1. Attempting to talk reason into her: DC 17, with disadvantage. Sorry for the insanely high check on that, but we did warn that attempting to talk to her is going to be Really Rough, considering how deeply hell bent she is on watching the world burn. But all is not lost! As long as you don't score a deficit of >10 on the roll, we'll say that Sans has the ability to set himself up and get ready for phase 2.
2. This is a whole lot of ways to CC the enemy. DC 15 for this, w/ a +3 for the approach.
3. Tossing the Chance Lance directly at her: DC 12 if she's restrained, with advantage. If the above plan didn't work and she's still in control of herself, DC 15, still with the same advantage.
4. Throwing the gloves on and just outright killing her? DC 17, but you'll have a +4 to the outcome, all things considered.
NOTE: final results will eventually altered by the success of the defend the wellspring team, so your + and - values may end up differently when spread out across the board.
no subject
1. Attempting to talk reason into her: DC 17, with disadvantage. Sorry for the insanely high check on that, but we did warn that attempting to talk to her is going to be Really Rough, considering how deeply hell bent she is on watching the world burn. But all is not lost! As long as you don't score a deficit of >10 on the roll, we'll say that Sans has the ability to set himself up and get ready for phase 2.
2. This is a whole lot of ways to CC the enemy. DC 15 for this, w/ a +3 for the approach.
3. Tossing the Chance Lance directly at her: DC 12 if she's restrained, with advantage. If the above plan didn't work and she's still in control of herself, DC 15, still with the same advantage.
4. Throwing the gloves on and just outright killing her? DC 17, but you'll have a +4 to the outcome, all things considered.
NOTE: final results will eventually altered by the success of the defend the wellspring team, so your + and - values may end up differently when spread out across the board.