Serpentfolk Wizard

Dingus Mack's page

1,640 posts. Alias of scranford.


Full Name

Dingus Mack

Race

Human

Classes/Levels

Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Gender

Male

Size

Medium

Age

22

Alignment

CN

Deity

Soralyon

Location

Freeport

Strength 8
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 10
Charisma 18

About Dingus Mack

Sorcerer Character Sheet

Spoiler:

Dingus Mack
Male human (Tian-Shu) sorcerer 6
CN Medium humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 17, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge+1 Natural)
hp 43 (6d6+6)
Fort +5, Ref +5, Will +5 (+2 Save vs. Poison, Paralysis)
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . hanbo +2 (1d6-1) or
. . spear +2 (1d8-1/×3)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks serpent's fangs
Bloodline Spell-Like Abilities (CL 6th; concentration +10)
. . At will—serpentfriend
Sorcerer Spells Known (CL 6th; concentration +10)
. . 3rd (5/day)—haste, lightning bolt (DC 17), Major Image, beast shape I, Dispel Magic
. . 2nd (7/day)—alter self, delay poison, glitterdust (DC 16), invisibility, levitate
. . 1st (7/day)—burning hands (DC 15), grease, hypnotism (DC 15), mage armor, magic missile, summon monster I
. . 0 (at will)—acid splash, breeze[UM], detect magic, disrupt undead, light, mage hand, ray of frost, scoop[UM]
. . Bloodline Serpentine
Domain Orisons: Read Magic, Enhanced diplomacy.
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Statistics
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Str 8, Dex 16, Con 13, Int 12, Wis 10, Cha 18
Base Atk +3; CMB +2; CMD 16
Feats - Custom Feat -, Alertness, Dodge, Eschew Materials, Expanded Arcana[APG], Expanded Arcana[APG], Expanded Arcana[APG], Expanded Arcana[APG], Expanded Arcana [APG],Great Fortitude, Scribe Scroll
Domains Rune/Ward
Domain Power: Blast Rune (1d6+1 damage of choice)
Skills Appraise +7, Bluff +14, Diplomacy +9, Escape Artist +5, Fly +7, Intimidate +13, Knowledge (arcana) +9, Knowledge (Religion) +5, Linguistics +2, Perception +3, Profession (sailor) +6, Sense Motive +2, Spellcraft +11, Use Magic Device +8
Languages Common, Goblin, Polyglot, Tien
Combat Gear hand of glory, Unidentified Magic Snake bracelet , scroll of color spray, disguise self, expeditious retreat, unseen servant, scroll of expeditious retreat, scroll of misdirection, wand of magic weapon (CL 3rd, 18 charges), wand of major image; Other Gear Amulet of the Serpent, hanbo, light crossbow, spear, bracers of armor +2, abacus[APG], belt pouch, blanket[APG], hammock[UE], hooded lantern, waterproof[UE], sack, sack, signet ring, waterproof bag[UE], waterskin, 115 gp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Serpent's Magic Fang + Poison (1d2 CON, 7 rounds/day, DC 14) (Ex) Bite attack (magic) deals 1d4 damage + Poison (Bite-injury; DC 14; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save)
Serpentfriend (At will) (Ex) Speak with Animals (reptilian) at will.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Din-gi-Son’s life had an auspicious beginning. He of course didn’t remember any of it, but apparently he spent the first 2 months of his life crammed into a secret compartment aboard a ship bound from Tian lands with his mother, and 38 other desperate refugees. The first time he saw the sunshine was from the docks of Freeport, but he didn’t remember that either.
What he did remember was the heat, and humidity, and the smell of stale laundry and strong lye soap. For as long as he could remember he had spent his life by his mother’s side, working in various sweat shop laundries in Freeport. When he was old enough he earned a few coppers delivering or picking up laundry for people in the city.
But his mother was no simple laundress. From his occasional glimpses of the serpent tattoo that graced the inside of her right leg he knew that she was not what she seemed. From an early age it was obvious that Din was not going to be a big man. Slight, and weak, he was picked on by the other children in his neighborhood…til his mother taught him the tricks. If she had a choice she would have never shown him the things he could do, but with no man around to teach him to fight, and no brothers or cousins to help stand up for him, she had no choice. So she taught him the tricks… and from then on nobody messed with him… in fact they feared him.
When he was fourteen years old things changed. Some men showed up in the street outside the laundry, asking questions about his mother. When Din informed her about the men, she looked at him with great sadness in her eyes. Quickly she rushed him back to their small apartment using a roundabout path. She pushed a small leather pouch into his hands, and told him that he must go find a ship called the “Scaled Gull” and seek out the captain a man named Glumm. That was the last time he saw his mother. Glumm took him aboard and taught him the ways of the sea. In fact he is the one who having trouble with his real name called him Dingus. Things were good till Glumm fell in the ocean one night while dancing drunk under the moonlight, and perished.
For the last five years he had moved from ship to ship. He was a good sailor, but the crews didn’t trust him and usually after a few trips he was put ashore to find his way on his own. He was considered unlucky. He would look for his mother on his times ashore, but she seemed to have disappeared. Well here at least was another ship, which seemed to be willing to take him aboard. Maybe this time it would be different.

