EquestrianScholar wrote:The grey unicorn would look in surprise at the appearance of the skeletons, cursing softly under his breath and wondering if this had happened because of disarming the trap before moving behind the ponies he and just met saying, "I will try to cover you will spells, not sure what more I can offer. Though perhaps I may remember something from my research and readings."
Knowledge (Religion) 1d20+7 and got a total of 19 (12+7)
Spy Pony wrote:((Also, I'd like to roll knowledge religion to know the weaknesses of skeletons.))
Adrenalin pumping through their veins, both Clockwinder and Mythos recall their studies past in seconds. The obvious weakness to holy water immediately springs too mind. However, a lesser known, but sensible weakness of skeletons is their brittle bones. The skeletons in question do not have any armor protecting them, so blunt weapons should deal more damage to them.
Black Cross: 22
Skeleton 1: 21
Skeleton 2: 11
Skeleton 3: 6
(( Okay, Black Cross is up first! Since you are casting Command Undead, I need to roll their Will checks: ))
DC: 10 + 0 + 0 = 10
Skeleton 1: [dice]0[/dice]
Skeleton 2: [dice]1[/dice]
Skeleton 3: [dice]2[/dice]
(( The third skeleton will be under Black Cross' command. When the Third Skeleton's turn comes around, you can have it do whatever you want. ))
(( By the way EquestrianScholar: you can use the "dice" forum button to roll dice. Doing this prevents editing the roll, which enforces fairness. You can use an external dice roller, but I prefer the forum dice for non-character creating rolls. ))
(( EDIT: Whoops! Forgot Silverhide! Sorry ))