Seltyiel

Faelyn "Nym" Arbane Safir's page

33 posts. Alias of Janosian.


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Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

@Super -- I hear you on the lack of pure optimization. I like giving them a quirk or weakness... it makes the roleplaying more interesting and the characters more 'real' to me.

Okay, next stop is a melee evolutionist. More news to come!


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

I'll give it some more thought on Saturday. I want to do something fun and different, but I also want the party to be solid.


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

I'm doodling around with a melee evolutionist, but I might flip over to a mechanic depending on the party's needs.

It's never a good idea to go on a mission without a nerd. :)


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None
therealthom wrote:

You're sitting at level 8, but in the story arc, the scenario level range dips down to 3-6 for a couple adventures. Instead of me trying to scale them up, someone suggested running a second party that got tagged with he name protegees through those scenarios. Survivor's Salvation relates some of the fallout from theScoured Stars rescue mission and makes a nice intro for them.

Let's start the protoge's at level 2 for Survivor's. We can advance to 4, then 6 for the two story arc scenarios.

Ahhh.... that makes perfect sense. I'll think about it tomorrow and see what I can come up with.


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Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

That was crazy -- great work, everyone!

You'll have to remind me about the 'proteges plan'... it's the end of the semester, and my brain is focused on grading, grading, and more grading.


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Faelyn uses the break to drink another serum of healing.

“C’mere liquid health…”

Mk 2 Serum of Healing: 3d8 ⇒ (1, 5, 6) = 12

Clawed my way back to 40 hp.


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

“We’re almost done here, Let’s get orange and finish the job!”

Standard action: Improved Get ‘Em on orange. Everyone targeting blue gets +2 to hit before my next turn.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).

Shoot orange: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 Crit!
If hit, cold damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Crit damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

“Let’s get blue!”

Move action: Walk/stagger across the platform to a closer position..

Standard action: Improved Get ‘Em on blue. Everyone targeting blue gets +2 to hit before my next turn.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).

Shoot blue: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
If hit, cold damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Nym glares at black.

“You’re going down, buddy, just like flags did! Get ‘em!!”

Move action:Guarded step back.
Standard action: Improved Get ‘Em on black. Everyone targeting black gets +2 to hit before my next turn.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).

Shoot black: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
If hit, cold damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

“Keep it going! Let's start with black.”

Move action:Move northeast over the platform so he won’t plummet to the bottom of the room if he goes down.
Standard action: Improved Get ‘Em on black. Everyone targeting black gets +2 to hit before my next turn.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).

Shoot black: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
If hit, cold damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Whoops… I missed that we were in a new round after doing the inspiring boost.

“Let’s take down Flags! Get ‘em!!”

Standard action: Improved Get ‘Em on flags. Everyone targeting flags gets +2 to hit before my next turn.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).

Shoot flags: 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15 ((second range increment))
If hit, cold damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None
Harlan Riggs wrote:

[dice=Reflex vs. lightning]d20+5

Faelyn, you weren't in the lightning line so no need for you to save against it.

Whew!! That could've been bad. There's something about gravity and wings that aren't moving that really affects flight!


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Reflex save vs electricity spell: 1d20 + 9 ⇒ (9) + 9 = 18

This could be baaaaaaad…


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Faelyn sees the shot hit Locket. He moves closer for support.

“You’ve got this, Locket. Stay strong!”

Move action to get closer to Locket
Standard action for Inspiring Boost

Locket gains 22 stamina points.


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Faelyn opens his wings and ascends 15’ diagonally, moving forward one square in the process.

“Let’s get Flags!”

Standard action: Improved Get ‘Em on flags. Everyone targeting flags gets +2 to hit before my next turn.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).

Shoot flags: 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27 ((second range increment))
If hit, cold damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Sorry — missed my cue!

Nym moves along the platform away from the door. As he does, he reaches into his backpack and pulls out a Mk 2 serum of healing.

Gnomish duffel acts as a Starfinder backpack, letting him pull an item out as if he was drawing a weapon.

He takes a deep breath and downs the serum.

“If we have company coming, I’d better get ready for them.”

Mk 2 Serum of Healing: 3d8 ⇒ (4, 2, 5) = 11
28 + 11 = 39 current HP

His body warms from the liquid, but he still feels worse than he hoped.

Catching his breath, he taps comms. “We found the power core, plus a bunch of jinsuls. We’re down to the leader of the first wave, but more are on the way. Sending our location.”

He sends a link to the Find My Comm Device feature on his pad so the sabotage team can follow.

“Can anyone try the door controls and see if we can lock this room? His backup team is coming.”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

My count is 72 total damage thus far:

* 12 from first explosion (made save)
* 33 from second explosion (missed save)
* 27 slashing from black

72 total damage

72 - 48 stamina = 0 stamina and 24 damage to HP

52 HP - 24 damage to HP = 28 HP left

Thus... ow.


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Reflex save vs flags’ spell: 1d20 + 9 ⇒ (6) + 9 = 15

Swing and a miss on the save. Ow. Faelyn is out of stamina and down to 28 HP.

Bleeding and smoking from the attacks, Faelyn steps toward Locket and looks straight into black’s eyes as he raises his pistol.

