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  #16  
Old 02-17-2019, 10:36 PM
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Well, my character is done.
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Leaning against the wall, watching the others rush by him, he grins. "Go ahead, go get that treasure that's laying there. Be more for me after you die."
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  #17  
Old 02-17-2019, 10:36 PM
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@Seekr34: Why did you double your application?
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  #18  
Old 02-17-2019, 10:39 PM
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Quote:
Originally Posted by LeoByron View Post
@Seekr34: Why did you double your application?
I goofed, it quote instead of edit. I deleted the 2nd one. Sorry about that.
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Leaning against the wall, watching the others rush by him, he grins. "Go ahead, go get that treasure that's laying there. Be more for me after you die."
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  #19  
Old 02-18-2019, 02:25 AM
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Name: -D'Ambra-
Race: Dhampir
Gender: Female
Age: 24
Classes: U.Rogue (Knife Master) / Magus
Alignment: CN

____

Role: Skills Master with High Charisma Specialization, Potent Melee Combatant , Arcane Enhancement , Disguise Specialist , Stealth Infiltration.
Racial Feats:
Consuming blood reinvigorates you.

Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, such as “goblinoid” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.

Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
Blood Drinker(Dhampir) ,
You possess some of the dominating powers of your vampire progenitor.

Prerequisites: Cha 17, dhampir.
Benefit: You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking 20 still requires 20 times the normal time to perform the skill.
Normal: You cannot take 20 on any check where you incur penalties for failure.
Natural Charmer(Dhampir)
Traits:
Your fragile flesh shows signs of years not yet lived.

Benefit: Any creature trying to discern your true age must make a Perception or Sense Motive check opposed by your Bluff check; you gain a +5 trait bonus on This check. You gain a +2 trait bonus on Disguise checks if your disguise makes you look at least one age category older, and ignore the check penalty for disguising yourself as a different age category while doing so.
Old Before Your Time(Dhampir) ,
Since birth you have had an intimate connection with a certain number.

Benefit: When you select this trait, roll 3d6. The resulting number becomes your numerological totem and can never be changed. Once per day, when you roll your totem number on a d20 (such as an attack roll, save, or skill check), you may treat that roll as if you had rolled a natural 20 on the die.
Numerological Gift(Dhampir) ,
Your honeyed words are nearly impossible for your enchanted subjects to ignore.

Benefit: You gain a +2 trait bonus on Charisma checks to convince an ally enchanted by one of your charm spells (such as charm person or charm monster) to do things it wouldn’t normally do.
Mind Trapper(Dhampir)
Flaws:
You are weaker in an attribute than you should be.

Effect: Reduce one of your ability scores by 2.
Special: You cannot take this flaw if the total of your ability modifiers is 8 or higher.
Pathetic(Str) ,
You are particularly unaware of your surroundings.

Effect: You take a -4 penalty on Listen checks and Spot checks.
Inattentive
Drawback:
You are sensitive about the way others perceive you.

Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.
Vain

____

Grey is the setting sun that heralds the veil of enshrouding mysteries. Under the darkness of night, fell creatures roam freely since the distant times of antiquity…

Blood and Crimson do not know their worth-- at the edge of a sleek knife.
Heartfelt calls simply echo throughout eternity… once the razor descends-- to swiftly claim another life.

For in the end we were always alone…
No need to struggle when the flicker in the shadow approaches.

~




Description and Personality:
Cool, callous, conniving -- sassy, steadfast and presumptuous -- D’Ambra holds the presence of a calm confidant, and the arrogance and regal contemptuousness of a young debutante. She is absolutely beautiful beyond any normal measure with her fair, delicate skin, penetrating eyes of violet, graceful, elegant demeanor, and ladylike composure of ease and grace. She knows the jaw-dropping influence she commands at her disposal, and she wields these honed attributes in the utmost regard to exploit the unsuspecting target… needing to be exploited. She is slight, enchantingly coy and flirtatious, ever seductive and provocative in her tones, her social skills of sexual allure, intimidation, and feigning diminutive, ladylike weaknesses-- are all precisely top notch and intended, and are all as sharp as her various blades hidden beneath her beguiling facade...

