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

Dr Simon

Explorer
Ignatius determines that, amongst the ruins of Andaisin's remains, there are the following items of magic - her scythe, a breastplate, a cloak and a headband. A search of the room reveals little else, although Mhairi finds a hidden compartment in the base of the statue. Within are a couple of grim candelabra made from human hands and silver, several sticks and blocks of incense (of which three are magical), and two wands.
 

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Kaodi

Hero
Ignatius carefully retrieves Andaisin's magical effects and after that anything else that appears to might be of some interest. Once everything has been gathered he takes a few moments to examine the enchanted objects more carefully.

OOC: Trying to identify the items. With level 7 my spellcraft is now +10.
 

Dr Simon

Explorer
[sblock=Ignatius]
Ignatius is able to identify most of the items, except for:

The scythe - moderate necromancy
The cloak - faint abjuration

The others are:

Wand of cure serious wounds (CL 5th, 37 charges)
Wand of remove disease (CL 5th, 8 charges)
Incense of Meditation (3 blocks)
+1 breastplate
+2 Periapt of Wisdom
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
"Let me try."

Edmond attunes himself to magic and looks at the items left unidentified. He compares the cloaks abjuration to his own cloak as a manner of reference.

Arcana at +12 with leveling
 



Neurotic

I plan on living forever. Or die trying.
"This cloak is more powerful version of my own, it resists magic more strongly. This filthy weapon is deathly conduit that harms the target and heals undead wielder. Or harms the living one.

I'd say, we destroy it."
 

Kaodi

Hero
"Yes, perhaps we should," says Ignatius. "I might be able to soften the metal with my fire magic, and then you may sunder it with Deathwail." Looking at the collection of magical items he adds, "The breastplate is magically strengthened, perhaps you would find it useful, Edmond. And the amulet makes the wearer more wise. I think you would find it quite useful, Manachan."
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan replies to Ignatius with a gentle, somewhat self-mocking smile. "Aye, the wise man knows how foolish he truly is. Better insight is always helpful."
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[sblock=Stat Block]Manachan Aingeali
Male Aasimar Monk 2 Sorcerer 5
LG Medium Outsider (native)
Init +6; Senses Darkvision 60 ft.; Perception +15
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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 50 (2d8+5d6+7)
Fort +5, Ref +6, Will +10
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee Masterwork Silver Dagger +6 (1d4+1/19-20/x2) and
. . Nunchaku +5 (1d6+2/x2) and
. . Silver Dagger +5 (1d4+1/19-20/x2) and
. . Unarmed strike +5 (1d6+2/x2)
Ranged Heavy crossbow +5 (1d10+2/19-20/x2)
Special Attacks flurry of blows +0/+0, heavenly fire (7/day)
Spell-Like Abilities Corruption Resistance (vs evil, 1 hr/lvl on self)
Sorcerer Spells Known (CL 7):
2 (5/day) Resist Energy, Summon Monster II, Glitterdust (DC 16), Scorching Ray
1 (7/day) Chill Touch (DC 15), Mage Armor, Magic Missile, Grease (DC 15), Bless
0 (at will) Resistance, Touch of Fatigue (DC 14), Daze (DC 14), Read Magic, Prestidigitation (DC 14), Jolt
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Statistics
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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, Expanded Arcana (Sorcerer), 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 +15, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ ac bonus +3, bloodlines (celestial), 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
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TRACKED RESOURCES
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Corruption Resistance (vs evil, 1 hr/lvl on self) (Sp) - 0/1
Crossbow bolts - 0/20
Heavenly Fire (7/day) (Sp) - 2/7
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) - 1/3
Thunderstone - 0/4
Trail rations - 0/8
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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 2/evil.
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).
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.
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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.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

Axel

First Post
Mhairi smiled as the boys started dividing up the loot, groaning inwardly as the discussion moved on to destruction of one of the more unique things she'd ever seen. "Guys, I've got a better idea than destroying the scythe. There's only two types of people that would want something like this - a rich collector and some weird folks like this lady," she said, gesturing the the corpse of what was Andaisin. "There's no harm in selling it to a collector, just to sit above their fireplace. And for the other type...wouldn't it be better to know who wants to buy something like this to use it? Surely with all your magical thing-a-majigs you can keep track of where it is? Might be we only killed half the demonic zombie cult, or whatever these people called themselves. The other half would no doubt love to have this back again."
 

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