Serpentfolk Wizard

Dingus Mack's page

1,755 posts. Alias of scranford.


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Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus returns to the ship at full speed as he got a bit distracted with the joy of flying, and the spell dismisses with him about a foot off the deck. He spirals into Kaul skinning his knee as he lands but not moving his friend a bit... he bounces off onto his rear... then shares the layout.

"Thanks for stopping me Kaul. I meant to do that".


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus makes a 7-minute ariel tour of the island as an Albatross (With a Snake head) before returning to the ship to report what he sees.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"How about I turn into a Seagull and fly above the island to see any signs of inhabitation"?


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Probably going to pull back that last level up and go with Cleric. I'll try to get it done this weekend... but I guess the boards will be down for a while... so I'll catch up then.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus moves close enough to cast the Breeze Cantrip on the glowing eyes.

"Come out and show yourself be ye friend or Foe".


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

I think Dingus is leveled up enough to play mechanically. Just wondering since he has a level of Cleric... how would the level up have worked if that's what he wanted to level up in instead?


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

I'll work on figuring things out for Dingus this weekend.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Thanks for your efforts here. Somehow, we took an already complicated system and made it worse than Calculus... :-). I'm all for keeping PF1e under control by using P6, but I'd really embrace using a system that is at least semi balanced to begin with. I'll go back and dust off my PF1e books to see what the available feats do as upon relying on memory none of those feats excite me or would have had much effect on what we've done up till now... so the Level up without hp or skill points it seems unexciting. And, with the correct adjustments you've made Dingus will actually be weaker after this.

I really like all of you and this game... and Dingus is one of my all-time favorite characters...but I gotta be honest it's a challenge to fight the game system and enjoy the game. I much prefer systems where the mechanics stay out of the way of the story. I post often about RP stuff like his outfits and weird / scary moves because I'm sure I'm going to do something wrong mechanically.

I use PF2e because it is balanced and once you get the concepts down easier to play than 1e and much easier to run. It's when people try to make it play like other d20 systems that the confusion and illusion of complication arise.

I commend you for keeping this going somehow through all the challenges I present.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

I'm all for a Level UP!!! Just got to figure out how to do so. :-)


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus finally awakens fully refreshed and joins the others on deck as they pass Peridot Island and its ruins. "Very Tasteful... crystal is lovely".

He returned everything he borrowed for his nap... except for a lovely purple velvet turban that someone obviously left for him to find.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

1d20 + 3 ⇒ (1) + 3 = 4 Perception

Dingus continues to sleep with a giant grin on his fanged face... dreaming of a giant warehouse full of nothing but exotic cloth and leather... and perhaps a lot of shoes.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus immediately goes to his bunk and covers himself with everything he owns...And he might borrow a few things lying around... and covers up trying to get warm.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

I posted Tuesday... but it didn't show up for some reason.

Dingus cuddles with Richard and tries to ball himself into the smallest cute little ball of a Tian to try and stay warm. Richard is angry and sluggish.

He adds his anchoring stick to the blocking of stuff at the entrance and tosses and turns with the cold. When Jim speaks up he rouses angry because he just finally dozed off, and scans the room with his magic radar.

"What is wrong. It's just a bad storm... Right"?


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"That looks comfy. And I'll bet there are some nice juicy rats for Richard to look after".

Dingus replies as he chews one of his long, beautiful nails that was chipped from the interment.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus takes the time to add a sweatband around his brow and complains the entire time that this will ruin his nails.

1d20 + 3 ⇒ (2) + 3 = 5 Perception

Really didn't need to roll as he couldn't make it anyway. What's coming now?


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus continues to swish around in his mouth and hacks up another gob of acid mucus.

1d20 + 6 ⇒ (10) + 6 = 16 Ranged Touch
1d3 ⇒ 2 Acid Damage


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17
Cap'n Voodoo wrote:

Jim's arrows strike the pale flesh between the chains, but the cold iron doesn't seem to have any greater effect than regular steel. The arrows are pushed out of the flesh immediately with only one leaving any trace of a wound and even that begins to scar over.

I don't think Dingus or Corliss have tried to identify the current foe.

Dingus made a Knowledge Planes roll above... but rolled a (1)

Dingus takes the opportunity to look around the room and see if there is something else in the room that might be dangerous.

1d20 + 3 ⇒ (12) + 3 = 15 Perception


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus watches Kaul fighting and tries to keep him steady (Move Action)
Then attempts to spit a glob of acid at the pillar

1d20 + 6 ⇒ (10) + 6 = 16 Ranged Touch
1d3 ⇒ 2 Acid Damage

"Quit playing round and hit him. This spell doesn't last forever you know and I feel my magic weakening".


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"I can't make you bigger or your arms & legs longer... but I can lift you up there".

Dingus levitates Kaul to be within range.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

My mother passed yesterday... so I'll be AFK the rest of the week.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Back in the hospital for the last few days. Hope to get out today... plus big issueswith my mom's health.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Should be able to catch up tomorrow... for a while anyway.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Family medical emergency DMPC me till further notice.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Ah! What is happening"!

Dingus casts Dispel magic on Riemme.

1d20 ⇒ 10 Plus whatever I do for Dispel Magic in this system :-)


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus attempts to send a Vapor Viper at the resistant enemy.

VV: 3d4 + 3 ⇒ (2, 1, 3) + 3 = 9 Force Damage

"Quit messing around and kill it".


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

1d20 + 1 ⇒ (3) + 1 = 4 Knowledge Planes Not sure if Corliss's assist works for this since it was religion.

"I have no idea what that thing is".

Cast Haste for everyone!


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Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17
"Keelhaul" Kaul wrote:

Round 1

Presented with a creature worthy of his ire, Kaul sees red and lumbers to hack at the goat-faced killa;

Enter Rage (free. action), Move & Attack

[dice=Melee (Ragin' Power Attack]1d2+7+2

Nope...

Might want to roll more than 1d2 for your attack.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus might just loosen a Detect Magic for the heck of it.


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Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus walks closer to the man limping slightly on one shoe before giving a grunt of disgust and taking off the other one. He peers at the man's feet to make sure he doesn't have any interesting footwear.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Wait! Look over there".


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Hi all. A little minor surgery tomorrow. I'll be AFK for a couple of days. Feel free to nudge me along.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus stays up on his trapeze bar keeping an eye out while the others heal.

"Yay! Good job team. Do any of them have any nice shoes"? .

Dingus makes his way down and begins to loot the bodies.


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Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Get them Boys".

Dingus continues to rain acid.

1d20 + 7 ⇒ (1) + 7 = 8 Acid Splash
1d3 ⇒ 3 It burns

But quickly has to remove one of his favorite sequined slippers as the acid splashes onto it.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Hah Hay! You ducked into that one".

Dingus drops more acid...

1d20 + 7 ⇒ (18) + 7 = 25 Acid Splash
1d3 ⇒ 2 Acid Splash


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Aye Captain. I'll just sit up here and practice throwing gobs of acid till you need me. Just holler if you need artillery support".

1d20 + 3 ⇒ (7) + 3 = 10 Acid Splash (Ranged Touch).
1d3 ⇒ 2 Acid damage

It's been so long since I played PF1e I don't remember if I add anything other than base attack bonus to this.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus cheers his team on, and decides to bring a friend to help next round.

Cast Summon Monster I for an Eagle

Spoiler:

Summoned Creature: Eagle (1/2)
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision Perception +9

DEFENSE

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +4, Will +2
SR 5
Celestial – Resist cold 5, acid 5, electricity 5
Fiendish – Resist cold 5, fire 5

OFFENSE

Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks smite evil/good

STATISTICS

Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

SPECIAL ABILITIES

Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus slips his anchoring rod into his rhinestone laden belt floating near the ceiling and sends a couple of Vapor Vipers at the second beast in line.

"I hope there's not a lot more of these. My magical energies are waning".

Richard coils around the slight sorcerer and watches the action unfold.

Vapor Viper: 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus starts then decides to get our of their way.

Cast Levitate on himself.

"Anybody want a ride"?


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus whirls around...

"Look out behind".


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

1d20 + 5 ⇒ (16) + 5 = 21 Will Save

"Step Away! What is this evil magic"!

Dingus attempts to dispel the magic emitting from the pit.

1d20 ⇒ 15 + Whatever my caster level is with this version of Pathfinder.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 Knowledge (Arcana)

1d20 + 3 ⇒ (5) + 3 = 8 Perception

"Well that Polearm is magical... makes things take extra damage, and that pit reeks magically of death Magic".


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

OMG!!!

Wishing you luck


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Well that's not what I expected to see. Never would have guessed".

Dingus casts "Detect Magic".


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Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Working for me too... though I'll admit I forgot we were using it. :-)


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Do I have to do all the work. These aren't in endless supply you know".

Lightning Bolt Reflex (DC17) for half damage
6d6 + 6 ⇒ (2, 5, 4, 5, 2, 6) + 6 = 30Gentle caress of the flickering tongue.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Hey! Mind your own busines"!

Dingus sends forth the gift of Vapor Vipers towards the creature attacking Kaul.

3d4 + 3 ⇒ (4, 1, 3) + 3 = 11 Force Damage


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"Aye Captain! How much you need"?

Dingus holds up the mangy monkey claw before grinning and casting light on a nearby piece of debris and handing it to the captain. He then retrieves his anchoring rod, and using it to follow as the others descend.

He wriggles in delight at the healing from Corliss.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

Dingus sends more electrical snake tongues at the head enemy.

Lightning Bolt Reflex (DC17) for half damage
6d6 + 6 ⇒ (4, 4, 4, 5, 6, 3) + 6 = 32 Flicks of the charged tongue.

Then tries to find a good place to hide moving as necessary.


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

So does Haste let Dingus cast two spells in one round?


Male Human Sorcerer 7, Cleric 1: HP 46/(46); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 6/6, 2:8/8, 1:8/8) IP-17

"I'll get you up there in a bit captain. Gonna see if I can soften him up a bit first... unless that's an order".

* Cast Lightning Bolt (REF DC17) for half

6d6 + 6 ⇒ (1, 6, 3, 6, 6, 1) + 6 = 29 Electric Snake Boog-a-loo!

He then pulls out his anchoring rod and leaves it hanging in mid air.

"Maybe this will help".

If you want to go this round, then I can cast levitate next round so you'd need to delay next round... or I can keep Lightning bolting him.

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