But in fairness LazarX nor was he an anthropomorphic lion, I do not think the OP is concerned about the historical accuracy of the situation :) I might consider Taldor, but you would need to make a few changes. Maybe you could be anti Stavian III and want his daughter Eutropia to take the throne? Stavian Info Here
HP 23/23 | AC 20, Touch 17, Flatfooted 15 | Fort +6, Ref +7, Will +0 +2 vs Poison | Init +4 | Perception +5 | Bombs 5/5
"Might burn goods stuff, let's but girl monsters head on a stick and do voices! Fun and probably lure stupid ogre out!" Mogmurch says, "We can stick it through window and do a show!" "Hey Daddy its me, me think me lost wait, ahahahah! Me finally getting a head! Ahahahaah, stick with me!"
Your rogue is so jealous of other classes he turns green and gets stronger... no wait that's the alchemist, what can rogues do again? Your Faction Leader is so slutty she could make a succubus blush. Your Empire is so decadent there national sport is inbreeding. Your Faction leader is so crooked Grand Master Torch would not play him at poker.
Updates tonight apologies for delay World Cup party and ended up in France without my Passport :0
Please post a brief in character introduction to your character including a description of their appearance. The gala inside the Chelish embassy appears to be in full swing, and as the faint light from the building falls upon the alleyway outside, Venture-Captain Ambrus Valsin’s mission briefing is hard to forget. “Pathfinders,” Valsin boomed but hours earlier in the briefing chamber within the Grand Lodge, “Zarta Dralneen no longer exists. She never existed. She’s never worked for the Chelish embassy here in Absalom, and she’s never been in charge of the Chelish Pathfinders. At least that’s what I was told, repeatedly, to my face, through three layers of Chelish bureaucrats. I know those people, and they all knew Zarta. They didn’t just forget about her. She’s been ‘disappeared.’ “I don’t know where she went and I don’t know who took her. What I need you to do for me is to go into the Chelish embassy and find out as much as you can by snooping around for a bit. I want to know where Zarta is, I want to know who took her, and I want to know why she was taken. "We can’t afford to offend Cheliax, so you’ll have to infiltrate their embassy quietly. I’ve devised a cover story that should get you in the side door with orders to see the new Chelish ambassador. An ongoing diplomatic gala scheduled for the same time and a clever ruse by Venture-Captain Amara Li— who is also attending the gala—will keep the ambassador busy, but you’ll have to act quickly if you want to secure the information we need before he arrives to meet you. You must get into the embassy, get what we need, and get back out of the embassy without the Chelaxians ever catching on that we’ve been rooting around." "Here is a packet of information that bears on Chelish interests in Sargava. It’s legitimate intelligence that we probably would have passed on to Zarta eventually anyway and that we’re willing to give up for free as our ticket into the building." "You’ll enter the embassy through the north entrance of the residential wing, where Chelish imperial security receives all of their informants. Even if you have a good cover story, you might have difficulty getting past the guards there—if necessary, you’ll have to resort to bribing your way through. Once you’re in, the guards will likely make you wait for the ambassador when you tell them you have important information for him. Don’t give it to anyone else, since once they have the information there will be no reason for them not to show you the door." "Amara Li will keep the ambassador pinned down at the gala while you break out of the waiting room and snoop around. She will also meet you just before you enter the gala to cast a message spell on you, just in case you need to keep in touch during your mission. You just need to make your way to Zarta’s chambers—they’re in the southwest corner of the residential wing, but you’ll have to find a route that doesn’t intersect with the gala’s attendees or residents of the embassy. Try to get in and out in less than an hour. That’s my best estimate at how long the gala and Li can keep the ambassador preoccupied. Once you’ve got the information and made it back to the waiting area, you just have to wait for the ambassador to find time to see you." "My informants tell me that Ailenia Hospar, one of the clerks you’ll likely run into at the embassy, is addicted to shiver. I’ve procured some of the drug for you to slip her if she initially proves less than accommodating. You may also have to deal with Anstrella Trelax, the pompous night-duty officer." "Beyond that, what you’ll face is beyond my knowledge. I’ve ordered for you to receive several tools that might help you in your mission. Good luck, Pathfinders." You've received two scrolls of disguise self, and two elixirs of hidings.
