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Forked Thread: Scotley's Tomb of Horrors 3.5 Continued
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<blockquote data-quote="Arkhandus" data-source="post: 5255920" data-attributes="member: 13966"><p><strong>Grackle "Grubeater" Granitetop, status</strong></p><p></p><p>[sblock=ooc]Okay, found what I was looking for. Since the laboratory with the vats, where Grackle cast most of his protective spells, he's since cast Otiluke's Resilient Sphere, Shield, Summon Monster IV, Acid Arrow, Scorching Ray, and Magic Missile. Factored this into his status, below. I'll update his online character sheet later, when I get back from my family trip.</p><p></p><p>I dunno how much of the treasure Grackle got from the boxes o' snakes, but he did at least try to take some or all of the 12 sapphires and maybe some of the gold (the loot was 450 gp, and 12 sapphires worth 50 gp each). He did give some of the gold to Logan, and Harrison and Garagos picked up whatever treasure Grackle didn't shove into his pockets or Haversack first. He still needs to scan his loot, including the mummified hand from the lab and the shiny stick (sceptre), of course......</p><p></p><p>Grackle "Grubeater" Granitetop, HP 67/57, AC 24/T16(24 vs incorporeal touches)/F20, F+6, R+7, W+5</p><p><strong>Active Effects:</strong> Mage Armor (9 hours), Shield (9 minutes), False Life - 10hp (3 hours), Resist Energy - Acid 20 (cast once on everyone, 90 minutes).</p><p><strong>Spell Slots Remaining:</strong> 6/6 0-level, 4/7 1st-level, 0/7 2nd-level, 4/7 3rd-level, 3/5 4th-level.</p><p></p><p>Just for a bit more ease of reference, Grackle's most relevant other stats/gear, copied over from his sheet:</p><p>CG Male Rock Gnome Sorcerer 9</p><p>Str 8, Dex 18, Con 16, Int 12, Wis 9, Cha 18</p><p>Spd 20, Init +4, Melee +4, Ranged +9</p><p>Low-Light Vision, +2 on saves vs Illusions, +1 to his Illusion save DCs, +2 Listen, spell-like abilities (Speak with Animals 1/day for 1 minute with burrowing mammals only, Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day, 1st-level caster, save DC 14)</p><p>Knows Common, Gnome, Dwarven, and Terran</p><p></p><p>Feats: Spell Focus (Evocation), Spell Focus (Conjuration), Spell Penetration, Augment Summoning</p><p>Skills: Bluff +9 (5 ranks, +4 Cha), Concentration +15 (12 ranks, +3 Con), Craft (Alchemy) +4 (1 rank, +1 Int, +2 racial), Knowledge (Arcana) +10 (9 ranks, +1 Int), Speak Language (1 rank cross-class, Terran), Spellcraft +10 (7 ranks, +1 Int, +2 synergy).</p><p>Familiar: Summoned a weasel familiar he calls Admiral Shplictonshtein Fuzzington the Third (Tiny magical beast, 28 hp, 9 effective hit dice, grants him +2 Reflex within 1 mile and Alertness within arm's reach).</p><p></p><p>Important Possessions: Necklace of Adaptation, Cloak of Arachnida, Everburning Torch, Gloves of Dexterity +2, Ring of Protection +1, Healing Belt, Heward's Handy Haversack, Wand of False Life, Wand of Haste, 2 Universal Solvents, 3 Potions of Cure Light Wounds (1st-level caster), Oil of Magic Weapon (1st-level caster).</p><p></p><p>Sorcerer Spells: Casts spontaneous arcane spells, caster level of 9, spellcasting is based on Charisma, 6 0-level spells/day, 7 1st-level spells/day, 7 2nd-level spells/day, 7 3rd-level spells/day, 5 4th-level spells/day.</p><p>0-Level Spells (save DC 14, Conj/Evoc/Illus DC 15): Resistance (Abjur), Detect Magic (Div), Detect Poison (Div), Read Magic (Div), Light (Evoc), Mage Hand (Trans), Mending (Trans), Message (Trans).</p><p>1st-Level Spells (save DC 15, Conj/Evoc/Illus DC 16): Shield (Abjur), Mage Armor (Conj), Magic Missile (Evoc), Color Spray (Illus), Ray of Enfeeblement (Necro).</p><p>2nd-Level Spells (save DC 16, Conj/Evoc/Illus DC 17): Resist Energy (Abjur), Acid Arrow (Conj), Glitterdust (Conj), Scorching Ray (Evoc).</p><p>3rd-Level Spells (save DC 17, Conj/Evoc/Illus DC 18): Stinking Cloud (Conj), Suggestion (Ench), Fireball (Evoc).