Sinashakti
Immaculate Joy, Walker of Worlds
PFS Legal
Pantheon
The azata empyreal Lord Sinashakti runs through the planes in search of knowledge, sharing his many tales with those whom he meets along the way. The Walker of Worlds seeks to see all there is and learn the ways of all societies in the Great Beyond.
- Alignment
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CG
Chaotic GoodA chaotic good character cherishes freedom and the right to make her own way. She might have her own ethics and philosophy, but is not rigidly held by them. She may try to do good each day, perhaps being kind to a stranger or giving money to those less fortunate, but does so purely out of joy. Such a character makes up her own mind up about what is good and right based upon truth and facts, but does not fool herself that evil acts are good. Her goodness is benevolent—perhaps occasionally blind, but always well meant.
A chaotic good character can seem unpredictable, giving alms to an unfortunate outside a church but refusing to make a donation within. She trusts her instincts and could put more stock in the words of a beggar with kind eyes than the teachings of a harsh-looking bishop. She might rob from the rich and give to the poor, or spend lavishly for her own joy and that of her friends. In extreme cases, a chaotic good character may seem reckless in her benevolence. - Areas of Concern
- Journeys, joy, messengers
- Favored Weapon
- Shortbow
- Symbol
- Emerald trumpet and road
- Sacred Animals
- Horse
- Sacred Colors
- Green, yellow
- Worshipers
- Joy-seekers, messengers, separated lovers, wanderers
- Worshipper Alignments
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NG
Neutral GoodA neutral good character is good, but not shackled by order. He sees good where he can, but knows evil can exist even in the most ordered place., CG
A neutral good character does anything he can, and works with anyone he can, for the greater good. Such a character is devoted to being good, and works in any way he can to achieve it. He may forgive an evil person if he thinks that person has reformed, and he believes that in everyone there is a little bit of good.Chaotic GoodA chaotic good character cherishes freedom and the right to make her own way. She might have her own ethics and philosophy, but is not rigidly held by them. She may try to do good each day, perhaps being kind to a stranger or giving money to those less fortunate, but does so purely out of joy. Such a character makes up her own mind up about what is good and right based upon truth and facts, but does not fool herself that evil acts are good. Her goodness is benevolent—perhaps occasionally blind, but always well meant., CN
A chaotic good character can seem unpredictable, giving alms to an unfortunate outside a church but refusing to make a donation within. She trusts her instincts and could put more stock in the words of a beggar with kind eyes than the teachings of a harsh-looking bishop. She might rob from the rich and give to the poor, or spend lavishly for her own joy and that of her friends. In extreme cases, a chaotic good character may seem reckless in her benevolence.Chaotic NeutralA chaotic neutral character values his own freedom and ability to make choices. He avoids authority and does not fear standing out or appearing different. In extreme cases, he may embrace a lifestyle entirely suited to himself— living in a cave near a city, becoming an artist, or otherwise challenging traditions. He never accepts anything at face value and makes up his own mind rather than blindly accepting what others tell him to do or think. - Realms
- Elysium
Obedience
Sit cross-legged at dawn and light a candle before your face. Laugh uproariously until the force of your laughter blows out the candle. When you rise, step out with your right foot first. Gain a +4 sacred bonus on saving throws against spells and effects that would hinder your movement speed.Boons
Celestial Obedience
Required feat: Celestial Obedience
Mystery Cultist
Source: Chronicle of the Righteous
PFS Legal
Joyful Step (Sp)
Infectious Joy (Su)
Your delightful demeanor is so contagious that enemies find it hard to resist your charms. The save DC of your mind-affecting effects increases by 1, or by 2 against intelligent foes of the same race as you.
Familiar Journey (Sp)
You can cast word of recall once per day, except you may target up to six willing creatures within 30 feet to travel with you; these creatures need not be touching you.