P2e persistent damage. 2) Every time you take Persistent Damage, you gain a DC 15 flat check to end the condition (p. P2e persistent damage

 
 2) Every time you take Persistent Damage, you gain a DC 15 flat check to end the condition (pP2e persistent damage  You lose

If you really like this, you can combine it with options like the Changeling’s Accursed Claws and get two sources. Tanglefoot takes 3 actions or 1 Escape action. Use a non lethal attack! Persistent damage is awful if you go down. Fatigued. " The Negative Healing feature indicates that the creature "does not take negative damage, and it is healed by negative effects that heal undead. The perioud of post-combat recovery will likely be at least 10. Access Second-mark members of the Firebrands have access to this spell. For your situation, a Tyrant Champion with Aura of Despair would be excellent. Thus it happens before any weaknesses are applied in step 3. " So to answer your questions, yes Regeneration is stoped by any type of the listed damage. I think birds are fantastic for ranged attack archers who can hand out persistent bleed and dazzled fairly easily. The "massive damage rule" (not sure what is called in PF2) makes targets die instantly if a single's hit damage doubles their maximum HP. 0. 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. Introduction. Persistent damage is a condition that causes damage to recur beyond the original effect. Baseline. 0 Persistent damage is a condition that causes damage to recur beyond the original effect. Numbers on persistent damage are way too low to plan a build around them. Effects of Hit Point Damage: Damage doesn't slow you down until your current hit points reach 0 or lower. This module is discontinued as of Foundry v10 and PF2e 4. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. So whether a creature takes damage or restores HP is determined by their living/undead status and the corresponding spell. Speed 10 feet, climb 10 feet Melee [one-action] pseudopod +15 [] (reach 10 feet), Damage 1d12+8 bludgeoning plus 1d6 persistent bleed Siphon Vitality [two-actions] The blood ooze draws forth blood from nearby creatures, causing their flesh to break open and blood to spill out which replenishes the blood ooze. As long as it makes sense, it takes two actions and gives the victim an immediate check to end it. Weaknesses and resistances to physical damage apply. ] You can't automate the application of the persistent damage on a critical. Daze would deal SAM as damage, increasing by 1d4 every level, but would apply stunned 1 on the enemy's failed save. Most skill actions have macros. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). 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. Acid Arrow does an expected 13. This is in part why it's paired with cold, which is the least common. 10th Level. Wounding rune: When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage. This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “ [type]” is the damage type. Punching in the face or throat vs a body blow. Deal 12d6 damage (average 42) on an enemy failed save along with Frightened 2. I would also say that the bonus applies only once to the main target since the Spalsh rukes tell you to add all damage. 0 You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying). 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. Likewise Piercing gets resisted the most at 167 (and the most of any damage type), followed by Slashing at 158 and finally bludgeoning at 144. Just like it is with a damage weakness or a persistent damage condition. And ANY magic tradition can cast it Remaster / ORC / OGL Locked post. Birds are interesting. Crossbow. 1d4 1d6 1d8 1d10 1d12. Zwordsman said wrote: Pg 345 Splash When a character uses a thrown weapon with the. Otherwise, its the same amount of healing. If they succeed it goes away, if they fail it stays. Force damage comes from pure magical energy and can damage ethereal creatures, such as ghosts. Persistent Damage. 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 damage type. This is persistent damage that represents loss of blood. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Source Core Rulebook pg. The kinds of damage covered by this are acid, cold, electricity, fire, and sonic damage. PF2e Persistent Damage automates the persistent damage rules (automatically rolls the check at the end of your turn and rolls the damage, if any) Non-PF2e specific modules Quick Insert THE best module for FoundryVTT, allows you to quickly search for rules, items, actors, spells, feats, etc. The poison follows the rules for afflictions. But yea Persistent damage (bleeding, being on fire etc) is very strong. Monks don’t take a -2 when attacking lethally. Most notably, you’ll use Interact, Step, Stride, and Strike a great deal. Highest resistance applies per damage type. 2. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. 1st-Level Spells. But neither the damage is applied to the affected creature nor does a succeeded flat check remove the effect. 