

KlampK wrote: "Samir Sadinha wrote: For example, acid flask ( moderate ) only does persistent damage, if a ranger with gravity weapon (+4 status), united assault (+4 circumstance) and precision edge (+1d8 precision ) attack with it.
How much persistent damage it does?
This was a tough answer not because of the persistent, but I was trying to figure what type of damage it actually does.
You missed the 1 base acid. so everything applied to that and then 2d6 persistent.
That said if a bomb only did pesistent damage i think there would be three options a) the bomb gets no bonuses, b) the bomb is misprinted and should have base 1 damage of the appropriate type, or c) the bonus damage inherits the type from the persistent and the weapon has a or 1 damage dice.
I would favor b I'm not missing 1 damage, the only 1 damage at Acid Flask is Splash damage.
https://2e.aonprd.com/Equipment.aspx?ID=3286
You made up a new rule that a kind of bomb somehow would lost the effect of the bonuses without explicitly say so or it will add non existent damage.
Either way wouldn't it be better if the dev's actually addressed it and gave us multiple examples?
Acid Flask with bonus damage like my example, double slice flaming rune, dagger gouging claw critical spellstrike, bleeding finisher with wounding rune.

Easl wrote: Samir Sardinha wrote: It's on the rules that you double persistent on critical, even with an example
https://2e.aonprd.com/Rules.aspx?ID=3182
It's also in the rules that you do not add two instances of the same persistent damage type together:
If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. If it's unclear which damage would be higher, such as if you're already taking 2 persistent fire damage and then begin taking 1d4 persistent fire damage, the GM decides which source of damage would better fit the scene.
So your wounding example is just plain wrong. RAW, in a case where someone would gain 2d6 bleed from a rune and 1d6+1 bleed from a crit specialization effect, the GM decides which to use: typically 2d6, though maybe some GMs decide 1d6+1 is more appropriate to the scene. 3d6+1 is gaining more than one persistent damage condition with the same damage type, so no GM should be doing that.
The example you're asking there is right there in the rules. One thing gives you 2 persistent fire. Another thing gives you 1d4 persistent fire. You take either one or the other depending on what the GM says but you don't take 1d4+2. That's not the example I'm asking for, if instead of persistent bleed damage it was for example fire damage, inventor with weapon overdrive for example, you should check the total fire damage before IWR or not? The same answer should be applicable for persistent or specifically say how to deal with it if it's different.
My point is when you calculate the damage and when you apply the condition? If you first calculate the whole damage (like non persistent) and after the total is determined you apply it, you are applying a condition just once and the whole more than one persistent don't apply. If you check each persistent and apply it before check the whole damage it would be a different rule from the normal damage and should be better explained. I'm fine with both solutions if they gave us detailed examples ( plural ).
For example, acid flask ( moderate ) only does persistent damage, if a ranger with gravity weapon (+4 status), united assault (+4 circumstance) and precision edge (+1d8 precision ) attack with it.
How much persistent damage it does? 2d6+1d8+8 ? Only 2d6? 2d6+8? 2d6+1d8?
Precision damage type
Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you precision damage, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a nonmagical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.
Errenor wrote: Samir Sardinha wrote: If it's like normal damage It's not. And won't be, the game was never designed for this. As it wasn't for stacking unlimited weakness triggers, I guess.
The thing about doubling on crits is the only exception from condition rules and non-stacking. Because that's the only thing that's written. You try to widen the ways in which it works like normal damage further. You are wrong. I just want the question explicitly addressed, with some examples.
I think it's important to show us how to deal with persistent with multiple fonts during the same "instance" while they are at it, since it's a gray area of damage and condition at the same time and there isn't any examples for this.
If it's either the safer way of ignoring the damage rules and check each persistent and applying just the greater, or the sane way of following the rules for damage and after calculate the damage, apply it as a condition instead of resolving IWR and applying the damage.

