"But long names are glorious!" pipes up a gnome with brightly hair dyed resembling an exploded rainbow. "Maybe we need a catchy little jingle to help everyone learn how to say 'Nykiti Lampadephoros' properly." The gnome repeats the name to himself a few times, reveling in the cadence of it. "I just need to come up with some really good rhymes..."
I've only multiclassed once in Starfinder, for much the same reason that I've only used archetypes 2-3 times: most higher-level class features tend to be too valuable to sacrifice, unless the alternative is essential to the character's build/concept. My gnome envoy dipped xenodruid mystic after acquiring a creature companion, partly for mechanical reasons (being able to use improvisations on his pet) and partly for roleplaying reasons (exploring the ways of his "beast-speaker" ancestors). His middling Wis means he's never going to be a super-effective mystic, which is fine. His spells are all strictly defensive, so save DCs don't matter, and he only really wants or needs the lowest-level class features, which he has now. I think the one hard and fast rule I would ever follow for multiclassing would be to not do it before you're at least 3rd level in your first class. Weapon Specialization is just too darn useful. Even if you're not built for weapon attacks, a point or two every time you do hit adds up.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
In my experience, unless you want the option of a different damage type, small arms don't get significantly better until around level 6-7, when 2dX weapons start to be available. (One of the very few exceptions is the tactical rotating pistol, which is 2d4 at level 4, but it's super-short range and low capacity.) I believe that's generally true with most other categories of weapons, too, though small arms are what I've looked at most closely since every class can use them. Until then, the best argument for buying a higher-level weapon is being able to use higher-level fusions.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Meranthi (Chrysanthemum) might know? She's the V.O. where she, Khebulu's player, and I are, so has become our local expert on RPG Chronicles. (Though given the extra work you did for the photocards, it might be easiest for this game to just edit one number per sheet by hand.)
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
TRUTH OF THE SEEKER DM Kludde wrote:
Thanks for running! It was a fun adventure! I think money needs to be fixed on everyone's Chronicle sheets. Now that everyone is in the sign-up sheet, RPG Chronicles thinks we played low. DM Kludde wrote: @Chadrah: I saw you requested 1-33. I'm happy to give this table first pick of the seats. It's a dataphiles 3-6. That one is fun! I ran it a year or so back, on Roll20, and gave Tokno the credit. I haven't played it as a PC, but I think I'll be taking a break before starting any new PBP.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
"It is good to finally meet you, First Seeker," Tokno says, not bothering overly much to mask his relief after the bloody battle. "I think we will all welcome a restful voyage home after this mission, before we face new challenges." The feychild gnome spends most of the voyage back to Absalom Station entertaining the crew, including by providing appropriate music to show off the skills of the two skilled dancers on this team. Profession (musician), Day Job: 1d20 + 25 ⇒ (17) + 25 = 42
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
WHen the creature falls, Tokno says, "Good job, everyone! That was...unpleasant." He seems to be breathing a bit heavily himself, not being as accustomed to close-up deadly fights as the vanguard is. He directs Wanda to move away from the door behind her so that the team can more easily check on the room to the east. He joins Chadrah in looking to see if the groans come from their missing First Seeker.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Truth of the Seeker Hey, Chadrah, you don't seem to be signed in on the RPG Chronicles page. I think our APL should be 4.5 exactly (four 4's, one 5, one 6), which should have let the players decide which way to round, but with one of our 4's missing from that list, it looks like the calculation skewed us high. I can't recall if APL came up in discussion earlier, so I guess we'll have to see what Kludde has to say. (I'm fine going either way, but I'm playing the 6. I'll defer to the group and the GM.)
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
"It's on the ropes! Keep up the pressure!" Tokno cries, cheering on his allies (get 'em) before taking another shot. Inspiring static arc pistol + get 'em: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
5th level is a pretty big sweet spot for advancement!