621). (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. When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Healing. dealing moderate persistent fire damage. Critical Failure You take double the listed damage from the effect. 0. 6. Some feats added in supplements like Impossible Lands and The Mwangi Expanse were not included. ago. You do not double the damage from your ability. Aligned Damage. Tasty) Alchemists are 1000% my favorite class in P2E. It’s possible to have resistance to all damage. QuickenedThere's also positive, negative, good, evil, law, and chaos. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Persistent damage can definitely be rough. 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. 8 comments. Saves have critical successes, and critical failure. Calculate, graph, and compare different. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2. A 2. Specifically, I wanted to lay things out in a more organized way and remove stuff that isn't as important for players. The reality. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. When a creature has persistent damage, it is rolled at the end of each turn and then they make a DC 15 flat check. 0 Persistent damage is a condition that causes damage to recur beyond the original effect. Persistent Damage Multiplier % of Selected Routine. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt. Bleed damage ends automatically if you’re healed to your full Hit Points. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you’re casting. Now the rogue critically hits the enemy, does Xd4 whip damage, then + Xd6 precision damage (sneak attack), + 1d6 flame damage, + 1d10 persistent flame damage, + 1d8 poison damage nonlethal simply states that the attack does non lethal damage and knocks an enemy out. If you succeed, the condition ends. It does not automatically apply it to the creature. This is called a critical specialization effect. This small, bladed weapon is held in one hand and used to stab a creature in close combat. There is some rudimentary fast healing and regeneration support, but its not complete. So the flat check DC is now 10. Spells which deal persistent damage like Acid Arrow are a great choice, as are spells which can repeatedly deal damage like Flaming Sphere, and you can repeatedly apply Forcible Enemy by casting cantrips to renew the effect and keep the Vulnerability in place at minimal cost. Source Core Rulebook pg. Add Persistent Damage. . 25908279629617 cubic inches. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “ [type]” is the damage type. Source Core Rulebook pg. (2d6 persistent damage) with 6:Champion’s Reaction. Treat falls longer. Scenario 4: 10 +6 - 2. Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. This article will introduce you to two types of macros: Chat Macros. If the target recovers from being sickened, the. 5 (6. Supported by an official partnership with Paizo Inc. You take a –1 penalty to AC. The Empower Bomb ability (p. 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. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds. You splash a glob of acid that splatters your target and nearby creatures. 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. When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. The fire damage is a separate instance and will benefit from the fire weakness. 64 1. 5 per round). The target takes 2d6 persistent bleed damage and must attempt a Will save. We. The DC is usually the DC of the effect that caused the bleed. If your Sustain a Spell action is disrupted, the spell immediately ends. The target's immunity to precision damage would prevent them from taking damage from sneak attack. Prone. Enjoy watching the smile fade from your GM’s face when their. 451 4. If the bomb already deals persistent damage, combine the two amounts. This volunteer-developed project brings the Pathfinder Second Edition ruleset to Foundry Virtual Tabletop. Each living creature in the line must attempt a Fortitude save. Saving Throw Will; Duration 1 minute. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your. While unconscious, you are helpless (see page 567). On a hit, the target takes 2d12 electricity damage. The critical bleed effects from weapon specialization help diversify the game. Page 316: In the acid splash cantrip, replace the heightened entries with the following text: "Heightened (3rd) The initial damage increases to 2d6, and the persistent damage increases to 2. 30441525-inch-radius sphere gets us that volume. I'm not as sure on this, but the precision damage rules stacks it as the same damage pool, so. The ranger in pf2e has the best multiattack I've seen. Players are stone and can't act. 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). If an attack hits a lvl 1 wizard and a lvl 20 barbarian for 8 damage + 1d6 persistent bleed then healing them from that is nearly exactly the same amount of HP. Mace. Escape incures MAP. Cantrip 1. Persistent damage is a Condition that does not adopt traits or features from its origin. At 0 hit points, you're disabled. This technically isn't true. You can by the ruling if the abilities give yourself wings with wild morph. Bloodline imperial. This additional damage is halved if your weapon or unarmed attack is agile. 