p2e persistent damage. From the mod. p2e persistent damage

 
 From the modp2e persistent damage  Small module to keep track of persistent damage for pathfinder 2E using the effects system

325/9. 621) The damage gets rerolled every turn. 458 4. For instance, if you created a flask of 3rd-level empowered alchemist’s fire (see page 360), it would deal 2d6 fire damage, 2 persistent fire damage, and 1 splash damage on a hit. For poison, it's a bit unclear due to the duration, but rolling it on the turn of the monster delivering it avoids the (very bad) cases of rolling poison twice in a row. Basic saves all use the same effects - double damage on a crit fail, normal damage on a fail, half damage on a success, and no damage on a crit success, and no other effects. Aura Junction: More damage! Be sure to take Aura Shaping. You cease being staggered when your current hit points once again exceed your nonlethal damage. All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. Cast [reaction] verbal; Trigger A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed. Success The creature takes half damage and no. And ANY magic tradition can cast it Remaster / ORC / OGL Wounding rune: When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage. Curious what solutions people have come up with. There are many types of damage and sometimes certain types are applied in different ways. It takes 2 actions to assist recovery and may require a skill check (specifically administering first aid to deal. It's best to ask system specific questions in the forum that that system. 5) but also do a bit of AoE. Accursed Claws APG: Persistent damage is really good. • 2 yr. This represents the ability and experience of a high level char using the shield and reduces the shield block inefficiency at high levels. However you build your 2e Alchemist, be sure to cackle like Dr. For poison, it's a bit unclear due to the duration, but rolling it on the turn of the monster delivering it avoids the (very bad) cases of rolling poison twice in a. Stabilize Attempt a Medicine check on a creature that has 0. Phantom Pain and Persistent Damage. Scenario 3: 2* (10) -2 + 2* (10) -1. After. Add a FlatModifier rule-element and edit it to look like above. Exalt Level 11 When you use Iron Command, each enemy within 15 feet of you other than the triggering creature must also either drop prone or take mental damage (the enemy chooses). When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage. You channel negative energy to harm the living or heal the undead. Delay [free-action] Trigger Your turn begins. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. 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. The physical damage will benefit either from slashing weakness or silver weakness. In other words: if he had Drained 1 for 1 minute but received Drain 2 for 1 round he would suffer the effects of Drain 2 for 1 round and when that expires he goes back to 1. You can't use exploration activities performed while traveling, such as those listed . Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Each creature in the area takes negative damage equal to your spellcasting modifier and 1 persistent negative damage depending on its Fortitude save. When you drink a <i>healing potion</i>, you regain the listed number of Hit Points. The 1. On a critical success, the target also takes 1 persistent acid damage. All other creatures within 5 feet of it take 1 acid splash damage. On the other hand its an attack version of hurtling stone which deals the same damage but is only a single attack, which is more for war cleric or paladin, and even at level 5 the spell is higher damage than a cantrip, could be used with a nonattack cantrip, and last for 3 attacks, which combat rarely ever lasts longer than 3 rounds anyways. Invoke the Elements AG: A great defensive buff. Persistent Damage from Bombs also doubles on Critical Hits. If you have two persistent fire damage effects on the enemy, the enemy only takes damage. So if a 20th level Ranger has a major striking rune on their weapon, the Gravity Weapon spell active, and then uses Power. Persistent damage comes from effects like acid, being on fire, or many other situations. Accessed via macros. This module is intended to hold a few features for the foundry vtt pf2e system that could well have been separate modules and may well be eaten by the system at some point. Zach_luc_Picard • 4 yr. Wolf Stance - d8 piercing plus agile, finesse, backstabber and while you're flanking also trip. If an enemy refuses your Iron Command, it takes persistent evil damage equal to your Charisma modifier. Make a cobra fang Strike. Cast [two-actions] somatic, verbal. Interpretation 2: The weapon is causing the bleed damage, therefore the bleed damage is affected by the weapons material. You can't use actions with the concentrate trait unless they also have the rage trait. At least I can easily jump from 1,5 meters, but have no chance of jumping to 0,75 meters. 333 extra damage (16 is slightly higher, think I multiplied by 4 accidentally). 314 - 11 (Verified 11. Use to. Gravity Weapon states that the first Strike each round gains a "status bonus to damage equal to twice the number of weapon damage dice". 