Serpentfolk Wizard

Dingus Mack's page

1,690 posts. Alias of scranford.


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"Aye Aye Captain. I'll let her know".

Dingus picks up the hem of his robe, and begins to high step through the swamp... the wrong way.


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus claps and squeals like a homoecoming queen, then rushes to Kaul jumping onto him and clinging with all appendages.

"Kaul! Kaul! Thank the gods you're not dead. Now I don't have to conquer the world on my own... BTW... you're not a Zombie are you"?


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 Spellcraft

"I think so! Regardless what do we have to lose at this point? Hurry... give it to Kaul".


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17
Cap'n Voodoo wrote:
Dingus Mack wrote:
Dingus would have summoned the creature as close to the wreckage as possible. Not sure ow it works with our version of Pathfinder.
Wouldn't have made a difference in this case as PF summoning goes off start of your following round so Svetty would have already jumped ship. Are you calling the bug Richard also? I don't know that Richard I would approve.

Nope the bug is named Nathan. I was sending the original Gangsta Richard the snake to the boat with his swim speed to help Jim out.

Dingus sends a welcoming gift of Vapor Vipers to Javaro to warm him up for Jim's visit.

3d4 + 3 ⇒ (3, 3, 2) + 3 = 11 Force Damage


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus would have summoned the creature as close to the wreckage as possible. Not sure ow it works with our version of Pathfinder. (Range close (25 ft. + 5 ft./2 levels))

A look of determination comes upon Dingus face as he spots the two scamps heading for the jolly boat.

"Corliss! Go put Kaul's blood back in"!

"Go get them Richard".


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Yes. Mean Fire bug


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus heads towards the building, determined to take revenge for Kaul's murder.

"Let's see if I can distract him a bit".

Cast Summon Monster 1 for a Fire beetle to fly into the house and worry Svetesky.


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"Let's take these guys out. They're responsible for my best friends death".


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

If Kaul is truly gone would this be a good time to discuss converting to 5e or better yet Pathfinder 2e?


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus takes a 5' step away from the gladiator (hopefully keep the cone from Corliss, and casts Burning Hands (DC15 Reflex save for half.)

5d4 ⇒ (4, 3, 3, 3, 2) = 15 Burning Hands

Tears streaming down his face and an unearthly moan coming from somewhere deep inside him the bloody sorcerer reaches out with his flaming serpent tongue spell attempting to dissuade the gladiator from approaching. and hopefully catch him on fire.


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Thanks for asking. No problem. Power out for about 3-hours... but that's it.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

If Jim took the gladiator in front of him down, Dingus would switch his attack to the other one.

NOTE: I'm getting an unwelcome visit from Milton probably tomorrow, so if I don't post you'll know why.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus's anger knows no bounds, as he notices Kaul's still bloody body. He lands and launches a few Vapor Vipers at the gladiator Jim is engaging.

"Get them Jim! They've killed Kaul!"

3d4 + 3 ⇒ (1, 4, 3) + 3 = 11 VV

He then calls out in his reptilian voice for all surrounding crocodiles to come to the party's aid.

"Scaly friends rally and come to our aid"!


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

I'm back!


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

AFK until Friday. Feel free to DMPC.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus lands and converts back to a well-dressed Tian sorcerer.

"Surprise it's me! Where is my friend"?

Dingus then smiles at Corliss's lightning and sends some of his own to join.

Lightning Bolt - DC17 Reflex Save at Jaravo.

6d6 + 6 ⇒ (4, 2, 2, 5, 4, 1) + 6 = 24 Electric Snake Damage


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Yep Keep Flying, flying, flying.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

It's been a while. Can Dingus see what is happening to Kaul? Could he target an enemy before closing more?


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

fingers crossed!


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus seeing that Kaul is alone alters his approach.

Beast shape 1 into an eagle, and fly using Haste.

I remember getting a "Snake Bracelet" some time back, but not sure if it has been identified yet?


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Sounds good. We'll be here being indecisive and mechanically challenged when you return.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Well technically since Dingus acts before Corliss and Jim... and he's not close enough for a forked snakes tongue... he casts "Haste" giving Jim, Corliss and himself heightened speed and reactions.

"Hold your taters mates. Let me speed things up a bit.

HASTE

Spoiler:

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

He then hikes up his robes to just above the Knee or a little higher, and dashes towards Kaul and his dance partners.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"What? This old thing. I've got much better if you want to look nice. Perhaps that Lavender and Green silk would really pop with your complexion. I can run back and get it for you... only take a bit".

Once it's made clear why he wants it Dingus will comply but is frustrated by Jim's poor fashion choices... after all style is everything.

"As far as distractions go... well that's right up my alley. What do you want and where do you want it".


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"Sure. I'll float up there with old Richard waving about in dangerous poses and trying to get them to throw down their weapons and surrender. Maybe I can take on a Naga like appearance and really get them pooping their drawers. I can be right scary when I need to".

Dingus seems to relish the thought of getting in a little character acting.

So I'm thinking a levitate, a Beast Form 1, and an intimidate check GM?


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus foot is tapping at a tremendous rate in anticipation... either that or he really has to pee.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus smiles as the others realize his importance to any plan.

