Does rogue’s vest bonus damage apply separately for each precision damage source?

Rogue’s vest (MiC 130) grants users with "the skirmish, sneak attack, or sudden strike ability" an extra 1d6 damage "when making such an attack"

Does this mean that, for example, a scout 1/rogue 1/ninja 1 that moves 10 feet and attacks a flat-footed opponent (who lacks uncanny dodge) deals 1d6 base skirmish damage plus 1d6 extra damage because they made "such an attack", as well as 1d6 base sneak attack damage plus 1d6 extra damage for making "such an attack" and 1d6 base sudden strike damage plus 1d6 extra…For a total of 6d6 precision damage? Or is the "attack" only granted the item’s bonus damage once, for a total of 4d6 precision damage?

How exactly does Burn It! (and similar effects) affect splash and ongoing damage?

The level 1 goblin feat Burn It! gives a status damage bonus to all spells and alchemical items that deal fire damage. It also gives a status damage bonus of +1 to all ongoing fire effects. How does that work with splash damage?

For example, suppose I’m a low-level goblin with the Burn It! feat, who really, really likes fire, and who has just come into a bit of money. I decide to blow it on an alchemist’s Fire (Greater). It’s got +2 to hit, and deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage. It’s level 11, and Burn It! gives a bonus of a quarter of that (min 1) to base and splash damage. I spot two people I don’t like standing next to each other, pitch it at one of them, and hit. Now, without the feat, it’s pretty simple. The guy I hit takes 3d8+3 (base plus splash) and 3 ongoing. The guy next to him just takes 3 splash. With the feat… what happens? Does it affect the splash damage at all? If it does affect the splash damage, do I get the bonus twice on the main guy because I hit him with both base and splash? Does the ongoing damage get just +1 (for being ongoing fire damage) or the full bonus (for being fire damage from an alchemical device)? How is the actual bonus determined (given that the level is not evenly divisible by 4)?

there is a question that covers part of this from the playtest, but it appears that at least some of the rules text has changed since it was written, and it doesn’t cover the full thing.

Can I pump my damage repeatedly when using the ‘Burned Over’ battle move?

Here’s the do battle move from the Burned Over hackbook:

When you do battle with someone, exchange harm, but first roll+Hard. On a 10+, you hold 4 against your enemy. On a 7–9, you hold 3 against them. On a miss, you hold 1 against them. If a PC, your enemy rolls simultaneously to do battle with you. If an NPC, your enemy holds 2 against you on any hit, and 3 against you on a miss.

To conduct the battle, spend your hold on the following. Commit to your spends without knowing your enemy’s.

• Fight for blood: Spend 1 to inflict +1harm.

• Fight defensively: Spend 1 to suffer -1harm.

• Fight opportunistically: Spend 1 to inflict harm on an additional enemy.

• Guard someone: Spend 1 to protect an ally from 1-harm.

• Seize initiative: Whoever spends more to seize initiative, does.

[Initiative rules omitted for brevity]

Can you pump damage or defense by choosing the same "fight for blood" / "fight defensively" option multiple times? (You can’t using AW2e seize by force, but that is a "choose" move whereas this is a "spend your hold" move.)

If a creature is dropped on a monster, how much damage does each of them take?

If a character who was under the effect of a growth potion (double their height and eight times their weight) and weighed 2,400 lbs. was able to use Dimension Door to teleport 400 feet or more into the air, directly above a Huge-sized monster, and fell on it, how much damage would the falling creature – and the monster – take?

I would assume both would take the 20d6 max for the falling over 200 feet, but is there a estimation on additional damage for the falling creature’s size?

According to the splat calculator, at 500 feet you’d be falling at 196 km/hr, and it would expend 1.6 million joules of energy, the equivalent of over 3,000 mid-sized cars hitting an object at 60 km/hr.

A 2,400-lb. barbarian falling 500 feet is like dropping a mid-sized Toyota Corolla off a 50 story building onto a monster – it should do some damage.

Does the spell Feather Fall prevent damage from falling down stairs?

Inspired by this Q&A: How to handle falling down stairs?

Feather fall says:

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

It has a casting time of 1 Reaction:

which you take when you or a creature within 60 feet of you falls.

