PF1e attack damage, DPR, Power Attack, crits & Two-Weapon Fighting
| Weapon | Damage | Crit Range | Crit Mult | Type |
|---|---|---|---|---|
| Greatsword | 2d6 | 19-20 | x2 | S |
| Falchion | 2d4 | 18-20 | x2 | S |
| Greataxe | 1d12 | 20 | x3 | S |
| Scythe | 2d4 | 20 | x4 | PS |
| Longsword | 1d8 | 19-20 | x2 | S |
| Rapier | 1d6 | 18-20 | x2 | P |
| Shortsword | 1d6 | 19-20 | x2 | PS |
| Dagger | 1d4 | 19-20 | x2 | PS |
| Bastard Sword | 1d10 | 19-20 | x2 | S |
| Handaxe | 1d6 | 20 | x3 | S |
| Battleaxe | 1d8 | 20 | x3 | S |
| Flail | 1d8 | 20 | x2 | B |
| Morningstar | 1d8 | 20 | x2 | BP |
| Unarmed Strike (Med.) | 1d3 | 20 | x2 | B |
| Monk Unarmed (8th lvl) | 1d8 | 20 | x2 | B |
| Longbow | 1d8 | 20 | x3 | P |
| BAB Range | Attack Penalty | Damage (1H) | Damage (2H) | Off-Hand Bonus |
|---|---|---|---|---|
| +1 to +3 | -1 | +2 | +3 | +1 |
| +4 to +7 | -2 | +4 | +6 | +2 |
| +8 to +11 | -3 | +6 | +9 | +3 |
| +12 to +15 | -4 | +8 | +12 | +4 |
| +16 to +19 | -5 | +10 | +15 | +5 |
| +20 | -6 | +12 | +18 | +6 |
Pathfinder damage is quite simple if you know the basics. During fight, you check to see if enemy was hit by weapon, spell or alchemical potions If the check succeeds, the target receives damage. That damage reduces the Hit Points (HP) of creature in relation 1-to-1; for instance, creature that receives 6 damage loses 6 HP.
Blows, magic and various dangers can cause such damage, which can kill creatures or destroy objects.
The amount of damage depends on the used weapon. Damage reduces the current Hit Points of the target. If because of penalties the result becomes less than 1, the blow however does 1 point of nonlethal damgae.
This rule about minimal damage is easily forgotten, but it is very important in certain fights.
Whether it is weapon, unarmed attack, spell or magic item, that determines the size and number of dice for the damage. For instance, user of ordinary longsword rolls 1d8. If you cast fireball spell of 3rd level, you roll 6d6. When you attack, you roll d20 and add the attack bonus, that you compare with the armor class (AC) of the target. If the result is higher, the attack succeeds.
After blow, you roll the damage and add any modifiers.
In Pathfinder there are various types of physical damage, as slashing, piercing and bludgeoning. Physical damage happens more commonly than energy. Hence, resistance to a particular physical type is commonly more precious than energy resistance.
Some creatures have resistances or immunities, that you can surpass by means of certain special attributes. For instance, werewolf have Weakness Silver 5, which means that every attack by means of silver does 5 additional points of damage.
Burns, acid and electrical shocks can paralyse the nervous system. Cold can kill by means of freezing or just slow death during blizzards. The types of energy damage simply relate to the elements that produce them or are immune against them.
Otherwise, they do not have something entirely special.
Persistent damage does a fixed amount of loss when the turn of the target ends, until it is cured. That can add up a lot of loss through the time.
If we look at average damage, regular longbow does 1d8 (with d10 for fatal blow). The average damage of blow is 4.5, and of critical blow 14.5. Even so, because lack of success and critical lack gives 0 damage, there is 40% chance to do any loss in certain situations.
To use DEX for attack and for damage, character usually requires at least 1 feat in Weapon Finesse and the attribute “Agile” on the weapon. The Unchained Rogue receives Weapon Finesse free at the first level, and at the 3rd level he can choose any finessable weapon for use DEX for damage freeofcharge.