If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 persistent bleed damage. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Author: MrVauxs Project Source: Project URL Versions 10+ (Verified 11) Last Updated 3 months ago. 4875/9. Hello. Success The creature takes half damage and no. As long as it makes sense, it takes two actions and gives the victim an immediate check to end it. Alignment damage in creatures is limited mostly to extreme aligned creatures like demons, angels, and undead. On a critical hit, the target also takes 1d4 persistent acid damage per 3 levels of the zombie. Success The target takes full initial damage but no persistent damage, and the spell ends immediately. applying persistent damage and slowing enemies. These effects can be removed either in the sheet or by right clicking in the "effects panel". Assisted Recovery. Afflictions with the virulent trait are harder to remove. Bloody Blows PC1: Persistent damage is great, so for any build that relies on unarmed strikes, this can be a significant improvement to your damage output. Aura Junction: More damage! Be sure to take Aura Shaping. And since you oscillate on cold/fire you can stack fire and cold persistent damage on targets in aoe pretty easy. As usual for nonlethal damage, when you reduce a creature to 0 Hit Points using nonlethal damage, the creature falls unconscious instead of dying. 0. If the bomb. Precision damage is added to the weapon's damage. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”). Then a look at ways characters can get persistent damage. Add a FlatModifier rule-element and edit it to look like above. 6. 6 dying rules were fine, but the bleeding rules, requiring a combination of flat 20 checks and DC 15 medicine checks really ground the game to a halt (it did not. Additionally, for persistent damage only the higher damage applies. The color of the light you choose determines the type of persistent damage from which you help the target recover. Tiger Stance - d8 slashing plus agile, finesse, d4 persistent bleed on crit and the ability to step 10 ft instead of 5. Effect The ghoul devours a chunk. 64 1. The Bear has great damage potential right out of the gate, with a great support benefit for extra damage when you hit. Depending on your choices, your Inventor can be some combination of Defender, Scholar, Scout, and Striker. So, you can't apply that before the item is even created. While the community wiki answer offers a comprehensive list of officially statted-up unarmed attacks, the rules allow for any body part to be used as a weapon. You take a –1 status penalty to AC and saving throws. But neither the damage is applied to the affected creature nor does a succeeded flat check remove the effect. You can Administer First Aid again to attempt to remedy the other effect. The stab of a spear deals piercing damage. Other attacks, such as spell. For instance, you might encounter a monster that’s. Realistically, if your bones, tendons and muscles are strong enough to propel you to X feet in the air, they are definetely strong enough to absorb the shock of falling from X. The damage dealt on a critical failure remains the same. Step 2: Determine the Damage Type. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “ [type]” is the damage type. You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. 8, 7 and 6 are the generic physical damage types, there's 4 oozes that are immune to slashing and piercing damage, but nothing is immune to bludgeoning. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and. So that includes sneak attack, spell damage, enchantment dice, ECT. g. Critical Success The creature is unaffected. If they were already poisoned by the same poison, the stages stack (if they were already on 1, and critically fail a new exposure, they are now. Flaming Sphere H: A ball of fire rolls about at your command. Go to the character sheet, edit the item you want to add this to (probably the Exploit Vulnerability class feature), go to the Rules tab. 0. The Sneak Attack lets a Rogue add 1d6 precision damage. Your rogue would deal their piercing damage plus 2 for glimpse weakness and minus the target's piercing resistance. Failure You take the full damage listed from the effect. Persistent damage comes from effects like acid, being on fire, or many other situations. and. This volunteer-developed project brings the Pathfinder Second Edition ruleset to Foundry Virtual Tabletop. Doubling and Halving Damage. Damage happens immediately after the onset time of the poison. Wild morph gives you claws with huge bleeding persistent damage that you can use with disrupt ki. Range 120 feet; Targets 1 spell effect or unattended magic item. So whether a creature takes damage or restores HP is determined by their living/undead status and the corresponding spell. Example: Character reduced to 0 hit points (dying 1), fails recovery check (dying 2), takes poison damage (dying 3). In other words: if he had Drained 1 for 1 minute but received Drain 2 for 1 round he would suffer the effects of Drain 2 for 1 round and when that expires he goes back to 1. At 16 pick up flying form. If an enemy refuses your Iron Command, it takes persistent evil damage equal to your Charisma modifier. This means the shield can take 32 points of damage before it is broken. The action lowers the flat DC to 15, and gives an immediate chance to remove it at the new DC. What are the basic rules for falling and suffering falling damage in Pathfinder 2nd edition? When can you use the Grab an Edge action?This video is sponsored. