> Yeah, he's the same character who's lost his other axe, and we can pretend he never had that armor. That I cannot do; if there's one thing that I value in this roleplay, it's maintaining a consistency between what has happened, what happens and what will happen. Actions, once performed, have consequences that echo through history and affect the future in small or big ways, and something that has existed at one point can't simply be removed from history. Even if it no longer exists and has somehow been eradicated from existence, it was there. I also don't remember whether old Gregory was an elementalist? Although I guess he could have been, even if it wasn't technically part of his description at the time, and just not used it. And yes, it is technically possible to invoke different kinds of elemental magic - any different kinds, really - but it's far from as easy or instinctive as invoking elemental magic native to one's natural affinity. It requires one to to have studied and memorized the _feeling_ of energy attuned to that other element, and then consciously force part of one's own energy to mimick that feeling. The conversion of element is temporary - over just several minutes any amount of converted energy will revert to its natural attunement unless one focused on preventing this the entire time - and the energy will lose some of its potency in the process, similar to when the very same thing happens in arcane or black magic. Plus, it will feel just plain unnatural and weird for a person to use elemental magic that isn't "their own". But yes, it is possible. The short answer to the last question would be "yes", although the likelihood of Gregory having such would depend on your definintion of "bomb". If you mean the kind where you light a fuse that triggers an explosion when it reaches its base, those are very rare and currently the penin jealously keeps them to themselves, along with several other inventions and the resource that makes them special... the name of which annoyingly eludes me. It's pretty much something that replaces the yet-undiscovered gunpowder but is much rarer and more potent, and is dust coming from processed liquid fire. Which brings me to the second interpretation of the word "bomb": something that is thrown and explodes on impact. This is a lot more accessible than the penin's bombs, although the production of and trade with them is still rather restricted and mostly illegal. These would be various containers filled with the aforementioned liquid fire, which is an alchemical compound that is extremely volatile and prone to explode with tremendous force when its container is broken. It's basically a more powerful version of nitroglycerin, except liquid fire will only explode when exposed to the atmosphere, making it marginally safer. > I had a very regular set of paladin/cleric/warpriest skills in mind for my character's divine abilities: Kaedan is a rookie right now when it comes to divine powers, so his only real spells at the moment are divine mass for his hammer (which takes a lot of focus for him to cast) and other short prayers to boost his morale. Outside of combat, he can currently use divine powers to heal minor wounds. Later on, he'd learn to use these same abilities in combat, and to greater effect. The divine section in the compendium said something about being able to boost the regeneration of the paladin or the paladin's allies, so that's what I had in mind. Very later still, he'd learn protective prayers that would boost his defences against certain elements or sorceries. A prayer to shield him from fire, for example. These wouldn't make him immune to the target element, but they'd make him sturdier and help him fill the role I had in mind. If I need to add any more spells to his arsenal, I'll consult with you guys first. Uh... alright, firstly Favored Ones in The Prophecy don't cast spells; they ask for something from their deity, which they, if their request is sincere and the deity is willing to give it, they receive. It doesn't require keen memory or great control or any such thing, just that one has faith in one's deity and believes in what it stands for, just as it doesn't drain the Favored One. Secondly, the way Favored Ones work in The Prophecy is that either you serve your deity as a priest, which isn't suited for frontline combat, or as a paladin, which is the protectors of the faith and those who hunts its enemies. Each is a very different kind of service to the deity, and the Favored powers bestowed upon them are specific to the service, not shared between them. The divine blessing of weapons is an ability specific to a paladin of Deliph, and the regeneration is an ability specific to the service of cleric of Deliph, which is a "promoted" priest. One cannot serve Deliph as both, so one cannot have both abilities. And the protective blessings aren't even something that Deliph offers at all, to anyone. The abilities a Favored One of a certain type and depth of service (usually priest, cleric, high priest, paladin and knight-paladin) are all specified in the description of the deities in the Compendium; with only a few exceptions, these are the only powers those deities offer to their Favored Ones. They are abilities that cost nothing to invoke once obtained and can usually be used with ease, but are inferior to magics that are fueled by the caster's own energy in their lack of variety. I'm sorry, but this is the way things work in this universe. > I can also put my character's origins near the border of the desert of desperation you mentioned. Any hot place will do, actually. Is all of this good? Which side of the border? Not that it matters particularly, although depending on how far south you have in mind - and if it has to be somewhere the desert is actually _hot_, I'd imagine it had to be at least as far south as Golerin - being on the Drylands-side of the border would probably result in the occasional clashing with prospective Catolohne legionnaires undergoing their trail of survival there. Even farther south, as far as the southern Catolohne provinces, there probably wouldn't be a problem there, but the desert that far south would be _extremely_ hot, as would the Drylands, although those at least have frequent rains (the further south you go in the Drylands the more frequently it rains, but the faster the water evaporates again, facilitating the same scarcity of water and vegetation).