She is an Enchanting Courtesan when the needs arise… or the quickest and most grueling death-dealer one could possibly cross paths with. Beautiful and sensual clothes of finery are adorn for socialite purposes. While black leathers, strong boots, rugged equipment and grappling hooks are geared securely for midnight secrecy and calculated execution. Both of these extreme outfits mind you, are of course fitted fastidiously with her numerous concealed blades of poisonous demise. She carries a wizard’s tome that few have gleaned, over-developed canine teeth, and magical scars the coalesce under her sleeves that can be picked-at and ruptured to unleash enchanted blood to fuel further magical effects...

She's not above the value of a tight-knit team, although. She's no renegade rogue for sure. Nothing beats the effective accomplishments of a well organized squad. She's quick to fall into cohesion with formidable partners. Once amongst a somewhat trusted team, she will let her guard down, slightly, maybe, and her playful humor will be shared more generously and openly. She delights in a strong game of Chess, although no one has beaten her yet. She keeps a diary in the evening for reflections and psychological stability. A glass of expensive elven red wine is her pastime of choice, and charismatic conversation with a handsome and prospective young man, with *rich vitality* running through his… tasty veins... is an ideal evening for certain. Her eyes are known to turn a putrid yellow when she spies a suckling and an exciting opportunity, take note.

Background:
 
Desires, Motivation, and Redemption
 
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Last edited by WhiteStag; 03-08-2019 at 02:51 AM.
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  #20  
Old 02-18-2019, 05:23 PM
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My character is at the review/questions phase. Only thing left to spend money on is food and such.
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  #21  
Old 02-18-2019, 06:41 PM
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Barid Dinnam

Race:

Human

Class(es):

Eldritch Archer Scion Magus 4, Musket Master Gunslinger 3, Arcane Archer 3

Intended Role:

Ranged Damage Dealer, Magic Support

Alignment:

Lawful Neutral


Physical Description:

Barid stands an average 5 foot 9 with a short military cut of dark brown hair. A fit lean build of muscle, he has a calculating look about his eyes and a quiet air of menace around him. A well groomed anchor mustache completes his face. He dresses himself in fitted dark clothes and on his back is a long thin locked case. He carries on his hips a complicated bag of tools that would look more at home to a engineer than a soldier. Not a fan for nastiness of close combat, he knows that every fight will end up there. A simple longsword sits on his hips for when that time is reached. He carries it as a man who is trained in it, but he will never be seen as a master.

Personality:

Haughty and with an air of derision would be the best way to describe him. He has a clipped military manner from a lifetime of service and preparation.Calculating, efficient, direct to his point. He dislikes flowery flashy people, but can't deny the effectiveness of a bard in turning the tides of battle or in turning a hostile town into loyal followers.
For those ranking above him he is every inch the respectful officer. For those that are placed underneath they find a hard man with no ounce of pity for weakness or hesitation. He demands perfection at every moment and accepts nothing less from them. Fail or falter and he will leave you behind.

He desires to rise high in the empire, leading his people to finish what they started centuries ago. He believed that the Kingdom is destined to rule the world and that only the treachery of the dragons and deities delayed that future. As a result, he does not deny their power and existence, but neither does he bend knee to them. As a child, he wished to stand as its high general below the Emperor. Leading the Kingdom's armies and conquering the old lands once more. Now that he has been placed in the Wanderlords, he desires a new job. The Emperor in all his power can not possibly control the Overseers directly. There must be someone they report to and he sees no reason why he does not have the skill or power to be that person.

Background:

Born to a minor lord and lady, his childhood was a lifetime of study, labor, and duties. Raised from a young age for a life of military service, he was drilled in tactics, politics, and protocol of the nobility. He was soon found to have the gift of inherent magic and a tutor was contracted to train him in that as well. Before long he grew into a well mannered child. At 14 he was enrolled in the officer program. He excelled in every facet from military history to debate. At 18 he graduated with honors and was assigned to a secure research lab in a remote mountain range. It was not his job to know what they designed or worked on. It was his job to ensure that its secrets never escaped.