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Even though monsters also have different hp, so needing to do comparable damage to a whole different game is fool math. Wolf Stance - d8 piercing plus agile, finesse, backstabber and while you're flanking also trip. You can cause your body to twist and flow like the quicksilver within your mutagens. Fast Healing. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “ [type]” is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. The fire deals 4d8 fire damage and 2d6 persistent fire damage to the creature, which must attempt a Fortitude save. Since it is both a thrown weapon and a ranged weapon W/reload 0, I believe it qualify for the following feats: point-blank shot, double shot, rebounding toss, triple shot, debilitating shot. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, the target also takes persistent evil damage equal to half the lich's level. harmed by fire (4d8, 2d6 from areas or persistent damage); healed by plant (area 2d6 HP); slowed by earth. Unarmed Attacks. There are some exceptions, but they list the critical effect within the spell/item itself, otherwise PERS is the same for both a regular hit and a critical. An Add-on Module for Foundry Virtual Tabletop. 0. Exalt Level 11 When you use Iron Command, each enemy within 15 feet of you other than the triggering creature must also either drop prone or take mental damage (the enemy chooses). In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance. 0. Tendrils of darkness curl out from your fingertips and race through the air. Elemental damage caused by players is most often delivered through the use of offensive spells, but can also be caused by the environment. The probability of failing a DC 15 flat check is 0. For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. If you can get other similar effects, such as the Catfolk’s Aggravating Claws, you can stack a bunch of persistent damage effects. This ups it's utility as well. The fire can be extinguished using the Interact action. Drop bombs, patch up friends, or buff them with elaborate mutagens. Bombs are martial thrown weapons that deal moderate elemental damage (direct, splash, persistent) and/or have debuff riders (flat-footed, slow, immobilize, deafen). Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. Fire: The target catches flame, taking 1d10 persistent fire damage (or 2d10 on a critical failure). The reality. Calculate a damage roll as follows. General Hazards Adventure-Specific Hazards Weather Hazards. If someone removes the condition before the end of your turn it's entirely possible that you don't take any persistent damage at all. 5 average damage per target for several turns!Resistance applies to each damage type. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Sure it's only 1 action, will hit, probably will do damage, and is basically free, it's also really disappointing as a focus spell. Part 2 of the Basics of Damage in Pathfinder 2nd edition!** This is an updated version of a previously released video. For instance, if you created a flask of 3rd-level empowered alchemist’s fire (see page 360), it would deal 2d6 fire damage, 2 persistent fire damage, and 1 splash damage on a hit. Spell 1. If your hit point total is negative, but not equal to or greater than your Constitution score, you are unconscious and dying. The flame deals fire damage equal to 1d4 + your spellcasting. and Foundry VTT, the PF2e Volunteer Development Team have worked to bring robust mechanical support that seamlessly enhances gameplay without getting in the way of roleplay. Sometimes you’ll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. If the target is a willing undead creature, you restore that amount of Hit Points. This weapon is empowered by flickering flame. 1 Bugfixes (jfn4th) Ensure PC sheet navigation bar is always above panel content (stwlam) Fix issue preventing Battle Form attacks from appearing Resistance. Source Core Rulebook pg. You exhale a shimmering cloud of toxic breath at an enemy's face. Melee [one-action] glaive +15 (deadly 1d8, evil, forceful, magical, reach 10 feet), Damage 1d8+7 slashing plus 2d6 evil and infernal wound Melee. Access Second-mark members of the Firebrands have access to this spell. Even in the gamemastery guide they have a section that states “if you encounter a problem that doesn’t have a rule, make it up on the fly. Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “ [type]” is the. ago. Small module to keep track of persistent damage for pathfinder 2E using the effects system. The majority of encounters so far have nearly TPKed my party (they're surviving with a few HP and multiple wounds every fight). Many other conditions change at the end of your turn, such as the frightened condition decreasing in severity. The key is to exploit elemental weakness, and dip into other classes to give you more options. This would make it in line with save spells and would balance the less chance of hitting with more reliable damage. Weaknesses and resistances to physical damage apply. Poison. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Diseases and poisons are types of afflictions, as are curses and radiation. Ex. But yea Persistent damage (bleeding, being on fire etc) is very strong. 0 Persistent damage is a condition that causes damage to recur beyond the original effect. ”. