Calculating Attack Dmg Pathfinder
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(damage dice of the weapon has to be updated for your particular weapon type, and assumes weapon focus, Power attack, a +1 weapon, and a 4x Crit. Auto-Ajusts attack/dmg bonus from the BUFFS section of the Pathfinder Character Sheet) Copy/Paste as-is.
Attack rolls are further modified by bonuses such as circumstance, competence, enhancement, insight, luck, moral, profane, size, and sacred. Attacks receive a +2 flanking bonus when at least two players attack that same target with melee weapons. Dec 30, 2011 So I got Pathfinder for christmas, it's my first Tabletop RPG and I'm very excited to play! I got all the books, and printed up character sheets, however there are still a few things I'm confused about. How do you measure a Weapon's Damage? It says something like Dmg (S) is 1d10 and Dmg (M) is 1d12, does that mean I roll a d10 then whatever it comes up is a Damage bonus to my weapon? Your weapon's base damage is 5 (Brawn 3 + 2 from the sword), and each uncancelled success gives you an additional point of damage. Ok thanks man. I thought 1 net success = successful attack and only ADDITIONAL successes were +1 to dmg Misread that part.
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Calculating Attack Dmg Pathfinder 2017
In DDO, most melee weapons weapons use Strength for calculating attack bonus and damage. Most ranged or thrown weapons use Dexterity for calculating attack bonus; thrown weapons use Strength to calculate damage.
This can be changed by:
Feats[edit]
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- Bow Strength allows Strength for damage bonus with bows.
- Brutal Throw allows Strength for attack bonus with thrown weapons (but NOT ranged weapons).
- Past Life: Harbinger of Nature's Wrath allows Wisdom to attack and damage for the summoned Flame Blade.
- Weapon Finesse allows Dexterity for attack bonus with light melee weapon, rapiers, and unarmed attacks.
- Zen Archery allows Wisdom for attack bonus with ranged missile weapons (not thrown).
Racial enhancements[edit]
- Dwarf: Tier 4 enhancement Throw Your Weight Around allows Constitution for damage with either axes (battle axes, dwarven waraxes, hand axes, greataxes and throwing axes) or picks and hammers (heavy picks, light hammer, light picks, mauls, throwing hammers, and warhammers)
- Elf: Tier 4 enhancement Grace allows Dexterity to determine the damage for a subset of weapons:
- Aerenal Grace: Longswords, Rapiers, and Longbows
- Valenar Grace: Scimitars, Falchions, and Shortbows
- Halfling: Tier 3 enhancement Skillful Thrower allows Dexterity modifier for damage with returning thrown weapons.
- Purple Dragon Knight: Tier 1 enhancement Cormyrean Knight Training allows Charisma for attack and damage with swords (shortswords, longswords, bastard swords, and greatswords).
- Sun Elf: Tier 4 enhancement Grace allows Dexterity to determine the damage with Morningstars, Maces, and Hammers.
Class abilities / enhancements[edit]
- Bard: Swashbuckler tier 3 Different Tack allows Cha / Dex / Int to damage while Single Weapon Fighting.
- Favored Soul:
- Grace of Battle: Use Charisma to hit and damage with your deity's favored weapon (if higher than Strength). Requires that your Favored Soul level >= half of your total heroic character level.
- Knowledge of Battle: Use Wisdom to hit and damage with your deity's favored weapon (if higher than Strength). Requires that your Favored Soul level >= half of your total heroic character level.
- Monk: Ninja Spy core enhancements Basic/Advanced Ninja Training allow Dexterity for attack (and later damage) with piercing and slashing weapons when centered.
- Ranger:
- Tempest core enhancements Tempest and Graceful Death allow Dexterity for attack (and later damage) with light weapons and scimitars.
- Deepwood Stalker tier 2 Improved Weapon Finesse allows Dexterity for damage bows, thrown weapons, and finessable melee weapons (not handwraps).
- Rogue:
- Assassin core enhancements Knife in the Darkness and Dagger in the Back allow Dexterity for attack (and later damage) with daggers and kukris, and if you also have the Weapon Finesse feat all melee weapons with Dexterity for attack get Dexterity for damage (does not apply to handwraps or unarmed attacks).
- Mechanic core enhancement Targeting Sights allows Intelligence for damage with all crossbows and thrown weapons.
- Thief-Acrobat core enhancements Staff Control and Stick Fighting allow Dexterity for attack (and later damage) with quarterstaves.
- Sorcerer / Wizard
- Eldritch Knight gives Cha or Int to hit
- Harper Agent enhancements available to all classes: Intelligence to attack, damage
- Falconry enhancements available to all classes: Wisdom to attack, damage
Spells[edit]
- Flame Blade allows Wisdom for attack and damage with the summoned scimitar.
