Difference between revisions of "Dalt (Greyhawk Action)"

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[[Dalt (Greyhawk Action)| Dalt]] is the somewhat obsessed [[Suel (Greyhawk Action)| Suel]] god of locks and lock picking, and by extension of craft, science, and perfection at any cost. He appears as an old man with ragged white hair. One moment he is designing the perfect lock to bind all power in the world, the next he is martyring himself to free prisoners and the oppressed.
 
[[Dalt (Greyhawk Action)| Dalt]] is the somewhat obsessed [[Suel (Greyhawk Action)| Suel]] god of locks and lock picking, and by extension of craft, science, and perfection at any cost. He appears as an old man with ragged white hair. One moment he is designing the perfect lock to bind all power in the world, the next he is martyring himself to free prisoners and the oppressed.
 +
 +
Dalt (DAHLT) was forgotten for many years while
 +
he sought to free his brother Vatun; he is once again
 +
recognized as a god, although still primarily venerated
 +
by the Suloise people in the southeast. He talks
 +
with other gods of the Flanaess (except Telchur) in
 +
order to solicit help in his quest. Dalt is shown as an
 +
old man with wild white hair and piercing eyes or as
 +
a red-haired young thief. His symbol is a locked door
 +
with a skeleton key under it.
 +
 +
''Confront obstacles from different angles until a solution presents itself.''
 +
 +
Dalt is constantly trying to build a better
 +
mousetrap while being the better mouse. His name is
 +
used to bless fortresses, prisons, and chests of valuables,
 +
as well as the construction of new homes. His
 +
churches tend to be a mix of clerics who lock things
 +
and those who open them, each side seeing the need
 +
for the other.
 +
 +
Clerics of Dalt are much like their god, tinkering
 +
in workshops, building locks and traps, then turning
 +
around and trying to figure a way to undo their own
 +
work. They teach their building skills to carpenters,
 +
masons, and locksmiths, while training aspiring
 +
thieves and spies in the locksmith arts, although they
 +
only choose those who would use their talents for the
 +
greater good. They firmly believe in guarding valuables
 +
from those who would use them for selfish
 +
ends, and liberating goods from those who don't
 +
deserve to own them. They like to wander about
 +
cities and dungeons, looking for situations that
 +
would challenge their skills.
  
 
'''Alignment''': Chaotic Good
 
'''Alignment''': Chaotic Good
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'''Weapon''': Dagger
 
'''Weapon''': Dagger
  
'''Pathfinder Domains''':
+
=== Pathfinder Domains ===
 
Artifice,
 
Artifice,
 
Earth (Metal),
 
Earth (Metal),
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Trickery (Thievery).
 
Trickery (Thievery).
  
'''Action Techniques:'''
+
=== Pathfinder Traits ===
 +
* [[Religious_Traits_(Greyhawk)#Mercurial|Mercurial]]
 +
* [[Religious_Traits_(Greyhawk)#Obsessed_Craftsman|Obsessed Craftsman]]
 +
 
 +
=== Action Techniques ===
 
[[Transmute (Action Powers Technique) | Create]],
 
[[Transmute (Action Powers Technique) | Create]],
 
[[Dispel (Action Powers Technique) | Know]],
 
[[Dispel (Action Powers Technique) | Know]],
 
[[Detect (Action Powers Technique) | Spot]].
 
[[Detect (Action Powers Technique) | Spot]].

Revision as of 12:32, 6 September 2012

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Chaotic Good

Dalt is the somewhat obsessed Suel god of locks and lock picking, and by extension of craft, science, and perfection at any cost. He appears as an old man with ragged white hair. One moment he is designing the perfect lock to bind all power in the world, the next he is martyring himself to free prisoners and the oppressed.

Dalt (DAHLT) was forgotten for many years while he sought to free his brother Vatun; he is once again recognized as a god, although still primarily venerated by the Suloise people in the southeast. He talks with other gods of the Flanaess (except Telchur) in order to solicit help in his quest. Dalt is shown as an old man with wild white hair and piercing eyes or as a red-haired young thief. His symbol is a locked door with a skeleton key under it.

Confront obstacles from different angles until a solution presents itself.

Dalt is constantly trying to build a better mousetrap while being the better mouse. His name is used to bless fortresses, prisons, and chests of valuables, as well as the construction of new homes. His churches tend to be a mix of clerics who lock things and those who open them, each side seeing the need for the other.

Clerics of Dalt are much like their god, tinkering in workshops, building locks and traps, then turning around and trying to figure a way to undo their own work. They teach their building skills to carpenters, masons, and locksmiths, while training aspiring thieves and spies in the locksmith arts, although they only choose those who would use their talents for the greater good. They firmly believe in guarding valuables from those who would use them for selfish ends, and liberating goods from those who don't deserve to own them. They like to wander about cities and dungeons, looking for situations that would challenge their skills.

Alignment: Chaotic Good

Weapon: Dagger

Pathfinder Domains

Artifice, Earth (Metal), Liberation, Rune, Trickery (Thievery).

Pathfinder Traits

Action Techniques

Create, Know, Spot.