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

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan takes a mask and moves into the room with the others. He appears on the verge of weeping as he surveys the scene, and then his expression hardens. But he keeps his thoughts to himself.
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[sblock=Stat Block]MANACHAN AINGEALI CR 4
Male Aasimar (MCP) Monk 2 Sorcerer 3
LG Medium Outsider (Native)
Init +6; Senses Darkvision; Perception +13
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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 40 (2d8+3d6+5)
Fort +5, Ref +6, Will +9
Defensive Abilities Evasion; Resist acid 5, cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft.
Melee Masterwork Silver Dagger +6 (1d4/19-20/x2) and
. . Nunchaku +5 (1d6+1/20/x2) and
. . Nunchaku +5 (1d6+1/20/x2) and
. . Silver Dagger +5 (1d4/19-20/x2) and
. . Unarmed Strike FoB +4/+4 +5 (1d6+1/20/x2)
Ranged Crossbow, Heavy +5 (1d10+1/19-20/x2)
Special Attacks Flurry of Blows +4/+4 BAB +1, Heavenly Fire (7/day)
Spell-Like Abilities Daylight (1/day)
Sorcerer Spells Known (CL 5, +5 melee touch, +5 ranged touch):
1 (7/day) Magic Missile, Mage Armor (DC 16), Bless, Chill Touch (DC 16)
0 (at will) Resistance (DC 15), Read Magic (DC 15), Daze (DC 15), Touch of Fatigue (DC 15), Prestidigitation (DC 15)
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STATISTICS
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Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 18
Base Atk +2; CMB +4 (+5 Grappling); CMD 19 (21 vs. Grapple)
Feats Arcane Strike, Dodge, Eschew Materials, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (2/day) (DC 15), Weapon Finesse
Traits Magical Knack: Sorcerer
Skills Acrobatics +6, Bluff +8, Diplomacy +6, Escape Artist +6, Heal +7, Intimidate +9, Perception +13, Sense Motive +9, Spellcraft +4, Stealth +6, Use Magic Device +8
Languages Celestial, Common
SQ AC Bonus +3, Celestial, Celestial Sorcery, Ring of Jumping, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Bolts, Crossbow (20), Crossbow, Heavy, Masterwork Silver Dagger, Nunchaku, Nunchaku, Silver Bolts, Crossbow (5), Silver Dagger; Other Gear Grappling hook, Potion of Cure Serious Wounds, Rations, trail (per day) (8), Ring of Jumping, Ring of Protection, +1, Rope, silk (50 ft.), Sack (10 @ 15 lbs), Smokestick (4), Thunderstone (4)
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TRACKED RESOURCES
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Bolts, Crossbow - 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
Rations, trail (per day) - 0/8
Silver Bolts, Crossbow - 0/5
Silver Dagger - 0/1
Smokestick - 0/4
Stunning Fist (2/day) (DC 15) - 2/2
Thunderstone - 0/4
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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 1/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 +4/+4 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
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 Jump checks.

Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
Stunning Fist (2/day) (DC 15) 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.

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Axel

First Post
Mhairi

On entering the "sick room" Mhairi quietly moves to the back of the group and vomits out of their sight. The smells, sensations and general creepiness of the whole underground lair were just too much. Who would so something like this? Finishing her moment, Mhairi looks up with a hard expression on her face. "I'm not going down that tunnel again just yet guys," she says quietly. "Ed, that door is probably a store room. It'll be full of stuff they use all the time... You don't make a place like this a thoroughfare."
 

Dr Simon

Explorer
Ignatiuas determines that two of the "patients" are still alive, and he stabilises them with his magic. They slowly come back to consciousness. Two others are dead and beyond help and the last two seem to be in some kind of undead state - their dead flesh twitches and writhes but they are more like the poor souls trapped behind the glass of the Bacchanal than true zombies. All six show the characteristic red facila blotches of blood veil.
 

Kaodi

Hero
"What are your names?" asks Ignatius. "And how did you get here?" The ifrit wants to unchain them, but until they know their state of mind it cannot be safe.
 

Neurotic

I plan on living forever. Or die trying.
Edmond checks "the storage" room, just in case more physicians are hidden there.

(assuming it's empty)
He motions Ignatius onward
"We're loosing the element of surprise by dithering. They are stable at the moment, we'll get back to them."
Edmond leads the party onward. (double doors at upper right)
 

Kaodi

Hero
Ignatius frowns, but steps away from the two men. "I am sorry, my friend is right. We are here to save you, rest assured, but we must first defeat the masters of this foul place," he says. The ifrit obviously has misgivings, but he prepares himself once again for battle and follows Edmond.
 

Dr Simon

Explorer
"T... Timmond," says one of the men. "Help... help us."

Edmond tries the other door and finds it to be locked, an iron-bound door too solid for a mere store cupboard. The second patient/prisoner sees him doing this and struggles onto his elbows.

"Rolth," he says. "Rolth has the keys." He feebly jangles the chains that bind him. "He went out there," he points back towards the Bacchanal.

"There was some kind of alarm," adds Timmond. "I think... they are expecting you."

"Kill them," says the second man. "Kill them all and come and get us." He sinks back onto the bed.
 

Kaodi

Hero
"Rolth," says Ignatius, expression hardening. "I think we are going to have a tough fight ahead of us. Let me take a quick look at everyone's wounds, and I will pray for blessings before we enter the chamber with the double doors."

OOC: If I can get everyone's currents hit points, I think this is the time to break out my wand of cure light wounds. It only has twelve charges, but that should be fine here. I think I am at 47/41 hp; Ignatius was attacked for 16 damage in previous combats, but had the Harrow Choosing for 10 temporary hit points. Before we go in, I think I will be casting guidance on myself, Manachan, Mhairi, and Edmond in that order, and then bless right before we go. Abilities used so far - 4 of 8 1st, 3 of 5 2nd, 4 of 8 touch of flame, 1 of 1 racial burning hands.
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
OOC: Manachan's all good - 47/47. Only one first level spell left, though. He's got three second level castings, but his only second level spell known is Glitterdust.
 

Neurotic

I plan on living forever. Or die trying.
Edmond's fine too. Except he has only 1 first level (which I will use only on the boss for damage) and 2 second level spells and his only second level is Dimensional Hop.
 

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