Lem

Fizz Moonberry's page

65 posts. Alias of Codanous.


Race

Oracle (Cosmos) 10 - HP 126/126, AC 27 - Perception +16 - F: +18/ R: +16 / W: +20 - Speed: 30 - Hero Points: 1/1, Focus Points 2/3, Active Conditions: Minor Curse, Enfeebled 1, Default Exploration Activity: Search

About Fizz Moonberry

Oracle (Cosmos) 10 - HP 126/126, AC 27 - Perception +16 - F: +18/ R: +16 / W: +20 - Speed: 30 - Hero Points: 1/1, Active Conditions: None, Default Exploration Activity: Search

HP: 126/126 |AC:27 | Fort: +18 Refl: +16, Will: +20/i] | Perc: +16, Init: +0, Speed 30ft | Curse [ ] [ ] [ ]

[i]Spell Slots 1st: 3/3 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 | Focus pts 3/3 | Hero Points 1/1 Halfling Luck [ ] [ ]

Fizzle Moonberry Oracle 10

CG Small Halfling Hillock Humanoid

Perception +16;

Languages Common, Halfling

Skills (M)Acrobatics +19, Athletics -2, (T)Diplomacy +17, (T)Lore: Desna +12, (T)Nature +16, (M)Religion +20, (T)Stealth +15, (M)Survival +20

Ability ScoresStr -1, Dex +4, Con +4, Int +0, Wis +4, Cha +5

AC 27, Fort +18, Ref +16, Will +20; Resolve

HP 126; Resistances physical 7

Speed 25 feet

Melee Staff of Healing (Greater) +11 Damage 1d4-1 (B)

Ranged +1 Striking Called Hand Crossbow +17 (Crossbow, Uncommon, Conjuration, Magical), Damage 2d6 (P)

Quickened Casting ➤(Concentrate, Metamagic) Frequency once per day If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). Special: This can only be used on a cantrip or spell from the class matching the one you gained this feat from.

Halfling Luck ➤ (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.

Kip Up ➤ (General, Skill) Prerequisites master in Acrobatics You stand up. This movement doesn’t trigger reactions.

Divine Known Spells DC 29, attack +19
5th Breath of Life , Flame Strike ☆ , Banishment (3 slots); [ ] [ ] [ ]
4th Cloak of Light , Radiant Beam ☆ , Fly (3 slots); [ ] [ ] [ ]
3rd Locate, Moonlight Ray ☆, Searing Light (3 slots); [ ] [ ] [ ]
2nd Boneshaker, Silence, Sound Burst ☆ (3 slots); [ ] [ ] [ ]
1st Bless, Heal ☆, Sleep (3 slots); [ ] [ ] [ ]
Cantrips Daze, Stabilize, Divine Lance, Prestidigitation, Shield, Dancing Lights

Focus Spells:
(5 points): Always heightened to 5th level spells when cast.
Moonbeam ➤➤Range 120 feet; Targets 1 creature.
You shine a ray of moonlight. Make a spell attack roll. The beam of light deals 5d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like.
Critical Success The beam deals double damage, and the target is dazzled for 1 minute.
Success The beam deals full damage, and the target is dazzled for 1 round.
Heightened (+1) The ray's damage increases by 1d6.

Spray of Stars ➤➤Area 15-foot cone Saving Throw Reflex.
You fling a spray of tiny shooting stars, dealing 5d4 fire damage. Each creature in the area must attempt a Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage and is dazzled for 3 rounds.
Critical Failure The creature takes double damage and is dazzled for 1 minute.
Heightened (+1) Increase the damage by 1d4.

Interstellar Void ➤➤Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration sustained up to 1 minute
You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals 5d6 cold damage immediately and the first time each round you Sustain the Spell, with a basic Fortitude save. The target is fatigued for as long as the effect persists.
Heightened (+1) The cold damage increases by 1d6.

Debilitating Dichotomy ➤➤Range 30 feet; Targets 1 creature other than you Save Will
You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take 12d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw.
Heightened (+1) The damage increases by 3d6.