Unicore wrote: Samir, I appreciate you sharing why you read the rules you do, and I can better understand your position now, but I still don’t think you can treat persistent damage like regular damage inside the instance of damage that gave the condition “persistent damage.”
I do think the line you bolded, “Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.” is a good candidate for removal errata because, even if your reading of the persistent damage rules was correct, there is never a time where persistent damage is going to double or be halved without explicitly being called out in the ability giving the persistent damage condition.
In a third edition, it would probably be best not to call any conditions things that are key words of other parts of the game, like damage and persistent damage. I know so many new players get confused about when you roll persistent damage and when it is applied because it often doesn’t look any different than some other type of damage, when they are really a condition.
It's on the rules that you double persistent on critical, even with an example
https://2e.aonprd.com/Rules.aspx?ID=3182
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. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target takes only 1 acid splash damage. If you critically fail, no one takes any damage.
shroudb wrote:
It says to check the sidebar about what is a prop.
And the sidebar says:
Prop: A prop can be anything large and sturdy enough
for you to push yourself off of. This includes a creature
that is larger than you or a wall, column, or other durable
terrain feature
So, for a Small Daredevil, a Medium size creature IS a prop.
But for a Large Daredevil, it requires a Huge creature to be a prop.
---
So, a Small Daredevil has a big advantage on being able to proc Stunt damage by using his allies, or enemies, as props
My point is the TARGET must check the requirements not you. You being Large can shove a small creature into a medium one, and the target ( small ) check against the prop ( medium ) not you.
You being medium would not be able to shove a large creature into another large creature.

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Unicore wrote: It’s not about number of instances with conditions, it is about only the highest value being applied. If I have a feat that gives frightened 1 on a hit, frightened 2 on a crit and a rune that gives frightened 1 on a crit, the frightened value of the target on a crit ends up at 2, not 3. The rune is essentially useless when I use that feat. Persistent damage works the same way as other conditions. I think it is only confusing because the values of persistent damage can be variable so it might get confusing sometimes when trying to decide if 2 bleed damage is a greater value than 1d4 bleed damage, but usually static persistent damage is low enough that a variable quantity is pretty obviously better.
The thing that seems to be tripping you up is when the condition of persistent damage becomes damage instead of a condition, but it is long after the attack, so the sources of the condition never come under the instance of damage rule.
Frightened is not damage, so it does not follow damage rules. But persistent IS DAMAGE, it's doubled on critical, it say's you must follow the DAMAGE rules
Quote: You are taking damage from an ongoing effect, such as from being lit on fire. This 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. 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. Quote: You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. My main argument is, you WOULD GAIN the persistent damage, after you calculate all damage, since the rule for calculating damage specifies that the first step is calculating the damage, the same rule say's again that Persistent is like normal damage and can be doubled, halved, etc... just reminds you that you don't apply the damage right away.
If it's like normal damage it should follow normal damage rules and stack everything before applying and check's for Immunity, Weakness and Resistance that is Step 3.
You don't resolve each "thing"/"instance" of the damage and apply right away, same as you don't resolve Flaming Rune before sum all damage.
Prop: A prop can be anything large and sturdy enough for you to push yourself off of. This includes a creature that is larger than you or a wall, column, or other durable terrain feature. The GM decides whether a creature or object counts as a prop, depending on the circumstances. For instance, the GM might decide that you can’t use a Huge ooze as a prop, due to the consistency of its protoplasm.
Does a 5ft object count's a wall/column for a Large+ character? Does the ground/ceiling counts if something like Walk on air or Reverse gravity is affecting it?
Does a wall that it's tangible but can be moved through like Wall of Shrubs counts?
And if it's imaginary like with the spell House of Imaginary Walls when I try to apply Stunt Damage to a target if the target does not disbelief the spell, it takes physical damage or mental damage?
When applying "Stunt damage" does the prop check the target size or the player size?

