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

Neurotic

I plan on living forever. Or die trying.
Edmond decides to go all-out instead of tripping the priestess since her tail obviously gives her slight advantage. He swings with all his might, Deathwail justifying it's name as it shrieks...in front of her as she turns away from Mhairis stabbing.

[sblock=Actions]
Move: into flank as possible
Standard: Power attack with shocking grasp and another charge of brute gauntlets; damage; spell lightning damage (1d20+11+2+2-2=16, 2d4+12+2=17, 5d6=18) - I cannot seem to roll above 5, MISS, shocking grasp charge remains on the weapon
[/sblock]
 

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Maidhc O Casain

Na Bith Mo Riocht Tá!
And Manachan goes after the wicked creature as well, calling on Irori to add his own holy fire to the barrage.

[sblock=Actions]Holy Fire (Ranged Touch Attack) (1d20+5=21) for Damage (1d4+3=6)[/sblock]
_______________
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.
--------------------
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]
 

Dr Simon

Explorer
Andaisin wavers.

"No!" she cries. "The Pallid Princess must prevail! The weak must be purged!"

She continues to direct her ire on Edmond, launching an all out assault. The giant scythe claw smashes against his armour, and the tail whips around and slashes across his face.

[sblock=OOC]
Andaisin-Reborn - claw attack on Edmond, miss. Yail attack on Edmond, hit for 9 damage

Next up:

Mhairi
Edmond
Ignatius
Manachan
[/sblock]
 
Last edited:

Neurotic

I plan on living forever. Or die trying.
"Almost exactly right. Except you're the weak one here. Why don't you just accept that and allow to be culled. Irori teaches us strength comes from within. In your case, even your own goddess won't be enough and obviously in your mortal form you were...inadequate."
 

Axel

First Post
Mhairi smiled at Edmond. He never could let someone have the last word...

Without fanfare, she drove forward on her front foot again - hoping this would be the last time she had to kill anything. For today at least...

[sblock=ooc]
Full attack, though no time for Invisible Castle today, sorry.
MW Rapier: Atk+9, damage 1d6+3d6
Silver dagger: Atk+8, damage 1d4-1+3d6

New baby came home on Thursday. RP time is severely curtailed for the next couple of weeks. Don't let my absence hold up the campaign, especially this close to the end of a chapter.
[/sblock]
 

Dr Simon

Explorer
Mhairi's rapier passes through the mutated priestess and out the other side. Gruesome fluids leak from the wound as the monstrosity wavers, and then collapses.

"Blood veil... will take... you all...," gasps Andaisin as she dies for a second time. There is a sound like a far-off wailing. The statue of Urgathoa cracks at the knees and falls, crumbling into pieces. The empty fonts fall from the walls and shatter. And the body of Andaisin begins to putresce into bubbling foulness.

[sblock=OOC]
Okay, so now you can apply those XPS! And add another 1200 XP each for defeating Andaisin a second time.

Axel, congratulations, and good luck!
[/sblock]
 
Last edited:

Kaodi

Hero
[sblock=Celestial]"It is done."[/sblock]

As the battle fugue drains away from his Ignatius looks upon the remains of Andaisin and the statue of Urgathoa with a mix of disgust and contempt. "Had I used that scroll a moment earlier perhaps we could have avoided the 'resurrection' as it were entirely. However, at least with the power of Sarenrae cutting off the influence of the Pallid Princess we can be sure that Andaisin is well and truly done."

That only leaves the small matter of searching the body for any magical items and remaining evil relics. The ifrit recasts the spell that allows him to detect magic and focuses it on the husk of Andaisin's original body with the intent of determining if what remains is worth having to get closer to the filth.
 

Neurotic

I plan on living forever. Or die trying.
"Don't blame your self, Ignatius, we couldn't have known. We're all fine, although I suspect we'll have another bout of sickness. Good work everyone, we're becoming real strike team. Let's see if we can find anything here that would indicate what are we dealing with. Hopefully, The Veil will disappear now, maybe there is some anti-dote. And we need to report this to Marshal Kroft. Irori grant that we get few days in peace to recover, I have some ideas I'd like to try, this stabilizing tail, or whatever it was, has given me few ideas how to improve my hook swing.

Anybody seriously hurt?"
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
"I am well, Edmond. A little rest and I'll be fit as a fiddle."

[sblock=OOC]Updated stat block for level 7 attached.[/sblock]
_______________
06PostShot.png


[sblock=Stat Block]Manachan Aingeali
Male Aasimar Monk 2 Sorcerer 5
LG Medium Outsider (native)
Init +6; Senses Darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
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, 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
--------------------
TRACKED RESOURCES
--------------------
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
--------------------
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.
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.
--------------------
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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