Best Single Resistance to get?


Advice


If you had a choice of constantly gaining resistance to any one damage type, but not any others, what would be most likely to be beneficial? (Fire, bludgeoning, slashing, poison, negative, positive and so on)


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Kobolder! wrote:
If you had a choice of gaining resistance to any one damage type, but not any others, what would be most likely to be beneficial? (Fire, bludgeoning, slashing, poison, negative, positive and so on)

I say Piercing > Slashing > Bludgeoning > Evil > Elemental ( frost/fire typically ).

-The jaw attack deals piercing damage and is the main attack for most creatures, and because so the more likely to hit/crit. This would also give you protection against arrows as well.

-Slashing damage is close, since claws are slashing attacks and having the agile traits they can affor a 3rd hit ( depends your character AC and enemy lvl ofc ). It also gives you protection vs swords and similar weapons, which are pretty common.

-Bludgeoning damage is somehow typical in some adventures ( for example, AoO ), so I think it's worth consider it.

-Evil is going to be more and more common the more the character level up. Keep in mind that the average damage would go from 1d6 to 2d6, resulting in 7 evil damage per round. Being able to have 5 evil resist would do the trick.

-Elemental damage... well, that's the wheel of fortune. I'd probably go with Fire resistance and Cold as secondary one. Electric, Acid and Sonic are too niche damage to be worth investing into them ( IMO ).

-Negative damage... I don't really know. Unless you are fighting against undeads a lot, I think it's not worth it. Keep in mind some heritages give you 1/2 negative energy resistance ( for example, the Vivacious Gnome one ).


I second Piercing as the best damage resistance to have.


Excellent and well explained insights so far, thank you.


Pathfinder Rulebook Subscriber

Piercing first. Physical resists are generally much harder to get for that reason.

For the elemental ones, without knowing any other information, fire. LOTS of things do fire.

That is campaign dependent though. If you are in the frozen north, ice is probably good. Fighting lots of evil undead, maybe negative. Devils? Evil.


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I mostly agree with what has been stated here (the physical resistances are the best) but I think fire jumps ahead of evil damage if you are a melee character and someone in your party likes to use fireball (which is pretty common).

I know that in the 5e game that I play a wizard in (and it wouldn't really change if the game was PF2 instead) fire resistance would definitely be the first choice for my fellow party members.


HumbleGamer wrote:
Kobolder! wrote:
If you had a choice of gaining resistance to any one damage type, but not any others, what would be most likely to be beneficial? (Fire, bludgeoning, slashing, poison, negative, positive and so on)

I say Piercing > Slashing > Bludgeoning > Evil > Elemental ( frost/fire typically ).

-The jaw attack deals piercing damage and is the main attack for most creatures, and because so the more likely to hit/crit. This would also give you protection against arrows as well.

-Slashing damage is close, since claws are slashing attacks and having the agile traits they can affor a 3rd hit ( depends your character AC and enemy lvl ofc ). It also gives you protection vs swords and similar weapons, which are pretty common.

-Bludgeoning damage is somehow typical in some adventures ( for example, AoO ), so I think it's worth consider it.

-Evil is going to be more and more common the more the character level up. Keep in mind that the average damage would go from 1d6 to 2d6, resulting in 7 evil damage per round. Being able to have 5 evil resist would do the trick.

-Elemental damage... well, that's the wheel of fortune. I'd probably go with Fire resistance and Cold as secondary one. Electric, Acid and Sonic are too niche damage to be worth investing into them ( IMO ).

-Negative damage... I don't really know. Unless you are fighting against undeads a lot, I think it's not worth it. Keep in mind some heritages give you 1/2 negative energy resistance ( for example, the Vivacious Gnome one ).

You are missing poison, precision, critical hits. There are quite a few other resistances out there. Getting them is harder.

Poison resistance is reasonably available though - probably should rank at the same level as fire.

Sovereign Court

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I think acid and fire beat out the other elements because they do persistent damage more often. And resistance works really efficiently against that.

Of course in Age of Ashes we like to keep our fire resistance maxed out.


