hated magic too, but it was almost one year ago when he first manifested fire, a small flame flickering in his palms. He soon became addicted, constantly practicing to improve his fire summoning, while trying his best to keep it hidden from his clan, and especially his father. After practicing in private, he eventually could light a campfire using only his will. But he had not learned how to quench the fire. He summoned an eruption of fire in his tent, trying to make just enough to heat some tea, but the flames continued to spread. The fire got out of his control and burned down his tent. The entire village found out how it happened, and his father discovered that he was using magic against the clan's rules. His father and the other villagers wanted to execute Tusk for his 'curse' as they called it, threatening to throw him into Desert's Mouth.
But the clan elder, who had seen the benefits of magic in the past, and who knew that Tusk had a good heart, convinced everyone instead to banish Tusk and let him go out in the world to learn how to control his magic. Tusk made his way south into the jungle. While he never struggled to traverse the desert, he had a difficult time navigating the subtleties of civilization in Nantambu, so he kept to wild areas and small villages. Eventually, he ran into a friendly dwarven druid, who taught him how to better control his magic, how to survive near civilization, and eventually directed him to Magaambya to further his training.
Personality
Tusk can be naive, trusting others to explain to nuances of society to him, but he is usually able to read people to determine their motives. He has a temper and can be overconfident, relying on his magic, rather than caution, to protect him and help him win a fight. He is superstitious and religious, and still distrusts most magic, especially arcane magic, although he is coming to accept it. Despite his own abilities, he will be in awe when he sees new spells, and willing to accept magic if he sees it is being used for good.
He hates oppression and values freedom, but understands that laws are necessary to protect innocent people. His alignment is neutral not because he doesn't care, but because he is mostly good but sometimes lets his emotions get the best of him and does things that are selfish and not well thought out. In the nine-square alignment grid, he is in the upper left corner of the neutral square, just not quite far enough to be lawful good, but he's trying. (I know alignment is going away but it's a good way for me to describe his morals, and it's a hard habit to break :) )
At school, he is (or will be if we are just arriving) unsure of himself. Others seem to have practiced their magic for years, while he only discovered his magic last year. He will get frustrated at his lack of ability in anything other than fire spells, sometimes lashing out with his magic the only way he knows how. He has made a few friends (hopefully the other PCs) but has not branched out much from there yet. Once he gets more comfortable with the school, he will be more outgoing. He's not shy or overly cautious, just in a strange place. I think he would like Esi Djana (being from neighboring countries), Noxolo, and Anchor Root. He might find Haibrim and Chizire a little too cavalier and carefree, although Haibrim will be interested in Tusk's fire magic.