Dr. Si's Curse of the Crimson Throne - Seven Days to the Grave


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Dr Simon

Explorer
The other Physician in the room takes advantage of Manachan's distraction as the aasimar attacks Davaulus to launch an attack of his own, but his blade is deflected by Manachan's magical shield.

Meanwhile, Red fires his crossbow from the skylight, attempting to hit the Maiden hunting Mhairi, but only manages to hit the catwalk.

[sblock=OOC]
Misses all round from Red and Physician #12 .

Potion of CSW for Edmond cures 20 damage.

Round we go again, starting with:

Manachan
Mhairi
Ignatius
[/sblock]
 

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Maidhc O Casain

Na Bith Mo Riocht Tá!
Growing frustrated with his inability to strike the doctor, Manachan falls back on other means. He focuses his will, concentrating furiously to keep track of the positions of his foes, and thrusts out a palm toward Devaulus. Three bolts of arcane energy shoot forth, sparking the air as they slam into the doctor's chest.

[sblock=Actions]
  • Standard: Cast Magic Missile on the defensive.
[/sblock]
_______________
ManachanAingealiEWHeadShot.png


[sblock=Stat Block]MANACHAN AINGEALI CR 4
Male Aasimar (MCP) Monk 2 Sorcerer 3
LG Medium Outsider (Native)
Init +6; Senses Darkvision; Perception +13
--------------------
DEFENSE
--------------------
AC 21, touch 17, flat-footed 18. . (+4 armor, +2 Dex, +1 deflection, +1 dodge)
hp 40 (2d8+3d6+5)
Fort +5, Ref +6, Will +9
Defensive Abilities Evasion; Resist acid 5, cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Silver Dagger +6 (1d4/19-20/x2) and
. . Nunchaku +5 (1d6+1/20/x2) and
. . Nunchaku +5 (1d6+1/20/x2) and
. . Silver Dagger +5 (1d4/19-20/x2) and
. . Unarmed Strike FoB +4/+4 +5 (1d6+1/20/x2)
Ranged Crossbow, Heavy +5 (1d10+1/19-20/x2)
Special Attacks Flurry of Blows +4/+4 BAB +1, Heavenly Fire (7/day)
Spell-Like Abilities Daylight (1/day)
Sorcerer Spells Known (CL 5, +5 melee touch, +5 ranged touch):
1 (7/day) Magic Missile, Mage Armor (DC 16), Bless, Chill Touch (DC 16)
0 (at will) Resistance (DC 15), Read Magic (DC 15), Daze (DC 15), Touch of Fatigue (DC 15), Prestidigitation (DC 15)
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 18
Base Atk +2; CMB +4 (+5 Grappling); CMD 19 (21 vs. Grapple)
Feats Arcane Strike, Dodge, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (2/day) (DC 15), Weapon Finesse
Traits Magical Knack: Sorcerer
Skills Acrobatics +6, Bluff +8, Diplomacy +6, Escape Artist +6, Heal +7, Intimidate +9, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +8
Languages Celestial, Common
SQ AC Bonus +3, Celestial, Celestial Sorcery, Ring of Jumping, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Bolts, Crossbow (20), Crossbow, Heavy, Masterwork Silver Dagger, Nunchaku, Nunchaku, Silver Bolts, Crossbow (5), Silver Dagger; Other Gear Grappling hook, Potion of Cure Serious Wounds, Rations, trail (per day) (8), Ring of Jumping, Ring of Protection, +1, Rope, silk (50 ft.), Sack (10 @ 15 lbs), Smokestick (4), Thunderstone (4)
--------------------
TRACKED RESOURCES
--------------------
Bolts, Crossbow - 0/20
Daylight (1/day) (Sp) - 0/1
Heavenly Fire (7/day) (Sp) - 0/7
Masterwork Silver Dagger - 0/1
Potion of Cure Serious Wounds - 0/1
Rations, trail (per day) - 0/8
Silver Bolts, Crossbow - 0/5
Silver Dagger - 0/1
Smokestick - 0/4
Stunning Fist (2/day) (DC 15) - 2/2
Thunderstone - 0/4
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Celestial Summoned creatures gain DR 1/evil.
Celestial Sorcery Aasimar sorcerers with the Celestial bloodline treat their Charisma score as 2 points higher for all Sorcerer class abilities.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +4/+4 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack: Sorcerer +2 CL for a specific class, to a max of your HD.
Ring of Jumping This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.

Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
Stunning Fist (2/day) (DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Silken hair the color of spun gold; eyes the dark blue of deep ocean but shot through with silver; skin the hue of milk with just a hint of chocolate. Manachan was a sensation among his much darker Varisian clan – plainly proof that their kapenia showed true and that their line was descended from divinity.

The Aingeali clan claims descent in direct line from Irori himself, though the claim has been disputed by many. The birth of Manachan, with his very unusual coloring, has been taken as proof by his parents and others of the clan. In many ways, the young man had a charmed childhood.

However, the pressure on him to live up to his ancestor’s divine example has been tremendous, and has led to great internal conflict between the wild ways of his nationality and the discipline espoused by his perfect ancestry. In an effort to resolve this conflict, Manachan left his clan at the age of 13 to enter a small monastery devoted to Irori. He has spent the last four years there, training relentlessly and learning that the path to perfection requires, for him at least, a balance between freedom and discipline, and carefully maintained contradiction between his clan’s nature and his ancestor’s teachings. Adding to his difficulties, about a year after entering the monastery his sorcerous abilities manifested. The instinctual nature of his magic disrupted even further the strict discipline required by the teachings of the monks.

Now 17 and finished with his studies at the monastery, Manachan has found that balance and been released into the world to continue his struggles toward perfection. A confident, outgoing young man with an easy humor and tremendous ability, he has found it fairly easy thus far to make his way.

Now at loose ends and with no instruction other than to find his own way to pursue his perfection, Manachan resolved to return to Korvosa – he had met a young scholar (Edmond) there on one of his errands for the monastery and they had struck a fast friendship. He was fascinated with the life of the sprawling city and decided that learning more of it would provide him some valuable lessons for his path.

Manachan dresses in dark, smoky oranges and forest greens, typically wearing a narrow kilt like wrap from the waist down and either going bare chested or donning a simple tunic – depending on weather and social requirements of his current location. He keeps his hair tied in a ponytail. Other than eyebrows his body is completely lacking secondary hair. He wears his bata strapped to his back, along with his crossbow. All of his other belongings he carries in a sack – to be dropped at a moment’s notice in case of a need to defend himself.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 
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Kaodi

Hero
With his sanctuary spell clearly effective in warding off the Grey Maidens, the ifrit is loathe to take any hostile actions. So with Edmond having healed himself using a potion, Ignatius instead prays for guidance for his ally.

[sblock=OOC]Cast guidance on Edmond. Not really much else Ignatius can do for the moment.[/sblock]
 

Axel

First Post
Mhairi

Mhairi took advantage of the momentary distraction Red's missed crossbow bolt caused the approaching Grey Maiden. She whipped out a starknife and threw it in a single fluid motion before rising out of the shadows and backing away.

Mhairi had aimed for the joint on the Maiden's right side, since she couldn't hope to penetrate the plates of steel with muscle strength alone.

[sblock=actions]
Move action: draw starknife
Std action: attack

Move 5' away from Maiden
[/sblock]
 
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Dr Simon

Explorer
Mhairi's starknife digs deep, and the Maiden tips over the edge of the catwalk to crash, unmoving onto the floor below (luckily missing any bedridden blood veil patients). The other Maiden on the catwalk advances cautiously towards Mhairi, shield held in front of her.

This noise is heard upstairs where the fight at close quarters continues. Manachan's magic blasts into Doctor Davaulus. He steps into the midst of his foes, throwing something to one of the Maidens outside the door as he does so.