Gortle wrote:


You are missing poison, precision, critical hits. There are quite a few other resistances out there. Getting them is harder.
Poison resistance is reasonably available though - probably should rank at the same level as fire.

Is poison resistance reasonably available? Other than the Alchemist and Druid feats, how can you get it?


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Kelseus wrote:
Gortle wrote:


You are missing poison, precision, critical hits. There are quite a few other resistances out there. Getting them is harder.
Poison resistance is reasonably available though - probably should rank at the same level as fire.
Is poison resistance reasonably available? Other than the Alchemist and Druid feats, how can you get it?

There's some Heritages that can get you Poison resistance like Strong-Blooded Dwarf.


Blave wrote:
Kelseus wrote:
Gortle wrote:


You are missing poison, precision, critical hits. There are quite a few other resistances out there. Getting them is harder.
Poison resistance is reasonably available though - probably should rank at the same level as fire.
Is poison resistance reasonably available? Other than the Alchemist and Druid feats, how can you get it?
There's some Heritages that can get you Poison resistance like Strong-Blooded Dwarf.

Dragon Barbarians with Green get it too. I think Sorcerers get it during their claws spell, but that's not permanent.


I would argue that Poison resistance is one of the hardest to get. There is no ring of poison resistance, and no spell or potion or alchemical elixir that grants it either. It's either one of about 4 feats or nothing.


Kelseus wrote:
I would argue that Poison resistance is one of the hardest to get. There is no ring of poison resistance, and no spell or potion or alchemical elixir that grants it either. It's either one of about 4 feats or nothing.

Fair enough. Though the original question was about effectiveness not availability.

Maybe we should rate poison resistance as an ability higher as it is harder to get alternative protection for.

Sovereign Court

Bleed resistance would be really nice to get. But I don't think you can.


Ascalaphus wrote:
Bleed resistance would be really nice to get. But I don't think you can.

You can through Physical Resistance.


Gortle wrote:
Kelseus wrote:
I would argue that Poison resistance is one of the hardest to get. There is no ring of poison resistance, and no spell or potion or alchemical elixir that grants it either. It's either one of about 4 feats or nothing.

Fair enough. Though the original question was about effectiveness not availability.

Maybe we should rate poison resistance as an ability higher as it is harder to get alternative protection for.

I 100% agree.


Pathfinder Rulebook Subscriber
Ascalaphus wrote:
Bleed resistance would be really nice to get. But I don't think you can.

Not bleed resistance per se, but I believe some ancestry feats will lower the DC of the flat check to stop bleeding. I want to say hobgoblin get one, or maybe dhampir.


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Yes, my next char is going to be a Kobold Dragon Disciple Cosmos Oracle, with Fire, Poison and Physical resistance!


Falco271 wrote:
Yes, my next char is going to be a Kobold Dragon Disciple Cosmos Oracle, with Fire, Poison and Physical resistance!

But what does your resistance to getting trapped in a headlock look like?


Ventnor wrote:
Falco271 wrote:
Yes, my next char is going to be a Kobold Dragon Disciple Cosmos Oracle, with Fire, Poison and Physical resistance!
But what does your resistance to getting trapped in a headlock look like?

Fire resistance seems like one of the most relevant types when it comes to wrestling. If someone is nasty, they could have a creature with persistent fire damage wrestle you.


I think I massively underappreciated all the factors involved in what would be best to get...

What resistance would a high ac melee character like a monk or champion benefit from the most out of fire, poison or electricity?

I'm hoping high ac will help mitigate the need for physical a little.


Kobolder! wrote:

I think I massively underappreciated all the factors involved in what would be best to get...

What resistance would a high ac melee character like a monk or champion benefit from the most out of fire, poison or electricity?

I'm hoping high ac will help mitigate the need for physical a little.

Out of those 3, definitely fire.


Tender Tendrils wrote:
Kobolder! wrote:

I think I massively underappreciated all the factors involved in what would be best to get...

What resistance would a high ac melee character like a monk or champion benefit from the most out of fire, poison or electricity?