- Insightful Strikes allows Intelligence for attack with a crossbow or one handed melee weapon if it is the only weapon (other than a Runearm) equipped when the spell is cast (cannot be used from a scroll as it only applies to the weapon in the main hand; dispels Insightful Damage)
- Insightful Damage allows Intelligence for damage with a crossbow or one handed melee weapon if it is the only weapon (other than a Runearm) equipped when the spell is cast (cannot be used from a scroll as it only applies to the weapon in the main hand; dispels Insightful Strikes)
Certain weapons use different abilities for calculating attack bonus and damage. Those are listed on this page.
Listed alphabetically and showing which ability it uses for Attack and Damage mod. When two abilities are listed (comma separated), it means it will use the highest one.
When using a non-standard ability for damage, the ability modifier is not multiplied by 1.5 for two-handed weapons or by 0.5 for off-hand weapons.supposedly fixed in u19
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Weapons[edit]
Name | ML | Type | Attack mod | Damage mod |
---|---|---|---|---|
Staff of Nat Gann | 4 | Quarterstaff | STR, DEX | STR, DEX |
Sky Pirate's Dagger | 4 | Dagger | STR, DEX | STR, DEX |
Tiefling Assassin's Blade | 4 | Short Sword | STR, DEX | STR, DEX |
Chieftain's Spear | 4 | Quarterstaff | STR, DEX | STR, DEX |
Moonhowl Axe | 4 | Great Club | STR, CHA | STR, CHA |
Elyd Edge | 5 | Rapier | STR, CHA | STR |
Corroded Rapier | 5 | Rapier | STR, CHA | STR |
Midnight Greetings | 5 | Kukri | STR, DEX | STR, DEX |
Brine Shaman's Staff | 6 | Quarterstaff | INT, CHA | STR |
Stave of the Seer | 8 | Quarterstaff | INT, WIS | INT, WIS |
Flint | 10 | Dagger | STR, DEX | STR, DEX |
Scepter of Healing | 10 | Heavy Mace | WIS, CHA | WIS, CHA |
Staff of Inner Sight | 10 | Quarterstaff | INT, WIS, CHA | INT, WIS, CHA |
Unkor's Cleaver | 10 | Battle Axe | STR, CON | STR, CON |
Zephyr | 10 | Short Sword | STR, DEX | STR, DEX |
Dynastic Falcata | 10 | Khopesh | STR, CHA | STR, CHA |
Whirlwind | 10 | Great Sword | STR, DEX | STR, DEX |
Breeze | 14 | Quarterstaff | DEX | DEX |
Axe of the Unseen Blow | 14 | Hand Axe | STR, DEX | STR |
Treason | 14 | Short Sword | STR, DEX | STR, DEX |
Forgotten Light (Level 16) | 16 | Heavy Mace | STR, WIS | STR, WIS |
Envenomed Blade | 16 | Short Sword | STR, DEX | STR, DEX |
Forgotten Light (Level 17) | 17 | Heavy Mace | STR, WIS | STR, WIS |
Forgotten Light (Level 18) | 18 | Heavy Mace | STR, WIS | STR, WIS |
Epic Midnight Greetings | 20 | Kukri | STR, DEX | STR, DEX |
Epic Envenomed Blade | 20 | Short Sword | STR, DEX | STR, DEX |
Epic Dynastic Falcata | 20 | Khopesh | CHA | CHA |
Epic Elyd Edge | 20 | Rapier | STR, CHA | STR, CHA |
Epic Staff of Inner Sight | 20 | Quarterstaff | INT | CHA |
Epic Staff of Nat Gann | 20 | Quarterstaff | STR, DEX | STR, DEX |
Epic Zephyr | 20 | Short Sword | STR, DEX | STR, DEX |
Forgotten Light (Level 23) | 23 | Heavy Mace | STR, WIS | STR, WIS |
Forgotten Light (Level 24) | 24 | Heavy Mace | STR, WIS | STR, WIS |
Forgotten Light (Level 25) | 25 | Heavy Mace | STR, WIS | STR, WIS |
Rebellion | 25 | Short Sword | STR, DEX | STR, DEX |
Bouquet of Flowers | no | Club | CHA | CHA |
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Orbs[edit]
All orbs use the higher of INT or CHA for attack and damage. See Category:Orbs.
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Combat is the resolution of conflict by viciously depriving your opponents of breath or the equivalent thereof.
The most general combat mechanic in Pathfinder: Kingmaker is the following:
When an attack is made, the computer will generate a random number between 1 and 20 and add the attacker's attack bonuses. If this totaled number is at least equal to the defender's Armor Class then the attack hits.
Attack values and Armor Class both can have a large number of modifiers depending on the characters' attributes like Strength or Dexterity, their character levels and class, their feats, their equipment, and any present magical or physical effects (such as their condition).
It is important to note that physical equipment and temporary magical effects do not stack when providing the same type of stat bonus. For instance the spells 'Mage Armor' or 'Shield' do not work if already equipped with a better armor or shield, though they do have additional useful effects against ghostly creatures.
Attacking[editedit source]
When a character attempts to damage an opponent with a weapon, perform a combat maneuver, or complete a hostile touch spell, the character must first succeed at an attack roll. Opponents must be within the range or the weapon or spell before an attack is performed.
