Nathan Tchanlach, human sorcerer
"I suppose it's only fair to come out of hiding now that they have," Nathan says as Borric rushes by.
"Give 'em what for!" he calls out, and the burning mote rolls forward through the narrow passage in an attempt to catch the derro in its fire. Even as it moves, Nathan re-appears with a tinkling sound as the motes hiding him disperse. Nathan sighs.
"Never any wiggle room with your lot, is there?" he mutters.
The sorcerer holds up his hands as if staving off a chastisment, saying,
"Yes, yes! No glory in attacking from the shadows, blah blah blah. Well, this bunch decided it was peachy keen, so how about you make life more miserable for them, eh?"
Some of the motes seem to agree with the sorcerer, for as the illusory wall breaks apart in a shower of motes, a quartet of especially bright spheres separate from their disappearing kin to slam into the shadowy hound.
[sblock=ooc]
Move Direct Flaming Sphere (negating invisibility) to B7.
Fire damage (reflex 17 negates) (3d6=5)
Standard Cast Magic Missile. I don't think Nathan actually has line of effect to Derro 4, so I'll just trust that Zelena can AoO him if he survives the sphere and comes charging out. Instead, we'll pummel the hound. If it somehow dies before Nathan's out of missiles, he'll hit Derro 2 with what's left.
Technically the missiles come from Nathan and go to the hound, but since he didn't spend the standard action on concentration, having the Silent Image morph into the missiles seemed fairly harmless in the fluff department, so I went with it.
Magic Missile damages. (1d4+1=2, 1d4+1=5, 1d4+1=4, 1d4+1=4)[/sblock]
[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 7
Initiative: +4
Perception: +0
Conditions: Mage Armor (6 hours), Flaming Sphere (3/7 rounds remaining)
In Hand: None
AC: 15 (19)
20
touch: 14 (18)
19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
HP: 44/44
CMB: +3
CMD: 17
Fort: +4*
Ref: +5*
Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Charm Person, Grease (DC 17), Mage Armor, Magic Missile, Silent Image, Summon Minor Monster, Vanish.
Remaining: 2/8
2nd (DC 17): Create Pit (DC 18), Flaming Sphere, Glitterdust (DC 18), Invisibility, Oppressive Boredom, Resist Energy
Remaining: 6/7
3rd (DC 18): Haste, Magic Circle Against Evil, Summon Monster III
Remaining: 4/5
Heavenly Fire: 8/8 remaining[/sblock]