</p><p>4th-Level Spells (save DC 18, Conj/Evoc/Illus DC 19): Summon Monster IV (Conj), Otiluke's Resilient Sphere (Evoc).[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5255920, member: 13966"] [b]Grackle "Grubeater" Granitetop, status[/b] [sblock=ooc]Okay, found what I was looking for. Since the laboratory with the vats, where Grackle cast most of his protective spells, he's since cast Otiluke's Resilient Sphere, Shield, Summon Monster IV, Acid Arrow, Scorching Ray, and Magic Missile. Factored this into his status, below. I'll update his online character sheet later, when I get back from my family trip. I dunno how much of the treasure Grackle got from the boxes o' snakes, but he did at least try to take some or all of the 12 sapphires and maybe some of the gold (the loot was 450 gp, and 12 sapphires worth 50 gp each). He did give some of the gold to Logan, and Harrison and Garagos picked up whatever treasure Grackle didn't shove into his pockets or Haversack first. He still needs to scan his loot, including the mummified hand from the lab and the shiny stick (sceptre), of course...... Grackle "Grubeater" Granitetop, HP 67/57, AC 24/T16(24 vs incorporeal touches)/F20, F+6, R+7, W+5 [B]Active Effects:[/B] Mage Armor (9 hours), Shield (9 minutes), False Life - 10hp (3 hours), Resist Energy - Acid 20 (cast once on everyone, 90 minutes). [B]Spell Slots Remaining:[/B] 6/6 0-level, 4/7 1st-level, 0/7 2nd-level, 4/7 3rd-level, 3/5 4th-level. Just for a bit more ease of reference, Grackle's most relevant other stats/gear, copied over from his sheet: CG Male Rock Gnome Sorcerer 9 Str 8, Dex 18, Con 16, Int 12, Wis 9, Cha 18 Spd 20, Init +4, Melee +4, Ranged +9 Low-Light Vision, +2 on saves vs Illusions, +1 to his Illusion save DCs, +2 Listen, spell-like abilities (Speak with Animals 1/day for 1 minute with burrowing mammals only, Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day, 1st-level caster, save DC 14) Knows Common, Gnome, Dwarven, and Terran Feats: Spell Focus (Evocation), Spell Focus (Conjuration), Spell Penetration, Augment Summoning Skills: Bluff +9 (5 ranks, +4 Cha), Concentration +15 (12 ranks, +3 Con), Craft (Alchemy) +4 (1 rank, +1 Int, +2 racial), Knowledge (Arcana) +10 (9 ranks, +1 Int), Speak Language (1 rank cross-class, Terran), Spellcraft +10 (7 ranks, +1 Int, +2 synergy). Familiar: Summoned a weasel familiar he calls Admiral Shplictonshtein Fuzzington the Third (Tiny magical beast, 28 hp, 9 effective hit dice, grants him +2 Reflex within 1 mile and Alertness within arm's reach). Important Possessions: Necklace of Adaptation, Cloak of Arachnida, Everburning Torch, Gloves of Dexterity +2, Ring of Protection +1, Healing Belt, Heward's Handy Haversack, Wand of False Life, Wand of Haste, 2 Universal Solvents, 3 Potions of Cure Light Wounds (1st-level caster), Oil of Magic Weapon (1st-level caster). Sorcerer Spells: Casts spontaneous arcane spells, caster level of 9, spellcasting is based on Charisma, 6 0-level spells/day, 7 1st-level spells/day, 7 2nd-level spells/day, 7 3rd-level spells/day, 5 4th-level spells/day. 0-Level Spells (save DC 14, Conj/Evoc/Illus DC 15): Resistance (Abjur), Detect Magic (Div), Detect Poison (Div), Read Magic (Div), Light (Evoc), Mage Hand (Trans), Mending (Trans), Message (Trans). 1st-Level Spells (save DC 15, Conj/Evoc/Illus DC 16): Shield (Abjur), Mage Armor (Conj), Magic Missile (Evoc), Color Spray (Illus), Ray of Enfeeblement (Necro). 2nd-Level Spells (save DC 16, Conj/Evoc/Illus DC 17): Resist Energy (Abjur), Acid Arrow (Conj), Glitterdust (Conj), Scorching Ray (Evoc). 3rd-Level Spells (save DC 17, Conj/Evoc/Illus DC 18): Stinking Cloud (Conj), Suggestion (Ench), Fireball (Evoc). 4th-Level Spells (save DC 18, Conj/Evoc/Illus DC 19): Summon Monster IV (Conj), Otiluke's Resilient Sphere (Evoc).[/sblock] [/QUOTE]
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Forked Thread: Scotley's Tomb of Horrors 3.5 Continued
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