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

Axel

First Post
Mhairi grits her teeth as the wave of unnatural energy washes over her. Reaching for a crossbow bolt, she loads her crossbow and ducks in behind the base of the statue - trusting to enormous overhanging boobs, shadows and a tendency for people to not look up or down to hide her from this clearly deranged woman.

[sblock=ooc&combat block]
Will save 1d20+2=15 Lucky-as!! :)
Stealth: 1d20+16=33

Left hand: MW Hand crossbow (loaded, 6 bolts remaining)
Right hand: MW Rapier

HP: 43/50
AC: 18
CMD: 18

[/sblock]
 

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Neurotic

I plan on living forever. Or die trying.
Edmond comes closer to the priestess and swings Deathwail upward with all his might, his precision augmented with Irori's combat insight. Green glow spreads from the weapon onto the priestess trying to pull her closer.

[sblock=Actions]
Move: on the rim of the statue - or close enough to reach the priestess whatever needed
Standard: Power Attack with dimension hop (will dc 14); damage (1d20+5+20=34, 2d4+12=17) - can we assume Edmond cast True Strike in the round he was approaching?
(if not, he wouldn't use power attack, but normal attack and the attack roll would be 20 and damage 11)
on hit, Andaisin is teleported 10' down and next to Edmond
[/sblock]
 

Dr Simon

Explorer
As Ignatius and Mhairi move into position, Manachan continues to harass the priestess with magical energy, and then Edmond is there, launching a devastating attack on the woman. Unholy power, and a breastplate, protect her, but she is still sorely wounded. Stepping back, she severs Edmond's spell with a sweep of her scythe and mutters imprecations to the Pallid Princess as many of her wounds heal.

[sblock=OOC]
Hospice 62.jpg

That's just a successful save by Andaisin dressed up with interesting fluff, not some special power.
Took the liberty of rolling a magic missile for Manachan too - 3d4+3 = 9 damage.

Andaisin - step, healing magic.

Next up:
Ignatius
Mhairi
Manachan
Edmond
[/sblock]
 




Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan moves further into the room to provide better support for his friends, firing off another volley as he goes.

[sblock=Actions][/sblock]
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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
--------------------
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.
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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.[/sblock]
 

Axel

First Post
Mhairi

As magical energies flashed overhead, causing waves of it to wash over her, Mhairi crouched in the shadow of the giant statue and gritted her teeth. Would've been nice to learn some of that elven magic stuff Mum...instead of everything else you didn't teach me...

Sensing a quieter moment, she held her breath and stepped out as calm as a duckpond, levelling the hand crossbow at the elevated, scythe wielding Lady Andaisin.

Without waiting to see if the bolt struck home or not, Mhairi was off moving quickly around the statue - trying to hem the woman between her and Ed.

[sblock=actions&combat block]
Std action: Shoot hand crossbow and Andaisin. 1d20+8=21 If her hide attempt from last round was successful (+16 mod), will be against flat-footed AC.
Damage:1d4=3 weapon damage, 3d6=14 sneak attack damage (if hide attempt last round was successful)
Move action: moving to inbetween the statue and the eastern-most alcove. Should easily manage it without entering a threatened square.

Left hand: MW Hand crossbow (unloaded, 5 bolts remaining)
Right hand: MW Rapier

HP: 50/50
AC: 18
CMD: 18
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
"So, your will is strong. Let's see how is your body."
Edmond moves closer, following the priestess, his eyes sparkling in all the colors of the rainbow.

Deathwail swishes through the air, powerful arcs of lightning touching the statue before discharging into the priestess.

[sblock=Actions]
Move: 1 square south of the priestess
Swift: True strike
Power attack with shocking grasp; damage; lightning damage (1d20+6+20=45, 2d4+12=17, 5d6=20)
OOC: eh, if I had insight to use roll 19 without expending swift cast :)
[/sblock]
 

Dr Simon

Explorer
Mhairi's crossbow bolt seems to veer aside at the last moment, otherwise it would have been a heart-shot for sure.

Edmond, however, strikes true, cutting past the priestesses magical protection and armour. Bleeding and smoking, she steps down out of the air with an angry expression on her cold but beautiful face. Dark energy crackles in her hand as she reaches out to plant it on Edmond's arm.

[sblock=OOC]
Hospice 63.jpg

Mhairi - miss
Edmond - hits.

Andaisin - 5ft. step down and touch attack on Edmond. Edmond takes 53 damage, or just 23 if he makes a DC 20 Fortitude save.

Next up:

Ignatius
Mhairi
Manachan
Edmond
[/sblock]
 

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