Additional Feats Acrobat Dedication, Advanced Revelation, Cat Fall, Debilitating Dichotomy, Vision of Weakness, Easily Dismissed, Environmental Grace, Forager, Graceful Leaper, Guiding Luck, Hillock Halfling, Pilgrim's Token, Steady Balance, Wilderness Spotter

Additional Specials Mystery (Cosmos), Mystery Domain Spell (Moon), Oracular Curse, Revelation Spells, Signature Spells, Wilderness Spotter (Plains)

Items and Equipment:
Items: +1 Explorer's Clothing, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Bolts (20), Compass, Fishing Tackle, Playing Cards, Halfling Haversack (Bag of Holding (Type II)), Staff of Healing (Greater), Boots of Bounding, Horn of Fog, Ring of the Weary Traveler, Healing Potion (Minor) (5)

Magic Item descriptions:

Traveler's Any-Tool ➤ (Magical, Transmutation) Activate Interact, envision; Effect You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an Interact action.

Horn of Fog ➤➤ (Conjuration, Magical, Water) Activate Interact; Frequency once per hour; Effect You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level obscuring mist spell. You can Dismiss the mist at any time by blowing a second note on the horn using an Interact action.

Boots of Bounding: The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

Staff of Healing (Greater) : Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Staff of Healing (Greater ) Charges: [ ] [ ] [ ] [ ] [ ] [ ] (5)
Level 8; Price 470 gp
Bulk 1
The item bonus granted to heal spells is +2.
2nd heal, restoration, restore senses
3rd heal, remove disease

Halfling Haversack This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding.

The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food.

The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate.

Ring of the Weary Traveler: ➤ This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour.

Activate (1 action) envision, interact; Effect You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the fatigued condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become fatigued again while the ring's power is in effect, the suppression ends, and you immediately take the penalties again.

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Oracle Class Features

Mystery(Cosmos):
Celestial bodies great and small exert influence on you, giving you sublime cosmic power. Perhaps you see the glittering stars as a divine blessing, or perhaps you feel drawn to the infinitely dark spaces between.
Mystery Benefit Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage.
Trained Skill Nature
Granted Cantrip dancing lights
Revelation Spells initial: spray of stars; advanced: interstellar void; greater: moonlight bridge
Related Domains darkness, moon
Curse of the Sky's Call
You have your head in the clouds—and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.
Minor Curse Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are enfeebled 1 and take a –2 penalty to saves and DCs against Grapple, Shove, and other forms of forced movement.
Moderate Curse Your body is drawn further skyward. You are enfeebled 2, and the penalty from your minor curse increases to –3. You are treated as one size smaller for wind effects. You gain a +2 status bonus against Trip attempts, you only take half as much damage from falls, and you gain the effects of the Powerful Leap and Quick Jump skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much.
Major Curse: As your body rises, you float just above the ground beneath you. You become enfeebled 4, and the penalty from your minor curse increases to –4. You can walk on liquids as if they were solid; you gain the effects of the Cloud Jump skill feat; and you don't leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.

Oracular Curse:
Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits.

The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.

Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse's severity to minor in addition to regaining a Focus Point.

Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells— you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn't allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse's major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed.

Your curse has the curse, divine, and necromancy traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures concealed from you, you can't negate that concealed condition through a magic item or spell, such as true strike (though you would still benefit from the other effects of that item or spell). Likewise, remove curse and similar spells don't affect your curse at all.


Revelation Spells:
The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effects of your oracular curse. You start with a focus pool of 2 Focus Points. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to reconcile the conflicting or unconventional nature of your divine mystery.
Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots (see Divine Spellcasting). Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.
Revelation spells have the cursebound trait, unlike other focus spells. This trait means they increase the severity of your oracular curse (see below) when cast. You can't cast a cursebound spell if you don't have an oracular curse.
You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you cast as a revelation spell, causing it to gain the cursebound trait.

Signature Spells:
Experience enables you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower). You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Resolve:
You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Expert Spellcaster:
The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

Magical Fortitude:
Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.