5 damage if it hits initially and then an expected 7+ points of persistent damage. Source Gamemastery Guide pg. 519 4. Handling persistent damage effects. When the target of said effect ends its turn then FGU properly rolls the damage and flat check. You splash a glob of acid that splatters your target and nearby creatures. Persistent damage comes from effects like acid, being on fire, or many other situations. Elemental Toss: From Sorcerer, a little better than a cantrip damage wise, but the main advantge of being 1 action is wasted on spellstrike. P2E games are going to become ever more commonplace in years to come. The action lowers the flat DC to 15, and gives an immediate chance to remove it at the new DC. Unarmed Attacks. 097543688400942 pounds per cubic inch. Small module to keep track of persistent damage for pathfinder 2E using the effects system. Calculate, graph, and compare different. This module is discontinued as of Foundry v10 and PF2e 4. Source Core Rulebook pg. With the expected +4 ability modifier, Electric Loop deals 1d4+4 (avg. At my table we have been applying it at step 4 right before a character/creature would take damage and I believe that is correct based on page 272 which states, "Every item has a Hardness value. Bleed damage ends automatically if you’re healed to your full Hit Points. At 0 hit points, you're disabled. Bloodline imperial. Astral Dragon Eidolon. These spells might work with Dangerous Sorcery; they cause persistent damage but don't have a duration themselves. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a critical hit with a lit fire poi, the target takes 1 persistent fire damage. 451 4. ago. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. On a critical hit, the target also takes 1d4 persistent acid damage per 3 levels of the zombie. This makes low persistent damage very weak against an applicable resistance and very strong against an applicable weakness. Same here; IMO, the Tyrant is the best evil champion on a mechanical and thematic basis. There is a new rule element added by the module, PF2E. Once added, persistent damage value can be edited via the effect: Process Persistent Damage. Even though monsters also have different hp, so needing to do comparable damage to a whole different game is fool math. While unconscious, you are helpless (see page 567). Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient. Heightened (6th) You can choose up to two of the effects from the list. If they fail, they progress to stage 2 and take the stage 2 damage. Spell 1. Fire burns, acid dissolves, and a shock of electricity can. 2. Recovery Checks. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your. Obviously the AC is meant to represent "elusiveness + other physical defenses". If you take an action to end it you get one DC 15 check immediately and the DC of the passive checks also drop to 15 from then on. On page 450 of the Core Rulebook we find the four steps of determining damage: Roll dice + account for modifiers; Determine type; Apply resistance or weakness; Reduce HP; Doubling the damage (for any reason) is listed on the next page as the last type of modifier in step 1. Persistent Damage affects the player at the end of their turn. Focus: The focus of the build has been based on the delivery of Bleeding Finisher at level 8 which combines with a. Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make. Next round, fails recovery check, which would result in death. 0. Source Core Rulebook pg. Here's the side by side of the Mephit and the bleed damage effects: [ [/r 1d4 #persistent fire]] @Compendium [pf2e. At 16 pick up flying form. 2 Strike with class Fighter () after 0 previous strikes. AC 20; Fort +8, Ref +11, Will +8 HP 30 (negative healing, rejuvenation); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. Flame Wisp H: Fire wisps damage those you strike, and more grow if you cast fire spells. Ran into a creature that did 2d4 persistent fire damage. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. Implement's Empowerment 100% applies to bomb damage, and as previously mentioned, Bombs are Strikes, and Splash is part of Strikes. The rest of your turn doesn’t happen yet. 2. New comments cannot be posted. For most adventurers, this can bring a little more meaning to their story. Disease. Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. Golems are immune to any attack with the nonlethal trait. So as you can see from all of that, Fire is going to be a very interactive damage type. It is the condition that deals the damage. The target must attempt a Will save. Wild morph, disrupting ki, and alchemist. Hit a flanked creature twice and your sneak attack does as much damage as 5e. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. 64 1. Source Core Rulebook pg. This version provides clarification i. Was not fun. Speed 30 feet, burrow 5 feet Melee [one-action] jaws +9 [] (), Damage 1d6+1 piercing plus ghoul fever and paralysis Melee [one-action] claw +9 [] (agile, finesse), Damage 1d4+1 slashing plus paralysis Consume Flesh [one-action] Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Interpretation 2: The weapon is causing the bleed damage, therefore the bleed damage is affected by the weapons material. But you can manually add effects of PERS: 1d10 fire and PERS: 1d12 bleed to the target. On a critical success, the target also takes 1 persistent acid damage. 