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you take any damage from a fall, you land prone. A vampiric creature consumes the blood of the living for sustenance. The relatively simple sore throat caused by this disease leads many victims to initially dismiss it as a mild illness, but scarlet fever can be deadly if left untreated. Then you double or halve the amount as appropriate. Small module to keep track of persistent damage for pathfinder 2E using the effects system. On a critical success, a target also takes 1d4 persistent bleed damage. I personally apply hardness only once. Supported by an official partnership with Paizo Inc. The target's immunity to precision damage would prevent them from taking damage from sneak attack. Normal poisons happen slowly; some alchemical poisons fast enough to be used in combat. These take place after you’ve taken any persistent damage, attempted flat checks to end the persistent damage, and attempted saves against any afflictions. If you go Hobgoblin ancestry, you can get Agnozing Rebuke. Persistent damage comes from effects like acid, being on fire, or many other situations. The line immediately after the portions you include in your Question sums it up fairly well: Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). If the target recovers from being sickened, the. Next round, fails recovery check, which would result in death. * Spell attack rolls could do half damage on a miss. Spell 1. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). Bloodline imperial. When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. Deal 12d6 damage (average 42) on an enemy failed save along with Frightened 2. Players are stone and can't act. The player's fought a swarm of bats, and unfortunately it did not go well for them. Instead of Fireball use Fusioned Chain Lightning to make that fire damage more party friendly. As a note bleeding, a type of physical, is even a main damage type: Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and. Alchemist. lDVqvLKA6eF3Df60] {Persistent Fire Damage} [ [/r 1d4 #persistent bleed]] @Compendium [pf2e. Source Core Rulebook pg. The potion restores 8d8+30 Hit Points. Spider swarm is: - immune to precision and mind damage. Step 2: Determine the Damage Type. New comments cannot be posted. The poison follows the rules for afflictions. So, I am trying to figure out how other DMs would handle Phantom Pain, as it has persistent damage tied to the sickened condition it adds. 451 4. Fighter - 2 Strike - d12 Sword. jpg. The rest of the damage. Source Core Rulebook pg. 2 Answers Sorted by: 13 3+1/3 turns On your first turn, you always take damage ( p = 1 p = 1 ). Impaling Thrust: This seems strictly worse than grappling, and the persistent damage is pitifully small. It is the condition that deals the damage. (most sources of persistent damage take effect 2-3 times on. Specific overrides general. So a Lv1 Player with 15 HP would instantly die on a 30 damage hit. Bleed is one of the most hidden rules in pf2e imo. conditionitems. Cast [reaction] verbal; Trigger A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed. As a GM, I would rule against it (except grim tendrils initial damage), but both are good spells in their own right and would be excellent choices when using the feat, if allowed. Disease. This technically isn't true. I've been looking over the recent Pathfinder 2E expansion Guns and Gears and it seems that firearms are generally weak compared to most other weapons. On a critical success, the target also takes 1 persistent acid damage. The target must attempt a Will save. It's definitely a strong way of doing persistent damage, I'm just partial to alchemists I suppose :p Could aways just combine all three. Persistent damage comes from effects like acid, being on fire, or many other situations. . g. If you leave stage 3 (either because you went back to stage 2 or because you fell unconsious at stage 4), then you stop being slowed. No stacking in 2e. Rare. The target takes 2d6 persistent bleed damage and must attempt a Will save. Advancing to stage 3 means probably 5 rounds of damage (ignoring crit fails/successes). " Unless your group decides not to play with this rule, even spells and poisons are nonlethal. This entry lists the weapon’s damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing. Keep in mind that many of the activities below take 10 minutes each. Diseases and poisons are types of afflictions, as are curses and radiation. 3) Persistent Damage -usually- ends after a minute (p. They can end the condition by succeeding at a DC 15 flat check. It takes 2 actions to assist recovery and may require a skill check (specifically administering first aid to deal. A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Accessed via macros. Focus 1. Critical Success The creature is unaffected. Persistent Damage. Add splash damage together with the initial damage against the target. Look over your character, and do any or all of things below that apply to your character. Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter. Poison and Mental are strictly inferior damage types, and Force (as usual) is a strictly superior damage type. 2) Every time you take Persistent Damage, you gain a DC 15 flat check to end the condition (p. The Fighter Feat Dueling Riposte is an example of a situation that changes this. Immunities, Resistances, and Weaknesses. One of my players has a smoking sword, which has the traits fire, evocation and magic. Atleast those have their own traits. Crossbow. Nonbasic saves have different degrees of success effects, that are listed in. This also applies to skills and is what you use in PF2e instead of contested checks. Throwing two bombs at 0 and -2 can add up some damage rather quickly, even more so if you use Sticky Bomb and Expanded Splash, so each bomb will inflict someting like 8-10 points of persistent damage. If you succeed you recovery but then take persistent damage and go to dying 2 because after you