Cleric of Iomedae

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M

Apologies for not getting back in contact with everyone. I had severe trouble logging in the last couple of weeks.

Would have been fun, I think. Maybe some other campaign.


M

I am interested, but need to check the rulebook (I got the link sent to me, thanks.)


M

Dotting for reference


Bringing it back for book 4 seems to have the most resonance -- I can certainly see Stroon being the sort of wizard who might look for it and find it, or one of the priestesses of Gyrona among the Tiger Lords.


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I like Rahadoum (an atheist state in a fantasy world has SO MUCH potential for conflict and interesting roleplaying).

I would love to see more about Thuvia -- yes, the sun orchid elixir is an important detail, but there's a lot more to work with. Seacoast, multiple city states, desert adventures, and the divs, all add up to quite a fun background where lots of adventures can happen. I've never seen it as one-dimensional at all.


Look at what Nyrissa was doing with Irovetti in canon -- she can provide the PCs assistance "for seven years", or something like that (typical duration-limited Fey bargain), and then come calling for her favor (the entire kingdom neatly trapped into a bottle, just like many another kingdom before them...)


Generally, I figure if the PCs take some reasonable precautions and treat their hirelings reasonably, things work out well for them. The game isn't "micromanage your hirelings", after all.

I might have the PCs do some Sense Motive checks when hiring, and some Diplomacy checks to make sure the hireling is on board, but it shouldn't be too difficult unless the PCs ask something exceptionally dangerous or the area is very risky (either of which a competent hireling will know, since they all have Lore: Professional Hireling, which covers stuff like that.) It can be fun to have a couple of extra voices around to interact with and advise the PCs, or to get them into extra trouble if it looks like the PCs aren't going to find enough on their own, or just to bring down the Hammer of Consequence if the PCs act stupidly.

Hirelings are also a nice channel to let the PCs know common stuff about the world, suggest courses of action, and things like that. I generally ask the PCs what sort of support they're looking for (teamsters, guards, accountants, etc.), and then whip up a couple personalities on the fly (roll a d8, 1 means they're untrustworthy and 8 means they're the opposite; ditto for competence). One can often improvise a lot off a quick random die roll and 1-2 character traits.


This is a good time to get some downtime action in, definitely.

For the ranger... there might not be a lot to work with there, but Shalelu could be a nice one to show up -- just have her talk with the ranger, and see what develops. Ask about background (and give the player some warning so they have time to invent something instead of just doing it all on the spot.)

For the ex-slaves, Magnimar is probably a better place for the bounty-hunters to be, but give them some way to fix the problem themselves instead of having the townsfolk solve it for them. Working the Sczarni into it somewhere sounds good.

Escorting the prisoners to Magnimar and having a trial could easily be an session or two (or three...).


Wow. This is truly epic and I am very much wanting to see how it turns out!


I like the idea that Xanesha has a lot of hooks floating around -- if/when I run this, she'll mostly be disguised as a noblewoman and clued in with lots of information links from various elements in the city. The Shadow Clock is a hideout for her, not her main lair.

If the PCs get the Watch to go after the Clock, then Xanesha will find out about it from some contact of hers and the Clock will be empty when the raid arrives. Which means the PCs will have to figure out another angle.


Note that PCs who get used to steamrolling 1/day encounters can have real difficulties adapting to some of the really nasty lairs, particularly Vordakai’s or the Stag Lord.


Right, Thousand Bones is in book 1. Mea culpa.

Anyway, what about the idea of him finding the spring in book 3... with a pipe going into it taking all the water ... somewhere. (An otyugh sewer worker could tell them it leads to Castle Korvosa eventually....)


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A lot of Korvosans don't like the Shoanti, but this can be a way to enhance roleplaying -- right now things are just tense, not "lynch-on-sight". It does give you a really good link for one of the quests in book 2. I don't expect that playing a Shoanti will be more of a problem than you want to make it.