To be clear I still consider this to be in the very early concept stages and am looking more for feedback than submissions, etc. @VanceMadrox, the way I envisioned it the PCs would gain a level of the course of the year so they would come into the main body of encounters at 12th level. I'm certainly up for discussion on the matter, but at some point spontaneous casters are going to be a spell level behind and my thought is that it would be more advantageous for them to catch up as combat becomes more common. I was thinking of 2000 words as a loose guideline for a month post, perhaps expecting one every two real life weeks. Player interactions, which I think should be kept fairly minimal in order to support the concept could be handled via PMs and we could make good use of the discussion thread to establish how successful efforts are, give answers to divinations, etc. As for setting I would prefer to use Golarion for accessibility, but was thinking perhaps Nex and Geb which seem to lend themselves both to high level play and to giving us a great deal of creative freedom since they are relatively undefined. World building is the other main option but of course would slow things considerably. Collection of Info on Nex and Geb: Nex A realm forged by one of the most powerful wizards to ever walk Golarion and named in his honor, Nex (pronounced NEKS) is a realm still filled with arcane wonders and ancient scars left by Nex himself. This combination of history and magic helps to make Nex one of the most cosmopolitan nations of eastern Garund. History Nex was formed in the ancient past, millennia ago, before this there was no nation to speak of just a collection of city-states grew from the ancient city state of Quantium. With the rise of the legendary archmage Nex Quantium experienced a rapid rise in power and soon dominated the surrounding city states creating the nation that would be known as Nex. It was not until -892 AR, that Nex's territorial ambitions brought him into conflict with the neighbouring southern kingdom of Geb, sparking the legendary conflict with the necromancer Geb that would make both (in)famous. The war between Nex and Geb was legendary with the two arcanists battling each other for many centuries, the magic used by Geb in this prolonged war devastated the nation of Nex, while the cities were protected from these magical assault the landscape between them has yet to recover. The archmage Nex disappeared during the war (in 576 AR) after a vicious gebbite attack that bathed the whole of Quantium in a poisonous fog that killed thousands and threw the country into political chaos. Despite this infighting the remaining government managed to stave off the attack from Geb, after that a series of arcane cults, cabals and factions have ruled the country. Despite the once fearsome rivalry, the hostility between the countries of Geb and Nex has cooled since Nex's disappearance and now a brisk trade passes between the two with Nex buying much of its food from Geb. The creation of the ruling Council of Three and Nine was a compromise aimed at keeping a balance between the various factions that traditionally fight with each other for control of Nex. Note: it is currently 4714 AR. Nex is not a verdant, gentle land, not after the centuries of magical warfare between two magic users as powerful as Nex and Geb, all the land outside of the magically protected cities was blighted by Geb's magic, turning them into a barren wasteland. These lands are now inhabited by tribesmen, outlaws and the descendants of the magical beasts unleashed by Nex during the war (many of them created in the fleshforges of Ecanus). Interestingly the nearby island that is now know as the impossible kingdom of Jalmeray has belonged to the realm of Nex on at least two different occasions, though it now belong to Vudran expatriots. Government Who rules Nex is unclear to most of its people, though the most common answer would be the Council of Three and Nine. The Council itself is made up of members from many different factions, and most people are confused about who is really in control - includign many of those who count themselves amongsth the controllers. Inhabitants The inhabitants of Nex are for the most part human but the cities are cosmopolitan and filled with people of every race and creed. The people of Nex have had a traditional rivalry with their southern neighbours in Geb, once this rivalry was violent but now it has simmered down and there is even a brisk trade between the two nations. Outside the large cities the human inhabitants turn from cosmopolitan to insular with small tribes and bandit groups attempting to carve out a meagre existence from the blasted and desolated lands. Humans are not however the dominate species as the wastelands between the cities is roamed by foul monstrosities, relics from the ancient war between Nex and Geb many of which were created in the fleshforges of Ecanus. Major Settlements Quantium, population 60,000, a port city on the Obari Ocean, is the capital of the nation of Nex. The city prides itself on its diversity; xenophobia is frowned upon. The city has many palaces, hanging gardens, open-air mazes and also several reputable