Oracle Feats:

Divine Access Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list). Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire. 1st: Sleep, 4th: Fly, 5th Dreaming Potential are all added to my spell list.
Advanced Revelation: You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1.
Debilitating Dichotomy: You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the debilitating dichotomy revelation spell. Increase the number of Focus Points in your focus pool by 1.
Quickened Casting: Frequency once per day.If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). This can only be used on a cantrip or spell from the class matching the one you gained this feat from.

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Acrobatic Feats:

Acrobat Dedication:Prerequisites trained in Acrobatics You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.
Prerequisites Acrobat Dedication, master in Acrobatics
Graceful Leaper: Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.
Quick Jump(Oracular Curse): Prerequisites trained in Athletics You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Powerful Leap(Oracular Curse): Prerequisites expert in Athletics When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.
Cloud Jump(Major Oracular Curse: Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance.
You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap.
Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Steady Balance
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

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Halfling Feats and Heritage:

Hillock Halfling: Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.
Halfling Luck: Frequency once per day
Trigger You fail a skill check or saving throw.
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.
Easily Dismissed:
You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to Hide and Sneak, even when observed. On a success, you aren’t hidden or undetected, but other creatures simply don’t take particular notice of you, even though they can see you. You can’t use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to Hide or Sneak or otherwise take particularly salient actions (GM’s discretion), observers notice you right away.
Guiding Luck:
Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.

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Religious Feats:

Pilgrim’s Token
Prerequisites trained in Religion
You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.

Special If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above.

If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement.


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Survival Feats:

Forager: While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
Wilderness Spotter (Plains): Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use Survival in place of Perception to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren’t tracking or otherwise using Survival before the encounter. You can also use Survival instead of Perception to notice traps in natural locations in the chosen terrain; if you find a snare in this way, you can also use Survival instead of Thievery to Disable the Device.
Environmental Grace: You rapidly adapt to environments through a combination of skill, meditation, and divine grace. After spending an hour in an environment of severe cold or colder, you are protected from the effects of severe cold until you leave that environment. After spending an hour in an environment of severe heat or hotter, you are protected from the effects of severe heat until you leave that environment.

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Backstory:

Fizzle “Fizz” Julius Rudulphus Moonberry of the Varisian Moonberries of Turtleback Ferry. Fizz was only a teenager when the Giants and Ogres attacked the nearby Fort, after the flood, his whole family packed up what remained of their belongings and set out for Magnimar. This early journey ignited within Fizz the love of the open road. He felt it was to be his calling to travel to Golarion, hoping to see as many pathways as he could. His parents suggested he look into the clergy life of Desna once in Magnimar. Attempting for two years to become a Cleric of Desna, he just couldn’t sit still long enough to achieve the religious devotion necessary. Packing up one night at the ripe age of 16 in 4709, he left a letter to his family explaining he was setting out on the road and was going to see the world.
For the next ten years he would travel the world of Golarion, setting off South from Magnimar with his backpack, a religious text of Desna, some food and a walking staff he explored as much as he could. He set off South heading for Korvosa, enjoying the open road as best he could. Hitching rides with caravans, running from bandits and wolves and worse when they came up, always staying just one step ahead of trouble.In Korvosa he mailed a letter back to his family, detailing his progress and letting them know he was safe before heading further south into Nidal.
Nidal would mark a change in Fizz’s understanding of the world. Varisia was filled with mostly good but Nidal showed him that there existed places in the world ruled by evil, fear and pain. His faith in Desna’s protection of travelers grew as he worked his way through the country. Fearful of continuing any further through this country, he set off East toward Nirmathas, a land said to be based around Freedom and Self-sufficiency. Before he left Nidal, he found a small moonlit grotto and established his first shrine to Desna in the dream forsaken country.
With his mind made up, he felt this was his calling, to travel the lands finding places devoid of Desna’s watchful eye and help establish small shrines to travelers and grow the worship of Desna. While the church couldn’t satisfy his desire, the open road could. Since then he has spent 10 years traveling Golarion, establishing traveler’s shrines wherever and whenever he could. Over this time his oracular powers grew more powerful with every shrine he established, every road he traveled. Mile by mile his powers grew as he felt Desna calling him to the stars.
Questionnaire:

There is a Cleric of Desna in Brevoy whom Fizz regularly keeps in contact with as he has begun his exploration of the Riverlands. While he himself doesn’t keep to the Clergy, his faith in Desna is vast and his experience on the road dealing with travelers and helping establish small wayside shrines has earned him some renown within the Church of Desna itself. Fizz has small conflicts with the Church as they feel he is more a renegade worshiper that doesn’t abide by the church’s rules and cares little for local laws when establishing his wayside shrines.

Sizzle “Sizz” Moonberry, resides still in Magnima working out of the Pathfinder Lodge there having made something of a name for themselves as a Pathfinder Agent. Fizz regularly tries to stay in contact with his brother Sizz, the both of them sharing stories of their adventures around Golarion. Fizzle and Sizzle used to rely on unreliable mail across Golarion, Fizz often leaving messages for him with Pathfinder Lodges and Sizz trying to leave him messages with Clerics of Desna though after a revelation from Desna he learned how to send messages through dreams straight to his brother and others he had met previously. Sizz often hires Clerics of Desna to send similar messages as needed if regular mail cannot suffice.

His prized possession would be an old dusty, weather beaten tome containing the holy writings of Desna contained within the “Eight Scrolls”. This text has remained with him and he has memorized every word within. Finding studying is much easier in a moonlit grotto than any stuffy temple.

Fizz’s shameful secret is that he is afraid to return to Nidal and the Zon-Kuthonites that exist there. His early experience has created a fear within him of being tied down with chains and tortured, forever prevented from traveling. Just seeing chains is enough to cause him to shudder as he remembers the horrors he witnessed within Nidal before escaping.

Troubling Mystery: While he fully believes that his Oracular powers are gifted to him by Desna, he does not truly know if she is the one who gifted them to him or if he is a pawn in some otherworldly entities play to disrupt Desna’s effort. He has asked, sparred and argued with Clerics of Desna as they are unable to confirm who exactly has granted him these powers. Fizz is determined to believe that they are from Desna and continues to do as he wants to do and as he feels his powers are guiding him to do.

The Clergy of Desna in Brevoy suggested Fizz head out this way to investigate the area and help secure the roads for travelers. As it was mentioned earlier, the Clergy don’t really agree with Fizz’s methods most of the time, nor can they confirm that Fizz’s powers come from Desna but there is no denying that Fizz succeeds in setting up wayshrines to Desna. Additionally, he’ll make every effort to ensure that travelers are safe along the routes he travels. For this, the Church of Desna is willing to work with Fizz and suggest areas for him to go occasionally.

Fizz’s ideal spouse would have to be another Desnan follower; he can’t imagine settling down to a happy riverside cottage. He feels his life belongs to the open road and there is still so much left of Golarion for him to explore. Whoever he pledges his life to, they’ll ideally be open to exploring the world with him.

Fizz’s hobbies are many, they mostly include small whittling, a skill he takes up to help pass the time while traveling, story telling, he loves sharing his experiences and telling far flung village children and young adults about the world Golarion and the places he has been, hoping to inspire worship in Desna in others. Oftentimes this has gotten him run out of town by many mothers for sowing discord amongst the village children but he chuckles and takes it in stride. He hasn’t spent much time in theaters but on a basic level what he does is early theater and storytelling, giving the chance I’m sure he’d love the theater and would enjoy helping turn some of his stories or the stories he has heard into theater acts. He can be equally happy with a book in a moonlit grotto by the wayside as he is hearing stories from other travelers while carousing in an Inn.

9)

9a) Bizzle Moonberry(Grandfather): Bizzle Moonberry is nearing 80 years old, he remembers the days of Aroden before the Fall and the rise of the Worldwound. He was happy to settle down in Turtleback Ferry, he loved the water and enjoyed the farming and the relative peace provided by the Rangers to the North. He was cantankerous when it came down to moving after the great flood and hasn’t quite adjusted to life in Magnimar.