75)^3 chance of failing, or ~58% chance of success. 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. ". Your target takes 4d6 mental damage and 1 persistent bleed damage and must attempt a Will save. Your touch weakens the living and disorients undead, possibly even causing them to flee. You're tired and can't summon much energy. 3-inch-radius sphere of granite and goes "Uuuu, too heavy for me to elementally lift~". A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. 6. The smack of a club deals bludgeoning damage. Alchemist's Fire (Major) Item 17. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Lets assume an average encounter is 5 rounds. Costs 2 focus. While the Anti-paladin reaction is conceptually cool, no d20 character can afford to sacrifice HP on a regular basis for ordinary circumstances. Critical Success The creature is unaffected. If they fail, they progress to stage 2 and take the stage 2 damage. Spell 1. Non lethal attacks would be more targeted to non lethal areas (such as the limbs or by using your weapon less effectively), so the trade-off is that your attack is harder to place. Persistent Damage. So I'm not sure of the swarm you are running specifically, but there are definitely some common-sense rules in place. If an entry lists multiple types (such as “cold and water”), either type of spell can affect the golem. The spell duration just keeps the condition applied to the character. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target’s fire resistance. It just makes sense that undead are immune to bleed damage, just tell players that’s how you’re going to rule it and be consistent. Rare. 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”). 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. We'll also assume that persistent damage lasts for 2. 0. Encountering a stacking persistent bleed at 3rd level on an elven fighter was brutal feeling when I first started playing. 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. Critical Success The target is unaffected. Each skill is keyed to one of your character's ability scores and used for an array of related actions. Calculate, graph, and compare different classes, strikes, and spells. Source Secrets of Magic pg. You and your party have almost certainly lost hit points, spent Focus Points, and maybe even taken some damage to your gear. 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 a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. Persistent damage comes from effects like acid, being on fire, or many other situations. If you have an ideas on things I can do to improve tracking fast healing. 6. The goal is to block as many times as possible during the encounter. We start out slow and work our way up. If you take an action to end it you get one DC 15 check immediately and the DC of the passive checks also drop to 15 from then on. ago. 8. The effect depends on whether the target is living or undead. Undead creatures restore HP while in Harm and take damage while in Heal. Your hair or your dress caught fire and if you're quick enough you can douse the flames before taking any damage. Administer First Aid [two-actions] You perform first aid on an adjacent creature that is dying or bleeding. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. Price 6,500 gp. An object can only take two dents from a single source of damage, meaning items can't be destroyed by. . Scarlet Fever Disease 1. Source Core Rulebook pg. If you take any damage from a fall, you land prone. OK, so basically you have to reference the condition and that's what creates the effect in the description. You can take actions during your turn to move the dc down to 10. So if a 1st level rogue hits a flat-footed target with his dagger, he deals a total of 1d4 + 1d6 damage (ignoring strength/Dex to damage). Attempt a counteract check against the target. Basically, the rules (of most RPGs, PF2 included) are clearly wrong in this. You snap your shield in place to ward off a blow. 6. The 1. Persistent damage can definitely be rough. 469 4. Cast [two-actions] somatic, verbal. In the rules for Damage Types, Physical is noted as a main type of damage and then that the main types of physical are bludgeoning, piercing, and slashing. Small module to keep track of persistent damage for pathfinder 2E using the effects system. The fact that you can earn cryptos and NFTs from playing games is hugely attractive, and the way in. Critical Success The target takes double damage and 1d4 persistent bleed damage. Critical Success The creature is unaffected. 