shroudb wrote: Samir Sardinha wrote: With 6 of 24 feats until level 6 ( where most adventures occurs ) requiring "The target can’t be more than one size larger than you." Instead of we seeing a lot of Halfling and Goblin Daredevils we gonna see Minotaurs, Centaurs, Awaked Animals, Jotunborns... That's not looks like the intention of the class.
Sincerily, Centaur Daredevil, Hor Singaround.
On the counterpoint, Small Daredevils can Shove enemies on their medium size allies to proc Stunt Damage, while a Large Daredevil can only Shove things to walls.
Edit: also serious "you don't say so..." about "most" adventures being 1-6... Stunt Damage
When you smash your enemy into the scenery, it does real damage. Whenever you have adrenaline and force a target to move, and the movement is interrupted by a prop (see sidebar), the target takes an amount of bludgeoning damage equal 1d6 plus your Strength modifier. This damage increases by 1d6 at 5th, 9th, 13th, and 17th level.
I considered that the target must fill the requirements of the prop, not the player for the stunt damage. But yeah, you can't use a fellow medium player to Propelling Strides.
About the "most" adventures, yeah, it's not rocket science but still wanted to justify why I cut off at level 6, and there is no other feats at higher levels of daredevil with a size requirement.
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With 6 of 24 feats until level 6 ( where most adventures occurs ) requiring "The target can’t be more than one size larger than you." Instead of we seeing a lot of Halfling and Goblin Daredevils we gonna see Minotaurs, Centaurs, Awaked Animals, Jotunborns... That's not looks like the intention of the class.
Sincerily, Centaur Daredevil, Hor Singaround.

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Trip.H wrote: straw man wrote: persistent damage The issue is that the errata has allowed people to notice another weird consequence of separating then re-merging instances of damage based on type.
If you hit 4 different chunks of bleed damage at the same time (and bleed is a type), applying the "combine dmg of the same type" fake-rule equally means combining that bleed damage before it gets applied to the foe.
It's not about stacking exactly, it's about summing up all the different bleeds before application.
Bleed is notable because it's specifically its own type, and does not leave the GM any wiggle room to avoid that outcome. Persistent fire, etc, imo should be treated the same as bleed, but GMs have a better ability to make excuses and not combine various chunks of persistent fire.
Now that I'm re-reading the page on persistent damage, it actually closes all the excuses I had about it being an effect or condition and not "real damage." It also would have to combine before application.
https://2e.aonprd.com/Conditions.aspx?ID=86
The text direct states you use the Imm/Res/Weak rules, rofl.
While being tracked as a Condition, persistent damage is presented by the text very much as real damage with its own extra rules to function as delayed damage. Not as an entirely new construct that is separated and siloed from the normal damage procedure.
To restate: persistent damage is normal damage with extra rules, and is not a raw condition with 0 inherited rules.
And the "no stacking same type" rule doesn't save it either. That combining would still happen at the earlier step, where you calculate how much persistent damage you deal. Finally someone get's it! Thank you!
It's not about stacking at 2 different "instances"
Attacking twice with wounding rune will not stack the damage.
But it's about using the same damage rules, so a knife critical specialization with a wounding rune would be one "instance" of damage, therefore 2x(1d6) wounding rune + (1d6+1) knife critical specialization simplified for 3d6+1 damage will be applied.

Unicore wrote: Samir Sardinha wrote: Tridus wrote: Samir Sardinha wrote: I think it's the opposite, the multi stack weakness errata address each effect as a distinct thing, the new errata lead us to bundle everything before applying, persistent it's an odd gray area because it's both damage ( and doubled by critical for example ) and a condition where it doesn't stack. A Double Slice with 2 wounding runes is hard to say if it stack or not because it says to sum for resistance and weakness but persistent is neither.
It's very clear: it's applying conditions and conditions don't stack unless they explicitly say they do. Wounding applies 1d6 persistent bleed. Doing that again applies the same condition, and they don't stack. So you end up with 1d6 bleed.
A critical hit with wounding does 2x1d6 instead of 1d6, that's not so different to hit twice with double slice, except for persistent damage... that's my whole point.