7. The kinds of damage covered by this are acid, cold, electricity, fire, and sonic damage. When I played 5E I would avoid any mention of poison damage, because I knew it was going to be a weak option. When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit). Martials with an Acid Flask and a Hero Point are also quite capable of making. Enervation has roughly 80% chances to affect a boss, even if it means dealing only half damage most of the time. Escape incures MAP. 5 attacks total, all with a positive modifier and flanking, at level 1. . Slough Skin Spell 2. Author: jaypeedaylee Project Source: Project URL Versions 0. Any time you have multiples of a Status (Persistent Damage Included) you only apply the stronger value. 621 4. These attacks are summarized here. Usage etched onto a piercing or slashing melee weapon; Bulk —. The goal is to block as many times as possible during the encounter. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. smol- foundry: Makes the UI more compact in some areas, well worth it. Persistent Damage. You and your party have almost certainly lost hit points, spent Focus Points, and maybe even taken some damage to your gear. 278 4. When you get it, you should have calculated splash and 19 INT, so bombs do an extra 4 persistent damage. Liches prefer mindless undead, that do what they’re told and don’t interrupt the lich’s studies with useless conversation. 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. This is of course assuming you used the right weapon to hit your flat-footed target. As usual for nonlethal damage, when you reduce a creature to 0 Hit Points using nonlethal damage, the creature falls unconscious instead of dying. Archetypes+ is now live on Foundry VTT and Pathbuilder! A massive supplement with 300+ Feats, this new book from Team+ brings you expansions to 20 archetypes and adds 5 brand new ones- from the coveted D100 Wellspring Surge Table to Clowns, Vikings, Bullet Dancers and more. Daze would deal SAM as damage, increasing by 1d4 every level, but would apply stunned 1 on the enemy's failed save. 1. A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. 2 Answers Sorted by: 13 3+1/3 turns On your first turn, you always take damage ( p = 1 p = 1 ). When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level. When your negative hit point total is equal to your Constitution, you're dead. Other option is getting hitted while dying. 621)The damage gets rerolled every turn. Attack & Damage Rolls. The problem was persistent damage. You wait for the right moment to act. You curse the target, punishing it for having the audacity to spill your blood. The Tyrant is one of the strongest 1v1 combatants out there, with great defense and one of the highest damage outputs in the game - with Iron Repercussions, you basically deal a rogue's worth of damage as persistent damage on top of everyting else. A breakdown of 5 general rules for Persistent Damage. Because dragons have a strong connection to magic, their minds can often leave an echo floating in the Astral Plane. Core Rulebook (452)Falling. 8 comments. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “ [type]” is the damage type. ". " These seem to imply that the target takes the damage in response to being hit with an attack. You and the shield each take any remaining damage, possibly breaking or destroying the. The "massive damage rule" (not sure what is called in PF2) makes targets die instantly if a single's hit damage doubles their maximum HP. Wild Shape is complicated. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. Fir. 2) Every time you take Persistent Damage, you gain a DC 15 flat check to end the condition (p. You can do something narratively appropriate on your turn to make an extra flat check before the end of your turn (like pouring a bucket of. Persistent Damage affects the player at the end of their turn. Source Core Rulebook pg. Greater Deed 15th Ghost Shot [one-action] Flourish. Negative damage harms the life force of living creatures, and positive damage hurts undead. Monks don’t take a -2 when attacking lethally. The reality. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. Here's the side by side of the Mephit and the bleed damage effects: [ [/r 1d4 #persistent fire]] @Compendium [pf2e. This version provides clarification in regard to Positive/Negative Damage and Persistent Damage. So on any. Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round)Alchemical Familiar Feat 1. . The stab of a spear deals piercing damage. You snap your shield in place to ward off a blow. 453 4. so what are the implications here? Persistent Damage. 