• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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

Dr Simon

Explorer
OOC: Oops, missed that!

With Edmond appearing beside them, the two cultists are now outnumbered but they fight on grimly. One steps inside Edmond's reach and the other presses the attack on Manachan, but neither manages to land a telling strike with his scythe. Mhairi begins searching through the many pockets in Rolth's leather coat, most of which seem to contain blood-stained dissecting tools.

[sblock=OOC]
P1 - step towards Edmond, attack, miss.
P2 - attack Manachan, miss.

Will hold off on search results for Mhairi for the moment.

Next up:
Ignatius
Edmond
Manachan
[/sblock]

Hospice 45.jpgRolth.jpg
 

log in or register to remove this ad

Maidhc O Casain

Na Bith Mo Riocht Tá!
Manachan ducks into a rolling tumble around the foe, bracketing him between fist and fire and striking out with a sandalled heel as he rises.

[sblock=Actions][/sblock]
_______________
06PostShot.png


[sblock=Stat Block]MANACHAN AINGEALI CR 4
Male Aasimar (MCP) Monk 2 Sorcerer 3
LG Medium Outsider (Native)
Init +6; Senses Darkvision; Perception +13
--------------------
DEFENSE
--------------------
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
--------------------
OFFENSE
--------------------
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)
--------------------
STATISTICS
--------------------
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)
--------------------
TRACKED RESOURCES
--------------------
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
--------------------
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 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.
--------------------
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]

 

Kaodi

Hero
The ifrit hefts his morningstar: no escape for the wicked! Sensing that it is the last moment that he invoke divine guidance, he draws on it as he swings the spiked head of the consecrated weapon at the Urgathoan. Sarenrae must be smiling, as he just manages to slip past the cultist's guard and draw bloody furrows with the spikes. Ignatius then steps into the space Manachan has vacated,

+1 Morningstar (Guidance): 1d20+8=16, 1d8+2=6 (18 attack, with the flank)
OOC: This post was corrected to reflect that Manachan was in fact flanking. 5' step to A5. If any of you have not used the guidance spell Ignatius cast on you yet, the next round may be the time.
 
Last edited:

Neurotic

I plan on living forever. Or die trying.
Edmond moves to flank with Ignatius, protecting his allies with extended reach of his weapon.
But moving backward from one enemy and swinging long weapon full strength while taking care not to clip Ignatius takes it's toll. Deathwail swishes through the air overhead not even disturbing the hair on those around him.

Power attack vs #1; damage (1d20+11+1+1-3-2=10, 2d4+6+4-3=13) - not even guidance and bless can remove total of -5 to hit and natural 2
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Ignatius steps into the space Manachan has vacated, hefting his morningstar: no escape for the wicked! Sensing that it is the last moment that he invoke divine guidance, he draws on it as he swings the spiked head of the consecrated weapon at the Urgathoan. Unfortunately the enemy priest is saved by his hidden armour, given the muffled clang, but the ifrit smiles grimly anyway.

+1 Morningstar (Guidance): 1d20+8=16, 1d8+2=6
OOC: 5' step to A5. If any of you have not used the guidance spell Ignatius cast on you yet, the next round may be the time.

Manachan had #2 flanked with Ignatius already - if Iggy attacks then moves he'll get an additional +2 Attack, meaning he'd just hit, IIRC.
 

Kaodi

Hero
Manachan had #2 flanked with Ignatius already - if Iggy attacks then moves he'll get an additional +2 Attack, meaning he'd just hit, IIRC.

OOC: Oops. My bad. I totally misread where you were moving. Thought you were setting up a flank with Edmond for some reason, hehehe... I will correct my post.
 

Dr Simon

Explorer
The two remaining cultists attack with a reckless ferocity, swinging their scythes wildly, and their sudden flurry of movement is such that Ignatius and Manachan are only able to land glancing blows on their opponent. On the plus side, however, the attacks of the cultists are careless and easy to evade.

[sblock=OOC]
Well, a thrilling round there...

P1 - attack Edmond, miss
P2 - attack Ignatius, miss.

Both cultists are now wounded, however.
[/sblock]
 

Kaodi

Hero
Ignatius swings his morningstar again, nearly taking off the head of his opponent who only just manages to duck in time for another glancing blow. The ifrit then steps to the left, drawing the cultist's attention away from Manachan behind him. [sblock=Celestial]"With some dancing we can keep him between all of us."[/sblock]
+1 Morningstar: 1d20+9=29, 1d8+2=4 , Critical: 1d20+9=15, 1d8+2=7
OOC: Attack and then 5' move to the A4. Unless we are really unlucky I think flanking means Cultist #2 is toast this round.
 

Neurotic

I plan on living forever. Or die trying.
OOC: only one who does more damage with flanking is Mhairri and she's flirting with our resident dead mage :)

Edmond moves little to the side and brings Deathwail from above in cleaving cut that hits cultists shoulder leaving gaping wound behind.

Move: step 5' to C5 (or wherever is needed to flank and keep #1 within threatened area)
Power attack vs #2; damage with Touch of Fatigue (1d20+11-3-2+2+1=17, 2d4+6-3+4=12) Fort DC 12 or fatigued
 
Last edited:

Axel

First Post
Mhairi swore as she found pocket after pocket of useless junk. "Where are his blasted keys? This is all just a huge pile of crap..." she muttered as she rummaged through the corpse's pockets. Taking a breath, she paused, trying to get the adrenaline out of her system. It wasn't easy with the sound of steel on steel and flesh below. She resumed, slightly calmer and taking care to pat around his body in case of the likely hidden pockets.

OOC: Aye, that she is. As the only non-good PC (and a rogue to boot) she has a certain reputation to uphold... :)
 

Voidrunner's Codex

Remove ads

Top