The city's central parade ground is known as the Warlock's Walk. Its centerpiece is a massive marble fountain. Two huge iron golems, one green and one red, silently circle the fountain, as they have done continually since the time of the archmage Nex. There are many statues of the archmage and the heroes who helped him forge the kingdom that still bears his name. Another landmark is the impressive Bandeshar, one time palace of the archmage but now the meeting place of the Council of Three and Nine. Its lower dungeons contain an entrance to the Refuge of Nex, believed to be the location of the vanished archmage Nex. Ecanus, population 23,400, is a city in southern Nex that was established as a fortress town during the centuries long war with neighbouring Geb. It is a sprawling city that serves as the hub of Nex's arcane powered military, here the battle mages that make up the backbone of the army are trained in a mixture of potent evocation and battle tactics. The city is also famous for its fleshforges, these building size artefacts were created by the archmage Nex himself and provide the terrifying war beasts which support the battle mages. The fleshforges are responsible for many of the nightmarish creatures which roam the wastelands of Nex, the Barrier Wall mountains, and even the Mwangi Expanse. The city of Oenopion (pronounced oh-NOH-pee-ohn), population 8,900, in the land of Nex, is known for its alchemists. They brew potions and elixirs, many of which are exported. The homonculi they create have a reputation for cunning and dependability. The city also has a golemworks. The central lake is the site of a massive ooze colony, which has developed a hivemind. As well as being a useful means of disposing of unwanted items, the ooze has proved to be useful in divination magic. Geb The Kingdom of Geb began as a colony of Ancient Osirion, and takes it name from the exiled Osirani necromancer Geb who became the land’s ruler. Geb plunged the land into war with neighbouring Nex, ruled by the archmage of the same name. Powerful magics were used by both sides, and many thousands of Gebbites died in the magical crossfire. Geb responded by animating casualties into a legion of walking dead. The war with Nex is long over, but Geb retains its undead heritage. Society is divided into three castes. The quick (the living, apart from thralls), the dead (intelligent undead), and chattel (living thralls and mindless undead). The quick and the dead are treated equally; the chattel have no rights. Those who die in Geb are usually reanimated as undead. The city of Graydirge is built out of the bones of those who were unwilling or unable. Economics Warm winds from the Obari Ocean creates lush grassland in Geb, allowing crops to prosper. The fields are mainly worked by mindless undead, and foodstuffs is Geb’s major export. They trade food to Nex in return for rare components and luxury goods. They also trade food to Alkenstar, in return for the city state’s ice wine, which is a favourite of Geb’s nobility. Government The necromancer Geb, now a ghost, remains the head of state. He rarely manifests before the people, so the acting ruler is the lich Arazni, Harlot Queen of Geb. The country’s day-to-day affairs are managed by the Blood Lords, an aristocracy of powerful living and undead necromancers. The chief Blood Lord is the vampire Kemnebi, who holds the office of chancellor. Alkenstar The city-state of Alkenstar (pronounced AL-ken-star) has gained an unexpected level of power despite its tiny size, through the invention of firearms, a necessity for survival in the harsh, magic-dead region known as the Mana Wastes. Beyond just firearms and weaponry, the engineers and alchemists of Alkenstar have crafted and perfected technology to a level far surpassing any other region in the Inner Sea, capitalizing on the rich mineral deposits and the need for something to replace the usually omnipresent conveniences of magic. Government The Grand Duchy of Alkenstar is technically a vassal of the nation of Nex to the north of the Mana Wastes and Grand Duchess Trietta Ricia should, by the letter of the law, report to the rulers of that land. In practice, however, Alkenstar remains a fairly independent city-state and a force of neutrality between the rival nations of Nex and Geb. The small nation is governed by a High Parliament consisting of 73 ministers representing the various factions in the three settlements and small rural sections of the city-state's realm. Geography The city-state of Alkenstar is located on the banks of the Ustradi River where it plunges over the Hellfallen Cliffs in the Alken Falls. Amid the magic-dead region known as the Mana Wastes, Alkenstar is perfectly suited to act as a neutral intermediary between its neighbors of Nex and Geb to the north and south respectively. The nation itself occupies a low valley amidst the barren Shattered Range and consists of three settlements which are often