
Lannister2112 |
If an Erinys Devil is damaged by an attack that makes it bleed (1d6), does it's physical resistance 5 protect it from the bleed? Seems like yes from below.
Now what if that attack came from a silver weapon (which bypasses its physical resistances)?
Leaning toward the silver weapon allowing the bleed to bypass the physical resistance.
>>>>>Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.<<<

YuriP |
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I agree the Blood damage cause by silver weapon bypasses the physical resistances. Due a combination of:
While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have.
Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.
So I understand that a bleed damage caused by a silver weapon against a creature that says "Resistances physical X (except silver)" ignores the resistance.

Gortle |
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I don't think it matters where the damage originated as it's the condition that deals the damage and not the weapon: I mean a creature that has a weakness to silver isn't going to take the extra damage from bleed either.
Its part of the standard lycanthrope mythos, that they don't heal from silver weapon damage fast. So a lot of GMs will want to do it.
In most cases of persistent damage they put the traits on the persistent damage as well, so we get persistent fire damage and persistent slashing damage. But silver is not a trait so this is mostly not done. The damage has still originally come from a silver source.The rule for persistent damage says Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don’t take it right away
This actually ties the damage to the original effect so its not unreasonable to consider the properties of the original effect.
But the problem is that the damage procedure describes persistent damage, but like additional damage, doesn't fully define it's use. We are just supposed to treat it somehow like normal damage.

graystone |
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graystone wrote:I don't think it matters where the damage originated as it's the condition that deals the damage and not the weapon: I mean a creature that has a weakness to silver isn't going to take the extra damage from bleed either.Its part of the standard lycanthrope mythos, that they don't heal from silver weapon damage fast. So a lot of GMs will want to do it.
I understand the desire to have it work that way, I just don't see the link with how the damage is done: the weapon isn't doing any of the damage. That and it seems troublesome if it keeps triggering a silver weakness: for example that werewolf takes 5 weakness damage if we make the bleed damage silver or a Marilith taking an extra 15 with bleed from a cold iron weapon. For myself that link back to the original source is once removed: the weapon causes the condition: stop; add condition then condition deals damage [not weapon].
But the problem is that the damage procedure describes persistent damage, but like additional damage, doesn't fully define it's use.
Well I agree it's ill defined as quite a lot of the game left a bit murky or straight up expects the DM to figure it out. This is why I'd say that RAW it doesn't work but I can understand why DM might want to do so.

Lannister2112 |
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That is a very good point. I was totally ready to let the bleed continue, because I think it 'feels' to me like its in the spirit of the typed damage that inflicted it.
I agree that it does start to be broken if applied to a weakness rather than to merely bypassing.
I think for my game, we'll try to split the difference and see how it plays over the next book (converted Hell's Rebels, in the middle of book 3). I think the bleed continues, but a weakness will only apply to the initial damage. Keeping the 'feel' of it, but without letting it be broken.
Thanks all, some great arguments here. I can totally understand why someone would rule different.

Xethik |

Isn't physical damage defined as piercing/bludgeoning/slashing? I don't think bleed damage would ever interact with physical resistance.
While those are the main types of physical damage (as worded in the rules), bleed is literally persistent physical damage.
https://2e.aonprd.com/Rules.aspx?ID=340
Darksol the Painbringer |
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Isn't physical damage defined as piercing/bludgeoning/slashing? I don't think bleed damage would ever interact with physical resistance.
The rules expressly state that bleed is a type of persistent physical damage, so it's actually piercing/bludgeoning/slashing/bleed.
Personally, I'd allow the bleed to trigger weakness if the strike that caused the bleed is from an appropriately materialized weapon/attack. It gives bleed effects a bit more value (since they don't scale very well in the later levels for PCs), and makes special materials more relevant in combat for players that double down on physicality. It's bad enough that special materials always fall behind on potency/striking runes due to level gating, crafting gating, and exclusive downtime, why kick a rule while it's down?