It was while he was there that he came into the program himself. 2 years into his service, a dwarf researcher went rogue and escaped with the help of a rebel noble faction and a dangerous prototype. The facility ground to a halt and dread gripped everyone. The commander of the guard was executed the next morning for gross incompetence and the rest of them were destined for the noose. It was only last minute negotiations to stop the escape of the dwarf that saved them. Squads set out into the mountains and snow to kill the dwarf and retrieve the prototype.

Given a small detachment, Barid hunted the survivors down. Tracking them relentlessly, he wore his men down and discarded them when they fell behind to make their own way back to base or to follow. He pushed himself on without pause or rest tracking them for days before arriving at the abandoned mine where they had taken refugee from a storm. He never spoke of what happened in there or what was done, but he started to walk back to the facility with the weapon on his back. Arriving back, the new commanders had a choice. He was the only one left outside of the researchers who knew about the prototype. They could kill him or use him. After examining his record and seeing his potential they reinvisioned the project. No longer was it an attempt to create a prototype weapon, but a prototype solider. A whole new way of fighting a war was imagined with him and one that could change the world and ensure the empires dominance against anything. It did not take long for the Wanderlords to learn of this program and transfer him to their command. Or perhaps they always knew. It is hard to tell how far their reach stretches.

He stayed at the facility another 5 years learning the arcane mixtures and abilities of the new weapon. He learned to fuse science with magic and steel with deadly spells. For him it was a natural extension of his previous abilities with a bow. Now it simply was steel ball instead of an arrow. He learned to magically enhance them with all manner of spells and powers. The weapon gave him a reach further than bow or crossbow and more hitting power. The only lose was the speed, but with practice and endless repetition even that soon became nearly as quick. Released into the Wanderlords service, he left the facility will all the knowledge they had on it.

Their new weapon proved his worth time and time again. His profile swelled as mission reports and commendiations piled up. Killing rogue commanders, striking down key enemies, or hunting beasts that plagued trade routes. He returned each time with another success. Now a new traitor emerged. One that possibly carried the fate of kingdom in its hands. So he was unleashed again, this time with a squad of his equals.
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Last edited by mightymconeshot; 03-07-2019 at 09:14 PM.
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  #22  
Old 02-19-2019, 09:43 AM
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Barqas Ultha
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Name: Barqas Ultha
Race: Suli (Ignan)
Class(es): Warpriest of Gaia
Intended Role: (Damage dealer/Debuffer/Buffer)

Physical Description:
Glistening skin of dark bronze covers thick, muscular form, set with strange tattoos and ritual markings. Barqas is a handsome man by any standard, with his pitch black hair pulled back and his full beard treated with oils that hint of coffee and dark cherry. Dark, smoldering eyes cast a mischievous glimpse and he carries a smile that lights up the room. Some have claimed to have seen flames dance in those eyes, gone as quick as they appear.
Clad in the fashion of the southerners, wearing a loose shirt or even some sort of a toga hybrid decorated with various small items of silver and jade, set with gold trimmings and made of the finest of silk. He carries a great hammer on his back and when there is fighting to be done you can see him stride forth in a mighty suit of steel armor, engraved with the emblem of a sun and wearing his lion-head helmet set with an almost flame like mane and massive ram horns.

Personality:
Barqas was once asked how he came to be a warrior in the service of Gaia “A wager was made and a wager was lost.” was all he said.

Barqas is a colorful man, full of mirth and love for all that life has to offer him. He is jovial and fearless by nature but unable to hide his emotions and at times uncomfortably loud and outspoken when he feels injustice has been done to him. His anger is quicker to fade than it is to appear and all negativity is soon forgotten, to be replaced with that contagious smile of his.
One would think a man who serves as a Wairpriest to Gaia herself would be a pious man but Barqas is far from it, most of the time he even claims to serve other gods than The Mother and at few occasions he’s proclaimed that he’s “done with all this priestly nonsense!” only to be seen bellowing praises to Gaia or Sarenrae or Gorum (or any other deity he finds needs a praise at that moment) a moment later as he wades into battle, crushing his foes with that great sledge of his, bathed in the blessing of one god or the other.
He believes in redemption, he believes there is a spark of good in all except gnolls who he finds have no place among the living. He believes All the gods are one and the same and he finds himself constantly at odds with Her/Them. Still her serves, as that is what he must do.