considered districts of the same large city. The primary of these is Alkenstar City, located on the edge of the cliffs and containing most of Alkenstar's population. At the foot of the cliffs lies the town of Martel, which connects to the main city via two immense towers which climb over the seven hundred feet to connect with buildings in Alkenstar City through skybridges. Linked via the cyclopean sky-bound Bridge of the Gods, the dwarven Sky Citadel of Dongun Hold produces much of the city's mineral resources, used locally in manufacturing or trading abroad. At the other end of the great bridge, on the other side of the canyon, one finds Cloudreaver Keep, which guards the city's eastern border. History Alkenstar began as a refuge for residents of Nex and Geb, fleeing the centuries-long war that devastated both nations. In the relative safety of the Shattered Range, they developed, primarily out of necessity, incredibly advanced technology. The rate of progress can be seen by examining the two oldest structures in the city-state, Old and New Bridge, separated by only a few centuries but noticeably different in terms of architecture and technological achievement. The city's Gunworks were founded in 1903 AR and since then the city's renown has only increased. To the current day, nations throughout the Inner Sea region contract the engineers and metallurgists of Alkenstar to craft weapons for them, such as the Taldan bombard Worldbreaker of 2009 AR and their own Great Maw of Rovagug of 4450. Inhabitants The Grand Duchy has a primarily human population, with most inhabitants belonging to the Keleshite or Garundi ethnic groups. The nation's proximity to (and encompassing of) the dwarven settlement of Dongon Hold brings a relatively large dwarf population into the mix, though most of these inhabitants reside exclusively in the Sky Citadel itself. Aside from the dwarven spoken in Dongun Hold, most citizens speak either Osiriani, Kelish or both. Commonly worshiped deities include Torag, Erastil, Abadar, and Irori. Trade Alkenstar is one of the only places in the world where firearms are manufactured and their understanding of this situation has allowed the city-state to control the supply of these weapons, keeping the price high and their coffers full. In fact, a full ninety percent of all firearms, both personal weapons and artillery manufactured in the Gunworks are kept within Alkenstar itself, both for protection and to maintain product scarcity throughout the rest of the world. In addition to exporting firearms, Alkenstar profits greatly on the commodity of its citizens' expertise in the fields of engineering, alchemy, and metallurgy, sending masters on lucrative contract jobs across the Inner Sea region and beyond. The mineral-rich mountains in which the Grand Duchy sits provide raw
As wealthy as Alkenstar may be from its manufacturing and engineering exports, the desolation of the Mana Wastes has left arable land quite scarce in the region. As a result, the city-state imports most of its food from its southern neighbor of Geb, often trading one of the few potable goods produced locally, a potent ice wine.
You use a pregen goblin so you need to create an alias for your gobbo - I am sure you can find a 2nd level Poog's stats to copy and paste of the site. You apply the credit to a PFS character so essentially you get the gold and a third of a level for a different character. You need a PFS number so the credit can be applied, you probably ought to create a PFS alias for a character to though you would not need to do an actual build or anything until you were ready to play. PFS link follow the join link just under the welcome paragraph.
Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2
With this character if I say something weird I probably do mean it :)
@Mark Stratton please explain how on earth you managed to construe that the OP was "basically shutting down the scenario". As far as I can discern he was trying to extract information from a foe, if that is shutting down a scenario I think every scenario I have ever played in has been irreparably compromised.
You seem to be pretty much admitting that you would be in the wrong to disallow the intimidate on a demon is PFS. You would be wrong to not allow it, you appear to be aware of that but you would do it anyway? Your example is easily dealt with by a sensible GM, "If that is true then if I kill you I will never have existed to kill you, guess I have nothing to loose ragggghhhh!"
I think my advice would be to ask your GM if he would contact the Venture Officer for clarification. That way you let him know you are serious let him state his position to the VO as a query rather than it feeling like tattling. "Sorry to be a pain, but this is quite a big deal for me could you please check with the VO - here is his/her contact information. I believe that the consensus on the PFS boards was that you cannot alter the rules for intimidate like that, and I cannot legitimately alter my character in PFS so I would really appreciate it if you would check on this matter."
