Serpentfolk Wizard

Dingus Mack's page

1,764 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

Please don't let my distaste for this system make you guys change to something that's more work, or they don't enjoy. Sure, I would love to keep playing but it's on me if I don't want to conform to what you guys want to continue. It was a good run... but nothing lasts forever. I've really not had memorable moments of the game in years... not due to anything any one here has done. I just feel like I dress up, play around with Richard, and hope one of my spells work over and over again. I think d20 is a vertical character growth system, and when you styme that vertical growth the system stagnates. Sure, we still enjoy interacting with the other players characters... but nothing changes and it gets repetitive. Again, these are my opinions not a criticism of what others enjoy.

The reason I like PF2e and other systems like them is that they are designed from the ground up to use a horizontal level up. You don't necessarily do things better... you just have more options to accomplish things, particularly when working with the other PCs. The three action economy, and four degrees of success just work for me. And as far as encounter balance goes the design goal to heal up before every encounter makes encounter building so much easier. In normal d20 there is no way to know if the PCs are at full HP or at 1HP So how do you design a challenge without knowing this. Pathfinder 2e is designed to be near full HP after every encounter, and the cantrips scale up well enough that even if you're out of spell slots from an earlier encounter there are still enough options to keep it from being boring.

I wouldn't change a thing about the experiences I've experienced with you guys, but if I never see CMB, CMD, Touch AC, Flat Footed AC, Regular AC before we even begin to address the results again, I won't miss them. :-)

Carry on, and we'll see you around the boards. Much Love!!!

Perhaps the exploits of the Groom, Dibbs, and Dingus will live long past our mortal coil.


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

Perhaps someday we can have a more in-depth conversation about what you don't like about PF2e. When I first got it I read the first few chapters and determined it wasn't for me... then I watched some actual play and ran it and realized how much I liked having rules for everything...

I'll mess around with a 5e Dingus and see what I can come up with. Just for S&G here is Dingus as a 7th level PF2e character.

Dingus Mack

This was created in Pathbuilder... which I think is the best creator software on the market and it's either free or 5.00 for the advanced version.

Yuan-Ti would work as a race... not sure how to duplicate the serpent blooded sorcery... but I'll play around in D&D Beyond to try and get close. I do have a tremendous amount of 3rd party stuff to peruse.


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 the input. I'm a HUGE fan of PF2e but understand it's not for everyone. I do find however that those who don't like it typically treat it like a version of 5e instead of a completely different game system. The game balance and tight math make a system that's playable at all levels. I find that most other d20 systems fall apart when you get around 6-7th level. Having said that like I said I know it's not for everyone.

I constantly strive to find the "Perfect" system realizing in advance that there isn't one... especially not for everyone in a group. So, looking back at the games I have experience with...

* Daggerheart - Love this game and am switching one of my table top games to it... but I don't think it translates well to the Play-by-post. The lack of initiative and required player coordination makes the PbP format take away many of it's strengths.

* Dragonbane - Again a good system, but it's current limited options would make it difficult to convert our characters in to. We would have to change many of the basic concepts of our characters to make it work.

* OSR - If we were to go this way I would think one of the better supported games like Shadowdark would be the way to go, but the subtle differences in all these recent renditions can be aggervating.

* So that leaves us at 5e or one of its many variants (Tales of the Valiant, Level up 5e, 13th age, Nimble, etc.)I really don't mind playing 5e and it works well for PbP and of course is well supported. I don't like running it past mid levels, but have no issues in playing it. Conversion of the current characters would be easier, and there is excellent digital support for the game.

On another note, I really liked playing Dingus until I lost the ability to enjoy the game system and would enjoy continuing to play a caster in an easier to understand system.

I don't expect you to all switch from a game system you enjoy for my benefit... but I would love to continue the game in a more agreeable and modern format.


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

Sigh. I thought the Orisons I chose were enough. I just can't keep up with this game system. I spend more time trying to figure out what my character can do than role-playing. I find myself hating the PF1 rules especially when compared to all the more modern rules systems being introduced. To me PF1 is the most complicated broken rules system out there... I'd rather play OSR or even AD&D, not to mention all the more modern simplified rules systems, than consider all the options this system offers.

I know many cling to this system, and don't begrudge them at all, but the amount of effort required for standard PF1 or any of the 3rd generation d20 systems are just anathema to me. When you add on the P6 variant it only makes it more complicated. I just want to play my character and have a set of abilities that I understand and can consume without having to read rules in detail every time something happens.

I've been holding on to this game as I LOVE the characters, players, and the longevity but the mechanics torture me to no end... so maybe it's time to step away. When my enjoyment of the game is outweighed by my distaste for the system, when I dread posting its probably time to step away.

Thank you SO MUCH for the opportunity to play Dingus, and I'll carry with me so many fond memories of the crew's adventures together, but it's been years since we've created any lingering memories.

If at any time, you'd like to address moving these characters to almost any other gaming system (Except for Cypher System) I'd love to be a part of it but for now Dingus must say with tears in my eyes... Bon Voyage.


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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

"Help! Help! We have split the party"! As he opens his mouth to yell for help, he is interrupted by a bout of projectile vomiting.

1d20 + 5 ⇒ (3) + 5 = 8 FORT Save (+2 if vs. Poison)

1d20 + 5 ⇒ (13) + 5 = 18 REF Save (-2 For sickened I assume)


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

Sort of. He's going to cast Light on a pebble and put it in his Hooded Lantern so it's not a beacon.


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 sneak down close with you... then make you invisible for a few minutes (7?)


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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

Happy Holidays all! Hope everyone has better health and luck in the coming year!


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

Would Levitate work to lower us down? Hate to have to use that many spells, but can if 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

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".

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