Oh, it is so rightZhym wrote:Kurot stares, jaw agape, at the axe-wielding tree. "Now, that's just not right," he says.

Oh, it is so rightZhym wrote:Kurot stares, jaw agape, at the axe-wielding tree. "Now, that's just not right," he says.
I don’t think that’s what the power is intended for but, if you roll a mutation check of 24 or above I will allow the weapon to make a half-damage roll. The target is still allowed a save and your range of 10ft still applies.shaidar wrote:Can Silvestri use his magnetic control to attack with a dagger as though he was wielding it?
Understandable.shaidar wrote:ok, thanks, just trying to get a grip with what I can do, and avoid the nasty burrowing grubs at the same time.
Jack's new initiative is 1d20+2GreyWolfVT wrote:sorry my macro for this is still in the old game system format...
Yeah..you'll most likely go first and score a definite hit!GreyWolfVT wrote:fixed it
Initiative [1d20+2] = 19+2 = 21 Heavy Crossbow [1d20+5] = 16+5 = 21 to hit [1d8] = 4 dmg
Yes. The die roll determines what the effect is and how many targets are affected. Per the rules, damage does not happen until you get a roll of 28 or above. Since you are first level, the only way to achieve such a high roll is to burn Luck Points (these points are added to your powers roll of 1d20+1).Zhym wrote:So, I'm still trying to figure out Kurot's powers.
If he tries to attack with his light-up eyes, am I right that he might hit his target with a laser beam, or he might just illuminate his target a little, depending on how the dice go? What are the chances that he does damage?
It seems odd, but the rules do not address this scenario. A failure only hinders/harms the power user.Also, do maybe-laser-beam eyes have a risk of hitting allies?