Now that we have the spellstrike example, a spell that does persistent bleed and a weapon with persistent bleed should stack the persistent DAMAGE before applying, and for sanity, that should be de default for everything not just one more exception The game will fall apart with stacking conditions. You cant have the fear from a fearsome rune add to the fear from a feat that gives frightened 1 on a critical hit. Persistent damage is a condition, it is just a condition with a variable value that is resolved on the turn of the character with the condition. The "instance" of persistent damage happens on the character who has the persistent damage's turn, not when the strike occurs. There is nothing to stack by the time bleed damage occurs. Too much focus on condition and ignoring it's also damage. I don't want double slice with fearsome rune to be able to stack fear, I want a single rule for every damage, including persistent, that stacks all fonts before applying. And that also makes sense! If I have inventor persistent boost doing fire damage why the hell a critical from a flaming rune should not increase this damage? And just to be clear, if later someone else critical strikes with just a flaming rune, the extra damage will be ignored since, the persistent + rune is greater. That way a wounding rune in a Knife is not a "trap" option, a flaming rune is not a "trap" if you spellstrike with Ignition...
One rule to rule them all.
Stacks every damage of the same type before applying, that also should count to persistent that will be a condition after you apply it.

Tridus wrote: Samir Sardinha wrote: I think it's the opposite, the multi stack weakness errata address each effect as a distinct thing, the new errata lead us to bundle everything before applying, persistent it's an odd gray area because it's both damage ( and doubled by critical for example ) and a condition where it doesn't stack. A Double Slice with 2 wounding runes is hard to say if it stack or not because it says to sum for resistance and weakness but persistent is neither.
It's very clear: it's applying conditions and conditions don't stack unless they explicitly say they do. Wounding applies 1d6 persistent bleed. Doing that again applies the same condition, and they don't stack. So you end up with 1d6 bleed.
A critical hit with wounding does 2x1d6 instead of 1d6, that's not so different to hit twice with double slice, except for persistent damage... that's my whole point.
Now that we have the spellstrike example, a spell that does persistent bleed and a weapon with persistent bleed should stack the persistent DAMAGE before applying, and for sanity, that should be de default for everything not just one more exception

Finoan wrote: Samir Sardinha wrote: my real problem is that the definition of instance of damage should reverberate into persistent damage. It doesn't make sense that a knife critical specialization with bleeding finisher and a wounding rune does the same persistent damage, then a critical bleeding finisher with a regular weapon. Well, then I think you are going to have to houserule it for your table then.
Persistent Bleed + Persistent Bleed + Persistent Bleed = highest of the three Persistent Bleed damage values.
That isn't even up for errata at this point. That is from the redundant conditions with values rules that have been in place and stable for a long time.
The previous iteration of the definition of 'instance of damage' was sort-of heading in the direction that you want (where each source of Bleed damage would count separately). But with the change in direction announced by this thread, it is not doing so any more. I think it's the opposite, the multi stack weakness errata address each effect as a distinct thing, the new errata lead us to bundle everything before applying, persistent it's an odd gray area because it's both damage ( and doubled by critical for example ) and a condition where it doesn't stack. A Double Slice with 2 wounding runes is hard to say if it stack or not because it says to sum for resistance and weakness but persistent is neither.

Finoan wrote: Samir Sardinha wrote: And what's the rule to chose what's the bigger persistent damage when dealing with something like 2d10 ( min 2, max 20, avg 11 ) and 5d4 ( min 5, max 20, avg 12.5 ) That one does already have an answer.
CRB Clarifications 4th printing wrote: Page 621 (Clarification): How can I tell which multiple persistent damage value is higher when it's not obvious?