In my answer to the above Q&A, I document three (stair) cases where the characters can fall down stairs and take damage.

From Tales from the Yawning Portal:

From Rime of the Frostmaiden:

From Rise of Tiamat:

In the example from Yawning Portal the word "falls" is used to describe our descent of the stairs. In the latter two examples, the word "tumbles" and the phrase "sliding and tumbling" are used instead. As noted in my answer to the linked question, the module guidance for falling down stairs is very similar to the usual rules for falling.

Does feather fall work to prevent falling-down-stairs damage?

Does fire shield damage trigger if cloud rune is used

If a wizard cast fire shield and is later hit by a melee attack, then a fighter uses cloud rune to switch targets. Would the fire shield still do damage?

Fire Shield Whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Cloud Rune When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range.

Whats the damage of a colossal non-magical longbow under the effects of shrink item and a medium arrow?

What is the damage of a Colossal non-magical longbow when under the effects of shrink item spell?

Now, your standard medium longbow does 1d8 and weights 3 pounds. Scaling it up 4 size categories means its now does 6d6 according to the damage dice progression chart and should weigh 3x8x8x8x8=12,288 (the x8 is per category larger than medium, and calculated using enlarge person, reduce person, and righteous might). 12k pounds. Under the weapon rules, a large weapon costs 2x as much as a medium weapon, so said colossal longbow should cost 75x2x2x2x2=1200 (found on the weapons page and scrolling down to weapon qualities).

It is also worth mentioning that this weapon MIGHT also have a -8 on attacks roles due to the weapon being sized for a larger creature. Found on the weapons page by scrolling down to Weapon Size.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies.

Now having shrink spell cast on this colossal longbow now makes it back into a medium sized weapon and weighs 12,288 / 4000 = 3.072. Since shrink spell makes no statements about what damage the weapon would do, we are forced to rely on spells such as enlarge person and reduce person, of which they do not agree on this topic.

Enlarge person

Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Reduce person

Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

So on one hand, reduce states its the weapon that matters, while enlarge says it does normal damage. So the best examples we have contradict each other for what happens. Since shrink item is more in tune with reduce person as both deal with shrinking, this would imply that a shrink item(colossal longbow) firing a medium arrow should deal 6d6 damage. Are there any rules, errata, FAQs that say otherwise? Crying DMs/GMs do not count.

There are two similar questions, but they ask different things. Shrink Item and the Oversized Starknife is asking about a thrown weapon. How viable is shrink item and massive projectiles? is asking about the projectile and not the launching weapon.

How can I optimize my dual wield fighter for damage?

Ok so I’ll be concise with this but tl;dr I’m starting a new campaign at level 5 as a fighter, would like to duel wield and want to optimize myself so I deal damage and don’t fall off late game. Also like to add my DM is quite lenient as we like to have fun over following rules to a t.

Race: Valenar High Elf

Weapons: Two scimitars

Stats: STR: 17 (+3), DEX: 18 (+4), CON: 16 (+3), INT: 15 (+2), WIS: 11 (+0), CHR: 11 (+0).

Fighting Style: Great Weapon Fighter. I’ve unsure whether this is optimal for my duel wielder or not late game? I’ve heard TWF is just not good whatsoever.

Martial Archetype: Eldritch Knight. My secondary scimitar will be my focus, so I can cast while duel wielding.

At level 4 I didn’t choose a feat, and instead gave +1 to DEX and +1 to STR.

Cantrips: Chill Touch, Fire Bolt, Green-Flame Blade.

Spells: Absorb Elements, Earth Tremor, Shield, Thunderwave.

I’m not sure where to change, but I want to keep being an EK.

In Pathfinder 2, is non-physical damage calculated separately from physical damage for a single attack?

One of the players in my game is playing a dragon instinct barbarian. The GM is calculating the elemental damage separately from the weapon damage for resistance purposes (i.e. an axe attack deals 8 slashing and 4 cold, which is broken into two different damage groups.) Is this correct, or should this be counted as a single group (12 damage)?

Draconic Rage (Instinct Ability) While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.

Dragon Instinct: