![]() ![]() claws) in its Full Attack entry) at its full Base Attack Bonus that inflict additional damage equal to the creature's Strength modifier, and then making 1 attack with each remaining natural weapon at the creature's Base Attack Bonus with a -5 penalty with each attack inflicting additional damage equal to half the creature's Strength modifier. the natural weapon listed in the creature's Attack entry, but sometimes a creature has multiple primary natural weapons (e.g. claw, claw, bite), making 1 attack with each of its primary natural weapons (i.e. attack with all its natural weapons (e.g.the creature normally has a claw, a claw, and a bite but wields a one-handed weapon, rendering 1 claw unavailable as a natural attack), making 1 attack with each natural weapon at its full Base Attack Bonus with a -5 penalty with each attack inflicting additional damage equal to half the creature's Strength modifier. attack with all its unoccupied natural weapons (e.g.a longsword, an unarmed strike, a composite longbow), making 1 attack at its full Base Attack Bonus and a second attack at a -5 penalty if its Base Attack Bonus is +6 or greater, a third attack at a -10 penalty if its Base Attack Bonus is +11 or greater, and a fourth attack at a -15 penalty if its Base Attack Bonus is +16 or greater and also. This attack is with the natural weapon in an unarmed creature's Attack entry in the Monster Manual.ĭuring a full attack, which is what a creature gets when using the extraordinary ability pounce ( MM 313), a creature can either. a slam, a bite, or a claw that's not wielding a weapon), making 1 attack at its full Base Attack Bonus that inflicts additional damage equal to the creature's Strength modifier. ![]() attack with 1 unoccupied natural weapon (e.g.a longsword, an unarmed strike, a composite longbow), making 1 attack at its full Base Attack Bonus or. Standard Attackĭuring a standard attack a creature can either. Natural attacks are detailed here and here and in the Monster Manual under the headings Attack and Full Attack on page 6 and in the entry Natural Weapons on page 312. This is deliberately the game at its most basic. Keep in mind a vast (maybe even overwelming) number of exceptions exist to modify this very basic summary. I don’t want to force the druid to remain in human shape and cast spells, because the group is short on tanks.I'm going to summarize here. Magical weapons or armor don’t work, nor do items like magical staves or wands. So I was wondering what magic item I could give my druid which would increase his combat performance while in animal form. So, what magic would boost him in wild shape? What magic items would be good to great for a moon druid in animal form? I don’t want to force the druid to remain in human shape and cast spells, because the group is short on tanks. That is mostly due to the weird power curve of the moon druid: From level 2 to level 5 he is fighting as the same animals, and while they are quite powerful at level 2, they become relatively less powerful at level 4, and really weak at level 5 when everybody else gets a big power boost. One of the players is a moon druid, and he is underperforming compared to the others. And if one of my players is a lot weaker than the rest of the group, it becomes more likely that the magic weapon I put in is one that he can use.Ĭurrently I’m experiencing an issue with that approach with my level 4 group in Princes of the Apocalypse. Thus for example I check what types of weapons my players can use before putting a magic weapon in a treasure hoard. When handing out magic items in my campaign, I want them to feel useful and special, not random and occasionally useless.
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