Book 4 would need some work, because your PC would probably know a fair amount of the mysterious Shoanti background in that book. Done well, though, it could really give the player a good time (and let him be the native guide to the rest of the players after the reverse action in books 1-3.) Just be aware how you're going to handle that. Might have some of the characters be more friendly to him (same quah?), others be old enemies of his family or quah or some-such.

If the character has ranks in Knowledge (history) then he probably knows something of the Shoanti past in Korvosa. If he doesn't, oh well, he wasn't paying attention when the tribal bards were telling stories of their past so he doesn't know it. But you could let him knock 5 off the DC of Shoanti-related knowledge checks or something.

As far as the spring goes, it seems to me that you have two options. One is to put it in the Arkona dungeon in book 3 -- that gives him a nice milestone completion, and maybe something to help them survive that killer dungeon. The second is that somehow the Queen seized and repurposed the spring (it's where she gets some of the mystical ingredients for making the Gray Maidens? it's part of her immortality bath recipe?)


I could see temples of Abadar providing postal service as part of their support for cities and civilization. Now, maybe they don't do rural deliveries...


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I was thinking that the players might overhear Tsuto and Ameiko arguing. (This would require them to dispose of all the goblins before any of them can get downstairs). The two are now in stage N+1 of an N-hour argument and are basically shouting at each other, which explains why neither of them have heard the fight upstairs. That lets you feed in a lot of the backstory without having Ameiko tell them later.


What we need is something that penalizes creatures with darkvision but not normal vision. Maybe a spell, or an alchemical grenade, that dazzles those with darkvision?


I have thought about setting a campaign in Thuvia - it's a nice background for a bunch of city states and desert princes fighting it out. Plenty of room for intrigue and exploration, and for naval adventures as well - it's got a coastline, after all.

You wouldn't have to use the sun orchard elixir unless you wanted to.

Divs make for a great looming threat in the background, either as tools of the bad guys or as the ultimate BBEG themselves.


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Evil damage is a slow black stain, spreading and burning like acid. Maybe some temptation is ladled in. ("For a moment, you feel very angry/lustful/tired/whatever the character's major sin is")

Good damage is a flare of white-gold light that leaves evil creatures scarred and smoking.

Lawful damage is a steady blue glow that's maybe a 3D grid if you look deep enough, closing in around the victim like a cage.

Chaos damage is a shifting of form and feature, leaving the victim blurred and distorted before reality snaps back into place.


Wow, this is a really nice example of how to keep going when you're off the rails. It's nice that the players are rethinking allying with Team Evil, though.


A 9th level spellcaster could cast banishment - it’s in all four traditions. If they know someone who knows someone... problem solved. You could always make a short side quest of it, or just rule that the local high priest would be happy to help, depending on how much effort you want the PCs to put into it.

But djinn can plane shift as an innate spell! Why does he need the players’ help to get home?


Quote:
a makeshift Hellfire Flume. That would sure be something...

Definitely enough to stop one giant attack, even if it melts down in the process.


Getting to the control room would let them (or maybe Master Quink) activate the Old Light to defend Sandpoint from the giants? That seems a nice hook for your party.

11th level foes - mobs of vrocks (very apropos for the Runelord of Wrath), enhance some efreetis a bit, maybe some fire elemental guards.


As I would rule as a GM:

Lore can overlap several other skills -- e.g., Goblin Lore would cover goblin society, goblin tactics, goblin deities and religious practices, where bugbears like to lair up, that sort of thing. And there are probably things that Lore can do that other skills can't.


Proficiency bonus is level + stat + training + other bonuses -- so a third level fighter with Str 18 trained in the weapon would have 3 + 4 + 2 = +9 to hit with his sword.

As far as multiple attacks go, everyone gets three actions + a reaction each round. You could use all three actions for attacks, even at 1st level, but bear in mind the Multiple Attack Penalty (-5 for the second attack, -10 for the third), though there are some ways to reduce the penalty.


Thanks, all.