recovered you became wounded one. Let's compare with another level 2 spell, Acid Arrow: Acid Arrow has 2x the range. This module is discontinued as of Foundry v10 and PF2e 4. Both target 1 creature or object. Another one is that injury poisons have to deal damage to expose someone to the affliction (in other words, shield block, resistance and temp hp could ruin an exposure) 6. Basic Actions. Hello, I'm relatively new to P2E and I'm running Abomination Vaults. Keep in mind that many of the activities below take 10 minutes each. The shield has Hardness 8, HP 64, and BT 32. It would be nice if there was some sort of scaling, though. Author: Jonas Karlsson Project Source: Project URL Versions 11. Greater Deed 15th Ghost Shot [one-action] Flourish. Two entries will exist for each spell not targeting Reflex, the first assuming a Moderate save (+12) and the second assuming a Low save (+9). Negative damage harms the life force of living creatures, and positive. For poison, it's a bit unclear due to the duration, but rolling it on the turn of the monster delivering it avoids the (very bad) cases of rolling poison twice in a. 544. If the bomb already deals persistent damage, combine the two amounts. The example fireball does the normal half damage on a success, but on a critical success it does no damage, and on a critical failure it does double damage. A breakdown of 5 general rules for Persistent Damage. Highest resistance applies per damage type. Archetypes+ is now live on Foundry VTT and Pathbuilder! A massive supplement with 300+ Feats, this new book from Team+ brings you expansions to 20 archetypes and adds 5 brand new ones- from the coveted D100 Wellspring Surge Table to Clowns, Vikings, Bullet Dancers and more. If your dying 1 and fail your recovery check you go to dying 2 then take persistent damage and go to dying 3. When the stage 1 duration runs out, they make another Fort save. 963. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. This version provides clarification in regard to Positive/Negative Damage and Persistent Damage. Enjoy watching the smile fade from your GM’s face when their. From level 1 it immediately offers access to a complex shapeshifting mechanic, allowing you to adopt a new form to suit nearly any situation. You ignite a creature in lasting flames. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. \$\endgroup\$ – It's a condition whose value is set by the amount of persistent damage dealt. Can apply to any weapon. less damage, but an amazing support benefit. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks. If those feats are available to you in. The physical damage will benefit either from slashing weakness or silver weakness. Sneak attack damage can be dealt more than once per turn and doubles on a crit. We also found this makes poison particularly problematic for dying characters. 0. The suggested attacks are just ideas. If you have two persistent fire damage effects on the enemy, the enemy only takes damage. Source Core Rulebook pg. If you succeed at your check, you can continue treating the target to grant additional healing. 30441525-inch-radius sphere gets us that volume. For poison, it's a bit unclear due to the duration, but rolling it on the turn of the monster delivering it avoids the (very bad) cases of rolling poison twice in a row. Range 30 feet; Targets 1 creature. If that damage is doubled due to a crit, then the condition is set to the new amount, as explicitly provided for in the acid bomb example on p. When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Critical Success The creature is unaffected. Core Rulebook (452)Falling. Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make. 9 Elemental Damage. Use to add persistent damage effects to selected tokens. Source Core Rulebook pg. Cantrip 1. Gravity Weapon states that the first Strike each round gains a "status bonus to damage equal to twice the number of weapon damage dice". Calculate, graph, and compare different. Chapter 9: Playing the Game / General Rules / Damage / Step 4: If Damage Remains, Reduce the Target's Hit Points Nonlethal Attacks Source Core Rulebook pg. The player's fought a swarm of bats, and unfortunately it did not go well for them. This permanently changes your initiative to the new. Most skill actions have macros. Both builds benefit from Quicksilver Mutagen to. 1) Bleed is a kind of Persistent Damage (p. Dungeons are rife with devious traps meant to protect the treasures within. Lets assume an average encounter is 5 rounds. By Level 7, you can 3d4 mental Aura, 2d6 persistent mental damage on your champion reaction and 1d4 mental damage. I don’t think the weakness from Fire’s Aura Junction applies to this since it’s damage from Persistent Damage rather than directly from an Impulse, but maybe we’ll get Errata that clarifies. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “ [type]” is the damage type. If you have a persistent damage condition, you take the damage at this point. 