Dr. Si's Curse of the Crimson Throne - Seven Days to the Grave - Page 118


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  1. #1171
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    Mhairi

    Mhairi smiled to herself as she listened to the creepily masked doctors discussing her. Like I don't have ears...they're only pointed so you can see them clearly.

    Sneaking a glance at the relative positions of the doctors and the Maiden remaining on the ground floor under the beds she weighed up her options. Should be in range for the Maiden. Tricky shot... Screwing up her courage she took a deep breath and held it as she stood and aimed her small crossbow quickly at the shoulder joint in the Maiden's sword arm. Squeezing the trigger before her target could react, Mhairi stayed visible just long enough to hear a yelp of pain.

    Only winged her...pity. Ducking out of sight again the wisp of a girl backed away slightly, reaching for a new crossbow bolt. She noted with dismay there probably wasn't enough to finish every last enemy if the boys had been captured upstairs. At least the door is behind me. Very reassuring..

    ooc&actions

    Sorry for the hold up gents (and ladies?). Had computer problems at home, not online properly yet.

    Std action: Hand crossbow shot vs Maiden #2 . Should be in sneak attack range...am hoping she's stealthed enough to be able to get sneak attack damage...

    Move action: Moving south 5', crouching down again. If that's not a full move action equivalent she'll also reload the crossbow.
    Last edited by Axel; Monday, 10th September, 2012 at 07:05 AM.

 

  • #1172
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    The Maiden winged by Mhairi takes a astep back, shield held aloft, behind the relative safety of the corner of the warehouse. Meanwhile, upstairs, the Maidens fight back. Gasping with the effort of fighting in a dented breastplate the Maiden on the stairs goes for Manachan but he sidesteps the strike by a whisker; it almost feels like fate guided him at the last minute. Edmond takes another gash from the Maiden facing him.

    Manachan hears footsteps on the stairs, and the rasping breath of the Physicians approaching.

    OOC

    I haven't updated the map since not much has changed apart from Maiden 2 takes a 5ft. step north.

    Mhairi - I figure since dropping prone is a free action so is ducking down. There are rules for sniping but I can't be bothered to look them up right now. I think a sneak attack fits in this case.

    Maiden 1 - hits Edmond for 8 damage, reduced to 5 by DR.
    Maiden 3 - hits Manachan for 10 damage but this is absorbed by his 10 temporary hit points due the the Harrow Choosing.

    Next:
    Edmond.
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  • #1173
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    OOC
    @Neurotic ?

    Also, whereabouts are not the only point of this reply. I just went through pages since the fighting at the warehouse started to make sure of how many spells I had used so far: 3 of 8 1st, and 3 of 5 2nd. Obviously the latter are the more important, .
    Last edited by Kaodi; Thursday, 13th September, 2012 at 06:59 AM.
    -Kaodi

    Good name in man and woman, dear my lord,
    Is the immediate jewel of their souls.
    Who steals my purse steals trash; 'tis something, nothing;
    'Twas mine, 'tis his, and has been slave to thousands;
    But he that filches from me my good name
    Robs me of that which not enriches him
    And makes me poor indeed.

    -Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.

  • #1174
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    Just quick post to move on, pretty up later

    Attack vs #1; damage (1d20+11=18, 2d4+6=9)

  • #1175
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    The Maiden before Edmond wearily raises her shield to thwart his attack. On the stairs, Manachan sees two more Physicians appear from below, their progress currently blocked by the Maiden above them. Meanwhile, behind Edmond the Physician knocked unconscious by his spell begins to stir.

    OOC

    That's a miss from Edmond, even with the Maiden's fatugued state.

    Next up:
    Manachan
    Ignatius

    Status of enemies:

    Maiden 1 - fatigued, uninjured
    Maiden 2 - wounded
    Maiden 3 - wounded
    Maiden 4 - dead
    Maiden 9 - unconscious
    Maiden 10 - dead

    Physician 5 - unconscious
    Physician 6 - uninjured
    Physician 7 - dead
    Physician 8 - injured
    Physician 11 - blinded
    Physician 12 - dead
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  • #1176
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    Manachan redoubles his assault on the maiden coming up the stairs, throwing an elbow into the woman's head, then grabbing it and yanking it into his knee!


    _______________


    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 ancestors 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 clans nature and his ancestors 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 moments notice in case of a need to defend himself.

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    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken

  • #1177
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    The ifrit oracle has eschewed his potent powers of fire thus far out of concern for the many patients who would be at risk if the building caught fire. But the time for complete caution may be over, as he is not a strong enough warrior to easily overcome the defences of the heavily armoured maidens.

    Ignatius raises his right hand, which suddenly is surrounded by a nimbus of fire, and glides towards the Maiden facing Edmond like a flickering flame in the wind.
    Celestial
    "The time has come for cleansing by Sarenrae's righteous flames."
    The ifrit reaches out to touch the Maiden with fire.

    OOC
    If Ignatius can move around the corner without drawing an attack of opportunity, he will go there. Otherwise, he will just move two squares down and attack through the doorway. I am not included the possible +2 from flanking in my roll.
    Last edited by Kaodi; Wednesday, 19th September, 2012 at 03:27 AM.
    -Kaodi

    Good name in man and woman, dear my lord,
    Is the immediate jewel of their souls.
    Who steals my purse steals trash; 'tis something, nothing;
    'Twas mine, 'tis his, and has been slave to thousands;
    But he that filches from me my good name
    Robs me of that which not enriches him
    And makes me poor indeed.

    -Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.

  • #1178
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    Mhairi

    Mhairi grimaced from where she crouched behind the beds. That grey bitch isn't going to move until she drops dead. I bet she'd piss in her armour before leaving... With a resigned sigh, Mhairi rose rapidly and strode towards her opponent.

    Smiling ambiguously as she trotted past the beds, eyes fixed on the Maiden, Mhairi set her feet in the fencer's stance - right foot forward as she closed into striking distance. With a quick feinted lunge toward the Maiden's knee, to try and unbalance her, Mhairi withdrew and quickly reversed her feet - hoping to try and confuse the Maiden enough so she could get past.

    ooc

    Move action: Moving 30' around the beds to diagonally south-west of Maiden #2 .
    Std action: Feint vs Maiden #2 .

    The bluff roll targets a DC of 10 + the Maiden's BAB + Wis modifier. Or, if they're trained in Sense Motive, 10 + Sense Motive if that would be higher. If Mhairi beats the DC, the Maiden is denied a Dex bonus against Mhairi's next attack.

  • #1179
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    Manachan punches the Maiden out cold and she tumbles down the stairs. Behind and below her the Physicians curse, and the uppermost one is knocked over.

    Ignatius burns the Maidne fighting Edmond, but she doesn't turn form her main target, adding another wound the Edmond's growing collection.

    Meanwhile, Mhairi wrong-foots the Maiden before her, whose sword-swing goes wild.

    OOC

    Maiden #3 is unconscious, Physician #6 is prone.

    Maiden #1 hits Edmond for 5 -> 3 damage.
    Maiden #2 misses Mhairi

    Next up, Edmond
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  • #1180
    the peaceful
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    @Dr Simon, how would I go with coup-de-gracing the fallen? And can that be non-lethal, just to get them out of fighting, not to kill them dead?

    I'm willing to take OA if needed, I don't need three more opponents standing...also, since they are easy to hit, I'd take full expertise (+2) bonus to AC so maiden could miss some

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