Melee attacks are made with a d20 roll and adding their base attack bonus. The most common modifiers are the attacker's Strength, masterwork or magical equipment, or spells.
Ranged attacks function the same as melee attacks except that the attacker's Dexterity modifier is added to the attack roll instead of the Strength modifier.
There is also one other common attack, a touch attack. Most often used as part of a combat spell, these attacks need only make contact, not penetrate armor, so most bonuses to armor class due to having armor are ignored. Only those bonuses that make make it easier to evade the touch are useful. Like normal attacks, they come in both melee and ranged version, using Strength modifier and Dexterity modifier, respectively.
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If the attack total meets or exceeds the opponent's armor class or combat maneuver defense, then the attack succeeds. Effects are applied, including damage, on a successful attack roll. An attack roll always succeeds when the die result is 20 (before modifiers) and always fails if it is 1 (before any modifiers), so there is always at least a 5% chance to hit or miss, regardless of anything else.
Attack rolls are further modified by bonuses such as circumstance, competence, enhancement, insight, luck, moral, profane, size, and sacred. Attacks receive a +2 flanking bonus when at least two players attack that same target with melee weapons. Attack rolls are also affected by conditions such as blinded, dazzled, entangled, flanking, grappled, prone, sickened, or shaken.
While similar in idea, combat maneuvers have a different mechanisms. Consult their article for more details.
Damage[editedit source]
Melee weapon damage is based on the roll of the weapon's damage die plus the character's strength modifier. When using a two-handed weapon, one and a half times the strength modifier is used instead. Secondary weapon attacks from secondary natural weapons and weapons held in the off-hand only apply half of the strength modifier.
Defense[editedit source]
There are a variety of combat defenses, depending on the nature and source of the attack.
Armor Class, also known as AC, represents how hard it is for opponents to land a damaging blow on the target. It’s the minimum attack roll result that a character needs to hit. Armor class is split into three variations, based on the nature of the attack. The standard armor class is used against basic attacks and encompasses bonuses from all sources. Flat-footed AC is the defense value a target has when they are denied the ability to evade an attack, such as being unaware of the assault, sleeping, or entangled by a rope. Touch AC is used when the attack does not need to pierce the target's physical protections to damage or otherwise take effect.
Saving throws represent a character's ability to reduce or prevent the effects spells and special abilities. The subject rolls a d20 and adds their saving throw bonus. If the saving throw result is at least the DC of the effect, then the effect is reduced or negated as described by the effect.
Damage reduction, or DR, is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash (such as 10/-), then it always effective. Damage resistance is ineffective against any sort of energy damage, even if it is delivered with a standard attack or by an magical weapon.
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Energy resistance is similar to damage reduction, except for certain types of energy. Each resistance ability is defined by what energy type it resists and how many points of damage are resisted (e.g. Fire resistance 10 reduces fire damage taken by 10). It doesn’t matter whether the damage has a mundane or magical source.
More details on these subjects can be found in their individual articles.
Special Cases[editedit source]
Critical Hits[editedit source]
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When the attack d20 result, without any modifiers, is within the threat range of the weapon use, the attack then something called a critical threat is achieved. To determine the outcome, a second attack rolls is made using all the same bonuses as the first. If the second roll would hit the target, then the attack threat is said to be 'confirmed' and you achieve what's known as a critical hit. Unfortunately, it should be noted that the critical hit will still fail if the first roll, despite being in the critical threat range, would have missed the target normally.
The threat range and critical multiplier are inherent to the type of weapon used, though it can be changed sometimes through the use of special feats, abilities, or spells. Unless otherwise noted, weapons and spells have a critical threat range of 20 and a critical multiplier of 2, shorted as '20/x2'.
- Example: A standard scimitar has a threat range of 18-20 with a critical multiplier of x2. Say if the dice roll is an 18 and the attack bonus is +6. The 18 on the dice alone is enough to trigger a threat, unless the targets armor class is more than (18+6=24), which would be a miss with most other weapons. If there is a threat and a hit, then a second roll is made with the +6 bonus, and if that second roll is good enough to hit, then it's a critical hit. Note that this second roll does not have to be within the critical threat range of 18-20.
When a critical hit occurs, the weapon damage and other non-dice based bonuses are multiplied by the weapon's critical multiplier.
- Example: Our example weapon is the previously mentioned scimitar with a critical multiplier of x2, but this time it's a +1 weapon with the elemental trait of flaming which adds +1d6 fire damage. When a critical hit occurs, the standard damage of 1d6 would be calculated, and the attackers Strength bonus and +1 enhancement bonus would be added, and the result would be multiplied by the scimitar's x2 critical multiplier. Only then would any extra dice of damage, such as the +1d6 flaming damage or any sneak attack dice, be added, and it would not be multiplied.
Combat Maneuvers[editedit source]
Combat Maneuvers are special attacks and tricks that have additional effects beyond pure damage. See Combat Maneuvers for a detailed explanation.