When a Battle Master fighter gets a critical hit and uses a maneuver that adds a superiority die to the damage, is that damage die doubled?

The Battle Master fighter has access to a number of maneuvers that add a superiority die to the damage roll. For instance, the Trip Attack maneuver says (PHB, p. 74):

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

The Critical Hits rule states (PHB, p. 196):

When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. […] If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

During our game, the fighter PC rolled a critical hit. He then wanted to use a superiority die to use the Trip Attack maneuver to trip the enemy. Based on the above rules, is the damage from the superiority die also doubled?

I’m assuming the answer is yes based on the last statement in the Critical Hits section, but I wanted to confirm.

What ways can I use the Battle Skill in a Skirmish?

I play a Kaiu Engineer (Battle being a School Skill for me) and I enjoy playing the strategist part a lot. So far, my GM has allowed me to use the Battle Skill for a couple other uses apart from as a strategist during a Mass Battle, like playing Go (with Battle/Intelligence) and to make a plan for the party before engaging a group of enemies (with Battle/Intelligence as well). I’m worried that as the campaign progresses, my character will be less useful in combat so I’d like to know if there are any good uses for the Battle Skill during skirmishes, like helping out my teammates to avoid attacks, or give them raises when attacking, etc.

Battle Master / Polearm Master / Pushing maneuver / Trip / Goading [closed]

This is a comment more than a question:

I built my first fighter in 5e. My approach is to make the player interesting more than it is to max out his capability. Battlemaster has the most options with maneuvers. I took Push, Goad and Trip maneuvers. I took the Polearm Master, Shield Master and Sentinal feats. I took Magic Initiate (Druid) with the Shillelagh. The 1 handed quarterstaff does a d8 (even on a bonus attack). Dueling gives +2 to hit. Here is how it works out: 1) Character enters threat range and provokes opportunity attack 2) Push the character 15 feet away – Sentinel makes his movement zero 3) Fifteen feet is enough to push people all over the place – including into pits or over cliffs 4) On attack, close the distance, trip, and attack with advantage 5) For good measure, push another 15 feet while prone 6) Quarterstaff (and spear) have no disadvantage at 5 feet – unlike reach weapons

Alternatively, if opponent is within 5 feet when your turn begins 1) Hit with Trip attack 2) Hit with Goad attack 3) Hit with Push attack (while prone) and they are 15 feet away 4) When they return – hit them with a reaction – cutting their speed to zero

For good measure, a shield master can push opponent 5 ft as a bonus action – so yet again another way to move opponents, and allow a chance to use your reaction if they approach again.

How can I be effective as a low level human magic-user in a boss battle against a more powerful magic-user?

First of all I’m a human magic-user level 2:

Except for the spell sleep and charm person and some other spells that were useful for X situation out of combat, (Enlarge person, Mount etc.)

I could not do much things, there’s no shops around for now because we’re out of town.

The only thing I have is a dagger and a sling (-5 to hit)

We are against flying birds humanoids and I killed 2 of them via the sleep spell (I used enlarge on our fighter earlier) because they were flying and they fell to their death, an NPC had a flying magic wings item and I took it to do so, luckily I was not as high in the air as the other enemies because my DM made the enemy magic-user (that we weren’t aware of) sleep on me and I lost 8 hit points (thanks to my cat familiar and constitution (and luck on HP roll) I have 15 HP), the enemy turned invisible and did some other tricks before turning invisible again, I (and my cat) could pinpoint where he is via superhearing, but I feel powerless since he went back in his tower and our party nearly died and we’re escorting lots of NPC and the enemy has 2 children that he kidnapped in his tower, most of the party is Chaotic Neutral but I’m Neutral good and our NPC healer is Loyal-Good, I think I have no choice but to abandon the poor children to their death (we’re not even sure that they are still alive).

There was still one bird left (15 to hit is required) so with my Sling 19-20 in my case (16 Dex)

The magic-user enemy is at least level 5…

Sleep is very powerful and as a human I guess the only thing that can protect me is my party and some future magic items/spells… unless I could learn some useful spells I’m not aware of…

Pathfinder 2e: Cleric feats, skills and spells to create a strong battle medic

I’m having some trouble deciding on my feats, skills and spells. Everything else I’m already sold on.

I understand that warpriest clerics are given armor proficiency to help make creating a 2nd edition battle medic super easy, but I’m trying to balance my character perfectly between doing damage with my deity’s weapon and healing my allies. I’m having a lot of trouble judging which trade-offs to take so that I can hit harder while still being a viable healer.