"Warn the temple," he calls, rapier held aloft to fend of incoming attacks.

One of the Maidens, having sidestepped Ignatius, presses her attack hard on Edmond and wounds hijm in the leg. The other, perhaps bolstered by her compatriot's success, manages to overcome Ignatius' magic and lands a score on the ifrit's arm.

[sblock=OOC]
Manachan - 10 damage to Davaulus
Ignatius - guidance on Edmond
Mhairi - 11 damage to Maiden #4 , dead.

Maiden #9 - hits Edmond for 8 damage
Maiden #1 - makes Will save, hits Ignatius for 6 damage.

Davauls takes a 5 ft. step and throws an item. This renders him open to an AoO from Ignatius, Manachan and Edmond, or alternatively Edmond or Ignatius can try to intercept the object (forfeiting an AoO) by making a DC 20 Reflex check, although this would then render either of them open to an AoO by the Maidens threatening them.

Either way, Edmond gets his initiative order action next as well.
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Neurotic

I plan on living forever. Or die trying.
Edmond reacts to the doctors throwing by wounding him even more. He then turns to the ladies in waiting and another burst of clashing colors comes forth engulfing all of the maidens. His spell reserves almost exhausted, he eyes the opponents, hoping to disable as many as possible.

[sblock=Actions]
OA vs Dr Davalus; damage (1d20+11=27, 2d4+6=10)

if 5' needed to get all maidens in 15' cone he does, otherwise stay put

blast color spray over 1,5,9 and 10, Will DC 13 negates
2HD or less Unconcious 2d4r
3-4HD: Blind 1d4r
5 or more HD: Stunned 1r
[/sblock]

OOC: this is my next to last 1st (and damaging) level spell and I have only 3 teleports remaining - if we need to evacuate through the window, tell me, I'll leave last...I can get three of us out in 3 rounds assuming I survive that long :)
 

Kaodi

Hero
Ignatius, confident that his sanctuary spell protects him, reaches up to grab what Davaulus threw, but is left grasping at air.

[sblock=OOC]I do not believe that you actually get more than one save versus sanctuary. Edit: Errr, looking back though, it seems the problem is only in your description. The OOC part shows that it is a third Maiden that hit him.
Pathfinder PRD said:
If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell.
[/sblock]
 
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Dr Simon

Explorer
Edmond runs Davaulus through with Deathwail, and the Doctor collapses over the unconscious, bedridden form of one of his "patients". The Physician at the far end of the room lashes out at Manachan, but the swishing of the dangerous-looking medical tool are more defensive as the Physician steps back from Manachan's reach.

Edmond's spell catches one of the Maidens, and one of the two Physicians who are running up the stairs and they fall unconscious to the ground. The second Physician grabs the item from the Maiden who caught it and heads into the lift in the corner of the landing.

Meanwhile, the two Physicians on the ground floor leave the Maiden to guard the ward whilst they rush upstairs to stalk Mhairi on the gantry, blades in hand.

"Come here girly," says one of them, his voice distorted by his eerie bird-mask. "We won't hurt ya."

"Much," adds the other.

Mhairi hears a snick from above. At the skylight, Red has his crossbow loaded and gives her the sign for "got you covered".

[sblock=OOC]
Kaodi, yes, you're right. I forgot that one of the Maidens from downstairs swapped out with a sanctuaried one (she's the one who caught the object, and the new one managed to attack Ignatius.

It may have got a bit confusing which is a Maiden and Which is a Physician. Here's a breakdown:

Maidens
1
2
3
4 - Dead
9 - Unconscious
10

Physicians
5 - Unconscious
6
7
8
11 - Unconscious
12 - Wounded (6 pts)

Physician 5 and Maiden 10 failed their saves vs. Edmond's colour spray.
Physician #12 attacks Manachan, miss, 5 ft. step.

Round 5
Manachan
Mhairi
Ignatius
[/sblock]
 

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