I'm hoping high ac will help mitigate the need for physical a little.

Out of those 3, definitely fire.

Fire is a high value resistance for sure, it's absolutely the most common type of energy damage.

However, poison damage is also common and it's harder to get resistance to. Fire damage you can just buy a ring for.

Shadow Lodge

Kobolder! wrote:

I think I massively underappreciated all the factors involved in what would be best to get...

What resistance would a high ac melee character like a monk or champion benefit from the most out of fire, poison or electricity?

I'm hoping high ac will help mitigate the need for physical a little.

A Champion will presumably gain physical Resistances from Armor Expertise at level 7 (Presumbaly either Composite Armor or Plate Armor)

Of fire/poison/electricity:

  • Fire is easily the most common type energy damage (Burning Hands, Scorching Ray, Fireball, etc.).
  • Electricity is still fairly common, but no where near as common as Fire (Shocking Grasp, Lighting Bolt).
  • Poison is the least common of these three, but also the hardest resistance to get. Unlike the previous two, it is unlikely to be tied to a Reflex save AoE*, so a champion is probably a little less concerned about it given their great fortitude saves. Monks get some choice on which saves are good for them, so they are a bit more variable...

*There are some Dragon breath weapons that use poison, but again, these are fairly rare...


Taja the Barbarian wrote:


*There are some Dragon breath weapons that use poison, but again, these are fairly rare...

Green dragon's breath weapon uses a fort save.

I agree w/ Taja. A Champion is probably the one class that has to worry about poison damage the least. Poison often (but not always)comes from an attack. With their high AC and fort saves, a Champion is in the best position to avoid/reduce the poison damage compared to other classes.

On the other hand, the Champion probably has the lowest Dex in the party and the worst Reflex proficiency. Since fire and electricity damage are both more common than poison and most likely to come from a spell or breath weapon or similar effect, fire or electricity resistance would be more valuable to a Champion since they are most likely to a) encounter it and b) fail the save against it.


My Paladin nearly died to Poison, so I tend to have a different point of view.

Poison is a killer. With Persistent Damage they are the 2 main causes of character death.

Poison being nearly always recurrent damage, a resistance, even small, nearly nullifies its effect. Electricity, on the other hand, comes with big bunches of dice, a resistance will reduce the damage from a small percentage.

I'd personally go with Poison as Fire can be easily reduced through a Ring and Electricity is not common enough to be important.


Gortle wrote:


You are missing poison, precision, critical hits. There are quite a few other resistances out there. Getting them is harder.
Poison resistance is reasonably available though - probably should rank at the same level as fire.

Missed that one.

I "deliberately" decided not to add them because they are either useless ( they are not so common ) or complicated to get resistance.

Poison tends to affect combatant rather than ranged characters, and combatant usually have tons of const + juggernaut. I have never seen a ranged character got poisoned in 2 campaigns and some oneshots.

Precision is something you can't do nothing about it giving the poor pool of choices ( as far as I know, there are no items giving you the possibility to deal with it ).

Critical damage is the same.
You could sacrifice +1 ac and getting a composite medium armor to deal with critical hits, but apart from that ( and fortification stuff which kicks in later in the game ) I can't recall of anything.

The moment a character decides to pursue resistances not through items but ancestries and multiclassing, it's the time the character embraces the meta ( and anything can the happen ).

As a champion, I swagged most of the fort/will saves ( but reflexes ).


Pathfinder Rulebook Subscriber

A good fort save is probably a good way to determine if you want poison resistance. But poisonous animals are often ambush predators, which means they might spring on your back line rather than charge the front line.


Captain Morgan wrote:

A good fort save is probably a good way to determine if you want poison resistance. But poisonous animals are often ambush predators, which means they might spring on your back line rather than charge the front line.

This leads to a different issue imo.

Not a good spotter in the party ( or no proper intelligence work ahead ).

Though yes, there could be a scenario involving the characters escaping ( maybe a chase ? ) that would put them in a condition they would't be able to scout ahead, follow tracks, and similar stuff.


