Radi Hamdi

Brakkart Delmadhi's page

35 posts. Alias of Calixymenthillian.


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"Hmm, perhaps." The priest whispers in response, "so long as it doesn't delay us too long. Though I'd want to be sure that the Rotskin clan actually attacked these elves without provocation; given their reaction to us, perhaps the elves are the true aggressors here."


"Yes, I would say it is a mistake to shoot strangers blindly in the dark," Brakkart says with a frown, lowering his blade but keeping it in hand to provide illumination for the camp. "You should be more careful in future, or you might find yourselves with enemies beyond this Rotskin clan."


initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Waking to darkness, Brakkart fumbles around to find his family scimitar as he pushes himself upright.

As the priest draws his weapon, he calls upon Sarenrae's holy blessing to fill it's black length with a holy light, and a soft golden glow illuminates the camp like the first rays of morning.

Move action to stand while drawing the scimitar, Standard to cast light.


"Galt?" Brakkart asks unsurely, "Isn't that place a little dangerous?"

"Does that mean we're headed for Diobel to find a ship?"


"Great potential?" Brakkart asks in a still slightly bewildered tone, "surely that could be said of anyone willing to see their goals through, while enduring all the difficulties that arise along the way."

Helping to push the wagon, the priest stops for a moment to look at his two teachers, "from that inevitable's words, it sounded as though you had been working with them until just recently. If they're trying to use us as pawns in some otherworldy war of theirs, they seem like just the sort of beings our order was founded to oppose; why did you trust them? And perhaps more to the immediate point, what changed that?"


Still unsure of exactly what is transpiring, the groggoy priest hurries across to the wagon, rather trusting in his teachers than some strange and unfamiliar outsider.


I believe that Truespeech is effectively tongues, you can understand and be understood by anyone if you speak it.

Being led groggily along, only half following the conversation through his poison-addled state, Brakkart looks around in confusion.

initiative: 1d20 + 1 ⇒ (11) + 1 = 12


Brakkart ate in silence, casting long glances down at the dusky blade hanging at his waist between mouthfuls of the breakfast, and only stirring when Kimiko spoke up.

"Hmm?" He asks, his attention suddenly returning to the room and those around him, "I'm sure he'll be here, and no doubt if we head off to look for him he'll arrive just after we leave."


"Maybe he's dealt with them before," Brakkart comments, as they leave, "but you're right, we should probably get some rest soon, in case we're needed before the morning."

"And now we're back, let's seem if the Healing Light can do anything more for your wounds. I would have called upon the last of the healing at my disposal while we were in the field, but I figured it would be best to keep something in reserve on the chance we had an emergency on our way home."

cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9


Efficient! :)

I'll level up tomorrow night; do we get maximum hp like in the high level campaign?


"I can't" Brakkart says with a slight smile to Meria, "but I have little doubt that the Healing Light of Sarenrae can soothe her wounds."

Channel Energy: 1d6 ⇒ 2
Channel Energy: 1d6 ⇒ 1


Nimon wrote:
1d20+2 will save for Shadow Mastiff(what is your DC for channle is it 14?) Either way the Shadow Mastiff has a wound.

DC 12 normally, DC 14 for undead, but there's no need for a save; I was just using Selective Channelling to avoid healing it.


initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Seeing the shadowy beast launch itself from the murky waters of the pond and tear away a chunk of Kimiko's flesh, Brakkart sends another prayer to Sarenrae, "Please bolster us as we fight to bring your holy light into this dark place."

Channel Energy: 1d6 ⇒ 4 Excluding the shadow mastiff, in case it is already wounded.


Channel Energy: 1d6 ⇒ 1

"Please, Sarenrae, let your soothing flames wash over us and wash away these burns." Brakkart prays softly, before following after Meriadamocrates, and a soft orange glow pours out from the golden winged figure hanging at his neck, filling those nearby with a comforting warmth.

---

"What do we know of these Shadow Mastiffs?" the priest whispers as they approach the clearing, "if they are such dangerous foes, it would probably be better to avoid rushing in blindly."

knowledge(the planes): 1d20 + 5 ⇒ (9) + 5 = 14


"Are wolves native to these parts?" Brakkart asks, "I've not spent a great deal of time outside the city walls."