Move action: Guarded step.

“Fine… attack with something I’m not naturally resistant to. I see how this is going to be. Let’s get that one.”

Standard action: Improved Get ‘Em on black. Everyone targeting black gets +2 to hit before my next turn.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).

Shoot yellow: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
If hit, cold damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Move action: Quick Quip on orange.
“Is your job to stand there looking stupid? Cuz' you're really good at it.”

Diplomacy with expertise vs orange: 1d20 + 20 + 1d6 + 1 ⇒ (18) + 20 + (6) + 1 = 45
If success, orange’s attacks against me are off-target, and it’s flat-footed against my attacks; this effect lasts until the end of my next turn.

Standard action: Improved Get ‘Em, spending 1RP. EVERYONE gets +2 to hit AND +2 to damage against ALL targets (except flags) before my next turn.
“We’ve got company! Let’s get ‘em all!”

Clockbaton strike at blue KAC: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
If hit, bludgeoning and electric damage: 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8

RP 9 = 10-1


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Reflex save: 1d20 + 9 ⇒ (14) + 9 = 23

Move action: Quick Quip on blue.
“You're a little short for a warrior... maybe you just carry everybody's lunches.”
Diplomacy with expertise vs blue: 1d20 + 20 + 1d6 + 1 ⇒ (14) + 20 + (4) + 1 = 39

Standard action: Improved Get ‘Em, spending 1RP. EVERYONE gets +2 to hit AND +2 to damage against ALL targets before my next turn (everyone except flags). Clever Improvisations ability reduces the RP cost for this by 1, so it’s free this round.
“You know what they say, gotta get ‘em all. Let’s do this!”

Clockbaton strike at blue KAC: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
If hit, bludgeoning and electric damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Quick Quip: As a move action, you can attempt a Diplomacy check against one target within 30 feet (DC 10 + your target’s total Sense Motive bonus, or 15 + 1-1/2 × the target’s CR, whichever is higher). If you succeed, the target’s attacks against you are off-target, and it’s flat-footed against your attacks; this effect lasts until the end of your next turn. Once you’ve attempted to infuriate a foe with a quip, that foe is immune to this ability for 24 hours. This is a language-dependent ability.

Improved Get ‘Em: (additional text) If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to ATTACK and DAMAGE rolls against ALL ENEMIES who are within 60 feet.

Clever Improvisations: The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest.


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

“Whoa - they move fast. I didn’t expect ‘em in the front row quite so soon.”

Nym draws his clockbaton, then aims his scout gun at yellow.

“Let’s get that one.”

Move action: Draw clockbaton. He already drew his pistol.
Standard action: Improved Get ‘Em on yellow. Everyone targeting yellow gets +2 to hit before my next turn.

Improved Get ‘Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll).

Shoot yellow: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
If hit, cold damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

“Copy that, Radaszam. Looks like we’re almost there.”

Pistol ready, he nods to Zephyr, Harlan, and Locket.

“Ready? Here we go…”

I moved tokens for Zephyr and Locket to the map.


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

“Annnnd… you got it. Good work. Let’s get to that core.”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

As Nym looks around, one area catches his eye. He moves closer.

“Ha! Found it. There’s a hallway outta here after all. From where I was standing, it looked like an alcove.”

He nods toward Harlan. “I’ll keep watch down the hall. Did you check the computer system? Tech isn’t my strong suit, but I might be able to help you if you need it.”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Nym looks around the room, then turns back to Harlan.

“Did that elevator show any floors farther down or is this it? Looks like a dead end.”

He cocks an eyebrow. “Zephyr, does your pet have any insights to add? It knows the place as well as we do.”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Woot! Happy Thanksgiving to everyone!


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Culture to recognize Harlan: 1d20 + 12 ⇒ (3) + 12 = 15

Nym cocks his head and his gaze drifts down. He lightly taps his chin,

“Harlan… mixed discipline fighting… magic… YES! You won a close match on Apostae not so long ago. Um… versus… a rather lethal-looking vesk if I remember correctly. I was headlining at a casino lounge near the venue. The place catered to locals, nothing fancy.”

He chuckles and gives a low whistle at the memory. “I heard all about the fight from the bar patrons. Your win left me a tough crowd. Plenty of, ah, incorrect bets were placed at the sports book for your bout. But the house loved you!”

Gesturing to Harlan’s adventuring gear, Nym says, “Is this a ‘new you’ or are you just taking a break from the greatest spectacle in martial magic?”

Nym turns to Zephyr and gives a small bow.

“That’s quite an array of skills, Zephyr. I’m glad you’re on our side of the bulkhead. When you’re not piloting or tussling, what do you enjoy? What fires up your circuits?”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Culture: 1d20 + 12 ⇒ (9) + 12 = 21

Nym sweeps into the room with an arresting grace. “Helloooo, fellow Starfinders!”

He pushes back some silver hair near his face and flips his low ponytail into position over his left shoulder. His features look elvish — maybe half-elf — with pointed ears poking through his wave of hair. His skin’s pearlescent shimmer suggests there’s more to his background that that. And when he ducks low through the door and his silver white wings clear the frame, it’s clear that “elvish” is only the beginning.