HumbleGamer wrote:
As a champion, I swagged most of the fort/will saves ( but reflexes ).

My champion has a bad habit of crit-failing his reflex saves.

Rolled a 1 vs. a Cone of Cold, used my hero point and rolled a second natural 1.


Kelseus wrote:
HumbleGamer wrote:
As a champion, I swagged most of the fort/will saves ( but reflexes ).

My champion has a bad habit of crit-failing his reflex saves.

Rolled a 1 vs. a Cone of Cold, used my hero point and rolled a second natural 1.

That must have hurt!

I got a critical failure on a cone of cold too ( I have the feel it could have been against your same enemy... were you next some kites? ), but never experienced a double 1 on a save ( yet! ).

Anyway, against that Cone of Cold I got 114 damage, fell down from slightly above ( I used my asimar wings and moved 10 feet the last round IIRC ) and got downed and almost died ( got healed after the enemy turn ).


HumbleGamer wrote:
Kelseus wrote:
HumbleGamer wrote:
As a champion, I swagged most of the fort/will saves ( but reflexes ).

My champion has a bad habit of crit-failing his reflex saves.

Rolled a 1 vs. a Cone of Cold, used my hero point and rolled a second natural 1.

That must have hurt!

I got a critical failure on a cone of cold too ( I have the feel it could have been against your same enemy... were you next some kites? ), but never experienced a double 1 on a save ( yet! ).

Anyway, against that Cone of Cold I got 114 damage, fell down from slightly above ( I used my asimar wings and moved 10 feet the last round IIRC ) and got downed and almost died ( got healed after the enemy turn ).

Yeah, same guy. Dropped me in one spell, almost killed me. To add insult to injury, that was my first encounter with that PC because my previous PC had died in the encounter before that, in a warehouse.


Pathfinder Rulebook Subscriber

I really dislike that encounter. More so than Ralldar, where you're at least in a dungeon and know to be on guard, plus you don't have time pressure, and there's some interesting RP.

But that fight your champions got hosed in? Has zero warning and hits you in the middle of an already challenging gauntlet. That's not where you should put a severe encounter IMO.

And your champion going down is especially rough luck, as their good damage should have made it time to shine.


I disliked the balance because it comes on one of the blind spots this system has. Our DM didn't play it properly because it would have been TPK ( 2 lvl 7 CoC + some strikes and gg ).

The enemy takes into account the "master weapon proficiency" and "Expert Armor Proficiency" when it comes to his AC/DC/Hit Chance/Etc..., and because so it's harder than any other +2/+3 enemy.

Talking about lvl 8 characters and lvl 11 enemy, it wouldn't have been "that" hard.


Pathfinder Rulebook Subscriber
SuperBidi wrote:

My Paladin nearly died to Poison, so I tend to have a different point of view.

Poison is a killer. With Persistent Damage they are the 2 main causes of character death.

Poison being nearly always recurrent damage, a resistance, even small, nearly nullifies its effect. Electricity, on the other hand, comes with big bunches of dice, a resistance will reduce the damage from a small percentage.

I'd personally go with Poison as Fire can be easily reduced through a Ring and Electricity is not common enough to be important.

Yeah, I tend to agree. If you are a frontliner poison resists are amazing for the above reasons.


So people are divided between fire and poison? Interesting, I didn't expect poison to be so dangerous/common.


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Pathfinder Rulebook Subscriber
Kobolder! wrote:
So people are divided between fire and poison? Interesting, I didn't expect poison to be so dangerous/common.

Well, poison is rather common if you are on the frontlines, since you get bit, etc in melee. That, and poison damage tends to be persistent, so multiple small hits which makes resistance very effective (since the amount of resistance gets taken off every bit of poison damage) and it is harder to get poison resists than it is fire.


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Kobolder! wrote:
So people are divided between fire and poison? Interesting, I didn't expect poison to be so dangerous/common.

The divide is mostly just based on poison resistance being more difficult to get, and on how much more difficult it is to stop ongoing poison damage (as it usually is from an affliction, while fire damage is generally persistent damage which is just a flat check).

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