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<blockquote data-quote="Perun" data-source="post: 1963908" data-attributes="member: 6037"><p>Well, AFAIK, there's no official rule under v. 3.5, but in 3.0, either in the Sage Advice, or in the Masters of the Wild accessory, it was officially answered. Back then, you became familiar with a form if you either studied it for one day, or encountered the creature in combat.</p><p></p><p>In our camapign, the DM considers druids to be familiar with all the animals native to the region the druid is from, or where he spent a good deal of time. My druid, for example, started with an Underdark theme, and I was familiar with all animals normally found below the ground, which included some odd beasts, such as the desmodu bats (from MM2). However, I had to spend some time above ground, and specify several times that I spent the off-time studying the fauna, so now I'm also familiar with animals found in temperate regions. I also spent a good deal of off-time in Waterdeep zoo (the DM said it was there, and I couldn't disagree with the DM, could I <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />), so I became familiar with some pretty odd animals (dire apes, smilodons, etc.).</p><p></p><p></p><p></p><p>The SRD descriprion of the powerful charge says: "When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description".</p><p></p><p>So, no, powerful charge is not double damage, it's whatever is written under the powerful charge entry in each of the monsters' descriprion.</p><p></p><p>Look at the minotaur, for example. It's normal gore damage is 1d8+4, but it's powerful charge gore damage is 4d6+6.</p><p></p><p></p><p></p><p>See above. Powerful charge does a pre-defined amount of damage, depending on the monster. It's not a multiplication of a normal attack.</p><p></p><p></p><p></p><p>Generally, it'd be whataver is listed in the attack section of the monster. If a monster has listed 2 claws as on of its attacks under the full attack entry, then one casting of the magic fang affects both claws. I don't know if that's official, but that's what we've been using. It wouldn't make any sence to require a separate spell for each claw.</p><p></p><p>Also, remember that when using <em>greater magic fang</em>, you can give a +1 enhancement bonus to <strong>all</strong> your natural weapons (although you won't eba ble to cast it till level 9, of course).</p></blockquote><p></p>
[QUOTE="Perun, post: 1963908, member: 6037"] Well, AFAIK, there's no official rule under v. 3.5, but in 3.0, either in the Sage Advice, or in the Masters of the Wild accessory, it was officially answered. Back then, you became familiar with a form if you either studied it for one day, or encountered the creature in combat. In our camapign, the DM considers druids to be familiar with all the animals native to the region the druid is from, or where he spent a good deal of time. My druid, for example, started with an Underdark theme, and I was familiar with all animals normally found below the ground, which included some odd beasts, such as the desmodu bats (from MM2). However, I had to spend some time above ground, and specify several times that I spent the off-time studying the fauna, so now I'm also familiar with animals found in temperate regions. I also spent a good deal of off-time in Waterdeep zoo (the DM said it was there, and I couldn't disagree with the DM, could I ;)), so I became familiar with some pretty odd animals (dire apes, smilodons, etc.). The SRD descriprion of the powerful charge says: "When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description". So, no, powerful charge is not double damage, it's whatever is written under the powerful charge entry in each of the monsters' descriprion. Look at the minotaur, for example. It's normal gore damage is 1d8+4, but it's powerful charge gore damage is 4d6+6. See above. Powerful charge does a pre-defined amount of damage, depending on the monster. It's not a multiplication of a normal attack. Generally, it'd be whataver is listed in the attack section of the monster. If a monster has listed 2 claws as on of its attacks under the full attack entry, then one casting of the magic fang affects both claws. I don't know if that's official, but that's what we've been using. It wouldn't make any sence to require a separate spell for each claw. Also, remember that when using [i]greater magic fang[/i], you can give a +1 enhancement bonus to [b]all[/b] your natural weapons (although you won't eba ble to cast it till level 9, of course). [/QUOTE]
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