Baarogue |
I think the key lines are "weaknesses and resistances to physical damage apply" in the definition of bleed on CR 452 and the whole entry for precious materials
While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have.
So I would rule that bleed caused by a precious material the target is susceptible to would bypass resistance and trigger weakness to that material. If a creature is resistant to a precious material, I would apply that resistance to bleed caused by that material too

SuperBidi |
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I think the key lines are "weaknesses and resistances to physical damage apply" in the definition of bleed on CR 452 and the whole entry for precious materials
Precious Materials, CR 452, emphasis mine wrote:While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have.So I would rule that bleed caused by a precious material the target is susceptible to would bypass resistance and trigger weakness to that material. If a creature is resistant to a precious material, I would apply that resistance to bleed caused by that material too
I also think that per RAW it should. Persistent damage has damage in its name and as such it's hard to consider that it's not modified by a Silver weapon.
Also, thinking more about it, I don't think it imbalances the game. When you face a Troll no one is screaming because the persistent damage from an Alchemist Fire triggers the weakness, even if the damage is low. It's something expected by the game math.
As such, allowing it with bleeding will not imbalance the game. On top of it, being able to apply Bleeding damage from a weapon with the proper material is actually quite an accomplishment. It's nothing you do easily, you need to invest in a specific weapon and you need to have a special bleeding ability which are quite rare.
So, I revise my position from my first answer, I'd apply Weaknesses to bleed damage and let it shut down Regeneration.

graystone |
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My question would be just how you'd decide what gets inherited: for instance, bleed is physical damage but it never says it inherits materials or a particular type [S/P/B]. For instance, does a Giant Hermit Crab take an extra 5 bleed damage because it has Weaknesses bludgeoning 5 if it's hit with a mace? Or a soulforged Essence Powers Reflecting Spirit taking 5 more damage because the bleed was caused by an arrow? I just seems odd IMO.
Also, thinking more about it, I don't think it imbalances the game. When you face a Troll no one is screaming because the persistent damage from an Alchemist Fire triggers the weakness, even if the damage is low. It's something expected by the game math.
Here I question if it was in fact expected: a troll is clearly built with fire weakness factored in. Several things where created with persistent fire damage but nothing that I know of was made listing persistent [precious] damage. Look what a magus has to do to get a few extra damage from arcane cascade...
On top of it, being able to apply Bleeding damage from a weapon with the proper material is actually quite an accomplishment. It's nothing you do easily, you need to invest in a specific weapon and you need to have a special bleeding ability which are quite rare.
Free extra damage that requires 2 actions to stop seems pretty useful as/is. And it's not particularly hard to get: you can get it as early as a single 4th level feat and a 2nd level item Silversheen.

Errenor |
This actually ties the damage to the original effect so its not unreasonable to consider the properties of the original effect.But the problem is that the damage procedure describes persistent damage, but like additional damage, doesn't fully define it's use. We are just supposed to treat it somehow like normal damage.
Or not. I still don't see any reason and evidence to double persistent damage on crits for example (unless an effect explicitly says so).

SuperBidi |

My question would be just how you'd decide what gets inherited: for instance, bleed is physical damage but it never says it inherits materials or a particular type [S/P/B]. For instance, does a Giant Hermit Crab take an extra 5 bleed damage because it has Weaknesses bludgeoning 5 if it's hit with a mace? Or a soulforged Essence Powers Reflecting Spirit taking 5 more damage because the bleed was caused by an arrow? I just seems odd IMO.
Previous materials explicitly modify damage, not S/P/B. And this discussion is about materials, the other cases need a specific discussion as they are not following the precious materials rule.
Here I question if it was in fact expected: a troll is clearly built with fire weakness factored in. Several things where created with persistent fire damage but nothing that I know of was made listing persistent [precious] damage.
I fail to see where you want to get. What I say is that Persistent Damage triggering weaknesses is something that happens. There's no reason to say it's imbalanced in the case of bleed damage.
Free extra damage that requires 2 actions to stop seems pretty useful as/is. And it's not particularly hard to get: you can get it as early as a single 4th level feat and a 2nd level item Silversheen.
That's what I call hard to get. You need to spend actions to apply Silversheen, on top of buying some. As for a 4th level feat, that's a pretty big investment. As a GM, I'm fine with rewarding a player doing all of that.