1. If this Strike hits, the target takes 1d4 persistent poison damage per weapon damage die. That's your prerogative if you want to, but it might push some spells' power out of line with the ones with basic saves. Critical Success The creature is unaffected. We'll also assume that persistent damage lasts for 2. You can reasonably expect to hit two creatures with a 15-foot cone, and Burning Hands cast at 1st level deals. This design is flawed. Poison doses are typically kept in a vial or some other type of safe and secure container. Your touch weakens the living and disorients undead, possibly even causing them to flee. Macros can be created and accessed through the macro toolbar located on the bottom of the Foundry window. If somehow someone is rolling a death effect against your fort DC, and you normally get a +1 to fort saves vs death effects, your fort DC would be. Elemental Resistance (Cold): Fairly common. : If a lvl 1 Fighter with a shield blocks an axe attack and will take 10. Use a non lethal attack! Persistent damage is awful if you go down. In other words, if you are a true neutral character who has to fight creatures with such extreme alignments to the point that alignment damage immunity makes a difference, your alignment would likely shift from the result of your actions. All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. This module puts the buttons to roll Damage and Critical right on the chat card for a Strike to. The rules. The rest of your turn doesn’t happen yet. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. Resistance can specify combinations of damage types or other traits. It speaks of "any damage", but it's hard to know if it speaks of all instances of damage at step 3 or if it speaks of the total damage at step 4. Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. Healing. The resistance rules cover how resistance to all damage applies to something that does multiple types of damage:. If you take any damage from a fall, you land prone. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Escape incures MAP. You curse the target, punishing it for having the audacity to spill your blood. Implement's Empowerment 100% applies to bomb damage, and as previously mentioned, Bombs are Strikes, and Splash is part of Strikes. QuickenedThere's also positive, negative, good, evil, law, and chaos. The 1. Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. If the last. Zach_luc_Picard • 4 yr. Weapon is d12 Sword. 5 10 15 20 0 10 20 30 40 50 60. It’s possible to have resistance to all damage. (example: shift-click all names in the chat that rolled a success and click the half damage button, then shift-click all tokens in the chat that failed the save and click the full damage button and so on) Persistent damage module is a must. Add support for null category in homebrew damage types; Support dragdrop of inline @damage persistent damage; Add melee/ranged and damage type to elemental blast roll options; Include a "healing" domain for healing spells; Prominently display spell details alongside descriptions; Add "Refresh from Compendium" button to sheets of owned itemsSo now we fall back to the general rule. Electric Arc, like Fireball and Wail of the Banshee, requires a single damage roll, which includes the damage bonus from Inspire Courage, but applies that damage (modified based on any saves involved) to either every creature in the spell's area (like. 0 Look over your character, and do any or all of things below that apply to your character. Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round)Alchemical Familiar Feat 1. Liches with a knack for crafting. \$\begingroup\$ "You do not take the damage when you succeed. - weakness to area damage 5, splash damage 5. The Gunslinger class supposedly specializes at using firearms, but they don't seem to be much better than a Fighter using a bow. As a note bleeding, a type of physical, is even a main damage type: Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. For OP, the rules on Bleed in the very last sentence state, "Bleed damage ends automatically if you're healed to your full Hit Points. You can take actions during your turn to move the dc down to 10. Number rounding. 621 4. Heightened (3rd) The initial damage. Focus: The focus of the build has been based on the delivery of Bleeding Finisher at level 8 which combines with a. We start out slow and work our way up. The critical bleed effects from weapon specialization help diversify the game. Increase the persistent damage on a critical hit to 2d10. There are many types of damage and sometimes certain types are applied in different ways. Throw in a rogue dedication for far throw/strong arm and you have pretty good range in a thrown weapon. Wild Shape is complicated. 0 sub-forum. 5 per round). It can also be thrown. ". Persistent damage can definitely be rough. When you do it creates an effect in the chat window that can be dragged onto the target. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. Range 30 feet; Targets 1 creature. Invoke the Elements AG: A great defensive buff. The Burn It increase the item's persistent damage by +1, but that's +1 on top of what is the item's base persistent damage. RuleElement. If the person is hit with poison, they make a save immediately. You gain no bonuses or added benefits for making attacks using weapons with the nonlethal weapon trait. Both spells "target [] all living and undead creatures in the burst" with the 3-action version. Source Core Rulebook pg. " These seem to imply that the target takes the damage in response to being hit with an attack. Obviously the AC is meant to represent "elusiveness + other physical defenses". Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. Whenever you are under the effects of a quicksilver mutagen you created, you can stretch your legs and Step up to 10 feet, and you can squish. After you take the damage, you can attempt the flat check to end the persistent damage. Falling Source Core Rulebook pg. 458 4. You don’t want to drag out fights to get free healing, but it will keep you from dying and will prevent things like persistent bleed damage. ] You can't automate the application of the persistent damage on a critical. The target ultimately takes 1d12+4+5 (physical, slashing, silver) and 4+5 (fire).