Multiple Persistent Damage Conditions notes that you keep only the highest amount of persistent damage. How do you choose between 3 persistent fire damage and 1d6 persistent fire damage (which is usually, but not always higher)? In these cases, the GM should quickly use their best guess to decide which applies. Don’t worry about doing all the math of average damage, just follow your heart to which seems most severe. And my understanding of persistent damage is that the damage type is also part of the condition, not the value. So you can have multiple persistent damage types such as persistent bleed and persistent electricity at the same time. Otherwise feats like Root To Life affecting each source of persistent damage don't make much sense. The GM eyeball the severity is not a "ruling", but my real problem is that the definition of instance of damage should reverberate into persistent damage. It doesn't make sense that a knife critical specialization with bleeding finisher and a wounding rune does the same persistent damage, then a critical bleeding finisher with a regular weapon.

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Maya Coleman wrote: You all spoke, and we’re changing course! With the Pathfinder Spring Errata blog just around the corner, take a look at this note from our design team about how we're addressing the weakness rules!
The Pathfinder Design Team wrote: We released a clarification on how to apply weaknesses and interpret “instance of damage” with the set of FAQs for the 2nd printing of Pathfinder Player Core. With the overall negative response to the clarification, we want to acknowledge the community's preference for something easier to apply, as well as the particular concerns about the possibility of repeatedly triggering the same weakness multiple times in a way that feels unintuitive and exploitable. We hear you about the wording of the text in Player Core being too vague for all but the simplest situations, so we’re looking at both an erratum to that text and a full clarification with a deeper level of detail for those who want it.
We’re removing the old clarification to avoid further confusion. For GMs looking for immediate guidance, here’s the general idea behind the upcoming version, which should cover most situations: Each Strike, spell, or other effect can trigger multiple weaknesses, but each weakness can be triggered only once. All the damage being done as a part of the effect, regardless of its source, is combined before processing the immunities, weaknesses, and resistances. For example, a Spellstrike using thunderstrike and a shock weapon would combine all the electricity damage. For resistances, you still apply only the highest resistance if more than one resistance would apply to a single source and type of damage. This primarily happens with weapons that have a special material; a Strike with a cold iron spear against a creature with resistance 10 to cold iron and resistance 5 to piercing would reduce the damage by 10. Resistance to "all damage" still works as written, but will be reviewed during the process for consistency with any other revisions.
In reading your responses, we are seeing that ...
While the team are on it, can you please add a clarification for combining persistent damage? If I have critical specialization Knife and a wounding rune, the 1d6 persistent from the specialization is lost because the wounding rune does 2x (1d6 persistent) on a critical?
And what's the rule to chose what's the bigger persistent damage when dealing with something like 2d10 ( min 2, max 20, avg 11 ) and 5d4 ( min 5, max 20, avg 12.5 )
Para quem mora no Brasil ou fala português:
Https://sociedadepathfinder.com.br/pride
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Nice try with Twirling Throw, but the critical failure clause destroyed the feat.
Let's hope that finisher removed the precision trait from the damage
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Novel link is broken, should be https://paizo.com/products/btq02sx8?Pathfinder-Godsrain
Edit: actually all links are broken
+1 to Hobgoblin Commander and Poppet Guardian
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Parabéns a New Order por ter traduzido o Remaster!
Great news to the brazilian players!
Any errata for this feat?
https://2e.aonprd.com/Feats.aspx?ID=1184
Sacred Ki
The power of your faith suffuses your ki. When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity’s alignment components.
When you cast the ki strike focus spell and damage a creature whose alignment is opposite your chosen alignment, you can choose for the ki strike damage to be of the chosen type. Additionally, you can substitute the damage from ki blast (or other ki spells that deal force damage, at the GM’s discretion) with damage of your chosen alignment.
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Will Halfling sling staff be a combination weapon?
It should be a staff AND a sling, not just a 2 handed sling.
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Kelseus wrote: is it just me or does that half-orc Dromaar look a bit more elvish than expected? Maybe its a Orc with versatile Half-Elf heritage
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Boon to access Lost Omens: Legends -> Paragon Battle Medicine
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I know it's too soon, but I'm expecting a huge ACP cost for that, so...