@Rapanuii having read the entire thread and being almost wholly in agreement with you I would like to say that I feel you have been impolite and too quick to be dismissive and aggressive to other posters. It is obvious you are trying to be polite, but you quickly seem to become vitriolic. I am not trying to insult you, but to put across how I am perceiving your posts from what I believe is a neutral stand point. As to the point this being PFS if it is inappropriate for a monster to be subject to the normal rules the Scenario writer will tell you so, it is not your call as a PFS GM.
A very good point Jiggy and Nosig raise there, I admit I have never thought of it from that perspective and thank you for illuminating it for me. Maybe something like asking for bullet points would be an acceptable compromise? Something like asking for the tone? Do you flirt, do you use reason, do you flatter, etc.?
HP 10/10 | AC 15 | T 12 | FF 14 | CMD 7 | Fort +4 | Ref +1 | Will +5 (+2 vs fear and despair) | Init +3 | Perc +3 | SM +3 | Sermanic Performance 7/7 | Firebolt 6/6 |
"Slow, it works out slow," Nelwin replies huffily, "very well come on then time is valuable, and thus by the transitive property, money!"
HP 10/10 | AC 15 | T 12 | FF 14 | CMD 7 | Fort +4 | Ref +1 | Will +5 (+2 vs fear and despair) | Init +3 | Perc +3 | SM +3 | Sermanic Performance 7/7 | Firebolt 6/6 |
Nelwin quirks a brow at the youth, "I seek to inspire, not hire! Its cheaper... I am sure that the hot blooded pursuit of righteousness will see us lauded, applauded and laden with all manner of desirables. Honestly you good guys, ah, us good guys, have got it made, we can kill people and take their stuff so long as they are bad slash ugly slash an undesirable species! So we save Lady Malassene, get our reward from her, kill her captors take their stuff and collect spiritual brownie points! I should have become good decades ago! Its very fulfilling!" The gnome pauses, sighs and withdraws a carved wooden holy symbol that resembles an angel with a sun-like halo, gives it a melancholy look and hits himself on the head with it. "Bad Nelwin, stop making goodness sound like a scheme."
A penalty is no a bonus, language simply does not work that way, RAW is clear you get the bonuses you do not get the penalties. A negative bonus is a nonsense being used because you do not like the conclusion. Here is the Oxford English Dictionaries definition, all the others I looked at were broadly similar and none worked for a negative figure. If you can have a negative bonus I pay my employer minus £20000 a year, and if that makes sense I'll happily regurgitate minus one of my hat. To take the position that armour still gives its penalties while polymorphed is silly, we all know it does not it never has, and it never will. My none magical fullplate used to slow me down because it was heavy and restrictive, but now I've wildshaped and its vanished and it no longer weighs anything it slows me down because, uhhh, hmm, I don't want the wild property abused. I think the preferable solution would be for wild armour to only work with armour you are proficient with. The suggestion that armour still weighs something while polymorphed is silly, druids can no longer turn into sparrows because their armour won't allow them to fly, they can wild shape will carrying their max load and weigh a tonne, etc. Silly and open to its own abuses.
Honestly I don't think I can recall a single situation where an enchantment has not been a blast, my experience has been that the player still gets to play their character and usually has a great time. Things have got nail biting a couple of times, but the worst case is one character turned against the party, which is generally fine. I've not played much PFS though, and only low level scenarios, but I cannot see why there would be much difference.
Ah, no, my friend, the class you are looking for it is Swashbuckler! The parry and riposte ability is essential for Inigo Montoya. Of course it depends on whether your DM will allow the free Advanced Class Guide test classes in their current forms, but the Swashbuckler seems pretty balanced to me and has thus far been tremendous fun to play. Take a look at the character in this alias, he is pretty much Inigo Montoya as a tiefling.
I am pretty sure those are two separate sentences, a wizard can both, cast spells that cannot normally be cast on another creature on their familiar, and cast spells that they could normally cast on something else on their familiar and have them work even though they would not normally work on a magical beast. It does not say that the later clause only applies to spells with a target of "you". That is certainly how I have always seen the rule interpreted.
