Critical hit multiplier

The critical hit multiplier is the number by which the base damage is multiplied upon a confirmed critical hit. Not to be confused with critical threat - which refers to how likely you are to land a critical hit. It also affects various damage effects coming from specific weapon enhancements;
 * Bursting effects
 * Elemental Burst
 * Holy Burst, Unholy Burst
 * Good Burst, Evil Burst
 * Maiming

Ways to increase multiplier

 * Competence bonus to critical hit multiplier can come from various sources. Multiple effects granting competence bonus don't stack.
 * Assassin enhancements T5 - Knife Specialization: +1 multiplier for daggers and kukris. +1 threat for daggers (doubled with Improved Critical: Piercing feat.)
 * Battle Engineer enhancements core 6: +1 for crossbows, bastard swords, Dwarven axes, light hammers, warhammers, and morningstars.
 * Frenzied Berserker enhancements T5 - Focused Wrath : +1/+2
 * Henshin Mystic enhancements T5 - Staff Specialization: +1 threat, +1 multiplier for quarterstaves.
 * Kensei enhancements core 3: +1
 * Mechanic enhancements core 5: +1 for bows, crossbows, and thrown weapons. +2 for great crossbows.
 * Nature%27s Warrior enhancements core 4: +1 while in wolf or bear form with a weapon equipped.
 * Ninja Spy enhancements core 6: +1 while centered.
 * Occult Slayer enhancements T5 - Occult Metalline: +1
 * Shintao enhancements T5 - Empty Hand Mastery: +1 for handwraps.
 * Swashbuckler enhancements core 2 - while wielding a finesseable or thrown weapon in your main hand, a buckler or nothing in your off hand, and wearing light or no armor, modifies the critical profile as follows:
 * Dagger, shortsword, throwing dagger: +1 threat, +1 multiplier
 * Light mace, light hammer, kama, sickle, dart, shuriken, throwing axe, throwing hammer: +2 threat, +1 multiplier
 * Kukri, rapier: +1 multiplier
 * Handaxe: +2 threat
 * Light pick: +1 threat
 * Tempest enhancements core 4: +1 while dual wielding (not handwraps.)
 * Thief-Acrobat enhancements T5 - Staff Specialization: +1 threat, +1 multiplier for quarterstaves.
 * Vanguard enhancements core 5: +1 threat, +1 multiplier for shields.
 * Vile Chemist enhancements core 5: +1 threat, +1 multiplier for simple Weapons while wielding a simple weapon, orb, rune arm, or nothing in your off hand.
 * War Soul enhancements T5 - Divine Power: +1 for favored weapons.
 * Paladin spell - Holy Sword: +1 threat, +1 multiplier for all weapons (not shields.) Also War domain cleric SLA.


 * Morale bonus
 * Knight's Training feat: +1 for Long Swords.


 * Insight bonus
 * Assassin enhancements core 5: +1 for one-handed weapons (dual wielders will get the bonus for both weapons, provided they qualify.)


 * Sacred bonus
 * Scourge enhancements T4 - Destroyer of the Dead: +1 for clubs, light maces, heavy maces, and morningstars.

Many active attacks, often coming from enhancements, feats, or epic destiny abilities, modify the critical threat and/or multiplier of a single attack. These effects usually stack with everything else.

Ways to increase multiplier on 19 and 20
Multiple ways exist now to increase critical multiplier on the rolls of 19 and 20. All of these fully stack.


 * Frenzied Berserker enhancements core 5: +1
 * Occult Slayer enhancements T3 - Bond of Retribution: +1 when below 50% HP (T5 Bond of Destruction removes the health requirement.)
 * Warchanter enhancements T5 - Howl of the North: +1
 * Divine Crusader T5 - Blessed Blades: +1 for favored weapons.
 * Fatesinger T5 - Blade Song: +1 for all weapons (except punch weapons and animal forms.)
 * Grandmaster of Flowers T5 - Imposing Force: +1 while centered.
 * Legendary Dreadnaught T5 - Overpower multiselector: +1 for the selected weapon type.
 * Monks in Greater Sun Stance or Ultimate Sun Stance: +1 for monk weapons and unarmed attacks.
 * Overwhelming Critical epic feat: +1
 * Renegade Champion item set: +1
 * Items with the Blunt Trauma effect: +1