If the last few weeks have taught Trinham anything, it is that he needs to preserve his magical resources whenever possible. However, sticky, animated chests seems like a good reason to stand make and use missiles. As he is not a good enough archer to fire into melee, Trinham decides to use magic. Point, articulate
"Flecha" and three more sparks shoot out from his fingers and slam into the chest.
[sblock=Action]Cast
Magic Missile.[/sblock][sblock=Statblock]
Defence: AC 15, HP 23/23
Attack:
Crossbow, Light +5 1d8 19-20/x2 80'
Dagger +4 1d4+1 19-20/x2
Dagger (Thrown) +5 1d4 19-20/x2 10'
Longsword +4 1d8+1 19-20/x2
Saves: Fort +3, Ref +3, Will +4
Crossbow Bolts: 30,
29,
28, ??
Code:
[b]Active Spells:[/b]
[i]Spell Rounds Remaining[/i]
Detect Magic ???
[sblock="Spell List"]Sorcerer Level 0 Spells: Daze, Detect magic, Flare, Ghost Sound, Mage Hand.
Sorcerer Level 1 Spells: Color Spray, Grease, Magic Missile
Sorcerer level 2 Spells: Protection from Arrows
[/sblock][sblock="Spells Per Day"]0 Level: (X) (_) (_) (_) (_)
1 Level: (X) (X) (_) (_) (_) (_)
2 Level: (_) (_) (_) (_)[/sblock][/sblock]