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17

Your thought is correct. Per the hardness rules: Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points So any time the object takes damage, subtracts its hardness first. This is similar ...


16

You and @KRyan are correct. all multipliers work alike (crit, lance, brace, whatever) everything is included in the multiplier except bonus dice multipliers are additive not multiplicative, see Multiplying Damage in the SRD. It doesn't say anything more about it because there's nothing more to say, the rule is simple and all-encompassing. Your math is ...


16

No, movement speed has absolutely no relation to attack or damage. Considering that there are ways to boost speed to stratospheric levels (literally, in the sense that you can exceed Earth’s escape velocity; before an erratum, you could even exceed c), that’s probably for the best. Instead, 3.5 and Pathfinder model the extra oomph you can put ...


14

Yes. From the compendium: Teleportation *Irrelevant rules snipped* If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can immediately make a saving throw. On a save, the teleportation is negated. Otherwise, the target arrives in the destination space. Afterwards, normal rules ...


13

No, wondrous items such as an Everfull Mug or Piero's Pan of Flameless Frying wouldn't overcome damage resistance (magic) if they were used as improvised weapons. Damage ReductionSRD is only overcome by magic weapons when the DR is specifically vulnerable to magic weapons and when the weapon in question has at least a +1 magical enhancement bonusSRD. ...


13

If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly. - From the d20srd. (Thank you Tridus for the rule citation) With the +1 modifier, you've got +5 HP for being fifth level, but your wounds are still leaving you with -5 hit points off your max: 20 ...


12

Yes, but they get a saving throw. Teleporting them in the air counts as teleporting them into potentially damaging terrain, therefore they get a save. A successful save negates the teleport. Hindering Terrain: A type of terrain that hinders creatures, usually by damaging them. Examples: Pits, lava, and deep water. A creature can make a saving throw ...


12

As per SRD: A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2. This means that inspire courage damage, as well as other non-variable bonuses like enhancement bonuses from ...


12

It's bashing. On the same page, in an earlier paragraph, the power of Telekinesis is described as letting a ghost do "basically anything a mortal could do with his hands." Since hand-to-hand fighting does bashing damage, that's what you get. It's only if you use the power to manipulate an object, like swinging an ax, that you might get access to lethal.


12

Unless something specifically says otherwise, fractions are always rounded down. See The Basics: Rounding Fractions In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1. So if you have Str 16, a greatsword will add +4 ...


11

Be a Pistolero, take two weapon fight, two double pistols, and rapid shot (and pre-reqs). At 11th level take signature deed (or w/e it's called) and place it on the bonus deed you got from becoming a pistolero. You'll also need rapid reload and alot of alchemic rounds. Using the double pistols special each shot can shoot 2 bullets, since it's now a free ...


11

Sly Flourish has created a cheat sheet that handles adapting every monster-by-level both for damage and HP. You might also want to see his posts: 4e Damage Dice Calculator and Tools of the Lazy Dungeon Master Here's an excerpt: Lvl Low DC Med DC High DC Low dmg Med dmg High dmg High Ltd dmg Minion dmg Avg AC Avg Def Low HP Med HP High HP Atk vs AC Atk vs ...


11

When you see [W] in a damage expression, it just means the weapon die as per the basic equipment description. For your character with the greataxe, that means 2[W] equals 2d12 All the bonuses add afterwards, they are not multiplied. Bonuses from feats and equipment are not included in the damage descriptions of powers, but how to add them is described ...


10

I'm shamelessly quoting from 4e here, but I think the following applies in most (non-mechanized) RPG's at least to some extent. Hit Points Over the course of a battle, you take damage from attacks. Hit points (hp) measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit ...


10

First of all, this is not so much a problem, as a design decision. 4e is purposefully designed to let characters start afresh every morning, to make encounter design easier for the DM (and published adventures). Another thing worth noting is the fact that hit points are highly abstract, and don't necessarily represent physical damage characters sustain: ...