A note on character death, which may well happen as I don't like pulling punches and high CR encounters may crop up - I'll avoid anything off the difficulty scale, but an epic CR 5 encounter could be a real killer, etc. If your character dies you will be "dislodged" from the game, you may reapply with the a different character, or with the same character. This is designed to make death a bit scarier, to allow for some IC convalescence, and to give waiting folks a chance to get in on the game. Its not supposed to punish you for dying, its supposed to make things a bit more visceral, and I would not actively recruit just let any alternates in first.
@Chandra Sylor Choice 1:
You are Andrew, a male halfling witch. You are 36 years old, stand 38 inches (3' 2") tall and weigh 36 lbs (2 st. 8 lb.)
Characteristics: hunchbacked, handlebar moustached. Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle. Some witches make pacts for their power by choice. Many more discover it by accident or circumstance. Homeland, Family, and Childhood
Circumstance of Birth: Lower-Class Birth. You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait. Major Childhood Event: The War. You grew up against the backdrop of a major military conflict that affected much of your childhood world. You became accustomed to a short food supply, living in occupied territory, and moving from place to place. Several of the people you knew in your childhood were lost in the war, including members of your family. You gain access to the Vagabond Child regional trait and the Deny the Reaper story feat. Adolescence and Training
Influential Associate: The Boss. You once gained employment under an organized and powerful individual with far- reaching influence. When the boss was present, everyone listened. This could have been a military commander, tribal chieftain, guild leader, or gang leader. From the boss, you learned how to make people listen, make them see reason, and keep them in line. You gain access to the Natural-Born Leader social trait. Moral Conflict, Relationships, and Vulnerabilities
Romantic Relationships: Current Lover. You are currently involved in a romantic relationship. You gain access to the True Love story feat. Relationship with Fellow Adventurers: Business associates, current or former. Drawback: Love. Your love for someone motivates you. When this person is in danger, you're prone to feel weak, powerless, or angry. You gain access to the Lovesick drawback. Deity and Religious Philosophy: Shelyn. You gain access to the Ear for Music religious trait. Final Alignment: lawful (0) good (1) Traits
Choice 2:
You are Andrewa, a female halfling witch. You are 36 years old, stand 38 inches (3' 2") tall and weigh 32 lbs (2 st. 4 lb.) Characteristics: faint moustache, braggart. Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle. Some witches make pacts for their power by choice. Many more discover it by accident or circumstance. Homeland, Family, and Childhood
Circumstance of Birth: Middle-Class Birth. You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility. You gain access to the Artisan social trait and the Merchant social trait. Major Childhood Event: Inheritance. A great sum of wealth or property was bequeathed to you at an early age, providing you with extraordinary means. Daily costs of living have ceased to concern you, and you've learned that there is little that money cannot buy. You gain access to the Rich Parents social trait. Adolescence and Training
Influential Associate: The Lover. You had a romantic connection in your adolescent years, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions even though you often find your thoughts still straying toward that special someone from so long ago. You gain access to the Charming social trait and the True Love story feat. Moral Conflict, Relationships, and Vulnerabilities
Romantic Relationships: Experience but No Substantial Relationships. You've had a fling or two, but have so far shied away from any ties or commitments. Relationship with Fellow Adventurers: Servants or apprentices to the same master. Drawback: Youth. You reflect upon your youth as a golden time, one ever present in your mind and that refuses to fade into the background. Every day, you feel yourself growing older and closer to your inevitable end. You seek ways to make yourself look and feel young in attempt to rekindle that fire of your adolescence, but despite your attempts, you realize that your time still draws ever nearer. You gain access to the Vain drawback. Deity and Religious Philosophy: No Deity. Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait. Final Alignment: lawful (1) good (3) Traits
Hmmm, the female version got a handlebar moustache... I subbed in faint moustache, but feel free to ignore that if you wish. The generator can be a little quirky, lol.
Daniel Stewart wrote: Well I still am pulling for the dwarf/undead idea, but I think the Genie could be cool too. Not too sure of the setting though.....maybe as embodiments of the elements, were are needed to restore a balance in nature??? "EARTH!" "FIRE!""WIND!" "WATER!" "HEART!" "By your powers combined..I AM CAPTAIN PLANET!" Bagsy not heart! |