Exemplar access
Just download the module and it's missing important content available even at the pdf importer, no journal entry except for art (duplicated because it's available at the actors), not even scenario descriptions and it's lacking a way to track treasure bundle mission success.
The best thing available it's the scaling macro.
But without a journal entry teaching how to calculate it properly it's a missing opportunity to be a entry point to new DM's at pfs games.
And it would be awesome if we have a PFS module with the item's from PFS schools ( already a module) and other pfs exclusive things like how to calculate CP, treasure bundle value per level, available iconics (another module), etc...
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Good luck for the Demiplane team and the Pathfinder nexus.
Let's hope they manage to keep up with Paizo releases and that someday it become financially viable for the most of us.
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Let's hope the devs take that chance to add a "Physical" trait to ancestry feats to make it clear what we can get or not with adopted ancestry and that mounted combat get some attention too because right now it's an almost neglected option. ( Let the reach work as normal and don't reduce the damage category for jousting)
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The solution for the Power attack in my opinion is to have the option to add a third action to give even more damage and a level 2 feat to add half of your strength ( round down ) on the power attack, going up to your strength at level 8.
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Now we need Versatile Heritage for Metal and Wood to goes with it.
Mark Moreland wrote: This isn't really the thread to get into the intricacies of our Paizo Connect API and whether or not our various partners use it, but it is possible that if a translation partner wanted to link purchases of their content to the English-language version on paizo.com, that it could daisy-chain ownership to allow a purchase in Portuguese (or whatever language) into a discount on other Paizo Connect-linked sites. There are a number of royalty-related reasons why that's not a great deal for our translation partners, however, which is part of the reason they don't do it. But there's nothing contractual that I'm aware of that would prevent a licensee from doing so, they've just never expressed interest in it as far as I know. Thanks for the reply, i'm just excited for the opportunity to change things, since before it begins is always the better timing to it
Mark Moreland wrote: Samir Sardinha wrote: I would like to know if this would cover foreign languages PDF's to the discount as well, since both Fantasy Grounds and Roll20 ignore the people that get the PDF in their native language instead of directly from Paizo.
Our system is only able to verify ownership of PDFs purchased on paizo.com, so any translations of Paizo books sold elsewhere aren't going to return a result when the store looks to see if you've already got the PDF. Sorry! As a Software Developer I can imagine that an API linking the translated store and Paizo is doable the same way it will integrate with Foundry and have been conected with Roll20 and FG in the past.
So it would be possible to get the "Original version" at paizo with a discount and use that to get a discount at foundry or the preferred VTT later.
I would like to know if this would cover foreign languages PDF's to the discount as well, since both Fantasy Grounds and Roll20 ignore the people that get the PDF in their native language instead of directly from Paizo.
In my example, i'm from Brazil, the partnership with the "New Order Editora" has the rights to translate and distribute Paizo Books here, but we are shut down from those kind of initiatives since they only recognize the english versions of the PDF's.
And for those who don't know, our mininum wage is under $1,2/hour

Leomund "Leo" Velinznrarikovich wrote:
It does ignore how damage works because it isn't damage yet. Inflicting 2d6 persistent bleed damage + 1d12 persistent bleed damage + 1d6 persistent bleed damage + 6d6 persistent bleed damage, are each separate iterations of inflicting a condition. It is not damage yet.
Thus, because you cannot be affected by multiple iterations of persistent damage with the same damage type, you compare which of the ?d? values are higher and then that is what remains.
The others do not linger in the target because that would mean that multiple persistent damage conditions...
If it isnt how it could be doubled in a critical hit like the example in the splash trait?
"Source" is not a defined game term, you are assuming the the rune damage and the knife weapon specialization are different sources and ignoring that the strike damage is a valid "source" too.
Persistent damage is both a condition and damage, and must follow both rules.
Since its damage, its doubled in a critical hit ( unless otherwise stated like the Wounding rune ), you must follow the damage rules to calc how much it is, since its untyped you must sum everything before apply.