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Botting Rilynn, who should still have 1-2 slots left for this. Magic Missile: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
I haven't started reading through it yet, so don't recall much about specific encounters (and wouldn't spoil it if I did). But yeah, there is a fair amount of fighting, including a starship combat or two, IIRC. Your fellow PCs will be grateful for inspiring boost, and that should refresh frequently as you finish missions. And maybe as an envoy you can shine as captain? As far as your worry about levels, it's a level 1-8 adventure, but tables are split up by subtiers 1-2/3-4/5-6/7-8. A non-fighty 4th on a 3-4 table would probably have an easier time than a non-fighty 5th on a 5-6.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Scoured Stars Invasion was one of the first few SFS scenarios I ever played, so my character was only 1st or 2nd level at the time, and I don't have any idea how the various segment boons come into play in it. At the very least, the much more recent Year of Scoured Stars boon can be very useful, if you have enough segments for it. I'll be GMing a level 1-2 table for 1-99 at a local in-person con this spring. It will be my first multi-table special as a GM.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
TRUTH OF THE SEEKER
Khubelu wrote: Not sure if Chrys also has a theme song, but she can have 11 SP. Perhaps... "We will, we will ROCK YOU!"
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno keeps cheering on his team (get 'em), and takes another shot at the monster. Inspiring static arc pistol + get 'em: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
TRUTH OF THE SEEKER Ooh, Khubelu knows how to inspire Tokno. Thanks! I'm wondering about his theme song, too! Imagine a sugar-pop tune crossed with a G&S patter song and a snarky LMM rap (everyone knows gnomes can talk a mile a minute), and you're probably on the right track...
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
SP adjusted, then.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Now that his front-liner ally is where she belongs instead of him, Tokno rallies enough to encourage his team to finish the monster quickly, and to inspire the quorlu to shrug off some of her pain. Get 'em on the monster (+1 attack) as a move; inspiring boost on Chrysanthemum (regain 16 SP) as a standard.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
TRUTH OF THE SEEKER Well, it looks like my plan to upgrade Tokno's Int after this adventure now has an in-game reason for its timing ("I never want to feel that stupid ever again!"). BTW, if either of our other envoys has Inspiring Boost, now would be a perfect time for it. One more hit would take him into HP.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Will: 1d20 + 8 ⇒ (7) + 8 = 15
Tokno, wounded and not feeling much like his usual clever self, carefully backs away from the monster. (Guarded step, twice.) Sensing that this thing's attacks would incapacitate Wanda even more quickly, he signals for her to stay back.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
It's not Chadrah's turn again yet. But Tokno should still get his. Will: 1d20 + 8 ⇒ (2) + 8 = 10 Ouch Tokno reels from the blow, and grunts from the assault on his mind, but the fearless feychild tries to fight back with his knife. Called survival knife: 1d20 + 6 ⇒ (17) + 6 = 23
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Reflex: 1d20 + 8 ⇒ (10) + 8 = 18 Tokno tries to keep hold of Wanda's saddle, but gets yanked off her back and pulled across the room by the creature's gravity powers. Are there any other effects besides just the forced movement? Am I able to take my turn normally? Also, you said it was flying? How high off the ground?
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno guides Wanda through the narrow door while she still has plenty of space to do so, and the wolliped takes up a position at the far end of the room from the flying creature. Meanwhile, the gnome pulls out a pistol and takes a shot. He then summons his called survival knife to his other hand in case he has to defend himself in close quarters after getting the monster's attention. Inspiring static arc pistol, w/get 'em: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Move to move (and draw pistol), standard to shoot, swift to draw knife.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno directs Wanda up the stairs once the crystal is rendered safe and the front door is opened. He quietly murmurs encouragement to the wolliped, who will need to some extra time and effort to pass through the person-sized doors of this building--though this place still seems roomy than most spacecraft the pair have traveled in. The gnome is certainly not willing to leave his pet behind in such a strange place. Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno stays at a distance as well. While he has very recently become a novice xenodruid, his path to that new calling involved very little practical training in the metaphysical.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
"Anybody need a moment before we go on?" Tokno asks over the comms. I think Chrysanthemum was the only PC who actually got hurt, because she focused on punching rather than dodging? And resisted most of it anyway? He reloads his pistol as the group resumes their trek toward the temple. Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Sensing victory is near at hand, Tokno urges Wanda a bit closer, to give him a better shot. Holy tactical rotating pistol: 1d20 + 6 ⇒ (6) + 6 = 12
The gnome's continued poor aim at such a large target prompts him to curse colorfully in Auran--which makes him sounds rather like a frustrated teakettle.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
If it's still up after all that... Tokno encourages his team to keep pressure on the wisp (get 'em on beta), then takes a shot. Holy tactical rotating pistol: 1d20 + 6 - 2 + 1 ⇒ (3) + 6 - 2 + 1 = 8 (includes -2 range penalty)
Whiff...