Not counting magical means, how can a character learn languages?

All I can find, so far, is starting languages (ancestry), bonus languages from high Int, and the Multilingual skill feat (must be trained in Society). Are there any others?


Very roughly: PF1 price / 10 = PF2 price.

Copper is the new silver.

Silver is the new gold.

Gold is the new platinum.


For a hobgoblin, use drums or trumpets. Standard military instruments that can be heard a long way away through the din of battle.


Hey, sometimes you want them to eat the Attack of Opportunity so the enemy doesn’t have it available to hurt you or your friends with.


Would love to see 2E stats for everyone involved ;)


Language is very campaign-dependent. Ask the GM.

Thing is, at low levels usually there will be one reasonably common language in the vicinity; if there are lots of languages flying around (e.g., in a major port city) then a translator is likely easy to find. At higher levels it becomes a non-issue as long as someone can cast tongues.

Or summon a creature with telepathy to serve as a universal translator.

Generally, as a GM unless I want to make a big point of translation difficulties and overcoming them, I just assume everyone important speaks Common, or maybe has a translator available. I might (rarely) put in language elements in an adventure -- e.g., a sign in Dwarven in a mine once run by Dwarves. If I were running a campaign where an invader from a far-distant land was coming (e.g., Mongols vs. vast distances, Spanish vs. Aztecs, interplanar gate, interplanetary romance) it might be appropriate to make it an issue.

One thing I generally do during session 0 is let the players know what languages are frequently found in the area where the campaign starts. After that, if nobody takes one of those languages, so be it, but that's not on me as a GM.


+1 for TOC. It tells you about what's inside the book.


Someone who believes he is Aroden. Or, for extra fun, two Arodens.


Wow... what a story. Should be very interesting, but if the PCs decide to join Mokmurian, you're mostly on your own as far as creating stuff goes.

I suppose you can still send them to the Scribbler's lair and Runeforge ("find and destroy this place lest the mad wizards there, who are probably responsible for Earthfall, do something similar")


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This is loads of fun to follow - please let us know how it turns out!


Dragon disciple!


I would really like to have a reasonably good list of real-world diseases to work with, as well as fantastic and monster-specific diseases.


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Is there an iOS version?


Korvosa, Kaer Maga, Magnimar. All nice cities with a good hinterland and lots of adventure support (without so much it becomes crippling).


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Most surviving goblins have been raised by paladins in orphanages.


Urgathoa seems like a good fit -- consumption to excess, decadent wallowing in pleasure, all that kind of stuff. Sure, canonically that's mostly about food, but I could certainly see it expressed in music or other forms of art as well. Baudelaire on steroids, a lot of late-19th-century fin-de-sicle nihilists, certain rock musicians... the list goes on.


2) The sawmill's structural members all get wildly warped. It'll collapse very soon if anyone tries running anything.

3) Tangled thorny vines grow all through the reed patches the basketweavers gather their raw material from.

4) The ground under the local factory turns into mud. How many times can the industrialist rebuild?


You can also use the extra spells to cast multiple copies of, say, long-term buffs for preparation.

A bloatmage trades a little bit of wizard-stuff for a lot of endurance. I agree that this doesn't help (much) in a 15-minute adventuring day, but I liked the flavor too, and not all campaigns are 15-minute days.


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True strike does two things.

It helps low level casters reliably hit with something, even if they’re not normally proficient with it. This also works for anyone who can do big attacks and cast arcane spells, for instance dragons with Power Attacking bites. Not all spells are primarily PC spells,

And it negates miss chances from concelmeant. This is incredibly powerful, especially when quickened in conjunction with powerful attack spells.


Dot-dot-dot


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You could put it in Thuvia (desert and mountains) or in Garund somewhere (have the natives be Mwangi instead of Indians).

More tropes:

The natives are really good trackers in tune with the wild (obviously, ranger levels and druids).

The local schoolmistress (who may be a cleric or bard in this world) as a quest hook, possible love interest, and local support.

