Criticals... How to maximize them

Boone

First Post
When using power attack do you use all the modifiers before multiplying the damage?

example... fighter has bab +6 uses 4 of that for damage is that for then X2 for the longsword critical?
 

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Power Attack bonus damage is indeed multiplied on a critical hit.

This is, of course, balanced by the increased difficulty of inflicting the critical in the first place with the lowered attack bonus, which is a double-whammy of sorts, as it is lowered for both the attack and critical confirmation rolls.

Now, you want to get really nasty? Try a weapon master using Increased Multiplier, power attacking for +20 (with true strike to compensate) with, say, a mercurial greatsword wielded from horseback (Spirited Charge). Add an energy burst effect to the weapon for extra fun.

x4 base + x1 increased multiplier + x1 spirited charge = x6 critical.

That's 120 points of damage before you even touch the dice. Add 12d6 for the mercurial greatsword, 1d6 for the energy enhancement, and 5d10 for the burst effect. And don't forget to add (and multiply) your Strength, Specialization, and enhancement bonuses.

Nasty, isn't it?
 
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x4 base + x1 increased multiplier + x1 spirited charge = x6 critical.

That's 5d10 for the burst effect.

I'm... unconvinced about that.

I think the burst effect would still be 3d6 - I don't think the fire damage nearly doubles because you're riding a horse and trained how to swing a sword. It's an inherent quality of the weapon on a critical hit, regardless of who is swinging it, or how.

That's how I read it, anyway.

-Hyp.
 

I suppose you could call it either way. I'd rule it 5d10 (BTW, you did mean 3d10, not 3d6, right?) because you'd get a deeper wound and thus more exposure to the energy burst effect than normal.

Of course, we're quibbling over 2d10 (average: 11) points of damage after what's likely a 200-point critical hit regardless, so the discussion may be something of a moot point anyhow. :D
 
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(BTW, you did mean 3d10, not 3d6, right?)

Yeah, I did. Sorry :)

Of course, we're quibbling over 2d10 (average: 11) points of damage after what's likely a 200-point critical hit regardless, so the discussion may be something of a moot point anyhow. :D

Well, yes, that was a thought that occurred to me also :)

-Hyp.
 


Extra dice are never multiplied, no matter what the source. Sneak attack, flaming weapons, precise strike......not multiplied.

--Knowledgable Spikey
 

Yes, Spikey, but the damage from Burst weapons depends on the critical multiplier.

I don't think the spirited charge would alter the burst damage, as it doubles damage but doesn't touch the crit multiplier. So the burst damage would be +4d10, because the weapon has *4 base increased to times 5.
 

Victim said:
Yes, Spikey, but the damage from Burst weapons depends on the critical multiplier.

I don't think the spirited charge would alter the burst damage, as it doubles damage but doesn't touch the crit multiplier. So the burst damage would be +4d10, because the weapon has *4 base increased to times 5.

Yes yes. This is true and I had forgotten it.

Hmm, does flaming burst on a merc greatsword or a scythe actually make it worth it? Worth the +2 I mean.

Hmm, need to do some calculations.

--Not-So-Knowledgable Spikey
 
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Hmmm interesting remarks on burst effects. I wonder if there is a difference between the weapon's critical multiplier and the critical multiplier you get to apply on a critical hit due to other factors (Rhino Hide Armor, etc., etc.)

The actual language for burst effects is:

If the weapon’s critical multiplier is x3, add +2d10 points of bonus fire damage instead, and if the multiplier is x4, add +3d10 points of bonus fire damage.
 

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