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

Kaodi

Hero
Ignatius steps out from behind Edmond, hand engulfed in flame. [sblock=Celestial]"Consider this our parting kiss."[/sblock] The ifrit then moves to touch Andaisin, but he gets tripped up slightly as he moves around Edmond and his grasp is rather clumsy.

OOC: Touch of Flame: 1d20+6=9, 1d6+3=9 Fire.
 
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Axel

First Post
Mhairi

As Andaisin went down, Mhairi followed her with alacrity. She drove the point of her rapier toward her throat, the dagger towards her face.

[sblock=ooc&actions]
Full attack vs prone target. MW rapier attack + 7 (plus prone/flank bonuses), damage 1d6+sneak. Silver dagger atack + 6 (plus prone/flank bonuses), damage 1d4-1+sneak. Should be sneak damage 3d6 with each attack that hits.

Apologies for no dice rolling...Invisible Castle et al is still beyond me. Great firewall of corporatocracy issues...
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
[MENTION=93196]Axel[/MENTION], try one of the proxy servers on the net. If you have access to any of these you have access to the whole world :)

(just google "public proxy free")
 

Dr Simon

Explorer
Mhairi's rapier drives deep into Andaisin's throat and her dagger plunges into the priestesses cheast, punching through her armoured breastplate. The priestess of Urgathoa coughs up blood, twitches and is still, glazed eyes staring blankly up at the statue of her grotesque goddess.

[sblock=OOC]
That ought to do it!

See the OOC thread for xp awards.

Rapier Attack 1d20+13=26
Rapier Damage (plus sneak attack) 4d6=14

Dagger Attack 1d20+12=31
Dagger damage 1d4-1=3
Sneak Attack damage 3d6=16
[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
OOC: LOL, more damage on 3d6 then 4d6 :)


"Good work, everyone. Manachan, Ignatius, see if you can purge the taint here, Mhairi, check the place for evidence. I'll go finish with the demons. Just in case." colors from Edmonds eyes fade as he falls into his usual monotone speech and turns without further comment.

He quickly checks the cut, but ignores the weakness caused by the spell.
(OOC: Edmond took 23-15 = 8 and 6 total of 14 negative energy and 7 cutting which makes him 31/52 "mediumly" wounded - which makes him unlikely to ASK for help ;) )

After healing: 45/52
 
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Kaodi

Hero
Ignatius expends much of his remaining power healing the group, leaving everyone a little well-used but not too much the worse for wear. "There were a couple of rooms we have not explored. I cannot imagine they have anything in them, as Andaisin would been unlikely to make her last stand alone by choice, but we should stick together when we open them just in case," says the ifrit. While he is unsure that purify food and drink will work on all of the basins, he attempts it anyway on each in turn. Several castings.

OOC: Edmond: 2d8+6=14, Manachan: 1d8+5=8, Ignatius: 1d8+5=12 .
 
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Dr Simon

Explorer
As Ignatius is casting his healing magic, the chamber seems to dim and become un-naturally cold and quiet. Suddenly Andaisin's corpse lurches upwards and rips open. The seven "blessings" bubble and swirl from their fonts, gathering in the air and swirling around the statue of Urgathoa. They merge and blend with the corpse of Andaisin, which warps and twists into a giant, mutated monstrosity as the seven fluids flow into its shattered form. The fallen entrails merge to fom a grotesque tail, her right hand transforms into a huge scythe-like limb.

Andaisin Reborn opens her eyes.

"Korvosa is MINE!" she says. "The Pallid Princess cannot be denied!"

[sblock=OOC]

Hospice 64.jpg

It ain't over yet, folks!

Initiative again, please, and don't apply any level-up changes yet.

Don't know why, but I get a Final Fantasy VII flashback...

Daughter.jpg

[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
"Yet another one that know not when to stay down."
Edmond turns back from the entrance to the hall toward the demon room and simply continues walking toward the monstrosity as if nothing special happened.

Init (1d20+2=10)
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan's head snaps up as Andaisin rises from the floor and she makes her proclamation. His golden eyes blaze in fury and frustration. "Irori's left testicle, woman! You're dead and done, you just won't admit it!" Once more, the priest of the Master of Masters sends bolts of arcane energy at the priestess.

Initiative, Magic Missile Damage (1d20+6=24, 3d4+3=12)
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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
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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]
 


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