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32

Let's break this down a little bit using the Basic Rules you have available. Page 73: Attack Rolls To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. Pretty straight forward. You roll a D20 and add modifiers, in ...


22

Your damage does not increase by level. (1) (1) At least not directly. You get more feats, hit more often, have higher base stats, may aquire magic items and get stronger spells. But the raw damage does not increase. If a weapon does 1d6 damage, it does so, regardless of your level. Exceptions will be noted in the damage text.


18

The rule for knocking a creature out is as follows: Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls ...


16

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 ...


16

You cannot (usually) attack twice in one turn in D&D 4e. On your turn you have 3 actions, a Standard, Move, and a Minor. Generally your Standard is your attack, your Move generally involves moving, and your Minor is something like Cursing your enemies. You can downgrade actions from a Standard to a Move or a Minor, and a Move to a Minor, but you cannot ...


15

Those are the damage per tier. Many abilities and powers show their damage tiered. Being the first number heroic, second number parangon and third epic. The levels for every tier are, Heroic: 1-10 Parangon: 11-20 Epic: 21-30


13

The fighter is one of the weakest classes in the game, but 1st is a relatively good time to be one Pathfinder, to an extent, implements linear warriors, quadratic wizards.1 That means that low levels are better for mundane characters, and high levels are better for magical characters. So your potency will not last. After all, right now you have 20 Strength. ...


13

Mage hand doesn't make a hand, therefore there is nothing to effect. Reread the spell description. It's just telekinesis on one object. If your game plays that there's a "special effect" of a hand that appears, that's fine, but has no bearing on the spell effect, which has no such thing.


12

In 3.5, the base damage for a medium creature's greatsword is 2d6, not 1d12. You may be thinking of the greataxe, which does deal 1d12 damage. Your damage on an ordinary attack is 2d6 + 3 (1.5× str) + 2 (spec). In a rage, your strength modifier is +4 (unless you are high-enough level to have an improved rage), so this rises to 2d6 + 6 (1.5× str) + 2 (spec). ...


12

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 ...


12

There is now an official table and rules for adjusting weapon damage across the whole scale. Those are available in the Paizo FAQ. (Announced just a few weeks ago on the Paizo boards.) Size Changes, Effective Size Changes, and Damage Dice Progression: I'm confused by how to increase and decrease manufactured and natural weapon damage dice when the ...


11

Short answer, no. I had this question many years ago and still carry around the printout from the 3.5 FAQ (http://archive.wizards.com/default.asp?x=dnd/er/20070731a). From p76 Many animated objects have hardness scores. What affect, if any, will an animated object’s hardness have on spells used against the animated object? For example, an animated ...


10

By Rules as Written: Yes. Player's Handbook, page 72: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. This ...


10

Since "mage hand" isn't described as a construct of any sort or having any hit points, I'd assume nothing happens. Heck, part of the appeal of Mage Hand is that it nets you fine manipulation at range with little risk to yourself.


9

Yes. Weapon sizes are addressed in the Creating a Monster section of the DMG. On p 278 it says: Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if the creature is Huge, quadruple the weapon dice if it's Gargantuan. A creature has ...


9

A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. This 4d4 damage is per time affected (and per creature), not once for the spell. You do not roll once when casting the spell and then deal the same damage to the affected creature each time the spell deals damage; you roll once ...


8

Rules on bonuses say: Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies. and Bonuses without a type always stack, unless they are from the same source. And Bane property have this part: A bane weapon excels against certain foes. Against a ...


8

Equipment takes damage under a variety of circumstances, but most of the circumstances are rare unless a character devotes resources to breaking things Such a character might... sunder a item held or worn by a foe. The character picks the item to sunder. If the sunder attempt is successful, determine if the item breaks by consulting Damaging Objects. The ...


8

This all explained pretty clearly in the rules, but I can see how confusion might stick if you are new to it all and are starting from some misconceptions. Most importantly, the d10 is used for damage when fighting with a halberd, but you always roll a d20 to see if you hit, no matter what the weapon. (A d20 is used for most checks to see if something ...


8

This is clearly written in both the player's handbook and even the player's basic rules, in the respective chapter about Combat. I suggest you read either of those before asking basic questions. From the basic rules, page 73 (emphasis mine, identical text is found in the PHB): ATTACK ROLLS When you make an attack, your attack roll determines ...


7

The damage die seeming less important happens with very highly boosted damage. Your calculations look right on first glance. I do wonder where you got Weapon Specialization, as the four-level splash into Fighter for it seems a waste on a Barbarian, but that's an optimization nitpick, not an answer to your question. Damage with a two-hander is... die + ...


7

Strictly, warforged fail to regain hit points, only, naturally. The book doesn’t say anything about ability damage, and healing ability damage isn’t specifically tied to healing hit point damage, so you’d use the default 1/day healing rate even though you’re a warforged. Your DM might nix that, though, particularly with Improved Fortification. If so, the ...


7

Once. Magic item entries have an Enhancement line. For a sword, this line would say "Attack rolls and damage rolls". The Rules Compendium has a section that describes reading a magic item entry. In the 'Enhancement' section, on page 280, it says that: For items that give an enhancement bonus, this entry specifies what that bonus applies to: AC, other ...


6

It is exactly as you're saying in your last paragraph: you first roll a d20 plus modifiers to see if you hit or not, then if you hit you roll for damage, a d10 in your case plus a different set of modifiers. From page 9, Weapons: When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the ...


6

No. There are no weapon size differences in 5e. Weapon damage is determined by the weapon itself and unless otherwise noted those are listed in the PHB/Players Basic weapons section in chapter 5 (p46 of Players Basic). The only difference is that certain weapons (noted with the "heavy" property) are used by halflings/gnomes with disadvantage.


6

It doesn't look like you are calculating anything wrong from what you've said. The thing you are doing wrong is assuming that a critical hit with max damage is anything close to likely, it should only happen about a quarter of a percent of the time (.28%). On average you are going to be doing around 10 or 11 damage per round. Let's look at a few monsters ...


6

The total damage is (weight/200 lbs)d6 + (height/10 ft. − 1)d6 except that the (height/10 ft. − 1) factor is limited to a maximum of 20. The (weight/200 lbs) factor is not limited, so the overall damage can increase without bound as weight increases. We know this because the (to a maximum of 20d6 points of damage) parenthetical is ...


6

Spells are calculated much the same way that Melee/Ranged weapon attacks are. However there are three differences that you need to take into account. Firstly, turn all Saving throws into Spell Attacks. The math is the same. So if a spell has a saving throw, flip it using the formula of d20 + caster_modifiers vs. 14 + monster_save. Then, it becomes the ...


5

The sleeping opponent is considered a helpless defender and thus 0 Dex, receives no dex bonuses and is -5 to flatfooted AC. Does the defender ALSO suffer a -4 to AC for being prone? Yes, sort of. Here's what the Helpess rule says: A helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a helpless target get a +4 ...


5

Your examples are distinct Damage rolls, in particular, are completely different from any other check, since they do not use a d20, but rather anywhere from 1d2 to 2d6 (and that’s just for player-race-sized options!) plus various “damage bonuses” that vary from weapon to weapon (non-composite projectile weapons get none, light weapons get ...



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