As a character, I’ve chosen Cleric, Warpriest, Dwarf, Medium Armror, Shelyn, Glaive, and Pick.

Not that it should influence my decision much, but the but my allies in this group are: rogue, sorcerer, barbarian, monk, and fighter(longbow). Here are things I’m trying to be good at:

  • Glaive
  • Pick
  • Healing
  • Crafting

Someone may wonder why I’m trying to be good at two melee weapons, and the reason is that I like to build my melee characters with both reach weaponry and close weaponry. This way I can sit behind the barbarian or defend myself when someone circles around. Another person may ask why the focus on crafting, that comes from character roleplaying. I’m a very wholesome dwarf who really loves worshipping Shelyn. She demands that I master a craft!

I’m having a hard time hitting all the prerequisites for feats. It seems like I don’t have enough to take what is required to be a great healer and a great warrior.

For the Battle Master fighter’s Know Your Enemy feature, what happens if the target’s AC changes while the target is being observed?

Know Your Enemy (PHB, p. 73-74) is a Battle Master fighter feature that lets you determine whether a creature’s Armor Class is superior, equal to, or inferior to yours.

What happens if a character’s Armor Class changes during the 1 minute you observe them for this feature (such as by donning armor)? Does it take the creature’s Armor Class at the beginning or end of the minute?

Does it consider temporary effects that are added such as shield of faith, mage armor, or a shield being wielded, or just the creature’s base AC?

How does the Battle Dancer Rolling Flurry work underwater?

The Brawler archetype Battle Dancer has the Rolling Flurry feature which states :

When a battle dancer uses her brawler’s flurry, she must move 5 feet before each melee attack or combat maneuver. If she is unable to move 5 feet, she can’t attempt any further attacks or combat maneuvers. She can’t exceed her maximum speed. This movement does not provoke attacks of opportunity if the brawler would be able to take a 5-foot step normally; if she would be unable to (for instance, if she were in difficult terrain), the movement provokes attacks of opportunity as normal unless she succeeds at the appropriate Acrobatics checks.

In the context of an aquatic fight, I wonder if the movement resulting from the Rolling Flurry feature is subjected to the swimming rule ?

The rules about swimming state :

Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

For the example, I have a human Battle Dancer with a base speed of 30 ft. and who doesn’t have any swim speed. She plans to make a full attack on an adjacent target (five attacks in total).

Is her flurry limited by the maximum distance she can move depending on her swim check ?

How much would it cost to produce a game like Battle mages: Sign of Darkness?

I have no experience in this field so I thought asking the pros would be the most efficient way to get an estimate. This is the game: (Battle mages: Sign of Darkness)

The idea is that the graphics should be more modern (better textures etc, but nothing too fancy) and maybe the combat could be improved with more units, but let’s say the core machanics would remain the same ( adding up to 1-2 new features max.)

So I assume some of the costs would be:

  • Programming the core of the game (Mechanics etc.)
  • Design (Graphics, characters etc – nothing too fancy here)
  • Voice over and story writing (we could pay less attention on this part)

You could think of this as a remaster with a new campaign. The game has 4 campaigns with 5 levels each so 20 levels in total.

Also, if one would want to buy the rights off such an old game, like to make a continuation of it (instead of a similar game) one would have to buy the rights from the publisher or? How much do you think something like this would cost?

Anyway, thanks for the help, I really love the game so If the cost is reasonable I might save some money in following years and invest in a remaster or something…

How does Battle Master Push Attack Maneuver interact with ranged weapons?

I want to create a Fighter who uses a Crossbow as his main weapon.

By RAW, you can use Maneuver with a ranged weapon as long as it’s not said that it needs a melee weapon in its description.

Thematically, I got some explanation on how some Maneuvers functions with ranged weapons. For example, the Trip Attack could be an arrow to the knee which would force the target to fall.

But I have some trouble, thematically, on how you can push someone with a ranged weapon and the Push Attack Maneuver. Is that up to my DM’s discretion?

How does a Chivalry & Sorcery battle actually get resolved?

Years ago I purchased the Chivalry & Sorcery Sourcebook (2nd Edition) for its Battle System, but there’s one basic thing I’ve never been able to figure out. On p 65 of the book, it has the procedure for dealing with melee combat, which is:

  1. Determine how many figures in each unit are engaged
  2. Roll a d6 for each unit
  3. Modify the dice rolled with the included table

…then, nothing. It never says what to do with the result. Does anyone have any idea? The best I can figure, you’re supposed to remove as many figures as the final value says, but I can’t decide if that’s a reasonable result. Thoughts, anyone?