451 4. If they fail, they are on stage 1 and take its effects. ” Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you’re casting. If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. The DC is usually the DC of the effect that caused the bleed. On a hit, the target takes 2d12 electricity damage. Then a look at ways characters can get persistent damage. Charged Javelin: From Cleric, Same damage as a cantrip, but also buffs you with +1 status on the attack if you are using a metal weapon while the creature is taking persistent damage. For just a 2nd level spell slot, you at the very least force enemies to waste actions attacking enemies that aren't there in order to avoid taking mental damage - its AC and attack rolls scale automatically - and if you heighten it, the damage can be at the very least acceptable, especially if you take advantage of it being able to trigger. Bleed is one of the most hidden rules in pf2e imo. Tanglefoot takes 3 actions or 1 Escape action. I don't think Paizo is trying to nerf cantrip damage, because look at the new Needle Darts spell from Rage of Elements (1st pic is the spell, 2nd pic is its damage graph): 3d4 piercing damage, 60' range, and does persistent bleed damage on a crit. 5 average damage per target for several turns!Resistance applies to each damage type. Wouldn’t it be a shame if Balor had 20 weakness to Cold damage? Bombs some of the highest Persistent Damage in the game and Persistent Damage of different types stack. True Strike + Acid Arrow with a Shadow Signet is the most reliable way to make this happen. This module puts the buttons to roll Damage and Critical right on the chat card for a Strike to. The rules. Elemental Resistance (Fire): Extremely common. Realistically, if your bones, tendons and muscles are strong enough to propel you to X feet in the air, they are definetely strong enough to absorb the shock of falling from X. Calculate a damage roll as follows. Poor piercing damage also triggers 0 weaknesses. Alchemist’s fire deals the listed. Force damage comes from pure magical energy and can damage ethereal creatures, such as ghosts. 95. 0. Critical Success The target is unaffected. Item 8. Persistent Damage Source Core Rulebook pg. Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “ [type]” is the damage type. Assisted Recovery. In the end nearly everyone was bleeding and one was dying. Deal 12d6 damage (average 42) on an enemy failed save along with Frightened 2. All eidolons' starting attacks are governed by the "unarmed attacks" subsection of the general eidolon rules. I often make animals do this, and persistent damage it's a player killer Reply reply WikuPiku • Ah that makes sense since your round moves to before the enemy when downed, 3 attacks in 1 round can be devastating so the Hero Point would truly be a life saver in many situations. If the target recovers from being sickened, the. The negative trait states that Negative energy heals undead and harms the living in the form of negative damage, therefor a dhampir heals and a living creature is damaged. conditionitems. Trigger A creature within your reach critically fails a Strike against you. TahntedOctopus • 4 yr. 6. When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. 1) Bleed is a kind of Persistent Damage (p. Electric Arc, like Fireball and Wail of the Banshee, requires a single damage roll, which includes the damage bonus from Inspire Courage, but applies that damage (modified based on any saves involved) to either every creature in the spell's area (like. 2) Every time you take Persistent Damage, you gain a DC 15 flat check to end the condition (p. This is called a recovery check. 453. Most notably, you’ll use Interact, Step, Stride, and Strike a great deal. This means the shield can take 32 points of damage before it is broken. • 1 yr. On a failure (but not a critical failure), the target of the attack still takes the splash damage. If you succeed, the condition ends. In the rules for Damage Types, Physical is noted as a main type of damage and then that the main types of physical are bludgeoning, piercing, and slashing. Not critical. 453 4. In fact there's quite a few rules on how the sphere moves, but the 2e version is much simpler. Now the rogue critically hits the enemy, does Xd4 whip damage, then + Xd6 precision damage (sneak attack), + 1d6 flame damage, + 1d10 persistent flame damage, + 1d8 poison damage nonlethal simply states that the attack does non lethal damage and knocks an enemy out. Numbers on persistent damage are way too low to plan a build around them. " So to answer your questions, yes Regeneration is stoped by any type of the listed damage. From noble and well-meaning gods who shape people’s lives for the better, to cruel and evil gods seeking death and destruction, to unfettered neutral deities who walk their own path, there is an abundance of figures that the faithful can offer their prayers and service to. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Persistent Damage Source Core Rulebook pg. Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage (page 452), giving them a chance to make another flat check to remove the persistent damage. 