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Anything But Normal, Sailing the Endless Falls
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<blockquote data-quote="Kelleris" data-source="post: 3049496" data-attributes="member: 19130"><p>Hmm, I guess I should do one of these myself.</p><p></p><p></p><p></p><p>Heh, I'm not sure what you'd have to do to get "exuberant innocence" out of Lupaz - he's pretty much the way he is for good at this point, barring something drastic happening like a change from unlucky to lucky. I do like the idea that Lupaz has a somewhat sinister reputation even though he can control the cursing effect now, though. That's actually something he would encourage, in fact, maybe simply by chuckling drily at others' misfortunes (little things only, though - I'm talking about dropping a plate of food, not losing your family here). Anything that helps the old Intimidate check...</p><p></p><p></p><p></p><p>I thought a cabal of water elemental alchemists illegally brewing and trading in poisons would be interesting. It should be something that actually requires the island-ship, though, whatever it is. And I'd prefer having only one prior mission together if that's okay with everyone, since we'll wind up exploring each others' characters in play anyway, so I think it would behoove us not to already be best buddies.</p><p></p><p></p><p></p><p>For what it's worth, I can also cast <em>tongues</em>. I assume that "the ability to speak and understand the language of any intelligent creature" overcomes little things like not having the right speech organs. And I would think that Lupaz would be your natural companion for stealth stuff, actually, since I have max Hide and Move Silently as well as things like <em>disguise self</em>, scent, Knowledge (local and geography), and the ability to inflict a -13 penalty on Spot and Listen checks without making a sound.</p><p></p><p>If you want to bulk up the Bluegorge portion of your backstory, remember that I left a bunch of sneaky water kobold saboteurs and disorganized bands of fire ogres to other people. If you feel like your guy could be of decisive use against one of those threats, feel free to elaborate on them.</p></blockquote><p></p>
[QUOTE="Kelleris, post: 3049496, member: 19130"] Hmm, I guess I should do one of these myself. Heh, I'm not sure what you'd have to do to get "exuberant innocence" out of Lupaz - he's pretty much the way he is for good at this point, barring something drastic happening like a change from unlucky to lucky. I do like the idea that Lupaz has a somewhat sinister reputation even though he can control the cursing effect now, though. That's actually something he would encourage, in fact, maybe simply by chuckling drily at others' misfortunes (little things only, though - I'm talking about dropping a plate of food, not losing your family here). Anything that helps the old Intimidate check... I thought a cabal of water elemental alchemists illegally brewing and trading in poisons would be interesting. It should be something that actually requires the island-ship, though, whatever it is. And I'd prefer having only one prior mission together if that's okay with everyone, since we'll wind up exploring each others' characters in play anyway, so I think it would behoove us not to already be best buddies. For what it's worth, I can also cast [i]tongues[/i]. I assume that "the ability to speak and understand the language of any intelligent creature" overcomes little things like not having the right speech organs. And I would think that Lupaz would be your natural companion for stealth stuff, actually, since I have max Hide and Move Silently as well as things like [i]disguise self[/i], scent, Knowledge (local and geography), and the ability to inflict a -13 penalty on Spot and Listen checks without making a sound. If you want to bulk up the Bluegorge portion of your backstory, remember that I left a bunch of sneaky water kobold saboteurs and disorganized bands of fire ogres to other people. If you feel like your guy could be of decisive use against one of those threats, feel free to elaborate on them. [/QUOTE]
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