SO MUCH room for things to do with mines. Probably have them disturb some kind of underground spirit (homebrew, look up something the players have never heard of before).

A gang of bandits who are enemies of the local bankers (not that they're nice people themselves, but the locals like them because they mostly leave the locals alone).


Also, definitely use spells like unhallow and other environmental gamechangers... even higher-level PCs are not always prepared for this.


Even suboptimal play as a bloatmage is "multiple extra spellcastings per day", which is pretty powerful.

Not sure about getting rid of Sickened.

I'm guessing the -2 Con penalty kicks in when you do your rituals (that's when you're doing all the self-cutting), at least that's how I played it as a bloatmage and how I'd do it as a DM.


You can use blood points to cast a spell without losing it from memory (or without expending the spell if you're a spontaneous caster). If you've already cast all your spells, well, the ability isn't very helpful; you use it to get extra castings before running out, so it stretches your endurance.

When memorizing spells, you refill your pool (up to your bloatmage level) and you can also charge yourself up by getting extra blood points (but if you go too far over your limit, Bad Things happen) - generally this gives you a few extra spells a day, possibly of up to your highest level. Which is never a bad thing, though it's like pearls of power in that you can only use stuff you already have in your head, not extra slots you can fill with anything. I mostly used it to cast extra copies of stuff I was regularly using anyway, and carefully monitored my situation so I wasn't going to go crazy.

If, say, you're a wizard 5/bloatmage 2, you have a pool of 2, which you could use to cast 1 2nd level spell or 2 1st level spells without losing them - you could add 1d4 points on a bloodsurge, but you don't want to get 4 because that would put you at twice your limit and you'd go crazy. So you don't surge, unless you're doing the thing where you could regulate the surge a bit.

The other abilities are mostly extra toughness and defensive abilities (always good), plus being more affected by bleed damage (not good but it doesn't come up very often).


Having played a bloatmage, it felt (slightly) tougher than a wizard but I never really had problems being flexible. Minor abilities for the most part, and I never missed the wizard class abilities that weren't going up any farther - I had other abilities which were.

Drinking blood to use bloodline abilities... <shrug> By the time it could have worked, we were near the end of Curse of the Crimson Throne anyway.

Feats were very tight (you have several required feats to get into the class), but that just meant I had to make the most use of what I did have... and a full casting class usually can think of things to do. Slight nerfs on a wizard leave one, well, still a wizard.

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Tihun raises her glass to the good captain and to her companions. "May your stories be long and filled with adventures!"

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Tihun moaned softly as she slowly roused herself from her drunken slumber. The gentle swaying of the ship had the bard convinced that she was still quite drunk, until the sound of lapping waves on the hull of the ship told her otherwise.

"Hmmm, perhaps I didn't tip that bar boy well enough? Or maybe he just doesn't know a ship's hold from an inn? In which case, I will have strong words with the tavern keeper, if I haven't been sold to some Chelaxian noble with an obsession for beautiful half-elven women and too much coin."

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

"I am glad that no one has been seriously hurt, but I must stress the need for patience when studying dangerous magics. However, I won't say there aren't any merits to your research. More a lack of peer review and oversight. In hopes of helping you continue your research in a more controlled environment, may we have a copy of any scrolls or script that detailed the Nidalese ritual?"

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Naturally, I get a Nat 1 with my Hero Point reroll.

Wayfinders

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SRO Witchwarper 3 / EAC 16 / KAC 17 / AC vs Combat Maneuvers 25 / Fort +1 / Ref +5 / Will +3 / +4 vs. effects that target only humanoids / 1st 3/4

"Hey, you're plenty attractive Dr. Smythe. You have all the stuff organics love: hair, skin, positive life signatures. You've got the works! Flux shoots a quick thumbs up to Balazar after the pep-talk.

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Luckily, the potion of Tennessee I live in wasn't hit too hard by the pandemic.

