Dr. Si's Curse of the Crimson Throne - Seven Days to the Grave - Page 119
  1. #1181
    OOC: I don't see why not for a non-lethal CDG, provided you have something that could deliver non-lethal damage. I'm pretty sure that a CDG is a full round action that draws an AoO; don't think they changed that for Pathfinder.

  2. #1182
    Guide (Lvl 11)

    Neurotic's Avatar

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    Zagreb, Croatia
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    Block Neurotic

    Edmond trusts Deathwail downward, striking stirring doctor hard over the head. The blade stays up protecting him from inevitable reaction of the maiden

    OOC: taking expertise for +2 to AC

    Right! Sorry about that.

    CDG damage (2d4+6=14)
    Additional dice (2d4+6=9, 2d4+6=11)
    total: 34
    Fort DC 44 or die?! Doesn't say it can be non-lethal, if it can, please make it so...flat of the blade should do or butt end of the Deathwail

  3. #1183
    Just as the Physician is staggering to his feet, hands groping blindly in front of him, Edmond knocks him down cold with the butt of Deathwail. The Physician approaching from down the stairs whips a knife out from inside his leather coat and throws it at Manachan, but the shot goes wild and the blade embeds itself somewhere in the ceiling.


    Physician 8, attacks Manachan with thrown knife, miss.
    Physican 11, unconscious (probably forever!)

    Next up

  4. #1184
    Content that he can do better than the physician at range, Manachan remains where he is and once more extends a hand, sending bolts of arcane energy unerringly into the physician's chest!


    Stat Block
    Male Aasimar (MCP) Monk 2 Sorcerer 3
    LG Medium Outsider (Native)
    Init +6; Senses Darkvision; Perception +13
    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
    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)
    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)
    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
    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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  5. #1185
    Lama (Lvl 13)

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    Block Kaodi

    Ignatius, disappointed that the Maiden's movement at the last moment prevented him from unleashing his flame into the most vulnerable point in her armour, shifts a step towards Manachan before reaching out again with fire at his fingers.

    5' step if necessary. Not quite clear on where I would need to be to potentially flank if Edmond moved at all, so once again I will leave it to you to add +2 if necessary.

  6. #1186
    Manachan's blast of magical energy sends the Physician tumbling head over heels down the stairs, a series of bumps ending with a crunch, and silence.

    The Maiden hisses with supressed pain as Ignatius' fire hits her. Surrounded by enemies she raises her shield and adopts a defensive stance. "I need assistance!" she shouts.


    Manachan magic missile against Physician 8, dead.

    Ignatius burning touch against Maiden 1, hits.

    Maiden 1 adopts full defence.

  7. #1187
    Waghalter (Lvl 7)

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    Perth, Western Australia
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    Gygax Memorial Fund

    Block Axel



    Mhairi giggled as she heard the cry for help upstairs. At least one of the boys is giving them hell!

    "Shouldn't you be going then?" she asks of her immediate opponent. "One of your lovers is in trouble upstairs - who knows how the others are faring. You ARE all lovers, right?" she asked, knowing full well that she was wrong. It was just a distracting and infuriating maneouvre.

    Timing her moment, Mhairi lunged. The tip of her rapier bit deeply into an armour joint and the flesh underneath. Never one to pause in one place for long, Mhairi pulled her weapon back quickly and spun around the Maiden and headed for the stairs behind.


    If that strike didn't kill/KO the Maiden, Mhairi begins to use Acrobatics to move around behind the Maiden. Will throw Acrobatics roll just in case.
    Last edited by Axel; Friday, 21st September, 2012 at 12:33 AM.

  8. #1188
    The Maiden in front of Mhairi makes th efatal mistake of taking her attention off her opponent, distracted by the call from upstairs. Mhairi slips her rapier between a joint in the Maiden's armour and she sinks to her knees. As Mhairi darts nimbly around her, she slumps face-down on the floor, a puddle of blood growing beneath her.

    The Maiden and the Physician hit by Edmond's colour spray spell are blinking their eyes and standing, dazed, but the spell is wearing off.


    Mhairi attacks Maiden 2, hits, enough to kill her.

    Next up, Edmond

    Maiden 1 - fatigued, injured.
    Maiden 9 - now stunned. Since she stood up whilst blind, she's susceptible to an AoO from Edmond and Ignatius.

    Physician 5 - stunned, similarly susceptible to an AoO from Manachan
    Physician 6 - prone.

  9. #1189
    Guide (Lvl 11)

    Neurotic's Avatar

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    Block Neurotic

    Edmond reacts to maidens recovery by stabbing her with the blunt end of the polearm.

    He immediately brings back the blade, cutting the wounded maiden once more.

    "We told you we're elite group of warriors. We also asked nicely to see what's going on and we were attacked. We asked repeatedly for you to step down and let us deal with the doctors. I will ask one more time and then I will stop using blunt end of Deathwail and it will indeed cause several of those."


    OA vs #9 ; damage (1d20+11=21, 2d4+6=10) - didn't include bonuses from blindess, stun etc...
    Who is #1 1 ? It is also within my OA reach...

    Attack vs #1 ; damage (1d20+11=25, 2d4+6=12)

  10. #1190
    Edmond drives one Maiden back with the haft of Deathwail and then cuts down another with the blade. The Physician on the stairs manages to get back on his feet again.


    Edmond - AoO on Maiden 9, hits, but doesn't put her down.
    Edmond - attack on Maiden 1, hits (even with her total defence), enough to kill her.

    Physician 6 - stand up.

    One Maiden left (9, stunned) and two Physicians left (5, stunned and 6)

    Next up:

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