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<blockquote data-quote="TallIan" data-source="post: 7158799" data-attributes="member: 6853819"><p><strong>Fistan</strong>, Wizard 3</p><p></p><p><strong>"Sorry Spuds, I think I better go to the bridge and help out. I won't be far ahead, if you see anything shout."</strong> With that Fistan shoots off into the fog, keeping to the back row.</p><p></p><p>Summoning powerful flame magic, a bright sphere flashes into existence to the side of the bridge and with a gesture it flies into the second row of orcs, burning the first one it hits and any that linger too close.</p><p></p><p>[OOC]I take it the fog causes the area to be heavily obscured? That means no ranged attacks, but how does the Flaming Sphere's light effect affect this? If you allow ranged attacks into the area lit be the sphere, then I will keep it at least 20 ft away from the party. As I write this OOC bit I realise that Fistan might not be able to direct the sphere at someone for the initial hit, so he might just have to position it on the bridge and wait for the orcs to run into it.[/OOC]</p><p></p><p>[SBLOCK=Actions and rolls]</p><p>Move: up to 30ft to get to the second row of characters</p><p>Action: Cast flaming sphere</p><p>Bonus Action: Direct Flaming sphere to hit an orc and threaten the most squares.*</p><p>Concentration: Flaming Sphere 10/10</p><p>Special: Use a luck dice to force a re-roll on a critical hit on Fistan.</p><p></p><p>* I suspect that the bridge is most likely the best place for it because the orcs need to end their move within 5ft, so it needs a choke point.</p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=169593" target="_blank">Flaming sphere damage: 2D6 = [6, 5] = 11</a></p><p> <a href="http://roll.coyotecode.net/lookup.php?rollid=169593" target="_blank"></a></p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=Mini Stats]</p><p>Passive Perception: 12</p><p>AC: 12 (15 with mage armour, 17/20 with shield)</p><p>Initiative: +2</p><p>HP: 20/20 (HD: 3/3d6)</p><p>Arcane Ward: 2/9 THP</p><p></p><p>Offense</p><p>Spell attack: +5 to hit Spell DC: 15</p><p>Quarterstaff: +1 1d6-1B</p><p></p><p>Luck: 2/3</p><p></p><p>Spells</p><p>CANTRIPS (3): FireBolt, Light, Minor Illusion</p><p>LEVEL 1: (1/4): *Mage Armour, *Shield, *Sleep, *Fog Cloud (C) Thunderwave, Unseen Servant (R), Alarm (R), Find Familiar (R)</p><p>LEVEL 2: (0/2) *Flaming Sphere (C), *Misty Step[/SBLOCK]</p></blockquote><p></p>
[QUOTE="TallIan, post: 7158799, member: 6853819"] [B]Fistan[/B], Wizard 3 [B]"Sorry Spuds, I think I better go to the bridge and help out. I won't be far ahead, if you see anything shout."[/B] With that Fistan shoots off into the fog, keeping to the back row. Summoning powerful flame magic, a bright sphere flashes into existence to the side of the bridge and with a gesture it flies into the second row of orcs, burning the first one it hits and any that linger too close. [OOC]I take it the fog causes the area to be heavily obscured? That means no ranged attacks, but how does the Flaming Sphere's light effect affect this? If you allow ranged attacks into the area lit be the sphere, then I will keep it at least 20 ft away from the party. As I write this OOC bit I realise that Fistan might not be able to direct the sphere at someone for the initial hit, so he might just have to position it on the bridge and wait for the orcs to run into it.[/OOC] [SBLOCK=Actions and rolls] Move: up to 30ft to get to the second row of characters Action: Cast flaming sphere Bonus Action: Direct Flaming sphere to hit an orc and threaten the most squares.* Concentration: Flaming Sphere 10/10 Special: Use a luck dice to force a re-roll on a critical hit on Fistan. * I suspect that the bridge is most likely the best place for it because the orcs need to end their move within 5ft, so it needs a choke point. [url=http://roll.coyotecode.net/lookup.php?rollid=169593]Flaming sphere damage: 2D6 = [6, 5] = 11 [/url] [/SBLOCK] [SBLOCK=Mini Stats] Passive Perception: 12 AC: 12 (15 with mage armour, 17/20 with shield) Initiative: +2 HP: 20/20 (HD: 3/3d6) Arcane Ward: 2/9 THP Offense Spell attack: +5 to hit Spell DC: 15 Quarterstaff: +1 1d6-1B Luck: 2/3 Spells CANTRIPS (3): FireBolt, Light, Minor Illusion LEVEL 1: (1/4): *Mage Armour, *Shield, *Sleep, *Fog Cloud (C) Thunderwave, Unseen Servant (R), Alarm (R), Find Familiar (R) LEVEL 2: (0/2) *Flaming Sphere (C), *Misty Step[/SBLOCK] [/QUOTE]
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