Difference between revisions of "Dalt (Greyhawk Action)"
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''Chaotic Neutral''</noinclude> | ''Chaotic Neutral''</noinclude> | ||
− | [[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.His symbol is a locked door |
+ | with a skeleton key under it. | ||
Dalt (DAHLT) was forgotten for many years while | Dalt (DAHLT) was forgotten for many years while | ||
he sought to free his brother Vatun; he is once again | he sought to free his brother Vatun; he is once again | ||
− | recognized as a god | + | recognized as a god. First re-discovered |
− | by the Suloise people in the southeast. He talks | + | by the Suloise people in the southeast, his embrace of new solutions and technology has spread his cult thinly across the Flanaess. |
− | with other gods | + | |
+ | He talks with other gods (except Telchur) in | ||
order to solicit help in his quest, and more recently to repay debts for assistance rendered. | order to solicit help in his quest, and more recently to repay debts for assistance rendered. | ||
Dalt is shown as an | Dalt is shown as an | ||
old man with wild white hair and piercing eyes or as | old man with wild white hair and piercing eyes or as | ||
− | a red-haired young thief | + | a red-haired young thief. |
− | |||
''Confront obstacles from different angles until a solution presents itself.'' | ''Confront obstacles from different angles until a solution presents itself.'' | ||
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mousetrap while being the better mouse. His name is | mousetrap while being the better mouse. His name is | ||
used to bless fortresses, prisons, and chests of valuables, | used to bless fortresses, prisons, and chests of valuables, | ||
− | as well as the construction of new homes. His | + | as well as the construction of new homes and tools. His |
churches tend to be a mix of clerics who lock things | churches tend to be a mix of clerics who lock things | ||
and those who open them, each side seeing the need | and those who open them, each side seeing the need | ||
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'''Weapon''': Dagger | '''Weapon''': Dagger | ||
+ | |||
+ | '''Symbol: | ||
+ | A locked door with a skeleton key under it. | ||
=== Action Techniques === | === Action Techniques === | ||
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=== Pathfinder Obedience === | === Pathfinder Obedience === | ||
− | Work on your preferred method of creation . Follow any creative thoughts that arise to their conclusion, only to realize there is a better way. Tear up just what you just made, and start over. This process might be repeated several time during the hour of the ritual, finishing either with a new item, or wild plans for how to improve the design. | + | Work on your preferred method of creation. Follow any creative thoughts that arise to their conclusion, only to realize there is a better way. Tear up just what you just made, and start over. This process might be repeated several time during the hour of the ritual, finishing either with a new item, or wild plans for how to improve the design later. |
Gain a +4 sacred bonus on Craft and Disable Device checks. | Gain a +4 sacred bonus on Craft and Disable Device checks. | ||
==== Evangelist ==== | ==== Evangelist ==== | ||
# '''Voice of Brass (Sp)''' jury rig''<sup><sup><sup>UC</sup></sup></sup> 3/day, ''fox's cunning'' 2/day, ''sands of time''UM 1/day | # '''Voice of Brass (Sp)''' jury rig''<sup><sup><sup>UC</sup></sup></sup> 3/day, ''fox's cunning'' 2/day, ''sands of time''UM 1/day | ||
− | # ''' Living Construct (Su)''' You can affect constructs as if they were living creatures. Once per day, you can target a construct with a spell or spell-like ability, and the spell resolves as if its creature type | + | # ''' Living Construct (Su)''' You can affect constructs as if they were living creatures. Once per day, you can target a construct with a spell or spell-like ability, and the spell resolves as if its creature type was humanoid. |
# '''Frozen Time (Sp)''' You gain the ability to halt time. You can use ''time stop'' as a spell-like ability once per day. | # '''Frozen Time (Sp)''' You gain the ability to halt time. You can use ''time stop'' as a spell-like ability once per day. | ||
Revision as of 12:41, 26 May 2021
Greyhawk Action! |
Chaotic Neutral
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.His symbol is a locked door with a skeleton key under it.
Dalt (DAHLT) was forgotten for many years while he sought to free his brother Vatun; he is once again recognized as a god. First re-discovered by the Suloise people in the southeast, his embrace of new solutions and technology has spread his cult thinly across the Flanaess.
He talks with other gods (except Telchur) in order to solicit help in his quest, and more recently to repay debts for assistance rendered. Dalt is shown as an old man with wild white hair and piercing eyes or as a red-haired young thief.
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 and tools. 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, traps and devices, 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 neutral
Weapon: Dagger
Symbol: A locked door with a skeleton key under it.
Action Techniques
Pathfinder Domains
Artifice, Earth (Metal), Liberation, Rune, Trickery (Thievery).
Pathfinder Traits
Pathfinder Obedience
Work on your preferred method of creation. Follow any creative thoughts that arise to their conclusion, only to realize there is a better way. Tear up just what you just made, and start over. This process might be repeated several time during the hour of the ritual, finishing either with a new item, or wild plans for how to improve the design later. Gain a +4 sacred bonus on Craft and Disable Device checks.
Evangelist
- Voice of Brass (Sp) jury rigUC 3/day, fox's cunning 2/day, sands of timeUM 1/day
- Living Construct (Su) You can affect constructs as if they were living creatures. Once per day, you can target a construct with a spell or spell-like ability, and the spell resolves as if its creature type was humanoid.
- Frozen Time (Sp) You gain the ability to halt time. You can use time stop as a spell-like ability once per day.
Exalted
- 1: Creator (Sp) crafter’s fortuneAPG 3/day, make whole 2/day, minor creation 1/day
- Safely Locked (Su) Your body is as resistant as a construct. You gain a +2 sacred bonus on saves against effects that cause ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
- Inspired Crafting (Su) When crafting magic items while adventuring, you can devote 4 hours each day to creation and take advantage of the full amount of time spent crafting instead of netting only 2 hours’ worth of work. In addition, you can use fabricate once per day as a spell-like ability. Though you can’t create magic items with the fabricate spell, you can use it to create items that you later enhance magically.
Sentinel
- Bronze Warrior (Sp) crafter’s curseAPG 3/day, heat metal 2/day, haste 1/day
- Constructed Form (Su) As a swift action, you gain DR 3/— for a number of rounds per day equal to your Hit Dice. These rounds need not be consecutive.
- Call to Battle (Su) Once per day as a full-round action, you can summon a clockwork golem (Pathfinder RPG Bestiary 2 137). The golem follows your commands perfectly for 1 minute for each hit die you possess before vanishing.