 


Alignment: CG

Last edited by Cedric; 02-26-2019 at 12:15 PM.
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  #23  
Old 02-19-2019, 10:21 AM
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Name: Azrean Verish

Race: Human

Class: Unchained Rogue (Knife Master) 10

Intended Role: Skill Jockey / Sneak Attack Beast

Physical Description: Azrean is a lithe man, his toned body equally suited to a dancer as an assassin. His silver hair is kept short, keeping well clear of his emerald eyes. Those eyes seem hard as gemstones when dealing with strangers or targets, yet flicker with an inner fire when enjoying time with comrades.

left-aligned image


Personality: Azrean is, in many ways, a bit of an enigma. Though quick to laugh with those he trusts or considers his friends, he otherwise is a softspoken individual. Oftentimes he listens far more than he speaks, seeming to study / analyze everyone he has come across in his life. He doesn't like to talk much about himself, yet looks at the world around him with a ravenous thirst for knowledge.


 


Alignment: N
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Last edited by Shadesoul; 02-27-2019 at 09:10 AM.
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  #24  
Old 02-19-2019, 11:39 AM
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Name: Lei Zhang

Race: Oread

Class: Unchained Monk 10

Intended Role: Melee Damage Dealer, Minor Battlefield Control/Debuffing

Alignment: Lawful Good

Physical Description:
 


Personality:
 




Background:

 


Last edited by Crocodile; 03-07-2019 at 03:42 AM.
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  #25  
Old 02-19-2019, 12:42 PM
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Name: Actual tittle to be determined as am taking nobility featLady Amelia Graygrove
Race: Human
Class(es): Shadow PatronWitch 10
Alignment: Neutral (Varying tendencies)
Intended Role: (Face, Debuffer, Buffer, Battlefield Controller, Knowledge skills)

Physical Description:
Growing up among the nobility and powerful elite of the Empire gives one a certain carriage and outlook that is unmistakable to those not of the same station, and there is no doubt that Amelia has it spades. The confident grace of someone assured that she belongs where she is, her head held high and her grey eyes with their poignant stare that could intimidate others into her bidding should she desire it. Amelia is a few inches shy of six feet with the slighter build more common among women, though she is well toned from her years of military service which has left her with a figure that women would find envious and would draw the eyes of men. Thick black hair with the hint of a wave hangs loosely just below her shoulders, and her exposed skin is both fair and smooth, lacking any noticeable scars or other oddities. Amelia prefers to dress in darker colors at both court and in her free time, though she an adjust as needed for the benefit of her service, and will accessorize accordingly but always has her family right upon her left hand.

Personality:
Her confidence isn't just a show that she puts on its a very real sense of confidence in her own abilities, a feeling that she can accomplish whatever she puts her mind to regardless of the obstacles in her path. If the task is for the good of the Empire she is even more likely to do whatever it takes, accepting the ends to justify the means and trusting others to understand. She desires power, title and influence as these were in grained in her upbringing as being important, so are indicators of success for her. Admirably Amelia is one to keep her word and follow through on the promises she has given to others, which by the same token makes her more cautious of committing herself to others before knowing them fully, for people will say many things but rarely follow through on them. One of her biggest fears is failure, and the loss of influence that would cause her, it would make her reckless and desperate to recapture that lost influence. The disappearance of her mother has left a void in her life which remains unfilled despite the years that have passed, and is a source of tension in her family and personal life, and an unresolved matter that gnaws at her while always in her thoughts.