10

No. Ability modifiers are applied to damage, but half-level isn't. So, in your example, the Flames of Phlegethos would inflict 3d10+3 damage. Half-level is applied to attack rolls because they are ability checks. As a more general rule, feel confident to add half you level to every d20 roll except saving throws and to every static number which usually ...


10

Flurry of Blows Attack Bonus as Phill's answer, but damage includes the full Strength bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.


10

No. Sneak attack is extra damage added to the attack. It's part of the attack roll where the enhancement bonus is already added, you don't get to add it again. So you should have: Attack: 2 (ENH) + Dex + 1/2 lev + 2 (CA) + x (other mods) Damage: 2 (ENH) + Dex + Sneak Attack + x (other mods) For most of your powers. As a commenter points out, because ...


9

The answer to your cost-per-shot problem is buried in the starting Feats for Gunslingers. Gunslingers start with Gunsmithing Feat. The Gunsmithing Feat allows you to (among other things): "Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft ...


9

You do not add the monk BAB to Flurry of Blows, it has its own independent BAB, which the Str modifier is added to, ergo +2/+2. If the monk has levels in another class, you would add that BAB to the rolls.


9

1d6+3 Finesse. When making an attack with a finesse weapon, you can use your choice of your Strength or Dexterity modifier with your attack and damage rolls. - Equipment Rules, P. 4 Any attack made with a weapon that has the finesse keyword lets you use either STR for attack and damage modifiers or DEX for attack and damage modifiers.


9

In the equation AdB+C=X... A is the number of Hit Dice B is the type (or size) of the Hit Dice (MM 5) C is "the number of bonus hit points[,] a function of the creature's [number of] Hit Dice and Constitution" (MM 298) X is hit points. A, that is the number of HD, is what's meant in almost every discussion of Hit Dice. The game loves A and cares far less ...


9

The book Armory has official rules for stun batons, a paragraph under Stun guns, on p. 36. The entry describes how stun guns work (short: the electricity doesn't cause damage, it knocks the target unconscious for a specific number of rounds), and A baton version of this weapon [of the stun gun] exists. The baton can be used as a club to cause damage ...


9

Before going into the mechanics in detail: You might have noticed that Electric Damage is very lethal in nWoD. It is also broadly speaking inaccurate, but that is ok. In nWoD Damage is related almost solely to voltage, in reality current takes a more important effect. A Shock Baton or Electric Fence is actual high voltage, low current. So is kinda more ...


9

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same ...


9

No, it doesn't bypass hardness at all. (This may have been different in D&D 3.x, but it isn't the case now.) The acid descriptor rules don't suggest acid damage gets any special handling, nor do the rules on hardness. There's rules on what energy damage does to objects, though - and from the notes on damage in d20pfsrd, acid damage is considered energy ...


8

Swallowed creatures take 1d6 acid damage each round they're engulfed. They're not completely immersed in acid, they're being slowly digested.


8

No, Taking 5 damage is not a damage roll. There needs to be dice involved to count as a roll. Damage Roll (from DDI): A roll of a die or dice to determine damage dealt by a power or some other effect. Modifiers to a damage roll apply to the entire roll, not to each die rolled. It's hard to generalize, but additional damage from feats would typically ...


8

Point 1 Area Attacks have one damage roll. This indicates that you are only dealing the damage once, as otherwise you would have to roll the damage multiple times. Therefore, 1 should be once per area power. Point 2 Auras dealing damage aren't clear. The rules themselves don't say, but some creatures auras say, for example: Any enemy that ends its ...


8

The Strength Penalty to Damage Remains Unadjusted A Medium creature with Strength 8 who's fighting with two weapons, a longsword in one hand and a short sword in his off-hand, will inflict 1d8-1 points of damage with the longsword and 1d6-1 points of damage with the short sword, for example. The same creature with Strength 6 will inflict 1d8-2 points of ...



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