Two really dumb questions


Rules Discussion

Envoy's Alliance

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

So I have two questions that even after reading and re-reading I have questions that I just don't understand.

1- Persistent damage is a condidtion that says the following- "Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. 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. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends." Does this mean that the spell Heal doesn't stop persistent? How about treat wounds or Battle Medicine? Heal, battle medicine, and treat wounds don't specifically state that it ends it.

2- Identify Magical Items. I don't understand how to have this work. Detect Magic lets you "You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies." How would a level 1 character identify a magical item?

Shadow Lodge

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Moulson wrote:

So I have two questions that even after reading and re-reading I have questions that I just don't understand.

1- Persistent damage is a condidtion that says the following- "Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. 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. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends." Does this mean that the spell Heal doesn't stop persistent? How about treat wounds or Battle Medicine? Heal, battle medicine, and treat wounds don't specifically state that it ends it.

Correct, only succeeding at the flat check (or actually dying) will end Persistent Damage.

For Bleeds, someone can attempt a Administer First Aid to help, but even that only gets you another attempt at the flat check.

Moulson wrote:

2- Identify Magical Items. I don't understand how to have this work. Detect Magic lets you "You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies." How would a level 1 character identify a magical item?

The Read Aura cantrip gets you further information on the magic, but the Identify Magic Exploration activity is what actually tells you what the item is. You typcially roll Arcana, Occultism, Nature, or Religion for this check.


(1) That's "assisted recovery" stuff.

You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM).For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.

The GM decides how your help works, using the following examples as guidelines.

* Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
* Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
* Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.

(2) You use the spell to find magic items but skills to ID them. Check out Identify Magic on page 238 of the CRB.

Envoy's Alliance

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Thank you


I don't know how I feel about a Heal spell of healing potion not stopping persistent bleed damage. It almost doesn't make a whole lot of sense. I would think in the least if you healed a number of points equal to the damage you took from the hit that gave you bleed, or even heal just the persistent bleed damage, that one would stop the bleed.

What about after a heal spell or potion just allowing an immediate flat check?

Sovereign Court

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A heal spell can stop persistent bleed but only if you heal someone up to full HP (as Fuzzy-Wuzzy quoted above).

Basically, as long as any wounds are still open, blood is coming out.

It also means persistent damage is much scarier than in first edition. Such is life (or death).

Horizon Hunters

It's also prudent to point out that unless there is a duration listed, persistent damage lasts for about a minute. Just under what Fuzzy-Wuzzy quoted:

Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.

I had a player constantly fail their flat check against bleed 1, from a bloodseeker being torn out. They took the full 10 damage and we moved on.

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