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

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan glances at Mhairi as she takes off. "Go, Ignatius! Edmund and I will handle things here."

OOC: Yeah, Manachan's Monk splash was just to give him a little durability and damage potential - he's mainly a Sorcerer.
_______________
06PostShot.png


[sblock=Stat Block]
Manachan Aingeali
Male Aasimar Monk 2 Sorcerer 5
LG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
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
--------------------
TRACKED RESOURCES
--------------------
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
--------------------
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]
 

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Dr Simon

Explorer
Ignatius and Mhairi take off in pursuit of the urchin, ducking and weaving through the narrows streets of Fort Korvosa. There aren't many people about, but these days the streets have plenty of makeshift barricades or piles of debris left over from rioting, and so although Ignatius is clearly the faster, the smaller but more agile Mhairi and the urchin are able to keep pace, mostly. Soon, however, Ignatius closes the gap and is breathing down the urchin's neck.

Meanwhile, back at the house Edmond and Manachan have a look around the outside. There are a few windows on the ground floor. One next tot he door looks into a study of some kind, while on the far corner is a workroom and at the other end of the house a living room, with a cheery fire in the grate. All looks in order inside, but there is no sign of anybody.

[sblock=OOC]
Ignatius can attempt a grapple attack on the urchin to grab hold of him.
[/sblock]
 


Axel

First Post
Sweating and panting, but unable to finally close the gap, Mhairi calls out in frustration, "For the love of the gods, just stop! We need Black Jack's help!!"
 

Kaodi

Hero
Ignatius reaches out and grabs the boy by the scruff of the neck. "What's the rush, boy? Did no one teach you it is impolite to spy on folks?"
 


Kaodi

Hero
OOC: Cannot believe I forgot to include a link to the grapple check: Grapple: 1d20+6=22 .

"You were watching us, and you bolted when my companion here spotted you," says Ignatius sternly, pointing to Mhairi. "Maybe you were not doing anything intentionally and just reacted out of instinct, but you should learn that doing that causes much suspicion. Now, boy, I have no intention of harming you, but you will tell us why you were watching us, who for, and anything else that could be remotely important."

Diplomacy: 1d20+16=36
 

Dr Simon

Explorer
The boy stops his struggling and looks at Ignatius sullenly.

"Some bloke gave me some money and told me to watch that place, and to let him know if anyone was nosin' around it, alright?" he says. "Can I go now?"
 

Neurotic

I plan on living forever. Or die trying.
"See anything important, Manachan?"

Edmond then whispers in Celestial
"What do you think, we go out and hide? Or follow the rest after the boy?"
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan peers through the windows with his old friend, but the house looks empty to him. He looks as best he can for clues about the inhabitant. He considers Edmund's question for a moment before whispering his reply, also in Celestial. "Those two seem very capable, and they'll expect us to be here when they return with the lad. I say we stay here and wait for them."

Perception (1d20+16=25)
_______________
06PostShot.png


[sblock=Stat Block]
Manachan Aingeali
Male Aasimar Monk 2 Sorcerer 5
LG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
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
--------------------
TRACKED RESOURCES
--------------------
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
--------------------
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]
 

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