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Velorum, you need to make a save. I'm going to wait a bit on Tokno to see if Velorum or Rilynn need an inspiring boost after that trample. He has long-range improvisation, so can do it within 60 ft.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
Wanda easily moves herself and her rider out of the way of the flaming ball of death, then at Tokno's command, withdraws to a safer distance. The gnome draws a different pistol, but can't squeeze off a shot just yet. Move and swift to give Wanda a full action (withdraw); move to draw inspiring static arc pistol (better range and more useful fusion). No get 'em from me this round.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Rilynn Rae wrote:
Just don't expect that half of the party to do a ton of damage...plink! plink! plink!
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Alpha is also already get 'em-ed, because we have three envoys, and Tokno believes in focused fire, too.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno sighs in disappointment, then directs the others to focus fire on the closer mini-sun before taking a shot at it himself. Get 'em: +1 to attack rolls vs. the north/top wisp until the start of Tokno's next turn. Holy tactical rotating pistol, Get 'em: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Wanda then circles the wisp, keeping her distance from the living fire monster.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
I've copied the PCs' tokens over to the new map, but they can arrange themselves in the box as they see fit.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Wanda has an environmental field collar, which gives the same environmental protections as a suit of armor. What skill would it be to identify these creatures? Tokno isn't trained in it, I'm sure, but hopefully someone else is. "Those don't look friendly," Tokno mutters to himself. He urges his nervous wolliped ahead of the party just a little bit, then tries to convey his peaceful intent through gestures and body language. Tokno has the universal diplomat expertise talent, which means checks to change a creature’s attitude are not language-dependent (a good thing, given the vacuum!), and he doesn't have to share a language. I don't expect it to help, but he'd try to avoid a fight he's not well suited for. Diplomacy + expertise: 1d20 + 15 + 1d6 + 1 ⇒ (7) + 15 + (3) + 1 = 26
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
We do have to land first, before we leave the ship! Tokno looks eager for this adventure, but gives Chadrah a sympathetic look. "It took Wanda a while to get accustomed to it, too, but she eventually learned to trust her collar, because she trusts me." He strokes the wolliped's neck affectionately, and she makes a pleased rumbling sound. "And you can trust that we'll be with you if there's any trouble."
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno would prefer to return Kan-Zal to Master Boojan, tell our side of the confrontation before the three initiates can, and let the elder decide how his miserable student should be disciplined. Tokno is very gracious in greeting Kahir, and thanking him again for his help. During the voyage, he does his best to use his interpersonal and entertainment skills to make a good impression on the captain and his crew. When Kahir shows them the black hole in the distance, Tokno watches with rapt fascination. His knowledge of the science behind what he's seeing is sketchy at best, but it's still a beautiful sight, albeit a violent and dangerous one. "I'm ready, Captain," the feychild confirms, having already checked Wanda's environmental field collar and his own armor's environmental protections numerous times during the voyage. I don't see a picture for this on the handout?
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
If the initiate is still moving, Tokno shoots his pistol at him. Inspiring static arc pistol: 1d20 + 6 ⇒ (15) + 6 = 21
Move to give Wanda a standard, then standard to shoot.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Sorry, inspiring boost, not word. Focusing too much on explaining the effect, I guess.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno speaks soothingly to Wanda, who recovers her composure quickly. He then spurs her to "play rough" with the initiate. Standard action to use inspiring word to heal 16 HP (speak with animals lets him use language-dependent abilities on her; effects that restore SP to creature companions heal HP instead). Then a move action to grant Wanda a standard action, and she can take a move before (or after) the granted action. (Posting her attack momentarily.)