The key difference, is when you would apply the damage, you apply it as a condition and follow condition rules like "dont stack", damage at the end of the turn, etc...
So, if in a single strike, therefore a single source, does (1d6 knife critical specialization + 1d12 wounding rune) damage you apply (1d6+1d12) persisent damage. If you strike a second time with the same type of persistent damage, you keep the bigger number, as in every other condition that has a value like multiple sources of clumsy.
The key difference is WTF source means in this context?

breithauptclan wrote: Samir Sardinha wrote: Can we go back to the original question and discuss how to handle multiple persistent damages of the same type in a single strike?
Rogue with Swashbuckler dedication, critical hit a a Bleeding Finisher with a Wounding Knife, apply bloody debilitaion.
Bleeding Finisher = 1d6 bleed, critical = 2d6 bleed
Wounding Rune = 1d6 bleed, critical 1d12 bleed
Knife = critical 1d6 bleed
Bloody Debilitation = 3d6 bleed, critical = 6d6 bleed
Total = 9d6+1d12
I don't think anyone is taking the stance that you would add all of them together. That is the stacking of conditions that the rules explicitly forbid.
The Raven Black is saying that you would roll each of those values that would apply (2d6, 1d12, 1d6, and 6d6) and then the target takes the highest of the rolled amounts. (which would probably be from the 6d6 critical of Bloody Debilitation)
Most of the rest of us are saying that you would get the 6d6 bleed because it is the highest value. The rest would be redundant and would not apply. Its also complete ignore how damage works and untyped values are calculated when resolving damage.
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Can we go back to the original question and discuss how to handle multiple persistent damages of the same type in a single strike?
Rogue with Swashbuckler dedication, critical hit a a Bleeding Finisher with a Wounding Knife, apply bloody debilitaion.
Bleeding Finisher = 1d6 bleed, critical = 2d6 bleed
Wounding Rune = 1d6 bleed, critical 1d12 bleed
Knife = critical 1d6 bleed
Bloody Debilitation = 3d6 bleed, critical = 6d6 bleed
Total = 9d6+1d12
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The "rolling any damage dice anew each time." is what breaks the system.
Without it, the system becomes simple.
1 - Calc how much persistent damage => X
2 - Define type of damage => Y
3 - If [Y] equals one active Persistent damage already applied, take the Greater [X], otherwise Apply the condition "[X] [Y] Persistent damage"
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Ravingdork wrote: So if I hit someone three times, inflicting 1d6 persistent bleed each time, on their turn they roll 1d6 bleed three times, taking only the highest result? What if, instead of compare dices and use them each time persistent damage is about to be applied, we use the rolled value.
This follow the "step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties" and solve all comparisons.
Persistent bleed damage ( PBD )
d6 PBD , roll 2 = 2 PBD
Apply another d6 PBD
roll 3 = 3 PBD
Apply d8 PBD
roll 2 = keeps the 3 PBD
Apply 2d6+1 PBD
roll (2 and 4), total 7 = 7 PBD
Apply 4d6+1 PBD
roll (4, 3, 2, 1) total 11 = 11 PBD

ottdmk wrote: No, only the highest source applies if there's more than one source of the same type of Persistent Damage. https://2e.aonprd.com/Conditions.aspx?ID=29 On the other hand, two untyped damages does stack in the same strike, its not different sources.
Otherwise Strength Damage, Weapon Specialization Damage and Rage Damage would not stack.
And Persistent Damage is still DAMAGE and can even be doubled on a critical hit.
Quote: https://2e.aonprd.com/Rules.aspx?ID=704
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. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1.
It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]”
In the OP example, X = 1d6+1d12. The source is the strike.
It gets even weird when you add Double slice, flurry of blows, etc to the mix, since they say you add the damage from both strikes before apply.
Source is not described in the rulebook, so you can try say that each item, abilities, etc is a different source. But since its still damage, and you sum up all the damage before apply it to the target, I think the right interpretation to Source in this case is when a damage is applied, in the OP example, when the strike damage is applied.
