Rhino Hide grants +2d6 additional damage on charges, including mounted charges.
A critical, using a lance on a charge, and spirited charge multiplies your damage. It does not multiply additional damage from weapon special abilities or sneak attack.
Rhino Hide is neither precision nor a weapon special ability.
This leads me to believe that the additional damage from rhino hide multiplies on a critical etc. However, I'm not sure whether this is correct by RAW.
it doesn't multiply the Rhino Hide damage. crits multiply weapon damage and flat damage mods (non-precision).
check what it says in the damage sub-section of attack rolls (which is not quite the same as the nearly-identical section on critical hits bizarrely located in the 'attack action' section... obviously Paizo was REALLY crunched for word/page-count since they're repeating such similar information in close proximity to each other)
Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage.
Exception: Extra damage dice over and above a weapon's normal damage are never multiplied.
|1 person marked this as FAQ candidate.|
since the 'multiplying damage' section is SO similar to the info on multiplying Crits (one has clear statement about ANY 'extra damage dice', the other has rule about flat precison damage mods), i would make a request to Paizo to MERGE the two sections... this saves space, and reduces confusion (AFAIK there isn't intended to be two separate rules for Crits vs. other cases of Multipled Damage, the only difference being Precision Damage since Crits also count as Multiplied Damage themself). The saved word-count may even fulfill the editing goal of Errata not affecting 'page # references', possibly enabling all the sub-sections on Unarmed, Natural Attacks, Crits, Ranged, etc., to be moved from the Attack Action (where they don't really belong) to the Attack Roll section (where they obviously do)... Although I'm not sure if the page # reference thing is the issue that has held up that piece of Errata.
i'm hitting FAQ on this.