SuperBidi |
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Gortle wrote:Or not. I still don't see any reason and evidence to double persistent damage on crits for example (unless an effect explicitly says so).
This actually ties the damage to the original effect so its not unreasonable to consider the properties of the original effect.But the problem is that the damage procedure describes persistent damage, but like additional damage, doesn't fully define it's use. We are just supposed to treat it somehow like normal damage.
In the rules about the Splash trait, you have this line:
"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 and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage."So, per RAW, Acid Flask persistent damage is doubled on a critical hit and it's written nowhere that it's an exception to the persistent damage rule. So it seems that persistent damage is supposed to be doubled on a critical hit.

Castilliano |

I think hitting a Linnorm with cold iron bleed damage shows how beyond the pale such things are. The imagery of silver hurting a lycanthrope is already captured in the initial hit. Having it bleed out faster too seems both unnecessary and not an aspect of bleed since it's a condition with only "physical" as a descriptor as far as I can tell.

thewastedwalrus |
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My question would be just how you'd decide what gets inherited: for instance, bleed is physical damage but it never says it inherits materials or a particular type [S/P/B]. For instance, does a Giant Hermit Crab take an extra 5 bleed damage because it has Weaknesses bludgeoning 5 if it's hit with a mace? Or a soulforged Essence Powers Reflecting Spirit taking 5 more damage because the bleed was caused by an arrow? I just seems odd IMO.
Bleed is distinct from other types of physical damage, but it seems clear the crab would be taking 5 extra damage if it was taking persistent bludgeoning instead of persistent bleed.

Castilliano |

It makes sense diegetically that bleed damage from an injury caused by a weapon that a creature is weak to would itself also be more grievous than from any other weapon.
It also makes sense that the contact w/ the material has ended. The Cold Iron no longer burns the skin of the fey (et al) or that the depth of the wound's no different, the blow only had an extra supernatural oomph that's now gone so the wound bleeds as normal for a wound its size.
Since it makes sense both ways depending on narrative choices, either interpretation makes sense, except there's no indication that bleed damage carries any traits other than "physical". And IMO there are some examples (as I gave w/ the Linnorm) that'd make bleed far more powerful than comparable damage increases.

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Of course it's more powerful, you're targeting a weakness. Same as hitting a troll with persistent fire damage or a fiend with persistent good damage. Both of those are way easier for characters to pull off and don't require nearly as much investment of a PC's limited resources.
You can go with "it's not in contact with the material anymore," but then you then create the question of why momentary contact suppresses regeneration for an entire round. Obviously, the mechanics clearly say that's what happens, but the narrative explanations start to twist in on themselves. It's way simpler to say the injury is deeper, bleeds more, etc.

Castilliano |

Of course it's more powerful, you're targeting a weakness. Same as hitting a troll with persistent fire damage or a fiend with persistent good damage. Both of those are way easier for characters to pull off and don't require nearly as much investment of a PC's limited resources.
You can go with "it's not in contact with the material anymore," but then you then create the question of why momentary contact suppresses regeneration for an entire round. Obviously, the mechanics clearly say that's what happens, but the narrative explanations start to twist in on themselves. It's way simpler to say the injury is deeper, bleeds more, etc.
Correct, "the narrative explanations start to twist in on themselves", so why would you use a narrative explanation as a foundation? I don't find it simpler to say the wound's deeper, much like a critical hit doesn't increase bleed damage (unless specified of course). I find it simpler to have bleed be bleed and just be physical like it says it is.
I could see and accept Paizo ruling either way, but I see no mechanical reason nor benefit of applying the material effects to bleed damage. It's not part of the package, even if I agree sometimes it's kind of cool (albeit sometimes not).

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Because narrative is part of the gameplay, and outside of any clear indication in the rules one way or the other, I'm going to infer what makes the most sense for me and my players. The cold iron weapon is an integral part of why this hypothetical linnorm is experiencing bleed damage at all, so, to me, it doesn't make sense to treat them as entirely disconnected effects.

