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

Maidhc O Casain

Na Bith Mo Riocht Tá!
"Mhairi!" Manachan cries out as the girl falls to the ground; he calls on the power of his Angelic blood once more, this time to send healing warmth across the space between them.

[sblock=Actions]
Invisible Castle is down - Would you roll for me, Dr. Simon?
  • Move: None
  • Standard: Heavenly Fire at Mhairi (Heals 1d4+3 Damage - looking more for the auto-stabilize from healing than to bring her back to consciousness).
NOTE: This is a spell-like ability, so it will provoke an AoO.[/sblock]
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[sblock=Stat Block]Manachan Aingeali
Male Aasimar (MCP) Monk 2 Sorcerer 4
LG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; 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 47 (2d8+4d6+6)
Fort +5, Ref +6, Will +10
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 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
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Statistics
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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
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TRACKED RESOURCES
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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
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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 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]
 

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Kaodi

Hero
Ignatius feels a wrenching in his gut as the young half-elven woman goes down, but the only thing that matters right now is banishing the leukodaemon back from whence it came with silver and steel: lest it be unleashed upon the streets of the city. And keeping Edmond on his feet seems to be about the best way the ifrit can think of doing that. So instead of making a mad dash under the daemon's claws, Ignatius keeps his healing energies focused on the duskblade.

OOC: Cure Moderate Wounds = 2d8+6; same deal with the rolling as the others.
 

Axel

First Post
Mhairi

Mhairi's exultation at actually landing a solid hit on the creature turns rapidly into something seriously painful in her side. What a stupid idea that was, was all she had time to think before the world went dark.

Next thing she knows, she's lying on her stomach on the ground. Everything hurt, not least her mouth and nose. "Ugh...what am I doing? she groaned quietly to herself. A small vibration in the floor brought her eyes open. The demon's heel had missed treading on her nose by inches.

Hoping, and praying to every god she's ever heard of, Mhairi rolled, scrambled, lunged, crawled and did everything she could to get out the way of being trampled. Today is NOT a good day to die...

[/sblock=ooc&combat block]
Regardless of your roll Mowgli, Mhairi is conscious again (was only -3 HP) - thanks. :) Also, I made an error with my numbers etc last round. She should only have been able to make one attack (dagger), which should've been 1d4-2 damage (was thinking Sickened was -2 Str)+sneak. Don't think it makes any difference in the end.

This round: tumble/crawling back 2 squares. Should be nominally 40' worth of movement (10' doubled twice) if I remember rightly - been ages since I had to crawl a PC out of combat. Can't use Invisible Castle still... Net modifier for Acrobatics is +13, less any Dex changes for being prone, vs Demon's CMD. Not enough movement left to stand up, so will continue to crawl as far as possible (another 3 squares).

HP: (Between 1 and 3, depending on Manachan's roll)/50
AC: 18
CMD: 18

Conditions:
*Prone
*Sickened

Empty hands (dropped everything).
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
"Mhairi!"
After the initial outburst, Edmonds face becomes immobile with cold, calculated fury. His eyes turn multicolored as his magic gathers. But Deathwail still holds the charge of chill touch and it jumps once again onto the daemon.

"You will regret this, daemon." - the voice is low monotone.

OOC: Full attack +11-2/+6-2; 2d4+6, (if either hits add 1d6 negative energy damage and Fort DC 13 or loose one STR) with 5' step moving so that Manachan may get flanking if possible.
 

Neurotic

I plan on living forever. Or die trying.
[MENTION=21938]Dr Simon[/MENTION], [MENTION=29558]Mowgli[/MENTION], [MENTION=93196]Axel[/MENTION], [MENTION=1231]Kaodi[/MENTION], what do you think of this one: Orokos roller? CA nwe continue now? ;)
 

Dr Simon

Explorer
Manachan and Ignatius do what they can to keep Mhairi and Edmond in the land of living. Mhairi backpedals away from the daemon, keeping out of reach of its claws. Her action is enough to distract it, however, for Edmond to launch a series of strikes with Deathwail, one of them piercing deep into the daemon's hide. The blue energy on the blade of Deathwail leeches into the daemon.

It staggers on its hooves.

"Goodbye, little flies," it hisses. It pauses, as if concentrating and Edmond takes the opportunity for a second attack, but as his blade lunges forwards the daemon vanishes in a cloud of dead flies and the stench of gangrene.

[sblock=OOC]
Manachan - heavenley fire on Mhairi heals 1d4+3 = 6 damage
Ignatius - CMW on Edmond heals 2d8+6= 11 damage.
Mhairi - tumble check to avoid AoO 15+13=28, succeeds
Edmond - First attack 17+9=26, hits for 2d4+6 = 11 damage plus 1d6= 5 negative energy. Second attack 15+4=19, miss. Daemon makes Fort save.

Daemon - use SLA on defensive, just made it so doesn't draw an AoO, vanishes.

Neurotic, we could give that dice roller a go. I use the one at d20srd.org to generate the numbers but it doesn't have a verifier. It would be good to get the ENworld one back.
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[sblock=OOC]I've added a post to one of my threads at MythWeavers - their dice roller is nice, and I'm used to it. I'll likely set up spoiler blocks for each of my games in that thread and put the rolls in the appropriate spoiler blocks (if that's all OK with you, Dr. Simon?).[/sblock]
 

Axel

First Post
ooc: I'm easy on this stuff. Mostly I (ab)use my company laptop (have Windows 8 on personal and can't stand it), so very limited access to gamer sites. Personally, I really do wish that ENWorld would bring back their intrinsic roller. It was just easier, though the posts could get pretty massive.

Also - we survived! Haha!!! Didn't see that happening - thought it was heading for a TPK for a few rounds.
 

Kaodi

Hero
OOC: I am going to say there was some DM mojo going on there, hehehe... Cure Moderate, by the way.

Once the demon makes a break for it Ignatius wastes no time, bounding across the room to Mhairi to imbue her with healing energy. The battle fugue seems to linger a moment, as the ifrit is not entirely convinced the daemon is gone, but after a moment it leaves him and the words spill out, "Your wounds, Mhairi?"
 

Dr Simon

Explorer
OOC: I am going to say there was some DM mojo going on there, hehehe... Cure Moderate, by the way.

OOC: Not at all! Everything rolled fair and square - you had somehow managed to reduce it to 7 hp, and Edmond would probably have finished it off had he not been sickened. Don't forget your Harrow points either - in this adventure you can spend one to gain DR 3/- for the duration of an encounter, to reroll any Con-based d20 check or to recover hp equal to your character level when you rest for a minute.

Be warned, though. Until now, Paizo have been quite light with the opposition. From hereon in, the kid gloves come off!
 

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