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Loot

Spoiler:

Sails - 1014 (10)
Hand of Glory Daylight and Knock 1-per day (CL10)
Unidentified Snake Bracelet
Spinal Tap Gem +1 per hit dice of lighting damage for spells.
Scroll <Expeditious Retreat>
Scroll <Misdirection>
Anchoring Rod Immovable Rod (3,000 lbs to move)
Weapon
Spellbook <Beadles> (Color Spray, Expeditious Retreat, Disguise self, Unseen Servant)
(6) Soul Bottles
Bracers of Armor +2
Sapphire of Lightning (+1 point of damage per level)
[i]Amulet of the Serpent
:
Description
grants the 9th level sorcerer serpentine bloodline power snake skin +1 natural armor, +2 save versus poison, +2 escape artist check or paralysis save.
Ring of Forcefangs
Description
This band negates any force spell or force spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of 9 charges.
If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
You can cast "Swarm of Fangs" for 3 charges

NPC's

Spoiler:

Important Facts

Spoiler:

Sanity points 0
Infamy and disrepute Score: 2
Tiny Viper Fer-de-Lance to be familiar at appropriate level

Conditions

Spoiler:

HP 33/33
Wisdom 9/10
Will Save -1
Wisdom skills -1

Richard

Spoiler:

Richard the Cold Hearted
Snake, Viper
N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision, scent; Perception +9
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Defense
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AC 18, touch 15, flat-footed 15 (+3 Dex, +2 size, +3 natural)
hp 16 (1d8-1)
Fort +1, Ref +5, Will +5
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Offense
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Speed 20 ft., climbing (20 feet), swimming (20 feet)
Melee Bite (Snake, Viper) +7 (1d2-3/x2)
Space 2 ft.; Reach 0 ft.
Special Attacks poison (dc 9)
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Statistics
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Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +2; CMB +3; CMD 10 (can't be Tripped)
Feats Weapon Finesse
Tricks Attack [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Guarding [Trick], Hunt [Trick]
Skills Acrobatics +3 (-1 jump), Appraise +1, Bluff -1, Climb +11, Diplomacy -3, Fly +7, Intimidate +1, Linguistics -1, Perception +9, Spellcraft +3, Stealth +15, Swim +11, Use Magic Device -3; Racial Modifiers +4 Perception, +4 Stealth
Languages
SQ fetch [trick], guarding [trick], hunt [trick], improved evasion
Other Gear You have no money!
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Fetch [Trick] The animal will get a specific object.
Guarding [Trick] The animal has been trained for guard duty.
Hunt [Trick] Hunts or forages for food to bring to handler.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 9) (Ex) Poison—Injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

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.