| Hrothgar Rannúlfr |
hustonj wrote:
Using the standard 3.5 rules interpretation, you would add 1 to the weapon's critical hit multiplier and then base charging critical hit damage on the weapon's normal damage.
So, a warmain using a falchion...
normal base: 2d4
power charge: 4d4
normal critical (x2): 4d4
power charge critical: 6d4
or power charge critical: 8d4
Power Charge from Arcana Evolved:
When using the charge action, the character deals double damage with a melee weapon. Only the weapon’s damage doubles, not the bonuses from Strength, magic, or other factors.
I think we're dealing with damage based upon extra dice that isn't multiplied on a critical hit. Also, it sounds a lot like vital strike, which doesn't allow the extra weapon damage dice to be rolled, again, on a crit.
Thank you.