Walk me through a sunder and a critical hit


Rules Questions


My character:
Smasher trasher
Human (Mwangi) Barbarian (Invulnerable Rager) 10
CG Medium Humanoid (human)
Init +2; Senses Perception +15
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Defense
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AC 19, touch 17, flat-footed 17 (+9 armor, +2 Dex)
hp 116 (10d12+40)
Fort +12, Ref +6, Will +8; +2 trait bonus vs. fear, +2 vs. hot climte, +2 vs. poison or distraction abilities from a swarm, +7 vs. spells, supernatural abilities, and spell-like abilities
DR 16/lethal, 8/—; Resist fire 2, Extreme Endurance (Fire)
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Offense
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Speed 30 ft.
Melee +1 Corrosive burst, Keen Adamantine Nodachi +18/+13 (1d10+25+1d6 acid/15-20/x2+1d10 acid)
Special Attacks Elemental Rage (Fire), Elemental Rage, Lesser (1/rage), Witch Hunter (+3)
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Statistics
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Str 22/30, Dex 15, Con 15/19, Int 14, Wis 15, Cha 10
Base Atk +10; CMB +20 (+22 Sundering); CMD 30 (32 vs. Sunder)
Feats Extra Rage Power, Extra Rage Power, Extra Rage Power, Extra Rage Power, Improved Sunder, Power Attack -3/+6
Traits Courageous, Sacred Touch
Skills Acrobatics +11, Climb +19, Escape Artist -2, Fly -2, Intimidate +13, Perception +15, Ride -2, Stealth -2, Survival +15, Swim +19
Languages Azlanti, Common, Polyglot, Thassilonian
SQ Fast Movement +10, Ghost Rager, Heart of the Sun, Increase Damage Reduction, Increase Damage Reduction, Increase Damage Reduction, Rage (24 rounds/day), Strength Surge +10 (1/rage), Superstition +7
Combat Gear +1 Corrosive burst, Keen Adamantine Nodachi, +3 Lamellar (steel) armor; Other Gear Belt of giant strength +4, Cloak of resistance +1
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Special Abilities
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Courageous +2 save vs. fear.
Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (8/-) You have Damage Reduction against all attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Elemental Rage (Fire) (Su) Attacks deal +1d6 energy damage while raging.
Elemental Rage, Lesser (1/rage) (Su) 1/rage, attack deals +1D6 energy damage.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replace
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the superst
Heart of the Sun +2 save vs hot climate & 1 step less severe, +2 vs poison/distraction abilities of swarms/vermin.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (24 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Strength Surge +10 (1/rage) (Ex) Once per rage, add +10 to a STR check, CMB or CMD.
Superstition +7 (Ex) +7 save vs. magic while raging.
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.
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this is my character I have planned and he is a sunder/critical build so far let me know IF i am correct but if I see a orc with a +1 battle axe standing next to me I can roll a sunder maneuver
1. swift action lesser rage power (ice)
2. Standard action sunder
3. roll to hit? what do I need to do to do destroy his axe or his +1 chain mail?

I same orc but a critical

1.I spend a swift action to add ice form lesser rage power
2. I roll and get a 17 I roll again and conform
3. I roll damage 1d10 +25 + 1d6 ice +1d6 fire +1d6 acid or plus 1 d10 acid?

what is multiplied by 2 the +25 and not the d6's correct?


Sorry , for the Brief post , can someday Just walk me step by step through a sunder combat maneuver and a what damage and dice is multiplied on a crirical hit.


K. Sunder CMB vs CMD of the orc. You should auto hit at this point, especially if your raging, as your CMB while raging is +23 with the +1 nodaichi, altho if you Power attack CMB takes the penalty of -3 for a 20. His CMD (10+BAB+Str+Dex+bonuses with weapon) should be approx 16+HD. So, If he has less than 5 HD, you should succeed on anything but a roll of 1.

You have an adamantine weapon, so you ignore the hardness (DR) of his weapon. A +1 Battleaxe has 20 hp, (30 if mithril/ 40 if adamantine), +10 for the +1 magic. The Chain Mail would have 25hp +10 for magic, (30 mithril/40 adamantine).

Your Base Damage is 1d10+25+1d6ice+1d6fire+1d6 acid. minimum 29, so steel axe=auto broken if you roll anything but a 1 on any dice. The chainmail takes 6pts on 1d0+3d6 to break, you should get that too pretty easy.

Unless someone can find a ruling otherwise, you can't crit on a sunder the same as you can't crit on any other combat maneuver. You make a CMB not an attack roll, and the maneuver lets you damage the weapon instead of the wielder.


Cannot crit objects regardless. Also most energy attacks are reduced against objects as well.


thanks,

what about a normal critical and what are the rules for magic weapons attackign other magic weapons?


Normal critical would be damage dice, pure enhancement bonus, strength damage being multiplied.

Critical Hit wrote:

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.

Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.

So, 2d20+50 +1d6+1d10 acid (assuming corrosive is actived, otherwise just the 1d10) for just the weapon.

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