Dr. Si's Curse of the Crimson Throne - Escape From Old Korvosa

Kaodi

Hero
"If you could find a proper priest with favour of the gods comparable to myself, they should be able to cast more or less the same spell you speak of," answers Ignatius. "While it could happen, in principle, I doubt I will ever manifest that particular ability myself though. It would be, I do not know, a bit out of step with the powers I have been granted thus far."

"In any case, if it comes to it perhaps I can change my focus from healing to asking around. We might be able to ferret out some useful information. After all, I seem to have a natural talent for getting people to talk," says the ifrit.

He takes a few steps towards the door.
 
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Dr Simon

Explorer
"I'll ask the Prelate," says Kroft. "He's the highest ranking priest that I trust."

"You might try the Theomenexus College," says Jeremiah. "Assuming East Shore is still open." Kroft nods in response. Jeremiah turns to Edmond. "I could follow up a few leads I have this side, but I'm not hopeful they're still here after the plague. Dead or fled, one or the other, I should think."

I'll cross the river and come back via East Shore, then, says Majenko. That should decrease the probability of encountering an imp patrol.

"All aboard, then," say D'jahn, opening the mouth of the red hat. Kroft gives a grave salute to the group.

"The House of the Forgotten stands with you," she says.
 

Axel

First Post
Mhairi gave the Marshall a hug, rather than return the salute. She whispered "Loosen up a little, we're not all going to die this afternoon," into her ear in the process.

Turning back to the group she said more loudly, "I'll put the word out that I want a sparring partner, particularly someone who knows everything worth knowing about heavier weapons. Since everyone knows we've got money, that might draw this Orsini guy out. Is he at least handsome? That might help too..." She made a face, and added "It's stupid, I know, but I haven't got any better idea, unless you want to visit his house. That might tip our hand early though."
 


Dr Simon

Explorer
Since everyone knows we've got money, that might draw this Orsini guy out. Is he at least handsome? That might help too..."

The Marshal gives Mhairi a slight, conspiratorial smile.

"He'd like to think he is," she says with maybe a hint of twinkle in her eye.
 


Axel

First Post
Mhairi grinned mischeviously, and winked at Ignatius. "We'll do just that, but tomorrow. Today, let me spread the word that I'm looking for a trainer who is expert in the heavier weapons. And who doesn't mind a mututally beneficial exchange of skills."
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan watches the byplay between his friends with interest and amusement, perfectly willing to accept whatever course of action they resolve to follow.
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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 +16
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Defense
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AC 21, touch 17, flat-footed 18 (+4 armor, +2 Dex, +1 dodge)
hp 50 (2d8+5d6+7)
Fort +5, Ref +6, Will +11
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 Bata +6 (1d6+2/x2) and
. . Masterwork Silver Dagger +6 (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 (8/day)
Spell-Like Abilities Corruption Resistance (vs evil, 1 hr/lvl on self)
Sorcerer Spells Known (CL 7):
2 (5/day) Resist Energy, Glitterdust (DC 17), Scorching Ray, Raiment of Command
1 (8/day) Chill Touch (DC 16), Mage Armor, Magic Missile, Grease (DC 16), Bless
0 (at will) Resistance, Touch of Fatigue (DC 15), Daze (DC 15), Read Magic, Prestidigitation (DC 15), Jolt
--------------------
Statistics
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Str 11, Dex 14, Con 12, Int 10, Wis 18, Cha 20
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 17), Weapon Finesse
Traits Magical Knack (Sorcerer)
Skills Acrobatics +6, Bluff +9, Diplomacy +7, Escape Artist +6, Heal +8, Intimidate +10, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +16, Sense Motive +10, Spellcraft +4, Stealth +6, Use Magic Device +10; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ ac bonus +4, bloodlines (celestial), stunning fist (stun), unarmed strike (1d6)
Combat Gear Extend metamagic rod (lesser) (3/day), Smokestick (4), Thunderstone (4); Other Gear Crossbow bolts (20), Heavy crossbow, Masterwork Bata, Masterwork Silver Dagger, Silver Crossbow bolts (5), Headband of mental prowess (Wis & Cha +2), Grappling hook, Sack (10 @ 15 lbs), Silk rope, Trail rations (8), 3653 GP, 2 SP, 7 CP
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TRACKED RESOURCES
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Corruption Resistance (vs evil, 1 hr/lvl on self) (Sp) - 1/1
Crossbow bolts - 0/20
Extend metamagic rod (lesser) (3/day) - 0/3
Heavenly Fire (8/day) (Sp) - 0/8
Masterwork Silver Dagger - 0/1
Silver Crossbow bolts - 0/5
Smokestick - 0/4
Stunning Fist (3/day) (DC 17) - 0/3
Thunderstone - 0/4
Trail rations - 0/8
--------------------
Special Abilities
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AC Bonus +4 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.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Heavenly Fire (8/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.
Stunning Fist (3/day) (DC 17) 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.

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]
 


Neurotic

I plan on living forever. Or die trying.
"No reason why we shouldn't visit his home. We can check the Arcona estate too. That is, make rounds of our neighborhood. We were occupied with the rest of the city, but didn't really spend time here. Even with Kester in charge, I would feel more secure if we could see for ourselves. He couldn't move freely while the sickness was active.

Mhairi, if you were in hiding and someone offered a reward for teaching what you know, would you come out without knowing exactly who or what you're dealing with? Let your rumors fly, but we can do other things while we wait for them. It's not like we're hard to reach while home."
 

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