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Nefreet wrote:

Good points. I feel the Level 18 ability doesn't make much of a case, because high-level abilities shouldn't be used as examples for entry-level abilities, but the Forceful Trait requiring Power Attack to deal more damage doesn't make much sense.

Magic Weapon and Shillelagh don't contribute to the discussion. Both enhance weapons that only have one die to begin with. A Power Attack with a Shillelagh against an undead creature would deal 6dX.

The Critical Specialization point also makes sense, though. So, as I see it now, the rules elements are simply contradictory. Which seems odd to me, because I've come across many players using Power Attack, and my Fighter playing under a couple different GMs, and nobody bats an eye at it.

So either it's widespread misunderstanding, or there's another rules element out there that supports Power Attack multiplying all of a weapon's dice, and it hasn't been mentioned yet.

That is why i started the topic, in the core rulebook isnt explained clearly the striking rune effect, 2 dices became the base weapon die? add the bonus dice? its multiplied on critical or add? who it work with other effect of dice bonus?

The critical rule and magic weapon rules cant be interpretative.


*with the usual caveat that everything read is up to interpretation.

So by your interpretation of the rules, something like a greater striking falchion (3d10) would only deal +1 damage with it's Forceful Trait on the second attack, and +2 on all subsequent attacks (because I only have one damage die, 3d10)?

Or if I have a greater striking pick (3d6) and I crit (Fatal d10) and I have the critical specialisation for it (+2 damage per weapon damage die), I only add +4 damage (1 for the 3d10, and another for the Fatal d10)?

I don't think that's the case. On Page 278, under damage rolls, it reads:

"Magic weapons with striking, greater striking, or major striking runes (page 581) add one or more weapon damage dice to your damage roll."

So striking runes add weapon damage dice to your roll. We have further evidence of this with things like shillelagh or magic weapon which say:

"The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two."

So a striking weapon has 2 damage dice, and every other step adds another damage die. The same with Power Attack. Power Attack adds one die of weapon damage, and then 2, and then 3.

So a Power Attacking striking pick that crits (which turns all d6s into d10s)...

Counting Damage Dice

Effects based on a weapon’s number of damage dice include only the weapon’s damage die plus any extra dice from a striking rune. They don’t count extra dice from abilities, critical specialization effects, property runes,weapon traits, or the like.
(page 279)

This is explained on the weapon chapter.

In pathfinder 2e all weapons have 1 die as base damage, greatsword is 1d12 (pathfinder 1e 2d6) and scythe is 1d10 (pathfinder 1e 2d4), so a die is literally one die.


Nefreet wrote:

Since the Rune is Level 8, you couldn't get the damage I described until Level 8.

Power Attack adds an extra die of weapon damage. If your weapon does 1d10, then Power Attack increases that to 2d10. If your weapon does 2d10 (such as from Striking), then Power Attack increases that to 4d10.

Crit doubles to 8d10. Fatal adds the extra d10, making it 9d10.

I may have been wrong about one thing, though. I believe Power Attack would also increase the d6 from the Flaming Rune.

So an 8th Level Flaming Striking Pick Crit with Power Attack should be 8d10+1d10+4d6+1d10.

Power Attack

...Strike hits, you deal an(1) extra die of weapon damage. If you’re at least 10th level, increase this to two(2) extra dice, and if you’re at least 18th level, increase it to three(3) extra dice.

So if the weapon are a striking is 3d10 weapon dice, 1d10 base + 1d10 striking + 1d10 power attack. doubled on crit is 6d10 plus 1d10 for Fatal trait, 7d10 total.

And the fire dice on crit is 2d6, because is a extra 1d6 fire damage, not a extra weapon dice of fire damage. only precision damage adds on weapon damage dice (page 452) insted of a "separate pool".


Nefreet wrote:

A Fatal weapon, similarly, adds an extra dice, but only when you Crit.

So a Crit with a Pick would deal 3d10, a Striking Pick would deal 5d10 on a Crit, and a Power Attack Crit with a Flaming Striking Pick would deal 9d10+2d6+1d10.

(which, by Level 8, when you can finally achieve this, still won't one-shot the average Boss, even if you roll well)

Crit with a Pick 3d10 (double 1d10 +1d10 fatal) 3d10 (average 15)

Crit Striking Pick 5d10 (double 2d10 +1d10) 5d10 (average 25)

Power Attack Crit with a Flaming Striking Pick (double 2d10 +1d10 fatal + double 1d10 power + double 1d6 + 1d10 persistent) 7d10+2d6 and 1d10 persistent (average 35+6+5= 46)

Its 9d10 only on level 10. powerattack add 1 extra die, 2 more on lvl 10, 3 more on lvl 18.

A lvl 6 creature is about 90HP, lvl 8 creature is about 130HP.

Less overkill than i think, very thanks for the explanation and patience.


HammerJack wrote:
In second edition, everything is multiplied on a critical, except for bonus damage that only happens at all on a crit. Striking runes, sneak attack, extra dice from feats like power attack, etc. All of it doubles.

I really think the critical rules need better explanation. The critical is overkill almost every time, and the +10 make it more common.

Like a elemental rune, it multiplies the 1d6 or just add the critical effect?

A fatal weapon (pick)do 2d10 or 3d10 on a critical?

Does critical count as bonus dice for effect like critical specialization?


morroch wrote:

On a critical hit you don't double the dice, you double the roll. So you roll the regular damage, add any bonuses, then you double the result. You don't double the damage added specifically by the crit, such as from the Deadly or Fatal traits.

The full rules are on page 451 of the CRB under Doubling And Halving Damage.

You can double the dice or double the rolls, DM decides.

I use the double dice, much more fair.

like a dagger critical with a +2 str doing 2d4+4, ranges from 6 to 12, with double roll ranges are 6, 8, 10 and 12.


I im confuse with the rules os striking rune, who it work with critical?

Does it work like the vital strike of PF 1e or the dices are multiplied on critical?

Example:

dagger normal = 1d4
dagger crit = 2d4

striking dagger normal = 2d4
striking dagger crit = 3d4 or 4d4?

greater striking dagger normal = 3d4
greater striking dagger crit = 4d4 or 6d4?