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

Dr Simon

Explorer
"Little flies. Their stings are weak," hisses the daemon. It strikes out to both sides with its claws, one smashing into Edmond, the other Mhairi.

[sblock=OOC]
Mhairi's AoO and starknife attacks miss, but rapier hits.
Edmond - trip attack fails, second attack hits. How did invisible castle manage to roll you a -13? Wierd!

Next up:
Ignatius
Manachan
Mhairi
Edmond
[/sblock]
 

log in or register to remove this ad



Maidhc O Casain

Na Bith Mo Riocht Tá!
Gods, the creature has the luck of all the Hells! OK, more targets means less harm to each . . . time to move in. Manachan closes rapidly with the creature, using his momentum to add force to a graceful roundhouse kick.

[sblock=Actions]Attack (Unarmed/Stunning Fist) (1d20+7=26). No damage, as he can't get through the DR unless he crits. And the Stunning Blow is only DC 16 Will Save to overcome so it's unlikely that it'll be effective. But worth a shot . . .[/sblock]
_______________
06PostShot.png


[sblock=Stat Block]Manachan Aingeali
Male Aasimar (MCP) Monk 2 Sorcerer 4
LG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 18 (+4 armor, +2 Dex, +1 deflection, +1 dodge)
hp 47 (2d8+4d6+6)
Fort +5, Ref +6, Will +10
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Silver Dagger +6 (1d4/19-20/x2) and
. . Nunchaku +5 (1d6+1/x2) and
. . Silver Dagger +5 (1d4/19-20/x2) and
. . Unarmed strike +5 (1d6+1/x2)
Ranged Heavy crossbow +5 (1d10+1/19-20/x2)
Special Attacks flurry of blows +0/+0, heavenly fire (7/day)
Spell-Like Abilities Daylight (1/day)
Sorcerer Spells Known (CL 6):
2 (4/day) Glitterdust
1 (8/day) Bless, Chill Touch (DC 16), Mage Armor, Magic Missile
0 (at will) Resistance, Touch of Fatigue (DC 15), Daze (DC 15), Read Magic, Prestidigitation (DC 15), Jolt
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 18
Base Atk +3; CMB +3 (+5 Grappling); CMD 20 (22 vs. Grapple)
Feats Arcane Strike, Dodge, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist (3/day) (DC 16), Weapon Finesse
Traits Magical Knack (Sorcerer)
Skills Acrobatics +6 (+11 to make high or long jumps), Bluff +8, Diplomacy +6, Escape Artist +6, Heal +7, Intimidate +9, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +8
Languages Celestial, Common
SQ ac bonus +3, bloodlines (celestial), celestial sorcery, stunning fist (stun), unarmed strike (1d6)
Combat Gear Potion of cure serious wounds, Smokestick (4), Thunderstone (4); Other Gear Crossbow bolts (20), Heavy crossbow, Masterwork Silver Dagger, Nunchaku (2), Silver Crossbow bolts (5), Silver Dagger, Ring of jumping, Ring of protection +1, Grappling hook, Sack (10 @ 15 lbs), Silk rope, Trail rations (8), 2669 GP, 9 SP, 12 CP
--------------------
TRACKED RESOURCES
--------------------
Crossbow bolts - 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
Silver Crossbow bolts - 0/5
Silver Dagger - 0/1
Smokestick - 0/4
Stunning Fist (3/day) (DC 16) - 0/3
Thunderstone - 0/4
Trail rations - 0/8
--------------------
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 2/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 +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
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 Acrobatics checks made to make high or long jumps.

Construction
Requirements: Forge Ring, creator must have 5 ranks in the Acrobatics skill; Cost 1,250 gp
Stunning Fist (3/day) (DC 16) 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.[/sblock]
 


Dr Simon

Explorer
Manachan's attacks are ineffective against the daemon, but he does get its attention away from Mhairi,

[sblock=OOC]
Oops, sorry to leave you all hanging.

11 damage to Edmond
9 damage to Mhairi
[/sblock]
 


Neurotic

I plan on living forever. Or die trying.
Edmond channels one of his more dreadful spells into Deathwail, but swings too wide. Ghostly blue glow remains on the blade however, it's charge remaining for some time.



Attack channeling Chill Touch; negative energy damage (F save 13 or loose 1 STR) (1d20+11-2+2=21, 2d4+6=11, 1d6=4)
Attack channeling Chill Touch; negative energy damage (F save 13 or loose 1 STR) (1d20+11-2+2=15, 2d4+6=12, 1d6=3)
OOC: Rolled twice by mistake, this is just for check up reasons, -2 if from being sickened still
 
Last edited:

Axel

First Post
Mhairi

"Unngghhh" Mhairi half screamed and half grunted as the horse-headed demon caught her on the top of her shoulder and drove her down onto one knee. With a metallic clatter her starknife was forced out of her hand. Quickly she glanced behind, assessing her chances of escaping the creature. No chance, need the lift. You ended up on the wrong side...[ In despair, her eye caught the silvery shine of Manachan's dagger not a foot from where she was.

Reaching out and grasping the hilt, Mhairi lunged forward with the dagger held in the entirely unorthodox "point down position".

[sblock=comback block & ooc]
HP: 10/50 :uhoh:
AC: 18
CMD: 18

Left hand: Silver dagger (atk: +8, dam: 1d4-2)
Right hand: MW rapier (atk: +9, dam: 1d6-2)

Sneak atk bonus: +3d6

Conditions: sickened (-2 to all checks, attack rolls and damage - included above)

Text above is just fluff for "dropping" her starknife (free action), picking up silver dagger (move action, provokes...sometimes 3.5/PF rules are just cruel). Also, an attack. If she survives. Rolling shortly - OK, invisible castle seems to be down. Attack and damage is up above in case it isn't up by the time we need to move on.

Also, it occurred to me that the demon may have used it's AoO against Manachan when he moved in to attack. Can't recall and out of time to read back, sorry.
[/sblock]
 
Last edited:

Dr Simon

Explorer
Mhairi ducks under the daemon's reach and stabs the silver dagger deep into its side. Her counterstroke with her rapier goes awry as she steps back. Edmond misses with Deathwail, blue crackling energy sweeping past the daemon.

With a roar of rage, the daemon swats out at Mhairi and Edmond again, his claws slamming into both of them and knocking Mhairi from her feet.

[sblock=OOC]
Mhairi - dagger attack 15+8=23, hits for 1d4-2=1 plus 3d6=14, total 15 damage.
Mhairi - rapier attack 4+9= 13, miss.

Edmond misses with either of those attack rolls.

Leukodaemon - claww attack vs. Mhairi, hits for 13 damage. Claw attacks vs Edmond hits for 8 damage.

Next up:
Ignatius
Manachan
Mhairi
Edmond
[/sblock]
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top