Brakkart drops to the ground and pats out the flames burning his robes as the fire elemental dissipates, before rising and quickly assessing the dwarf for any burns of his own.


reflex save: 1d20 + 1 ⇒ (1) + 1 = 2


Brakkart continues forwards, drawing up alongside the dwarf and levelling his blade in a defensive posture before him. "Get back," he says urgently, "try to put out the flames if you can, but be ready to flee if we fall."


Nimon wrote:

Where you trying for some other information? It is hard to tell details from this distance.

Just a pre-emptive roll for when we got closer.

Brakkart hurries along towards the fiery scene, following closely behind Meria.


Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

"Possibly the fire elemental that was mentioned," the priest comments, drawing his curved black scimitar and starting down the side of the valley, "even if we're not able to defeat the creature, we may be able to get the occupants of the house to safety."

Knowledge (planes): 1d20 + 5 ⇒ (12) + 5 = 17


"You're right, of course." Brakkart nods to Kimiko, after saying a few prayers over the bodies surrounding the gate, "we need to get news of this to someone better able to deal with the issue as soon as we can."


Rising to his feet, Brakkart gives the man a nod, before turning to the other, "So... it seems that at least two creatures have passed through the gate already, I don't suppose anyone has some idea about how to close it?"


"Perhaps we could meet with your order once we are finished here," The priest suggests, "is there a place we can find you?"

"It may be that the Healing Light of Sarenrae can help overcome this malady."

Knowledge (Planes) 1d20 + 5 ⇒ (1) + 5 = 6: Shae?


"Before you do," Brakkart interjects softly, but firmly, "I think I would like to hear a little more about this Lady Shadow of yours. What is it that she teaches you? And what does she ask of you in return?"

"While not all those who dwell outside of the Dawnflowers light embrace darkness in their hearts, and your Lady may be as benevolent as she seems, there are many creatures of Shadow which cannot be trusted; as the Fetchlings who betrayed you have shown."


Brakkart's eyes easily betray that he has questions of his own, but for now his remains silent as he kneels beside the man, not wanting to overwhelm him with a barrage of demands from three sides at once.


"Very well," Brakkart agrees, kneeling over the badly burnt man and beginning his prayer, "Please, Sarenrae, hear this remorseful soul's plea, and wash away his sins and hurts, both."

Dropping comprehend languages to spontaneously cast cure light wounds 1d8 + 1 ⇒ (2) + 1 = 3


"May the Dawnflower show her mercy to this misguided man," Brakkart offers a prayer in celestial, moving closer to the wounded cultist, "that he might be led back into the light of her glory." Stabilise

Leaning closer as Kimiko looks to him, the priest looks over the man for any signs of wounds, while offering a quiet reassurance, "You were wrong, but we can all make mistakes, what you choose to do next is the important thing now. Tell us, what happened here?"

Heal 1d20 + 3 ⇒ (7) + 3 = 10
Diplomacy 1d20 + 6 ⇒ (10) + 6 = 16


Slowing to a stop around 100 feet short of the gate, Brakkart looks to his companions, "Those robes look familiar... I think I read of a similar pattern being associated with a group worshipping a demon of shadows. I can't recall the name of the cult, or the demon they worship, but the book did mention they operated from the sewers of Absalom."


"We can't delay too long," Brakkart insists, moving towards the gate, "some of them may still be alive."

Knowledge(Religion) 1d20 + 5 ⇒ (10) + 5 = 15 (17 if the robes are uniforms of a cult, or something along those lines.)
Knowledge(Planes) 1d20 + 5 ⇒ (3) + 5 = 8 (10 if the robes are uniforms of a cult, or something along those lines.)


"My test was certainly less painful than yours," Brakkart admits to Kimiko at her questioning, "I was simply asked to identify a holy symbol; and it isn't too difficult to recognise the winged eye of Aroden when you live in the city he founded. Still, it earned me this book on various strange cults who might have fallen under the sway of malevolent outsiders... should be a good read."


Brakkart leans in, to take a closer look at the symbol.

Knowledge(religion) 1d20 + 5 ⇒ (11) + 5 = 16


The young, dark skinned priest steps forwards, offering the trainer a slight bow of the head.


Initiative 1d20 + 1 ⇒ (2) + 1 = 3


Back from Paizocon UK!

I'll roll initiative in the main thread now.


How is this for Allumbris' descendant?