Aoiroo Posted January 30, 2013 Share Posted January 30, 2013 If it's a mental hold, Etain can probably try and break it. Link to comment
Aoiroo Posted January 30, 2013 Share Posted January 30, 2013 Right, it's general area, DC 21 will save. Link to comment
Ari Posted January 30, 2013 Author Share Posted January 30, 2013 Their Will save: 10. Dis is blown clean outta their minds! Link to comment
Ari Posted February 6, 2013 Author Share Posted February 6, 2013 Right! Yes! Sorry. Feel free to make Knowledge(Arcane Lore) checks to discover what the best way to crack/bypass/disable this shield is. Link to comment
Quinn Posted February 6, 2013 Share Posted February 6, 2013 Arcane Lore check! (1d20+10=11) Morgan's magic geekiness has failed him. :evil: Link to comment
Ari Posted February 7, 2013 Author Share Posted February 7, 2013 Alright, Changeling figures out that it's something set up by one of the other Hermetic wizards, most likely under Dis's guidance. This particular kind of protective ward is very weak to electricity, and she knows what kind of counterspell would dispel it. Link to comment
Quinn Posted March 16, 2013 Share Posted March 16, 2013 (edited) Okay, burning a Hero Point, and stunting...well, stunting the electrical-punch currently on his updated sheet, which he didn't have at this point; although he did have the knife-gloves with the requisite amount of PP for them. Strike 9 (Feats: Mighty, Knockback 2) + Stun 8 (Extras: Contagious [+1]; Flaws: Daze [-1]; Feats: Slow Fade) [12 + 17 = 29PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike) Short form, ELECTROPUNCH. Go ahead and make a DC 28 Toughness save from the door if you want to, Ari. Edited March 16, 2013 by Quinn Link to comment
Ari Posted March 16, 2013 Author Share Posted March 16, 2013 No door in that state could survive an electropunch. It explodes inwards and the spell is broken. Link to comment
Ari Posted March 16, 2013 Author Share Posted March 16, 2013 Feel free to make any rolls you like, using Knowledge(Arcane/Theology) would also help speed up the exorcism and banishing. Link to comment
Ari Posted March 26, 2013 Author Share Posted March 26, 2013 That grants a +2 for clearing the Aid Another DC10 check, and an additional +1 for getting 10 greater than the DC, so +3 all told! Arnold's roll is an unexpected 25. so that makes it a DC28 check so far for Dis to try and beat. Hit me with Crow's rolls if you wish to make any, Quinn! Link to comment
Quinn Posted April 10, 2013 Share Posted April 10, 2013 *whistles* Damn. Top that up with a Take 20 on Intimidate, and I think we just made the Eldrich Abomination go "meep." *Brofists an Aoiroo~* Link to comment
Ari Posted April 10, 2013 Author Share Posted April 10, 2013 (edited) Alright, as evidenced time is not really an issue(Dis cannot do stuff outside the circle). So! That's a 30, +3 from the 29 Aid Another roll, makes it 33. So DC33 Will save: 14. Well then! Shaken badly. DC28 Will check to resist the exorcism: 13. He is banished! The demon is dissipated! Edited April 10, 2013 by Arichamus Link to comment
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