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. The Alchemist is an interesting class, serving their party as some combination of Defender, Healer, Scout, Support, and Striker depending on their Field of Research and their preferred alchemical items. Your careful shot against an unsuspecting opponent pierces a vital artery or organ. If [your] attack with [acid splash] fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. g. 333 extra damage (16 is slightly higher, think I multiplied by 4 accidentally). While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat. If you can get other similar effects, such as the Catfolk’s Aggravating Claws, you can stack a bunch of persistent damage effects. In the rules for Damage Types, Physical is noted as a main type of damage and then that the main types of physical are bludgeoning, piercing, and slashing. Source Core Rulebook pg. Ancestry and background, initial proficiencies, psychic spellcasting, spell repertoire, psi cantrips and psi amps, Unleash Psyche, subconscious mind, conscious mind. Take 4 persistent fire damage then - PLUS 15 per tick thanks to weakness!" Yeah, it's kind of high, although you can use more actions for more rolls. • 2 yr. On a critical hit, the target also takes persistent evil damage equal to half the lich's level. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10. We are using persistent damage effects like: (Crit) Acid Splash; PERS: 2d6 acid. 0 Look over your character, and do any or all of things below that apply to your character. Core Rulebook (452) Falling. If they succeed it goes away, if they fail it stays. Poison. 279 4. The suggested attacks are just ideas. For just a 2nd level spell slot, you at the very least force enemies to waste actions attacking enemies that aren't there in order to avoid taking mental damage - its AC and attack rolls scale automatically - and if you heighten it, the damage can be at the very least acceptable, especially if you take advantage of it being able to trigger. When the stage 1 duration runs out, they make another Fort save. 2. 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. 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. Persistent damage is definitely a problem, but reducing the DC to end it from 15 to 10 still leaves a very high chance that your friend is going to continue burning/melting/bleeding, so spending a feat and two Actions to maybe help is hard to justify. Unarmed Attacks. Enfeebled 1 + Enfeebled 1 are. Make a spell attack. 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. Your rogue would deal their piercing damage plus 2 for glimpse weakness and minus the target's piercing resistance. The flat checks happen after the persistent damage, so you still take two hits of persistent damage and die. Heightened (3rd) The initial damage. 585 4. The Build - Free Archetype. 451 4. So a Lv1 Player with 15 HP would instantly die on a 30 damage hit. You then attempt any saving throws for ongoing afflictions. 200 1. If the last. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. 0. For even a same-level enemy this is a good third of their entire bar (or fourth for the particularly healthy) plus the persistent damage might end up dealing even more. A quality of life module that makes applying damage to targets and tracking saving throws easier in the Pathfinder 2e system. The Alchemist’s role in the party most closely resembles a Rogue, providing high damage output and frequently some skill and. Well worry no more! This Module, PF2E Persistent Damage, will allow you to set and forget the persistent damage effects, making sure you never forget to. With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor. Acid and electricity are somewhere in the middle ground. You gain no bonuses or added benefits for making attacks using weapons with the nonlethal weapon trait. I don't think Paizo is trying to nerf cantrip damage, because look at the new Needle Darts spell from Rage of Elements (1st pic is the spell, 2nd pic is its damage graph): 3d4 piercing damage, 60' range, and does persistent bleed damage on a crit. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure. Undead PCs : "You don't take negative damage and are healed by negative effects that heal undead. 61; There is a more recent version of this spell. Step 2: Determine the Damage Type. I know, this was not the case in the initial PF, but I cannot find the "precision does not double" on the PF 2E rules. If you have a persistent damage condition, you take the damage at this point. The failure effect reads as. The typical guard dog is loyal to and beloved by many communities. As an example, take being set on fire. Many of the druids shape change forms rely on the extra damage. Atleast those have their own traits. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level. Dungeons are rife with devious traps meant to protect the treasures within. In this video we cover Alignment Damage, Positive Damage,. Source Core Rulebook pg. 3. You can Administer First Aid again to attempt to remedy the other effect. 459 4. 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. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. In other words, a 10th-level earth kineticist looks at a 2. Burning Hands CRB: Compare 1d6 damage in a 15-foot cone to 1d4+mod damage to any two creatures within 30 ft. From the mod. The title of a cantrip's stat block says “Cantrip” instead of “Spell. An Add-on Module for Foundry Virtual Tabletop. This technically isn't true. Every single stance attack has nonlethal too, so it’s not a matter of different types of unarmed attacks they have access to either. Divine eidolons are always formed of spiritual essence, much like the divine servitors they resemble. Flame Wisp H: Fire wisps damage those you strike, and more grow if you cast fire spells. Alchemist. 