9b) Tassel Brandybutton: Married Bizzle when he was only 30 years old, just nearing the end of his adventuring days, they decided to settle down in Varisia, in an old settlement Bizzle had visited once. She was a Desna worshiper and often taught her children the ways of Desna, encouraging the dreams of her children.

9c) Aunty Razzle: Aunty Razzle became a singer in Absalom, adopting a stage name of “Roxy Hart”, following her dreams like her mother guided. She lived a life of stardom, being featured in many plays, operas, musicals and more in the big city. Fizzle visited Absalom and dropped in to catch up with his Aunty but disliked the lavish lifestyle she lived, so far from what he perceived to be Desna’s lifestyle. Fizz didn’t stay with his Aunty for more than a day or two before moving on.

9d) Dizzle Moonberry (Father): Ol’ Dizzle was the only Moonberry to stay behind with Bizzle to help maintain the turnip farm in Turtleback Ferry. He was content to marry a local halfling from a nearby family that he had known his whole life. He loves the farm and continues with a new turnip farm outside of Magnimar in the fields outside of town. He misses his kids but enjoys receiving dream messages from his son Fizzle and can regularly keep up with his other son Sizzle who works as an Agent out of Magnimar. Malsys, his 16 year old daughter, is the only one still living at home, though he feels of late that she is slipping away to want to go do more with her life especially when compared to her two brothers.

9e) Mirabella Softsong (Mother): Mirabella is a local Varisian Halfling that already resided in a small family of Halflings living in and around Turtleback Ferry by the time the Moonberry’s moved into town. Mirabella is near the same age as Dizzle and they were often caught giving each other mooneyes even as young kids. It was almost known by all that surely they would marry when they were older and as luck would have it, that is exactly what happened. Dizzle and Mirabella were not advent worshippers of Desna, they would practice a little, mostly when in the presence of Tassel, their family matriarch.

9f) Fizzle doesn’t know much about his Uncle Blazzel or his other Aunty Wozzel. Blazzel went off on an adventure to unknown lands when Fizzle was still very young, hoping to bring back treasures untold, but as of yet, Blazzel hasn’t returned and Fizzle doesn’t remember him well enough to seek him out in the Dreamworld to deliver any messages. Aunty Wozzel is said to be a fearsome freebooter on the Inner Sea coast, little is known of her adventures but she was last seen in Riddleport by Sizzle on an adventure there for the Pathfinder Society. He didn’t mention much about how their meeting went.

9g) Malsys (MAL-sis) (16 year older, younger sister): Malsys still lives at home, the last to do so and helps when and where she can with the Turnip Farm outside of Magnimar. It is a more humble farm then what they had in Turtleback Ferry but they grow every season. She is tired of the farm life and yearns more than anything to strike out into the unknown as her brother’s did but she is afraid, unable to take the daring leap that Fizz did nor does she have the cunning required to be a Pathfinder Agent--or so she believes.

9h) Sizzle Moonberry, 24, brother: Sizzle waited a little longer before leaving home, watching his brother leave when he was only 12 years old was difficult. He looked up to Fizzle and for a long while resented him for leaving him. Left to navigate Magnimar by himself, help raise his little sister, take over chores on the Turnip farm. Sizzle spent his free time training and learning how to be an apprentice Pathfinder Agent. Starting off initially as a Page for the lodge as he built up his skills, it wasn’t until he was 20 that he underwent a Confirmation trial to be admitted as a full fledged agent. Now 4 years on as a Pathfinder Agent he lives comfortably in a small apartment in Magminar, making enough to send home to help his family with the Turnip Farm. Now the resentment has faded as he has matured enough to realize that Fizzle left home but his family always remained in his heart. Fizzle and Sizzle regularly communicate and often swap stories. They try to meet up at least once a year to swap stories in person, always trying to one up the other in a friendly, brotherly competition.