Are the extra attacks only on a full attack or can they be as part of a normal attack action How many additional attacks does it grant them and is there a penalty for failing the jump check According to MoI, if the check is successful, they get two additional attacks, making it up to 4 a round. If the check fails, they only get a single attack. If the attack is done without the skill check, they get two attacks a round. What additional bonuses/minuses does the jump attack give and does it apply to all attacks that round (like rapid shot does) The amount of Essentia invested in the power determines the bonuses for the skill check (1 point of essentia = +2 to the jump check, +1 to the attack roll and damage, basically being considered as a magical weapon enhancement). I figured the second part could be just put the weapon attack, since it can vary amount of points the PC can invest into it. No real negatives to the roll with it, as the drawback is missing out on guaranteed two attacks for just a single one. I hadn't worked on putting that into the macro as of yet, since I was trying to ensure that the absolute basic rolls were correct before I started throwing in a bunch of query commands into the mess. Here's what I got before I start to add that in, just for perspective. If we're able to do this for the Full Attack round, works out just as well. "&{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name}}} {{subtags=uses [***Landshark Boots***](<a href="http://talonsmindscape.wikidot.com/landshark-boots" rel="nofollow">http://talonsmindscape.wikidot.com/landshark-boots</a>)}} {{School:=Totemist}} {{Casting Time:=1 std action, as part of a attack}} {{Saving Throw:=None}} {{Spell Resist.:=No}} ?{Running or Jumping?| Running,{{compcheck=Standing:[[{1d20+[[@{jumpstat}]]+[[@{jumpranks}+[[@{jumpmiscmod}]]]]&#125;>[[@{Running-Jump}]]]]&#125;&#125;|Standing,{{compcheck=Standing:[[{1d20+[[@{jumpstat}]]+[[@{jumpranks}+[[@{jumpmiscmod}]]]]&#125;>[[@{Standing-Jump}]]]]&#125;&#125;}{{succeedcheck=-Crouching Tiger, Hidden Landshark}}{{failcheck=- I'm sure it looked cool.}} {{notes=**Your hands as well as your feet gain the heavy claws of a bulette, including one prominent central claw and two smaller claws on the sides. These massive claws emerge from the backs of your hands so you can bring them to bear while making a fist.**
You can use the claws on your hands as natural weapons that deal 1d6 points of damage. You cannot use a shield while these claws are in place. For every point of essentia you invest in your landshark boots, you gain a +1 enhancement bonus on attack rolls and damage rolls with these claws. If, as part of a move, you achieve a Jump check result good enough to make a 5-foot high jump while within reach of an opponent, you can attack that opponent with all four claws as a standard action. You use the same attack bonus for all four attacks. You cannot make any other attacks in the same round, whether from natural weapons or manufactured weapons. The claws do not prevent you from using your hands normally or even binding another soulmeld to your hands chakra. However, you cannot hold an item in your hand and attack with your claws at the same time.}}"