Tikael |
In both Pathfinder 1st and second editions you double the dice and all normal modifiers, unless something explicitly does not get doubled on a critical.
Also, you will have better luck asking this in the rules questions subforum for the edition you are playing (I presume 1e since morale bonuses aren't a type in 2e).
Zaister |
This is a first edition question obviously, but still an aside: "in second edition you double the dice" is not correct. You roll normal damage and then double the result.
Elicoor |
This is a first edition question obviously, but still an aside: "in second edition you double the dice" is not correct. You roll normal damage and then double the result.
That part is very important, as it makes rolling high damage even more important in case of a critical hit, unlike before, where doubling the number of dice made your damage roll tend to follow a bell curve, and thus get more average results.
Raychael Allor Customer Service Representative |
Tim Emrick |
I'll attempt an answer:
Inspire courage grants a "competence bonus on attack and weapon damage rolls." When an effect directly increases weapon damage (like Strength, enhancement bonuses, and feats like Weapon Specialization and Power Attack), add that bonus to the extra rolls when multiplying damage on a confirmed crit.
Some kinds of bonus damage specifically do NOT multiply on a crit, and the effect's description will usually call this out. Examples include all precision damage (sneak attack, studied combat, etc.), weapon enhancements that add bonus dice of damage (flaming, merciful, vicious, holy, etc.; though "burst" weapons have their own special crit rules), and the damage dice increase from Vital Strike.
Finally, heroism and greater heroism do not give any damage bonuses. Some spells, like divine favor, do specifically give bonuses to weapon damage, which would get multiplied on a crit.
Tikael |
This is a first edition question obviously, but still an aside: "in second edition you double the dice" is not correct. You roll normal damage and then double the result.
It's actually either double the roll or double the dice.
The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result
Benefits of doing this are that the damage curve is more predictable, and "more dice = more fun" is a true thing. The point about more dice being a pain to roll is not a hassle for those of us using a VTT.
MrCharisma |
I'll attempt an answer:
Inspire courage grants a "competence bonus on attack and weapon damage rolls." When an effect directly increases weapon damage (like Strength, enhancement bonuses, and feats like Weapon Specialization and Power Attack), add that bonus to the extra rolls when multiplying damage on a confirmed crit.
Some kinds of bonus damage specifically do NOT multiply on a crit, and the effect's description will usually call this out. Examples include all precision damage (sneak attack, studied combat, etc.), weapon enhancements that add bonus dice of damage (flaming, merciful, vicious, holy, etc.; though "burst" weapons have their own special crit rules), and the damage dice increase from Vital Strike.
Finally, heroism and greater heroism do not give any damage bonuses. Some spells, like divine favor, do specifically give bonuses to weapon damage, which would get multiplied on a crit.
This ^^^
You essentially roll the damage twice, including all modifiers (eg. 1d4+3 damage becomes 2d4+6 damage on a crit). It doesn't matter if the damage comes from your weapon or a spell or whatever, it all gets doubled on a crit.
The exceptions to this will say they're exceptions. The most common exceptions are precision damage, and enchantments that add extra dice rather than adding extra "+x" damage (eg. If you add flaming to our earlier example it becomes 1d4+3+1d6 damage normally, or 2d4+6+1d6 damage on a crit).
Lelomenia |
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.
is the complete relevant text;
In general, weapon dice + flat damage are rolled multiple times, and additional dice are not multiplied (i.e., rolled only once),With some specific exceptions (e.g., swashbuckler precision damage is not multiplied if the multiplication is due to a critical hit even though it is flat damage).