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13

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 ...


10

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 ...


8

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.


7

I take a different tack on this than the other answers. Any time an effect instituted by a creature damages another creature, they are dealing damage. That means that in all 5 of your cases the monster takes the damage from the save ends effect. And yes, unless there is intervention, the two paladins will kill each other. I'm going to take my argument ...


7

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 ...


7

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.


6

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 ...


5

Note: Remember that 4e has a set of rather simplified, abstract rules to cover only situations that come up often. For such rare occurences the GM needs to improvise and make up something new based on the ruleset. With that in mind you can read below. As Colin said the creature falling would certainly take the regular amount of damage. As for the other one, ...


5

NO You're moving the damage from one target to another before the resistances and vulnerabilities are applied. Vulnerabilityddi Being vulnerable to a damage type means a creature takes extra damage from that damage type. Vulnerability appears in a stat block or power as “Vulnerable x,” where x is the amount of the extra damage. For instance, if a ...


3

The phrase "Deals Damage" is active. So, if the target inflicts damage indirectly, then I do not think this qualifies. Inactive damage would apply to your cases 2-4 where by the actions of another entity that entity receives damage from the target. Case 1 however is interesting because the argument could be made either way. However, I believe that the ...


3

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. Your damage is also incorrect for the off hand. The off hand adds only 1/2 str bonus to damage, so the damage would be 1d6+3/1d6+1.


2

No, it doesn't mean that. In cases like the melee or ranged attacks, your relevant ability modifier (strength or dexterity) gets added to the damage, but there is no mention of your half-level. There doesn't really need to be either since as you're going along, you'll be finding more powerful weapons anyway (or weapons with +1's). Just follow the formulas. ...


1

This is going to be a weak answer because I cannot cite rules, but for lack of any other answers at the moment, this is my understanding: The lance’s doubling is the same as a critical hit’s doubling (or what have you). A critical hit with a lance therefore increases the multiplier (×3 becomes ×4 not ×6). Damage multipliers ...


1

The double pistol. It is a standard action to load each barrel of the gun, or a move action if your character has Rapid Reload for the specific gun (p. 136, Ultimate Combat). The Gunslinger gains a massive damage boost at level 5 when you gain Gun Training, adding you Dex to damage, and as you are using a ranged weapon, and Dex is one of the biggest boosts ...



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