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Island Empire Part 2, Mermaid's Rest
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<blockquote data-quote="Scotley" data-source="post: 3450167" data-attributes="member: 11520"><p>[sblock=For Rook]Rook took 13.5 points of damage (13) since he made his save vs. the spell and the fortitude save was to avoid the desease one can get from the touch of the sea zombie. As for the spell crit. Any spell that makes an attack roll can be a crit if you roll a natural twenty. Thus, no crits for fireballs or magic missles, but spells like inflict light wounds do. It is generally only touch and ranged touch spells. You can find it here in the srd. <a href="http://www.d20srd.org/srd/combat/actionsInCombat.htm" target="_blank">http://www.d20srd.org/srd/combat/actionsInCombat.htm</a> Just drop down to 'Standard Actions'. It is the last entry in the 'Attack' section, just before the 'Cast a Spell'. There is more information on this in Complete Arcane. You can take weapon focus--touch or range touched spells and improved crit as well. </p><p></p><p>As for avoiding the trip attack. Dogs and wolves among others get a free trip attack on a hit. You have to beat there trip roll to avoid going down, which was the dex. check. Trips are pretty rare because normally they draw attacks of opportunity and if you fail you may be trippred in response. However, those monsters who have the trip ability are not subject to those hazards. I'm not aware of any rules to use skills to avoid trips. I know that there are some feats to avoid trips and there might well be some stuff on this in complete adventurer or more likely complete scoundral. I haven't gotten into that book much yet.[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 3450167, member: 11520"] [sblock=For Rook]Rook took 13.5 points of damage (13) since he made his save vs. the spell and the fortitude save was to avoid the desease one can get from the touch of the sea zombie. As for the spell crit. Any spell that makes an attack roll can be a crit if you roll a natural twenty. Thus, no crits for fireballs or magic missles, but spells like inflict light wounds do. It is generally only touch and ranged touch spells. You can find it here in the srd. [url]http://www.d20srd.org/srd/combat/actionsInCombat.htm[/url] Just drop down to 'Standard Actions'. It is the last entry in the 'Attack' section, just before the 'Cast a Spell'. There is more information on this in Complete Arcane. You can take weapon focus--touch or range touched spells and improved crit as well. As for avoiding the trip attack. Dogs and wolves among others get a free trip attack on a hit. You have to beat there trip roll to avoid going down, which was the dex. check. Trips are pretty rare because normally they draw attacks of opportunity and if you fail you may be trippred in response. However, those monsters who have the trip ability are not subject to those hazards. I'm not aware of any rules to use skills to avoid trips. I know that there are some feats to avoid trips and there might well be some stuff on this in complete adventurer or more likely complete scoundral. I haven't gotten into that book much yet.[/sblock] [/QUOTE]
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