Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. Can someone explain this in a way even I can understand. The way I read it is your just making a bunch of attacks. Thanks.
Hello all, as I have seen in other posts people are saying the Monk does not get 1.5x damage when power attacking with unarmed strike. The problem I'm running into is when using Hero Lab when you click on power attack it DOES give the monk the extra 1.5. Does anyone have any experience with this, if so please help I don't want my player thinking I'm nerffing his character.
Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0). What does that actually mean? Can you cast a extended spell and not have to use a spell slot higher ? One of my players and I are super confused please help!!
Hey thanks thought I would never get a reply. 1st it is a home game so time isn't a concern. I like the idea with the bronze dragon but dragons are super rare in my game and the players will just be coming off a fight with a white dragon so I don't want to throw another at them for many levels. I'll probably use the idea of the derro having connections with others to the north. What did you do with the areas " not covered in this module". I was thinking a illusion spell to look like a tunnel past the bridge to lure people into the trap. The other ones I was thinking of just blocking them off except one so I don't run into the question "well where did they come from". Thanks again for your input.
I'm going to run this module in a couple months and just wanted to see if anyone had some advice on GMing it. My main thing is what did you do with all the areas that "are not covered in this adventure" and the general exploration of the island. There is so much to the island north of the dig sites but what incentive did you throw at your players to get them to go exploring to the north. Thanks guys and gals,
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