[PFS] GM Brew's PFS Archons

Game Master Wicked Brew

Current Scenario: 00-33 Assault on the Kingdom of the Impossible

AMBUSH!

Monastary


1,551 to 1,553 of 1,553 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

I thought Tarek was completely healed? I saw -12 in the initiative order

I think speed is a necessity at this point. Tarek looks to Havelock and Isador Can you two chase down Zamir? I think Caoilte and I will be too slow in our armor. We will do our best to stay close behind. I can provide some light to shine the way

Tarek summons strength from his celestial bloodline and cast daylight upon a small object in the room and throws it down the hallway

if there aren't any objects near, he will cast it on his chakram and throw it

Daylight:

School: evocation [light]
Level: Bard: 3; Skald: 3; Cleric: 3; Oracle: 3; Warpriest: 3; Druid: 3; Paladin: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Hunter: 3; Adept: 3; Inquisitor: 3; Day Subdomain: 3; Light Subdomain: 3; Magus: 3; Shaman: 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: object touched
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: no
Mythic: Has Mythic version
Source: Core Rulebook
Summary: 60-ft. radius of bright light.
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

shaking my head ipulled the curtain back and run down the passage, blade out and trusting to my senses and traing to not trip, fall, or set a teap off.

will run/trot cautiously as best i can to increase my movement rate


Tarek took some damage from the kitty but I dont think I added his last heal, but all good. I do not think it will be an issue.

Tarek throws his chakram, infused with the holy light of his divine heritage, down the hallway, fully illuminating the passage until it smacks into solid earth at the end of the hall. Zamir is nowhere to be found...

The Archons search the passage and find not secret doors or magical triggers. Havelock posits that Zamir dis display some magical ability and could have used magic to work the earth for his escape. The agents take solace that the bandit lord's base of operation has been thoroughly cleaned out and that his current clip of thievery is stemmed for the time being.

The group returns to the lodge in Padiskarto report their activity. Venture-captian Mihir listens to the agents' words and shakes his head solemnly. "Thank you agents. While I am disappointed Zamir escaped, I recognize your considerable efforts and talents to disrupt his operation. Trust me when I say that while the Society desires to put his talents to better uses, I was hoping you would have brought me his head. Such bloodlust is unbecoming though. Be certain that I will send a positive report to Captain Valsin. His praise of your talents proved accurate."

Mihir treats the Archons to a luxurious meal of local fare and puts up the agents for the night. They board their vessel to return to Absalom, the City at the center of the world, to recuperate and await their next mission.

End

1,551 to 1,553 of 1,553 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] GM Brew's PFS Archons All Messageboards

Want to post a reply? Sign in.
Recent threads in Play-by-Post