Baarogue |
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It also makes sense in cold(iron) hard RAW which I quoted above already
Bleed is physical damage caused by an attack, usually involving a weapon. Not some mystical spirit of bleed damage flitting across the battlefield, unrelated to the source of the wound.
Precious materials modify damage to bypass resistances and trigger weaknesses. It does not say that effect is restricted to S/P/B. Weapons also inflict bleed.
While we're at it; Persistent damage is damage. Damage is doubled on a crit unless it's solely the product of the crit or specified otherwise. THE RULE is that it's doubled, not that it isn't.

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Losonti wrote:It makes sense diegetically that bleed damage from an injury caused by a weapon that a creature is weak to would itself also be more grievous than from any other weapon.It also makes sense that the contact w/ the material has ended. The Cold Iron no longer burns the skin of the fey (et al) or that the depth of the wound's no different, the blow only had an extra supernatural oomph that's now gone so the wound bleeds as normal for a wound its size.
Since it makes sense both ways depending on narrative choices, either interpretation makes sense, except there's no indication that bleed damage carries any traits other than "physical". And IMO there are some examples (as I gave w/ the Linnorm) that'd make bleed far more powerful than comparable damage increases.
Way I see it, weakness to something means that the inflicted wound is far more grievous, silver cutting through a werewolf's flesh like butter. So I feel it makes sense that the bleed is more damaging too because the initial wound was in fact deeper.

Errenor |
In the rules about the Splash trait, you have this line:
...
Yeah, yeah, an example of one type of items and nowhere else in the whole book, not one mention. I remember. And it is in examples they have less checking it seems.
Also, while we're at it, 'persistent damage' is not even a name of a condition, it's a name of a group of conditions, and very clearly not a damage from the standard calculation.

SuperBidi |
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SuperBidi wrote:
In the rules about the Splash trait, you have this line:
...Yeah, yeah, an example of one type of items and nowhere else in the whole book, not one mention. I remember. And it is in examples they have less checking it seems.
Also, while we're at it, 'persistent damage' is not even a name of a condition, it's a name of a group of conditions, and very clearly not a damage from the standard calculation.
It's all we have.
But I like this rule. I don't see why persistent damage shouldn't be multiplied on a critical hit. It's rarely high damage, and very often on abilities that are quite weak (Bombs, Swashbuckler Finisher). The main strength of Persistent damage is to trigger weaknesses and this rule don't affect the damage much in that case.
_benno |
Benefits you gain specifically from a critical hit, like the flaming weapon rune’s persistent fire damage or the extra damage die from the fatal weapon trait, aren’t doubled.
It seams to me that it would be pointless and highly confusing to state that, if persistent damage should not be doubled as well on a crit.

Baarogue |
"I like this rule" isn't going to convince him, SB, if he even has any intention of arguing in good faith. Fortunately it's NOT all we have, but I'm not going to waste my time if it's all for naught, though I may still do some research to satisfy my own curiosity
So how about it, Errenor? Are you just trolling and going to dismiss every rule and example with a, "yeah, yeah, that's just something I've chosen not to believe because I don't like it," or what? Do you even accept that bomb persistent damage is doubled on a crit, or do we not have any starting point? I love discussing the RAW, but you appear to have a chip on your shoulder about this topic and I'm not here to indulge that

Onkonk |
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Errenor wrote:SuperBidi wrote:
In the rules about the Splash trait, you have this line:
...Yeah, yeah, an example of one type of items and nowhere else in the whole book, not one mention. I remember. And it is in examples they have less checking it seems.
Also, while we're at it, 'persistent damage' is not even a name of a condition, it's a name of a group of conditions, and very clearly not a damage from the standard calculation.
It's all we have.
But I like this rule. I don't see why persistent damage shouldn't be multiplied on a critical hit. It's rarely high damage, and very often on abilities that are quite weak (Bombs, Swashbuckler Finisher). The main strength of Persistent damage is to trigger weaknesses and this rule don't affect the damage much in that case.
There is also Lingering Flames
"When you cast fireball, you can modify its effects, decreasing the base damage to 5d6 and causing it to deal 2 persistent fire damage to creatures that fail their save, doubled as normal on a critical failure."
With basic save and strike using similar language, i.e. you double the damage listed.