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

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan goes right back to the old tried and true - missiles of arcane force fly from his outstretched hand, striking into the crowd of zombies.

[sblock=Actions]Casting Magic Missile (1d4+1=3, 1d4+1=5, 1d4+1=3). Target the weakest looking zombies - as soon as the first falls, shift target to the second, and when the second falls shift target to the third (if the first and second fall, of course). The intent being to drop as many of the zombies weakened by the fireball as possible.[/sblock]
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[sblock=Stat Block]MANACHAN AINGEALI CR 4
Male Aasimar (MCP) Monk 2 Sorcerer 3
LG Medium Outsider (Native)
Init +6; Senses Darkvision; Perception +13
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DEFENSE
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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
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OFFENSE
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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)
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STATISTICS
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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)
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TRACKED RESOURCES
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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
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SPECIAL ABILITIES
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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.
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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.[/sblock]
 

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Dr Simon

Explorer
Manachan's magic takes down two of the zombies and blasts a chunk from another near the door. Mhairi easily dodges past the slow-moving creatures and feints her opponent, who dumbly follows her move.

[sblock=Ignatius]
The creature is evidently a daemon, a creature from the Lower Planes aligned neither with the Nine Hells or the Abyss. This one is probably of that species known as a leukodaemon, a servitor of Appolyon, Horseman of Pestilence. They are known for spreading disease with their mighty bows and are strongly resistant to most forms of attack.

How he's going to tell anybody that, though...:devil:
[/sblock]

Hospice 52.jpg

[sblock=OOC]
#3 and #5 destroyed, 3 damage to #1

Tumble and feint successul.

Next up:
Edmond
[/sblock]
 
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Kaodi

Hero
[sblock=Dr. Simon]As an aasimar, Manachan speaks Celestial, :angel: . Can I assume that a leukodaemon has similar resistances and weaknesses as other kinds of daemons? Ignatius does have an alchemical silver dagger he could pass off to Mhairi if he knows about that.[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
OOC:
I have silversheen. I'm more interested in whether it counts as living humanoid for ghoul touch :) Oh, and ŽEdmond speaks celestial as of this level (yay linguistic skill)
 

Dr Simon

Explorer
Edmond cuts one zombie down, and the other retaliates with a sluggish attack that he easily blocks. Mhairi, too ducks under the clumsy strikes of the zombie next to her, even as another closes on her, and the other two zombies near the rear of the room shamble forwards.

Then, the horse-skulled monster spreads its ragged raven wings and lurches in flight across one of the vats of blood veil (which boils furiously as it passes, like it was trying to reach up to the creature). As its hooves touch down again it vomits forth a buzzing cloud of clawing, biting and stinking flies. Two of the zombies are caught in the cloud and are torn to shreds of dead flesh. Mhairi, Edmond and Ignatius are also caught.

Hospice 53.jpg

[sblock=OOC]
Edmond - kills zombie #1

Zombie #2 - attack Edmond, miss
Zombie #4 - attack Mhairi, miss

Leukodaemon - fly move, and breathe cloud of flies. Zombies #2 and #6 are destroyed.

Edmond, Mhairi and Ignatius take 31 points of damage, Reflex DC 21 for half. Anyone taking any damage is also sickened.

Yes to silver - I wasn't sure, because the adventure path is statted for 2.5 and they evidently added that when the creature was updated to PF.
[/sblock]
 

Kaodi

Hero
Ignatius is shredded at by the swarm of flies, but perhaps by virtue of his fiery nature some of them are repelled. The ifrit cries out as he steps back out of the swarm. [sblock=Celestial]"That is a leukodaemon! It will resist elemental attacks and any blade not made of silver! And tell the nurse to run!"[/sblock] Dream or not, apparently his new powers require some practice to get right, but he can think of nothing better suited to clearing away this swarm of flies and the remaining zombies. Another ball of fires appears in his hand and streaks forth to explode in the midst of the daemon and the zombies. The other members of the party can feel the heat of the blast, though they are untouched. As the flames clear Ignatius draws a dagger from his belt that flashes like silver.

OOC: Got extremely lucky on the reflex save! 5' step to the left. The origin of the fireball is the top left vertex of Zombie #7's square. This will hit all of the enemies, hopefully blasting the swarm apart, and none of the allies.
Reflex: 1d20+3=21
Fireball (DC 19) 6d6=21
 

Dr Simon

Explorer
The last three zombies are blown away by Ignatius' fire, as is the cloud of flies, but the daemon merely shrugs off the flames and continues to shamble forwards.
 

Axel

First Post
ooc: Did I read that right? DC31 save?! Bloody hell... Still no access to a dice roller until tomorrow at the earliest (corporate networks...). Mhairi's Reflex modifier is +9, which means natural 20 only for save. On the positive side, if it comes up she'll avoid all damage via Evasion.

edit: Nope, DC21 for 31 damage, sorry - reckon I'm partially dyslexic. Should save on a 12, unless it's an enchantment effect in which case she'll save on a 10.
 


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