Background:
 


 


 



NotesCharacter sheet complete, a few minor more common items to but with remaining 2.8k, but bulk of magic items listed. This might change slightly depending on how you are working high level spell books.
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Last edited by OneDarkness; 03-05-2019 at 11:47 PM.
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  #26  
Old 02-19-2019, 02:09 PM
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Zeek the Unbroken
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Name: Zeek the Unbroken
Race: Wyvaran
Class: Sorcerer(cross-blooded)(Orc/Draconic)
Intended Role: Masta Blasta
Alignment: CN
Traits: Metamagic Master(Scorching Ray), Reactionary, Elemental Pupil(fire)
Drawback: Foul Brand of Lanishra(Face)
Flaws: Inattentive, Noncombatant
Feats: Quicken Spell(bonus), Skill Focus(arcana)(1), Eldritch Heritage(arcane)(3), Searing Spell(5), Furious Spell(7), Maximize Spell(9), Skill Focus(planes)(Flaw), Eldritch Heritage(Elemental Fire)(Flaw)
Items: Staff of fire(18+k)(25k or less item), Headband of CHA+6(36k), Belt of Dex+4(16k), Meta-Rod Empowerment(9k), Wand of Shield(750), Misc gear(250)

 


 


 



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Last edited by Unforgiven; 03-05-2019 at 09:52 AM.
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Old 02-19-2019, 04:04 PM
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A bit of explanation and an apology
Because I am terribly indecisive, I am going to create two iterations based off of a similar concept. Since I cannot decide which avenue I want to use to capture this character, I will let you decide.

P.S. -- Images to be appropriately resized, have to run errands for now.

 

 
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Last edited by Alphaeus; 02-19-2019 at 04:05 PM.
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  #28  
Old 02-19-2019, 04:42 PM
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Call me interested. I am not sure of a concept yet, though. I will be working on one shortly.
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  #29  
Old 02-19-2019, 09:48 PM
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I await a great tale
 
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The Crafted CrafterName: Pino
Race: Likely Human with Clockwork Automaton Template (CR +0)
Class: Alchemist (Tinkerer)
Alignment: Neutral Good
Intended Role: Think Q from Bond or the monk from Van Hellsing but as a wide eye youth going on his first adventure; with a little Pinocchio rolled in. A Gagetteer with 'magic oils' and 'augmentations' to improve his functions and small constructs to help him in other tasks.

 
 
 
 
 

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Active Games (Playing): Ramknal as Carn, God's of Copper as Bella/Nerralla, The Founding as Richard, Isekai as a Dragon, Hive of the Overmind as Red's Party.

Last edited by taleteller50; 03-05-2019 at 06:18 PM.
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Old 02-20-2019, 12:36 AM
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I await a great tale
 
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I have a few questions pertaining to my character above which is.. well to put it simply, he's a clockwork man.

1st) Do I take an adjustment to Level if the CR of the Template is a +0?

2nd) Can the idea of Clockwork be possible? I realize it's usually associated with era's after the introduction of the first gun (which you said was to be SUPER rare) but could Pino and his creations be slightly unique. I'm not looking to create Steam Punk levels of spy gear or anything but would it be possible to explain Pino's 'inventions/augmentations' (ie. Craft Wondrous Items/Discoveries) as a combination of fine gear work along with magic. For example, a Traveler's Any Tool would look like it's made of tons of interconnected gears and some Discoveries (like Tumor Familiar and Wings) are explained as clockwork augmentations Pino has added to himself rather then the normal genetic/chemical manipulation of a typical Alchemist.

3rd) If a person does not need rest or need minimum rest (say from a Ring of Sustenance) and could transport crafting materials with him, would they be able to 'adventure' normally but then do a full day of Crafting when other party members are asleep (ie. use the 8 hrs. they normally would be sleeping to create items)?

4th)Would Magic item creation be limited to what is already stated in the books or can we use the Creation Guidelines to create new, unique items provided we show the outline and cost analysis presented in the books?

5th)If Cooperative Crafting allows double the progress to be made in a day with Crafting, could two Cooperative Crafting (from two separate people) allow the progress to be x3?

I'd also like to ask your opinion about which of these abilities sounds more interesting for the Clockwork Man.

The ability to remove and reattach his head safely all day but only if he does so himself.
OR
The ability to make one of his ears into aflying Construct ear he can hear though for 40 min; twice a day.
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Last edited by taleteller50; 02-20-2019 at 12:53 AM.
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