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Not "humanoid", but humans...
https://2e.aonprd.com/Feats.aspx?ID=2646
Strix Defender.
Mixing with the options above...
Strix, rogue mastermind, ranger dedication to get Monster Hunter
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We got secrets of magic, guns and gears, there is room for a secrets of combat and I would love to see a warlord and a ninja
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CaffeinatedNinja wrote: One of the Strix lvl 9 ancestry feats is Wing Step. It is almost identical to Elf Step except for this:
Elf step says "you step 5 feet twice"
Wing step just says "you step twice"
Just curious if that was an oversight or just Strix get a slightly better ability (which is fine) it just has some interesting interactions with tiger stance (maybe others abilities too.)
Hope they change the elf feat instead of the strix feat.
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Luis Loza wrote: Hey, everybody! We appreciate all of the great feedback and information you've been providing in the thread so far. I've logged everything you've posted so far and look forward to getting a chance to update the FAQ page in the future.
I'm here with a request. Since the first batch of FAQ covered the first three books in the Lost Omens line (World Guide, Character Guide, Gods & Magic), I'm hoping to have the next FAQ update focus on the next three books in the line (Legends, Pathfinder Society Guide, Ancestry Guide). If you have any clarifications or errata for those books, let me know! We have an internal list of changes based on existing posts and stuff we've caught internally, but the more you can bring to our attention, the better!
Thanks again for your help and I look forward to getting another update out soon!
Thank you, I'm happy to know FAQ's are on the hot list right now.
https://2e.aonprd.com/Feats.aspx?ID=1109
I think this feat is wrong, a level 6 feat that require master proficiency in a skill ( currently not possible as far as I know )
Considering the other feats from different affiliation are also level 6, its probably expert proficiency instead of being a level 8 feat.
Also in the description it says expert proficiency:
Quote:
You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to Recall Knowledge in which you have expert proficiency, using the result entry for the Perform action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes—if the GM sees fit. This action is not a Performance and cannot be used in place of anything that requires you to Perform.
I'm excited to join you in this great journey my friend!
HammerJack wrote: I don't think that actually works quite the way you have it laid out. The Liberator reaction allows your ally to Step as a Reaction, but Minions don't have a Reaction. So your animal companion can't move itself and you away. My reaction, triggers the step from the ally
Im trying a Goblin Liberator
Rough Rider to ride a Wolf
Cavalier dedication at level 2, mature at 4, smite evil at 6, nimble/savage at 8.
I have 2 planned builds upon this:
Divine Ally Shield
Use a Lance to have reach and a shield, but 1d6 damage.
Divine Ally Blade
Use a maul to have d12 damage and a better critical specialization
If your mount got attacked you can move it ( and yourself) out of the harm's way. And that's a good reason to have reach.
The downside of the reach, is that if you are not mounted you cant use a shield with the lance.
Gortle wrote: Samir Sardinha wrote:
2 starknifes ( d6 damage since its the gods favored weapon )
Doesn't it have to be simple to get that bump. Remind me how you did that again please? You are right, missed that.
@Perpdepog
Reaction is with one weapon only.
YuriP wrote: Samir Sardinha wrote: There is nothing saying explicitly that's a different type, it's ambiguous at least. Even if the most common use for this wording is to refer to a different option. Sorry about my question. But why do you want to have 2 weapons with a paladin? What do you want to do with your build? Do you will take some dedication feat?
I said this because there little benefits to having two weapons in PF2 except do you have some feat or class ability that gives you some reduction in MAP. 2 starknifes ( d6 damage since its the gods favored weapon )
1 Ranged reprisal
2 Dual weapon dedication
4 Dual Thrower
6 Smite Evil
8 Second Ally
Double throw gives 2 attacks at 0 map with smite evil extra damage
And ranged reprisal gives a reaction strike at 15 fts.
As a venture agent, this would be absolutely wonderful!
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