Question on Headlong Rush and Rhino Hard armor


General Discussion (Prerelease)


I taking the Headlong Rush feat and am going to buy Rhino Hide armor.

Headlong Rush [Fighter, General]

You charge your foes with immense force, heedless of your own safety.

Prerequisite: Orc or half-orc, base attack bonus +4 or higher.

Benefit: Instead of a normal charge attack, you can perform a headlong rush. A headlong rush is a charge that provokes attacks of opportunity from every foe who can reach its path, including the opponent you attack. A headlong rush otherwise functions like a charge attack (+2 attack, -2 AC, straight-line movement only), except that a successful attack deals double damage.

Rhino Hide

This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a -1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.

According to the item ability, I do not see how this should not stack. Headlong Rush is a charge attack according to the feat and Rhino Hide adds 2d6. Any thoughts on this?


Your weapon damage is times two. The extra 2d6 from the armor does not double due to the feat.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Your weapon damage plus any static bonuses to damage (from strength, enhancement bonus, weapon specialization, etc.) are doubled, then the +2d6 from the rhino hide is added, since it's extra dice of damage, which is never multiplied, just like energy weapons (flaming, shocking, etc.) or sneak attack damage.

Dark Archive

As far as I know, bonus dice of damage, such as Sneak Attack, Skirmish, Flaming weapon property, etc. are never doubled on a Critical or similar 'doubling' properties.

If they are, it would be explicitly stated, such as with the Flaming Burst property, which concretely details what happens when the weapon scores a critical hit.

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