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Tihun kept quiet through their investigation of most of the manor. Not because she was necessarily frightened, although the prospect of being devoured by the undead wasn't very appealing, but because she had never encountered anything quiet like these restless spirits.

Oh sure, the Magaambya Academy had various class on the undead and necromancy, but it was all from a clinical view. But these spirits were in pain, begging for relief from the horror of repeating their end over and over again. Their spectral hands grasp for our warm bodies not out of hatred for the living, but to simply ask for release from their torment.

But no, Tihun wasn't afraid of these creatures. She trusted her friends, especially the two holy women of her party, to help deal with anything with true malice. However, the fact that these poor souls were so weighed down by their own sad stories that they couldn't even pass on unnerved and saddened the bard. She vowed that she would not let her or her friends end in such a tragic way. There story would be happy and filled with wondrous adventure. And part of that story would be helping these souls find rest.

"Sekhem, Serane, I'm afraid I am out of my depths here. I'm not what most would call spiritual, besides my offerings to Grandmother Spider. But, should you need my assistance in putting these poor things to rest, please let me aid you."

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Tihun pats the nameless creature's shoulder after her companions had spoken. "You will be fine with whatever you choose, my friend. Just make sure to let us know what you've chosen so we may brag to the other Pathfinders! For surely, you are destined for great things with in the society."

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Tihun smiles at the creature as her companions reassures it. "A noble desire indeed. Perhaps you could even join us as a fellow Pathfinder?! There are enough oddities in our organization that you'd find it hard to find someone afraid of you. And you'd already have 5 friends waiting for you."

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Tihun watched the crowd as it began to rile itself in a angry mob. After waiting for a few moments for the chanting to die down somewhat, the Mwangi woman quickly moved to address the barrister.

"Hello, my friend! I couldn't help but overhear the protest. I must admit I'm confused by some of the concerns being discussed. Why would the Gorgon Races ending make you unable to sell your wares? You have the countenance of a successful business man, so I've no doubt to the quality of your merchandise. But if an event is needed to aid in your sales, why not celebrate the end of the Gorgon Races? Show how forward thinking Absalom has become by selling shirts that remind everyone that this particular chapter of history has closed for a and exciting chapter!"

Diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Hi Alaize and Gnome,

Glad to have you join us.

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Here's my Downtime roll.

Performance: 1d20 + 6 ⇒ (1) + 6 = 7

Well dang.

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

"I'm doing magnificently! Ever since I have joined the Pathfinders, and the Envoy's Alliance in particular, I have yet to suffer boredom. As for my compatriots..." Tihun smiles brightly before pointing to each of her comrades with a flourish.

"The strapping, and really only, man of our little troupe is Ravant or Old Dog to his friends. I've taken to calling him Brother as there is a slim, almost nonexistent chance that we are related. And I'm nothing if not a believer in the improbable. But nevertheless, I a look forward to when I can witness his fighting prowess for myself!" The bard winks at the Ravant before moving onto the next person.

"Sekhem of Osirion is the one currently attempting to hide how nervous she is. But this humility no doubt belies great divine power entrusted to her from Ma'at!" Tihun pats the cleric's shoulder as she passes by her.

"This is Serane, a woman of great strength and greater character. No doubt many a foul villain will fall to her righteous blade!" Tihun taps her knuckles against the warrior-woman's bicep as she steps a few paces away before finally turning back to the assembled group.

"And for those who don't know me, I am Tihun of Nantambu. A once proud member of the Magaambya Academy, but now simply a proud dropout. I seek to write my story upon this world, so that others too may learn that life is a story worth reading!" Tihun ends her introduction with an exaggerated bow, her dreadlocked ponytail falling to one side of her face as a result.

Envoy's Alliance

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CG (Female) Half-Elf Bard 1 HP: 16/16 | AC 17 | Fort +3 Reflex +5 Will +6 | Perc(T): +6 Low-Light Vision | Stealth(T) +5 | Speed 25ft | Hero Points: 0 | Focus Points: 1 | Spells: 1st 2/2 | Active Conditions: None

Hi Tiessa,

Like GreatGraySkwid said, play whatever you'd like to try out!