"Consider me your ballista. Point me at a target and I'll perform".


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus waves gleefully at Jim's appearance, and quickly descends to await his arrival. He secretly is extremely excited by all the chaos unfolding.

"It's Jim! I see him! I see him".


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus takes the opportunity to rises up and look on the other side of the ships.

1d20 + 3 ⇒ (6) + 3 = 9 Perception

Richard takes the opportunity to rise up like a periscope above Dingus's shoulders to look as well.

1d20 + 9 ⇒ (20) + 9 = 29


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Once Kaul is clear of the rats Dingus gleefully claps his hands and sends his fangoria to engage the rodents.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

So is the swarm of fangs gone or just stalled because Dingus didn't direct it? If it's still there looks like a good thing to sick on the rats.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Swarm rules from AofN pathfinder 1e

A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

I beg to differ ;-)


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Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus gives a haughty look to Kaul and acknowledges his praise.

He then directs the swarm of fangs to proceed them through the hole.

Might as well use them while I can.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus floats up, and uses his anchoring rod to give them a final boost onto the upper level.

He then peers into the area he sent the munchy snakes to dine.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

So the Ring of Fangs works just like Dingus cast the spell?

I guess he'll just cast the spell

Man this game REALLY makes me appreciate the 3-action economy Pathfinder 2e. I just don't miss the more complicated mystery of earlier editions at all.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus grins maniacally and uses his ring to send a Swarm of Fangs. Into the room where the two brigands are hiding. Then with a serene look on his face slowly descends to the room where his friends are using their bodies for fish bait.

1d20 + 13 ⇒ (7) + 13 = 20 Intimidate

"Please entertain my friends while I go below to check on my friends".


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17
Cap'n Voodoo wrote:

Twin Corliss' stand waist deep in the water and switch to a pointier weapon. Finishing up their mid-battle snack on their companion, the swamp barracudas turn back on the mammals in their pool but without much intensity.

While Dingus plays with his rod, the remaining brigands top the barricade and shoot at him. But not very well at all. They reload.

Round 4- prayer 3
Kaul (swim spd)
Dingus
R5
Corliss
Z's crew

Having a little trouble interpretating the scene. How far away are the two brigands? Are they in a passage which would allow a Forked Tongue to get them both? Is Dingus still below decks on on the surface?.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

1d20 + 7 ⇒ (17) + 7 = 24 Fly

Dingus hangs in the air like he has spent a past life as a hummingbird, then looks for the loud mouthed ratman. and sends a forked tongue his way.

"Nope. You die"!

Not sure if he's in water or not.

"Flashy Forked Tongue" (Lightning Bolt). DC 17 Reflex.

6d6 + 6 ⇒ (1, 5, 4, 2, 4, 5) + 6 = 27 Electrical Damage

If he has time, he'll pull out his anchoring rod to stabilize himself against fly motion.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus sends a couple of Vapor Vipers at the thug Corliss is dancing with.

3d4 + 3 ⇒ (3, 1, 1) + 3 = 8 Underwater striking snakes of force.

"Leave my friends alone you bullies".


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"Ouch! &#$*)%&#)". Dingus's grasp of common is always evident when he curses accent free.

He casts Levitate on himself to get out of the shark stew. (Not sure of the height he can rise to. If there is room above the water and below the ceiling/floor he will stay concealed. If not he'll rise through the hole and address his situation from there.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Hi. Crazy week of business associates in town and trade show, so I'll be able to post (Probably) but it will be later at night... so feel free to BOT as necessary.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

I was kind of letting Kaul do the talking since he seems to be familiar with these guys. If he moves to attack Dingus will play along.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

It's hard to believe Kaul is still invisible. I think it only lasts 10 minutes. I say we go in guns blazing and move the plot along.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus nods his head and silently tells Richard happy hunting without doing so loudly.

"Well... what are we waiting for"?

Dingus motions towards the opening with his lantern hand causing the light to flash across the area.

If they think I'm going in first they're looney.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus pulls forth his hooded lantern from his waterproof bag and lights it, then nods for Kaul to proceed. He looks at Richard and holds a finger to his lips letting him know to be silent.

1d20 + 3 ⇒ (9) + 3 = 12 Stealth


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus and Richard quietly follow Kaul into the chamber. Dingus reverts back to his normal beautiful form, and holds his finger to his lips motioning for silence, then he turns around to help Corliss into the chamber.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

Dingus rises to the surface and communicates to Richard that he thinks he is a better snake than Richard is.

He then symbolizes the group following him beneath the water to the hole he found... swimming a small circle around Kaul then doing a snake shrug.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"Chicken. I'll bet I can find a hole faster than you".

Dingus stoops low to keep from splashing and forms himself into a very similar fer-de-lance just like Richard, and dives under the water.

Beast Shape


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"Hey Richard. How about you swim under there and see if there is another way in".


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"That doesn't sound good. Is Kaul still out here"?

Dingus looks for a way to look inside the hulk before entering. If he finds none, he'll go look to make sure his partner in crime is Okay.


Male Human Sorcerer 6/4, Cleric 1: HP 33/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/0, 2:7/6, 1:7/4) IP-17

"Richard thinks we should explore the boats... quietly..."

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