0. Each living creature within 15 feet takes 3d6. 0 sub-forum. Cutting Insult Spell 2. If the remaining damage is twice or more than twice the object's hardness, the object takes 2 dents instead. Basic Actions. Failure The target takes full initial and persistent damage, and the target. Sonic is the most consist "elemental" damage, and having access to Cold and Fire damage should cover most elemental weaknesses. 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. 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. Persistent Damage. Spiteful Rake is cool and could serve as a fun option when Spellstrike isn't recharged, but it won't compare for action economy with Spellstrike and you can't readily rely on critical hits most of the time. Critical Success Your dying value is reduced by 2. No, persistent damage is not a damage roll by the character with the Inspire Courage buff. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. This would make it reliably fill the control niche. Frightened isn't a type of damage, so it isn't doubled. In addition to traps, adventurers may stumble into other types of hazards, including. Players take a -2 penalty to attack rolls, and the only movement actions available are Crawl and Stand. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save. 278 4. Poison and Mental are strictly inferior damage types, and Force (as usual) is a strictly superior damage type. Most items break after two dents, and taking a dent while broken destroys them. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. 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. Enervation has roughly 80% chances to affect a boss, even if it means dealing only half damage most of the time. Deal 6d8 + 3d6 persistent damage on a hit (average 36 +10. It takes 2 actions to assist recovery and may require a skill check (specifically administering first aid to deal. 0. You take the damage at the end of your turn, and get a roll to end it every turn BEFORE taking the damage. Sometimes you will be called on to attempt a basic saving throw. Worse range, damage type and damage than EA; Haunting Hymn: Damage same as Gale Blast, but better damage type. Phantom Pain and Persistent Damage. Since most non-basic saves don't do damage on success and don't double damage on a crit fail you'd be fairly significantly increasing the spells' damage. So hitting a flat-footed target with the same old non-magical dagger would deal 1d4 + 2d6 damage. What is it about damage spells in pathfinder 2e that's considered 'weak'? Asked 3 years, 1 month ago Modified 17 days ago Viewed 14k times 16 I've read. 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. Poison is just a bad option for a majority of things. This makes low persistent damage very weak against an applicable resistance and very strong against an applicable weakness. Instead of Fireball use Fusioned Chain Lightning to make that fire damage more party friendly. Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round)Alchemical Familiar Feat 1. 6. 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. This is of course assuming you used the right weapon to hit your flat-footed target. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage. Persistent Damage Multiplier % of Selected Routine. Atleast those have their own traits. That is 0. The problem was persistent damage. Blood Drain [one-action] Requirements The bloodseeker is attached to a creature. RuleElement. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. At 16 pick up flying form. 0. On a critical success, the target also takes 1 persistent acid damage. Failure: The target takes full initial and persistent damage, and the target is sickened 1. Source Gamemastery Guide pg. Persistent damage would not be multiplied on. 3) Persistent Damage -usually- ends after a minute (p. 6. As such, it has no effect on nonliving creatures or living creatures that don’t need blood to live. Was not fun. Hail of Splinters RoE: The initial damage is small, but the AOE is good and the fact that the persistent damage scales by a d4 every two levels means that the damage will add up quickly and remain useful for your whole career, maxing at 9d4 persistent bleed at level 19. When a creature under the effects of scarlet mist takes persistent bleed damage from the toxin, creatures within 5 feet take the splash damage. Calculated Splash does not affect the Bomb Coagulator Alembic because the feat’s effect takes place when you throw the bomb, but don’t. Sneak attack damage can be dealt more than once per turn and doubles on a crit. Even though monsters also have different hp, so needing to do comparable damage to a whole different game is fool math. When you do it creates an effect in the chat window that can be dragged onto the target.