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29

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 ...


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 ...


14

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 ...


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). ...


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

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 ...


10

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 ...


10

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

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

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

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

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 ...


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

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 ...


7

Nonlethal Damage Core It's actually quite simple to do this. In the SRD, you'll see a rule that allows you to deal nonlethal damage with any weapon that normally deals lethal damage: Nonlethal Damage with a Weapon that Deals Lethal Damage You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 ...


7

A bullet shot from a small-sized Staff Sling deals 1d6 Just as the table indicates, using the weapon in this fashion deals 1d6 points of damage. The Medium is for other users and corner cases For example, if you cast Enlarge Person on the halfling, that damage value becomes relevant. A human who masters the Staff Sling would use a medium one as well.


7

Acquiring Immunity to Death from Massive Damage Is Weirdly Difficult Immunity to precision damage or critical hits doesn't make one immune to death from massive damage. Having the elemental, ooze, or plant type doesn't make one immune to death from massive damage. A creature under the effect of the spell gaseous form [trans] (PH 234) isn't immune to death ...


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 + ...


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 ...


5

This is several inter-related questions. I'll work my way down from the top. Melee short sword +3 (1d6+1/19-20) You read that as the following: Melee Short Sword (Weapon in use) +3 (Add this to your d20 roll as part of your attack) 1d6+1 (damage on a successful attack) 19-20 (if your d20 shows a 19 or 20, you threaten a critical hit) If the last ...


5

You would add the bonus to your damage. However, you would only add it once. Bonuses that are different types will stack - therefore, the Sneak Attack damage bonus will stack with the ability score bonus and the enhancement bonus. Your overall damage for a sneak attack will therefore be [Weapon damage] + [Sneak attack damage] + [Enhancement bonus] + ...


5

As Zachiel has covered, you don’t get to use a Large two-handed weapon as a two-handed weapon when you’re Medium, even with the −2 penalty. But even if we ignore that and let you, Wielding an inappropriately-sized weapon is a mathematically bad choice every time. (barring some kind of feat or class feature that waives the penalty, but ...


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 ...


4

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 ...


4

Both Divine favor adds to all weapon damage rolls; every successful hit with a weapon gets the bonus damage.


4

The spells Iron Body (sor/wiz 8), Elemental Body (sor/wiz 7) and similar Stone Body (sor/wiz/cl 6) give explicit immunity to critical hits. So does Sandform (sor/wiz 4) and the Heart of Air/Earth/Fire/Water spells (sor/wiz 2-5), not Heart of Stone though. Veil of Undeath (sor/wiz 8) Body of War (sor/wiz 7). Amorphous form (sor/wiz 3), with it's obvious ...


4

For information on how to read a monster stat block, have a look at this section of the PRD. A number of standard creature abillities (such as Grab, Pounce, Rake and Poison) are explained here. In answer to some of your specific questions - The creature has a melee attack that is a short sword. The creature has a +3 to hit, and will do 1d6+1 points of ...


4

You make three separate attacks, with independent attack rolls. Every attack has the same damage roll. First of all, the part saying using your fists, kicks, and head-­butts is just a fluff text. Thus, it does not interfere with the game mechanics. Basically, when you make additional attacks using Extra Attack or Flurry of Blows, all the attacks are done ...


4

James Jacobs says it adds to the damage of the triggering attack (typically, the second claw that hits, though it varies by monster), which is also how the Two-Weapon Rend feat works, meaning that it does not apply DR again nor Power Attack again (nor Sneak Attack or on-hit effects like flaming), because it's just bonus damage on the attack.


4

Generally, gear doesn’t break unless something explicitly says so. Sunder explicitly involves attacking equipment. Various spells also explicitly mention damaging equipment. Firearms can misfire, as explicitly described under their rules. Equipment with the Fragile property also have an explicit chance of breaking. But without such explicit mentions, gear ...



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