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
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
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
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
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
Cap'n Voodoo wrote:
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)
1d20 + 6 ⇒ (10) + 6 = 16 Ranged Touch
"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
"Keelhaul" Kaul wrote:
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 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
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.
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
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
"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).
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)
OFFENSE Speed 10ft., fly 80 ft. (average)
STATISTICS Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
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
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
"Do I have to do all the work. These aren't in endless supply you know". Lightning Bolt Reflex (DC17) for half 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
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
"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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