However, if it helps, here is list of the current roster of class so far (these will be split up into different tables so there isn't a guarantee that you will play with any of them)

- Saturday: Human Liberator-Champion

- Razpen: Elven Wizard

- Dorian 'The Hammer' Gravendak: Dwarven Fighter

- Redd Appleblossom: Halfling Scoundrel Rogue

- Lusinel: Elven Thief Rogue

- Sara Bright: Goblin Angelic Sorcerer

- Alaize Crimbraze: Half-Elf (TBD)

- Filtune Gracefoot: Halfling Cleric

- Old Dog Ravant: Elf Fighter

- Jayson Ghita: (TBD)

- Tihun: Half-Elf Bard

Hopefully I didn't miss anyone.


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If there's still room, I'd like to throw my hat in the ring.

PFS: Been laying PF2E society for a few months now at my local game store. So I have a general idea of what I'm doing.

PbP: I'm currently in a non-society game for Starfinder, but haven't gotten a chance to mess around on the forums beyond that.


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Kind of got inspired to write more of Flux's backstory after reading The Lion Cleric's backstory for their character.

Flux's Backstory:
The Vents, Liavara.
Around 12am

Dr. Alphonse Halvale's day had been blessfully serene. His team had been getting some interesting results from this week's readings of the engimatic beings called the Dreamers. and the petty squables between his team and some the gas-miners seemed to have thankfully calmed down for the time being. So, Dr. Halvale was more than alittle upset when he awoke to the sound of someone rapidly knocking at his door.

"Hey boss! Hey, are you awake? I gotta talk to ya about something! It's big, HUGE even. Could change everthing!", said the offender, its insistent crackly voice given it away instantly. With a heavy sigh, Dr. Halvale slowly made his way to the front door of his small apartment and cracked the door open just enough to see the small purple robot hanging on his door. "Flux, by Sarenrae's merciful light, if this is anything less than a Dreamer personally wishing to make contact with me, then I'm going back to bed."

"Naw, it's even better than that. I QUIT!" With a quick hop, the spider-legged robot landed on the ground and offered a handful of papers to his his supervisor. "What?!" Slamming his door open, Alphonse grabbed Flux by the arm and dragged him into his apartment. "You can't quit!"

Flux simply patted the suddenly stressed man on the shoulder as he spoke. "What are ya talking about? Course I can quit. Already filled out my two weeks right here, so everything is order. But, it ain't like its a permanent thing or something. I mean, the only reason I'm quiting is because I don't know how long I'll be gone. The dream was pretty vague, so finding out everthing could take awhile."

Slapping a hand against the wall, Alphonse braced himself as he felt his blood pressure spike. "You're quiting, throwing away years that you spent helping me research the Dreamers, because you had a dream?"

"Yeah...well not exactly. Boss, I know I told you about that dream with the earthquake and the huge city and the giant crater and the... well anyway I found it. I found the dream place! Its that new colony on Ikirit. It has the city, the crater, everthing. This means the Dreamers finally asked ME a question, ME! After all these years of me asking them stuff and they finally want me to help them with something. So, I gotta go find out what happened on Ikirit so I can tell my Dream Pals."

Massaging his temples, Dr. Halvale could only glare at the annoyingly upbeat automaton as it bounced in place in barely contained excitement. "...Fine. Go waste everyone's time frolicking on some distant blighting planet because of some dream that the Dreamer, who nobody has ever spoken to, maybe gave you. But if you come back here with anything less than ground-breaking insight into our research, I'll personally sell you for scrap."

"Geeze boss, kinda harsh ain't ya. Well, whatever. I know the Dreamers want me on Ikirit and I know that whatever's there is has to be important for our research. I'll make ya proud, just trust ya buddy Flux!"