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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

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 ...


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 ...


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 ...


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

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.


8

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 ...


7

Yes If players remain in the pool of poisonous blood the will take the 1d10 + 5 ongoing damage every turn they remain in the pool. The ongoing damage will not stack (same source, same amount), but they will get a save against the ongoing damage every turn, at the end of their turn. This is because a player can end their turn in the pool, save vs the poison ...


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

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 ...


7

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 ...


7

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 ...


6

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 ...


6

NB: the formula used in this answer was derived by reverse engineering the table for damage per size category and is not official. The formula is 150% damage per size category - source. If you look at 1d12, the max damage is 12, times by 150% is 18. Max damage from 3d6 is 18. Apply that to 2d12, max damage is 24. Times that by 150% and we get 36. ...


6

From The Basics – Constitution: 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. Thus a change in Constitution that changes your Max HP changes your Current HP by the same amount.


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

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 ...


4

Yes. This is basic "how do I read 4e" stuff. Things that are relevant here (and there is a lot going on in this question so I'll try to handle it all) are: If the power with which you conjure a conjuration has the implement keyword, then all of its attacks get the benefits of your implement. All of its powers work with your bonuses as if you were the one ...


4

Following AnyDice code will generate probability of a defender dying on each of the rounds 1-10, as well as probabilities of taking various amounts of damage from each attack: WS: 30 STRENGTH: 3 TOUGHNESS: 3 WOUNDS: 8 loop N over {1..10} { HITCHANCE: (1d100 < WS) DAMAGE: HITCHANCE*([explode d6] + STRENGTH) DAMAGETAKEN: [highest of (DAMAGE - ...


4

The feat Spirited Charge lets you deal double damage on a charge with a melee weapon, or triple damage with a lance. However, this only applies while mounted, which technically a centaur is not. Rhino hide barding would give your centaur 2d6 bonus damage on a charge. Sadly, speed does not translate directly into damage. Otherwise, the peasant railgun would ...


4

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


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 ...


3

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 ...


3

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 ...


3

No. Extra damage is part of the original damage instance, just like the Enhancement Bonus from the Ki focus. You do not add your Enhancement bonus to critical dice either. There are some powers however that do secondary damage, like Flame Spiral. They benefit from most feats and items effecting the primary damage, and can be recognised by the absence of ...


3

Come and Get it is a close burst power, clearly stated in the power summary. Not melee, so Iron Armbands of Power do not apply. Gloves of Ice only adds damage, if your power does cold damage or has the cold keyword anyway. Feat and Enhancement bonuses do apply normally.


3

Probably not. Without seeing the exact text of the feat and power in question we can't say for sure, but it's unlikely that the feat will add its bonus to ongoing damage. The key concept here is damage rolls. Almost everything that adds bonus damage adds it to damage rolls rather than to all damage. If you don't roll any dice for damage, it's not a damage ...


3

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 ...


3

No. D&D and Pathfinder do not come close to simulating real physics. The only place, I know of, where you get variable damage based on movement speed/distance is fall damage.



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