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<blockquote data-quote="Arkhandus" data-source="post: 4411128" data-attributes="member: 13966"><p>MIKKEN, HP 21/75, AC 22, Con 9/16, Fort +9, Ref +8, Will +5</p><p></p><p>Mikken shouts <span style="color: SandyBrown">"Gimme a sec to dispel!"</span> as he turns to the mages, his two immediate threats mauled by the giant cat-monster.</p><p></p><p>Once he gets a good look at the mages, Mikken chants and gestures for another spell, this one coruscating among the bandit-mages' magical copies and wards. <span style="color: sandybrown">"Dispel!"</span> He follows up by moving closer to threaten a mage with his katana.</p><p></p><p>[sblock=ooc]Mikken's Spellcraft checks are 33 and 27, so he'd know the Mirror Images used....</p><p><a href="http://invisiblecastle.com/roller/view/1686114/" target="_blank">Spellcraft checks (1d20+17=33, 1d20+17=27)</a> </p><p>And for the Magic Missiles, he identifies them with a 26 and a 25.</p><p><a href="http://invisiblecastle.com/roller/view/1686119/" target="_blank">Second set of Spellcraft checks (1d20+17=26, 1d20+17=25)</a> </p><p></p><p>Once Mikken's turn comes around, he casts Dispel Magic. He hopes that the others will wait a moment before attacking again, so he can finish his spell first to hopefully break some enemy defenses....</p><p></p><p>He moves down(south?) 3 spaces and right(east?) 1 space, adjacent and southwest of bandit #9.</p><p></p><p>His Dispel Magic will have to be an area dispel I think, so it'll only remove one spell from each enemy mage. I dunno how many spells they have active, so I made 20 checks. Bandit #9 is closest, so he would be checked first. First check to succeed against each bandit strips away one spell on them. Each check applies against one spell, until all of their spells have been checked; any further rolls for the same bandit after that don't apply. And of course my luck sucks as always.</p><p><a href="http://invisiblecastle.com/roller/view/1686126/" target="_blank">Dispel checks for Dispel Magic, DC 11 + bandit's caster level (1d20+7=15, 1d20+7=20, 1d20+7=12, 1d20+7=8, 1d20+7=10, 1d20+7=25, 1d20+7=25, 1d20+7=13, 1d20+7=18, 1d20+7=20, 1d20+7=11, 1d20+7=12, 1d20+7=17, 1d20+7=22, 1d20+7=13, 1d20+7=17, 1d20+7=15, 1d20+7=9, 1d20+7=10, 1d20+7=23)</a> </p><p></p><p><em>Prepared Spells:</em> Detect Magic, Light, Light, Mending, Read Magic, Feather Fall, <s>Mage Armor</s> (cast), Mage Armor, <s>Magic Missile</s> (cast), <s>Magic Missile</s> (cast), <s>Magic Missile</s> (cast), Magic Missile, Acid Arrow, Bull's Strength, Cat's Grace, Knock, Scorching Ray, <s>Dispel Magic</s> (cast), <s>Haste</s> (cast), <s>Lightning Bolt</s> (cast), Lightning Bolt, Ice Storm, Mass Enlarge Person, Stone Shape.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4411128, member: 13966"] MIKKEN, HP 21/75, AC 22, Con 9/16, Fort +9, Ref +8, Will +5 Mikken shouts [COLOR="SandyBrown"]"Gimme a sec to dispel!"[/COLOR] as he turns to the mages, his two immediate threats mauled by the giant cat-monster. Once he gets a good look at the mages, Mikken chants and gestures for another spell, this one coruscating among the bandit-mages' magical copies and wards. [COLOR="sandybrown"]"Dispel!"[/COLOR] He follows up by moving closer to threaten a mage with his katana. [sblock=ooc]Mikken's Spellcraft checks are 33 and 27, so he'd know the Mirror Images used.... [url=http://invisiblecastle.com/roller/view/1686114/]Spellcraft checks (1d20+17=33, 1d20+17=27)[/url] And for the Magic Missiles, he identifies them with a 26 and a 25. [url=http://invisiblecastle.com/roller/view/1686119/]Second set of Spellcraft checks (1d20+17=26, 1d20+17=25)[/url] Once Mikken's turn comes around, he casts Dispel Magic. He hopes that the others will wait a moment before attacking again, so he can finish his spell first to hopefully break some enemy defenses.... He moves down(south?) 3 spaces and right(east?) 1 space, adjacent and southwest of bandit #9. His Dispel Magic will have to be an area dispel I think, so it'll only remove one spell from each enemy mage. I dunno how many spells they have active, so I made 20 checks. Bandit #9 is closest, so he would be checked first. First check to succeed against each bandit strips away one spell on them. Each check applies against one spell, until all of their spells have been checked; any further rolls for the same bandit after that don't apply. And of course my luck sucks as always. [url=http://invisiblecastle.com/roller/view/1686126/]Dispel checks for Dispel Magic, DC 11 + bandit's caster level (1d20+7=15, 1d20+7=20, 1d20+7=12, 1d20+7=8, 1d20+7=10, 1d20+7=25, 1d20+7=25, 1d20+7=13, 1d20+7=18, 1d20+7=20, 1d20+7=11, 1d20+7=12, 1d20+7=17, 1d20+7=22, 1d20+7=13, 1d20+7=17, 1d20+7=15, 1d20+7=9, 1d20+7=10, 1d20+7=23)[/url] [I]Prepared Spells:[/I] Detect Magic, Light, Light, Mending, Read Magic, Feather Fall, [S]Mage Armor[/S] (cast), Mage Armor, [S]Magic Missile[/S] (cast), [S]Magic Missile[/S] (cast), [S]Magic Missile[/S] (cast), Magic Missile, Acid Arrow, Bull's Strength, Cat's Grace, Knock, Scorching Ray, [S]Dispel Magic[/S] (cast), [S]Haste[/S] (cast), [S]Lightning Bolt[/S] (cast), Lightning Bolt, Ice Storm, Mass Enlarge Person, Stone Shape.[/sblock] [/QUOTE]
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