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno circles the initiate with Wanda so that he can get a clearer shot, then fires his pistol. Inspiring static arc pistol + get 'em: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
But his shot misses by a mile.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
It's Toknomonicon, BTW. Tokno urges Wanda forward towards the initiate, then suddenly, the bellowing cry of a mighty renkroda splits the air. Shockingly, the noise comes from the small gnome's throat! Almost as surprisingly, his big fluffy friend isn't spooked by the predator's roar coming from atop her back. Mighty vocal cords: All enemies within 30 ft are shaken 1d4 rounds: 1d4 ⇒ 3 (Will DC 15 negates). He's deliberately placed himself to only affect the angry one, since the other initiates wisely backed down.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
After calming Wanda, Tokno holds up an empty hand and activates his subdermal graft to illuminate the Starfinder symbol implanted there. He openly wears the same symbol on his armor. "We are Starfinders. My name is Toknomonicon," he says to the kasatha. "You have clearly mistaken us for someone else--or perhaps someone has slandered our Society's good name? Tell us about your grievance, and let's see if we can discover the truth together." Diplomacy + expertise: 1d20 + 15 + 1d6 + 1 ⇒ (15) + 15 + (6) + 1 = 37 (plus aids) Tokno is giving his full name mostly to show he has nothing to hide. But as a 6th-level icon, his celebrity feature means it's only a DC 10 Culture check to recognize him by name, which is low enough to attempt untrained. I have no idea if that would help here, but I wanted to mention it, because it's a fairly new thing for him.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno is only a novice in the ways of mystics, and he was led to that path by his connections to people and animals rather than by any search for cosmic truth. But he does have ample experience at appearing more interested and enlightened than he truly is when philosophers and academics overindulge in the jargon of their calling. If we were less pressed for time, I'd gladly share my experiences with other timelines, he thinks to himself. I wonder what he'd make of them? "Thank you for your assistance, Captain Kahir," the gnome says aloud once the offer of transport is made. "We shall come to you with all due haste. I should inform you that I travel with a mount. I hope that won't be too much trouble? She's large but extremely well trained, I assure you."
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Diplomacy + expertise: 1d20 + 15 + 1d6 + 1 ⇒ (19) + 15 + (3) + 1 = 38 (Not counting aids) "As Chadrah says, our primary objective is to speak with Jadnura," Tokno replies with polite deference. "The Society has need of his experience and wisdom to help us navigate the trials we still face. We seek...renewed balance, with his help, and yours."
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
"Light," Tokno replies with hardly any hesitation. "Light allows me to see my choices clearly."
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Sense Motive + expertise: 1d20 + 10 + 1d6 + 1 ⇒ (7) + 10 + (3) + 1 = 21 "Many thanks for your time and your advice, Alsuka," Tokno tells their host as the party prepares to leave the teahouse. Despite silence being something of a foreign concept to the attention-seeking musician, Tokno takes the lashunta's warnings to heart. At the monastery, he dismounts and instructs Wanda with a few murmured words to lie down and be still and silent. When the Starfinders are shown into the meditation room, Tokno sits upon the floor beyond the edge of the carpet. He remains quiet and still, patiently studying the fascinating crystal dome until the elder deigns to address them.
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Tokno speaks about how he uses his career as a celebrity musician to tell stories of his adventures as a Starfinder through song, enhancing both his own reputation and that of the Society in the process. He has also used his performances to make a good impression during missions, before beginning diplomatic negotiations. Profession (musician): 1d20 + 23 ⇒ (2) + 23 = 25
Wow, it's a good thing he has a truly obscene bonus to this skill for his level, because that roll was awful!
Male CG Gnome (feychild) Icon Envoy 5/Mystic 1 (xenodruid) | portrait | SP 18/48, HP 40/40, RP 9/9 | Speed 30 ft | EAC 20, KAC 20| Fort +7, Ref +8, Will +8; +2 vs. despair, fear, illusions; resist cold 5, fire 5 | Init +3; darkvision 60 ft., low-light vision; Perception +10 | Spells: 3/3 x 1st | Active conditions: 4 Int damage | Reroll used
Sense Motive + expertise: 1d20 + 10 + 1d6 + 1 ⇒ (4) + 10 + (2) + 1 = 17 "Thank you for your hospitality, and your assistance, Alsuka," Tokno responds. "I'm primary a diplomat and entertainer. I help make friends for the Society, and try to coordinate my allies' efforts. But I've also lived through enough battles and disasters that I've become skilled at wilderness survival, and picked up a smattering of various trades so that I can provide some assistance to those who are experts. And recently, I've made some breakthroughs in learning my people's Pre-Gap beast-speaker traditions." |