Nym pauses at the viewport, looking at the pattern of the stars before the ship enters the drift. He lets out a short sigh. Hmf. So much for booking a few side gigs on the trip…

He picks up the conversation from Harlan and Zephyr.

“Unobtrusiveness indeed. It would be hard to pick a ship like this out of any spaceport. Given our position, I’d say we’re heading into the vast. This should be interesting.”

He bows to his new teammates and pours out a warm, room-filling welcome. ”I’m Faelyn Arbane Safir, but most people call me Nym. I’ll be the team's face, negotiator, and perhaps even a bit of comic relief. It's a pleasure to work with you.”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Culture: 1d20 + 12 ⇒ (13) + 12 = 25

As they walk, Nym catches Locket's eye and nods toward their guide.

He turns back to their guide and clears his throat.

“You work for Venture Captain Radaszam, eh? What’s it like to be on his force?”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None
The verthani waiter wrote:
”Complimentary crispchips, my good sirs. Synthesized to our chef's specific requirements and fried in oils derived from local plants. If you'll permit a question in general terms, the staff is curious. You're quiet. Your orders have been modest, not what we'd expect from clients who afford a private room of this size for only two. Are you mercenaries? Corporate agents? Assassins?”

Nym bursts from his chair and happily accepts the crispchips.

“Fresh food! Thank the stars! I was on the edge of chewing the seat cushions.”

At the waiter’s question, he gives Locket a side glance topped with a waggled eyebrow. Every part of the expression says and now the fun begins.

“Assassin is such a harsh word, don't you think? My counterpart and I prefer… ah… mitigation specialists. Yes, far more nuanced than assassin. We perform all kinds of acts — some more public than others. We reduce the seriousness of issues and bring matters to an acceptable conclusion… followed, if I do my job well, by hearty tips and occasionally a complimentary trip to the salad bar.”

He waits a few beats to watch the verthani’s reaction, then, with timing honed in clubs around the Pact, tosses his head back, shakes out his hair, and casually adds, “I’m a comedian. Serious is my middle name because it was on sale the day I was born, and my mom couldn’t think of anything better. Lucky for me, it didn’t stick.”

Nym holds his pose a moment, then a mischievous grin lights his face. His laugh lands hearty and warm, like a thick blanket shared among friends around a roaring lodge firesim.

“I’m Faelyn Arbane Safir, but everyone calls me Nym. Negotiator, diplomat, weaver of stories, teller of tales, and professional deflator of overdeveloped egos throughout the Pact Worlds. Pleased to meet you.”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Nym looks skeptically at the box.

“Uh huh. Looks like your friend is… uh, young. What is it? Vidgame?”

He abruptly pulls out his comm unit and begins scrolling.

“You don’t s’pose we got the wrong room, do you? I mean, I’m good at what I do and you’re… clearly… the master of the box. But surely they’re sending someone else with us, right?”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

Nym shakes his head.

“Not a musician, no, but I see where you got that. I’m a stand-up comic in my non-Starfinder time. The gig was at a decent local club that pays a little more than they should, so I'm always happy to oblige them. Always appreciated a bonus!”

He shrugs at Locket’s question about the mission call. “These messages come in all kinds of ways. You get used to it. So what’s your shtick for the Society? What do you do?”

Nym listens, then frames his face with his hands and smiles big. “I’m usually the team's diplomat and general ego-smoother, but I can shoot pretty well too. A lot of times, I settle for infuriating the enemy.”

He leans forward, reducing his voice to a conspiratorial stage whisper. “Everything gets stupid when they’re mad. I help them make bigger mistakes than they'd do on their own. It's kinda fun, really, being an agent of chaos.”


Male Aasimar Diplomat Envoy (Enhanced) 8 | SP 48/48, HP 52/52, RP 10/10 | EAC 23 / KAC 23 | Init +3, Perc +16 | Fort +2, Ref +9, Will +8 | Senses Low-light Vision, Darkvision 60' | Speed 30 ft / Fly 30 ft | Active conditions None

The door to the private room almost swings shut before it abruptly reopens. A narrow elven face brimming with excitement and curiosity peeks in. Seeing the pahtra already in the room, he smiles broadly and offers a wave.

“Helloooo, fellow Starfinder!” His lilting voice fills the room with enough energy to charge a battery.

A swoop of loose silver hair bounces near his face. The rest is pulled into a low ponytail running halfway down his back. The pointed tips of his ears barely poke through the wave of hair, looking like a pair of dorsal fins in the surf. His skin gives a pearlescent shimmer as he moves.

“I’m Faelyn Arban Safir, but my friends call me Nym.” His voice softens slightly as he sees the size of the room, but still crackles with performance power.

He ducks slightly as he enters, a pair of silver white wings narrowly missing the top of the door frame. He releases his compression backpack with practiced ease and slides it to the floor. He takes a seat on a backless stool.

”Granted, they usually laugh at me too, but that’s part of the job. I was doing quick gig at The Dirty Renkroda when I got the call for the mission. How ‘bout you? Been called into the field a lot lately or does your luggage take you along because it likes to travel?”