How does « weakness: good 10 » works?


Rules Discussion


What is the most common way to strike a monster with a « good » attack? When should I add the 10 hit points from a good weakness to the damage roll?

Tx!

Shadow Lodge

Holy weapon rune: Don't leave home without it!

Sovereign Court

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Weunty wrote:
What is the most common way to strike a monster with a « good » attack?

There are a lot of different ways to do it.

I guess the most frequently used is probably the Divine Lance spell, if you have a Good deity.

The Holy weapon rune works.

I'm not going to go through all the spells that can do Good damage; there's a lot of them, mostly in the Divine list. But there's a particular type to watch out for: spells that do Good damage only to undead and/or fiends, like Searing Light. Occasionally you might run into an ooze from outer space with Good weakness, but a spell like this won't work so well on it. Very annoying.

The Champion class has several ways to do Good damage such as the Smite Evil feat.

Holy Water is something every character can use.

Weunty wrote:

When should I add the 10 hit points from a good weakness to the damage roll?

Tx!

In Step 3 of damage resolution.


So it is pretty hard for 7-8th level character to expoit those kind of weakness.

Thanks for the answers!:)


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Better than Holy Water, you have Alignment Ampoules. But you need to be able to use Bombs.

Liberty's Edge

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Weunty wrote:

So it is pretty hard for 7-8th level character to expoit those kind of weakness.

Thanks for the answers!:)

Divine lance is a Cantrip.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, it's much easier for some characters to exploit than others.


Great thanks for all those insight! As a DM I haven’t looked at all the player’s option! Maybe I should have but it is a bit time consuming!:)

Liberty's Edge

Weunty wrote:
Great thanks for all those insight! As a DM I haven’t looked at all the player’s option! Maybe I should have but it is a bit time consuming!:)

Search function on AoN, focusing on results in the Equipment and Spells, and maybe Feats and Classes, categories help. Here with the keywords "good damage".


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Weunty wrote:
Great thanks for all those insight! As a DM I haven’t looked at all the player’s option! Maybe I should have but it is a bit time consuming!:)

Champion, Cleric, Oracle all have access to alignment damage.

Sorcerer, Summoner, and Witch get access to it if they choose the divine tradition for their spellcasting.

Basically, any divine/religion focused class (which is fitting)

Liberty's Edge

And MC Dedication from lvl 2 too, since Divine Lance is a Cantrip.


Champion has several ways to get good damage, the easiest is the Paladin Retributive strike divine smite at level 9. Or Smite Evil (level 6 feat).

A fun way to get it through the Aasimar Blessed Blood level 5 feat. Deals 1d6 good damage to any creature with weakness to good that hits with a jaws/fang etc. attack.

Holy water is cheap too.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Also some aasimar feats.

(I see someone mentioned one of them before I posted that, since I hadn't refreshed, but not the only one).


SuperBidi wrote:
Better than Holy Water, you have Alignment Ampoules. But you need to be able to use Bombs.

Be trained or better in Martial weapons.


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I have to say, there is nothing quite like hitting a Weakness 10 (Good) BBEG with a Sticky Alignment Ampoule (and then having the GM fail the flat check a few times.)

:-D

Sovereign Court

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Weunty wrote:

So it is pretty hard for 7-8th level character to expoit those kind of weakness.

Thanks for the answers!:)

Like I pointed out, there's quite a few abilities that do it. But they're a bit concentrated in the religious corner.

That said, everyone is trained in holy water, and even on a miss you do splash damage which triggers the weakness. A party of four characters with money to burn could walk into a fight with everyone holding two and unloading, doing in the direction of a hundred damage reliably. It'll cost you, but if you're say, a level 2 party who's warned about a bearded devil, well maybe you should..


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Everyone except wizards, you mean.


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Ascalaphus wrote:
It'll cost you, but if you're say, a level 2 party who's warned about a bearded devil, well maybe you should..

At 3 gp a piece, they are expensive at level 1. But by the time you are level 5, its about 1% of your character wealth, making it a very cheap investment. At a practically guaranteed 11 damage per vial (just don't crit miss) you can kill a level 10 Kalavakus with 55 gp, less then the cost of your striking rune.

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