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. Ability Damage: Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score).

If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal.

Damage reduces a target's current Hit Points.

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Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of Nonlethal Damage.

: When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A StrengthPenalty, but not a bonus, applies on damage rolls made with a bow that is not a composite bow.

Off-Hand Weapon: When you deal damage with a weapon in your off hand, you add only 1/2 your Strength bonus. If you have a StrengthPenalty, the entire Penalty applies.

Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied). You don't get this higher Strength bonus, however, when using a light weapon with two hands.

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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.

Crit

Ability Damage: Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score).

Home >Feats >Combat Feats >

Critical feats are not an official type of feat, but are gathered and listed here for your convenience. For the purposes of this page and convenience, d20pfsrd.com considers “critical” feats any feats which require Critical Focus as a prerequisite, that modify the effects of a “critical hit” in combat, or which only take effect upon a confirmed critical hit.

Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed.

Feat Descriptions

Critical Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

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Feat NameCategory/TypePrerequisitesBenefitSource
Critical MasteryCombat, CriticalAny two critical feats, fighter 14Apply two effects to your critical hitsPZO1110
Critical VersatilityCombat, HumanFighter 11, human.Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical feat until you choose to practice a different critical feat.PZO1121
Improved CriticalCombatProficiency with weapon, BAB +8Double the threat range of one weaponPZO1110
Critical FocusCombat, CriticalBAB +9+4 bonus on attack rolls made to confirm critical hitsPZO1110
Accursed CriticalCombat, CriticalCritical Focus, ability to cast bestow curse or major curse, caster level 9thConfirm a critical hit and cast a curse as part of the attack.PZO1117
Banishing CriticalCombat, CriticalCritical Focus, ability to cast dismissal or banishment, CL 9When you confirm a critical hit with a slashing or bludgeoning weapon, you may cast dismissal or banishment on that target as an immediate action, and the target takes a –4 penalty on its Will save to resist the spell’s effect. You must have dismissal or banishment prepared or otherwise available to cast, and using this ability casts the corresponding spell.PPC:BoA
Bleeding CriticalCombat, CriticalCritical Focus, BAB +11Whenever you score a critical hit, the target takes 2d6 bleedPZO1110
Blinding CriticalCombat, CriticalCritical Focus, BAB +15Whenever you score a critical hit, the target is blindedPZO1110
Censoring CriticalCombat, CriticalCritical Focus, BAB +15.Whenever you score a critical hit against an opponent, the victim is unable to speak for 1d4+1 rounds.PPC:PotH
Crippling CriticalCombat, CriticalCritical Focus, BAB +13Whenever you score a critical hit, the target’s speed is halvedPZO1110
Deafening CriticalCombat, CriticalCritical Focus, BAB +13Whenever you score a critical hit, the target is deafenedPZO1110
Exhausting CriticalCombat, CriticalTiring Critical, BAB +15Whenever you score a critical hit, the target is exhaustedPZO1110
Impaling CriticalCombatCritical Focus, Weapon Specialization with piercing weapon, BAB +11May impale and deal extra damage to opponent with a critical hitPZO1118
Improved Impaling CriticalCombatImpaling Critical, BAB +13Impaled opponent must succeed at a grapple maneuver to pull your weapon outPZO1118
Sickening CriticalCombat, CriticalCritical Focus, BAB +11Whenever you score a critical hit, the target is sickenedPZO1110
Staggering CriticalCombat, CriticalCritical Focus, BAB +13Whenever you score a critical hit, the target is staggeredPZO1110
Stunning CriticalCombat, CriticalStaggering Critical, BAB +17Whenever you score a critical hit, the target is stunnedPZO1110
Tiring CriticalCombat, CriticalCritical Focus, BAB +13Whenever you score a critical hit, the target is fatiguedPZO1110
Banishing Critical[PPC:MSH]Combat(?), CriticalArcane Strike or Disruptive; Spellcraft 8 ranks; arcane pool class feature.When you confirm a critical hit against a target while using Arcane Strike or with a weapon enhanced by your arcane pool, if the target was summoned by a spell you identified using a Spellcraft check, it must succeed at a Will save (DC = 10 + 1/2 your character level + your Intelligence modifier) or be sent back to its home plane as per the dismissal spell.PPC:MSH
Blighted CriticalCombat, CriticalCL 5thConfirm a critical hit with a spell or spell-like ability to inflict a random minor spellblight.PZO1117
Greater Blighted CriticalCombat, CriticalCL 12thConfirm a critical hit with a spell or spell-like ability to inflict a random major spellblight.PZO1117
Blighted Critical MasteryCombat, CriticalBlighted Critical, caster level 9thPick the spellblight inflicted by a critical.PZO1117