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pathfinder size damage dice

by Deonte Quitzon Published 4 years ago Updated 2 years ago

At lower dice amounts, the formula is alternating 150% damage and 133% per size category starting with 3d6 being 150% of 2d6, and 3d8 being 150% of 2d8, then 4d6 being 133% of 3d6, and 4d8 being 133% of 3d8, etc.- source. If you look at 1d12, the max damage is 12, times by 150% is 18. Max damage from 3d6 is 18.

Full Answer

Is this damage scaling used in Pathfinder 1?

Note : this damage scaling was used in Pathfinder : Kingmaker and is also used in Pathfinder 1. Join the page discussion Tired of anon posting? Register!

What if the exact number of original dice is not found?

If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8).

What D&D table does Pathfinder use?

6 \$\begingroup\$ Pathfinder seems to use the same table as D&D 3.5. This conclusion is from the fact that available sources (thisand that) do not contradict that 3.5 table, but rather seem to be a subset/superset. The underlying math looks like this. Share Improve this answer Follow edited Mar 30 '14 at 7:09

Does enlarge person change the number of flurry dice a monk receives?

If a specific number was called out (for example, with shillelagh), it does not change that number. It would also not affect the base monk, as the monk's flurry dice are not due to a size increase. However, if the monk were subject to an Enlarge Person, the above chart would come into play.

What does 2D4 count as?

2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12.

Do size changes stack?

As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies.

Why does 6d6 damage end up at 64d6?

I mean, 6d6 base damage with 7 size increases ends up at 64d6 because of how the math behind it works. Every other size increase you double, after getting onto the right track with your first size increase. Since 6d6 is already on the track, you follow the same path as everyone else.

How many virtual size increases in 6d6?

Situation: 6d6 base damage, with 7 virtual size increases. Do you end up on 24d6 or 81d6? This obviously makes a bit of difference to the outcome, especially on Vital Strike builds.

Can Paizo publish FAQ?

Only Paizo could publish an FAQ that is more confusing than the rules tangle it was meant to clarify.

Does Paizo have die size increases?

Last week Paizo put up an actual comprehensive die-size increase listing in the FAQ!

Does 1d8 disappear in D6?

The whole FAQ seems in line with 3.5 (Edit: link) and the infamous Improved Natural Attack feat. That also has the 1d8 disappearing in the d6 line.

Damage

In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature’s Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points).

Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties

Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you’re using a normal longsword, you’ll roll 1d8. If you’re casting a 3rd-level fireball spell, you’ll roll 6d6.

Step 2: Determine the Damage Type

Once you’ve calculated how much damage you deal, you’ll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a lightning bolt spell deals electricity damage.

Step 3: Apply the Target's Immunities, Weaknesses, and Resistances

Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.

Step 4: If Damage Remains, Reduce the Target's Hit Points

After applying the target’s immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target’s Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section.

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