621). Two entries will exist for each spell not targeting Reflex, the first assuming a Moderate save (+12) and the second assuming a Low save (+9). Author: Jonas Karlsson Project Source: Project URL Versions 11. Or cast Phantasmal Killer heightened to spell level 6. You do not add your STR to damage with splash weapons. If an attack hits a lvl 1 wizard and a lvl 20 barbarian for 8 damage + 1d6 persistent bleed then healing them from that is nearly exactly the same amount of HP. It doesn't automatically apply damage (among other things, it works the same way for damage and healing, which is useful with positive/negative effects and undead, and it still doesn't apply resistances, immunities and weaknesses), but among other things, if the attack roll. Many other conditions change at the end of your turn, such as the frightened condition decreasing in severity. 4875/9. A breakdown of 5 general rules for Persistent Damage. Range 30 feet; Targets 1 creature. If you're a prepared caster, you can prepare a specific number. In 1e, there were multiple ways to add +1 damage per die to your spells, but the equivalents in 2e are +1 per spell level, which is much less damage. You did cast a spell It did deal damage. 0. 0 You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying). 0. You could have an enemy taking 40+ points of persistent damage each turn rather quickly. For a basic save, you’ll attempt the check. The key is to exploit elemental weakness, and dip into other classes to give you more options. ★★★☆☆ Shock (Damage; Level 8; 500 gp) — Electricity damage is fine, but arcing 1d6 damage to two other creatures within 10-feet feels forgettable by level 8. 5 damage and 14 persistent bleed damage. Add Persistent Damage. You can add the persistent bleeding to the weapon. If you take any damage from a fall, you land prone. Small module to keep track of persistent damage for pathfinder 2E using the effects system. Petrified. Your careful shot against an unsuspecting opponent pierces a vital artery or organ. 0 Persistent damage is a condition that causes damage to recur beyond the original effect. So I'm not sure of the swarm you are running specifically, but there are definitely some common-sense rules in place. If your dying 1 and fail your recovery check you go to dying 2 then take persistent damage and go to dying 3. The smack of a club deals bludgeoning damage. Hello. Prone. We also found this makes poison particularly problematic for dying characters. Each poison’s stat block includes the Price and features for a single dose. All creatures and objects have Hit Points (HP). Alchemist. Acid, cold, electricity, fire, and sonic are all types of energy damage. The target must attempt a Will save. Keep in mind that many of the activities below take 10 minutes each. On a critical success, the target also takes 1 persistent acid damage. 0. It's definitely a strong way of doing persistent damage, I'm just partial to alchemists I suppose :p Could aways just combine all three. 1d4 1d6 1d8 1d10 1d12. Step 2: Determine the Damage Type. The persistent damage is associated with the object and damages whichever creature is holding or wearing it. But this way will save you from searching for the button in your actions tab. An object can only take two dents from a single source of damage, meaning items can't be destroyed by. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt. This technically isn't true. It would be nice if there was some sort of scaling, though. Make a spell attack roll against your target's AC. The shield has Hardness 8, HP 64, and BT 32. The GM might rule otherwise in some situations. Both target 1 creature or object. the second paragraph of this page . Price 340 gp. The (good-aligned) Champion reactions grant resistance to "all damage". An armored opponent might have level + 1 or 2 AC but a mage might have level - 1 or 2 AC but level + 1 or 2 in its DCs. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “ [type]” is the damage type. The critical bleed effects from weapon specialization help diversify the game. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. Total Damage 3. 0. Weapons with the nonlethal trait (including fists) do this. Wounding rune: When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage. Just as an example, at level 9 with a +1 striking arquebus (no damage runes), a crit will do on average 55. Baseline. Source Secrets of Magic pg. If your hit point total is negative, but not equal to or greater than your Constitution score, you are unconscious and dying. The player's fought a swarm of bats, and unfortunately it did not go well for them. non-magical) Rejuvenation (divine, necromancy) When a ghost is destroyed, it re-forms after 2d4 days within the. This feat will rarely be more useful than Administer First Aid, and even in that. If they fail, they wait the onset time (if any) before taking damage. 1. 0 sub-forum. 5 10 15 20 0 10 20 30 40 50 60. As long as it makes sense, it takes two actions and gives the victim an immediate check to end it. Zwordsman said wrote: Pg 345 Splash When a character uses a thrown weapon with the. The extra positive damage would be considered a separate instance of damage, and would trigger the creature's positive weakness. Produce Flame would deal SAM as damage plus 1 persistent fire damage, increase damage every level by 1d4 and persistent damage by 1. These take place after you’ve taken any persistent damage, attempted flat checks to end the persistent damage, and attempted saves against any afflictions. 550 4. The Undead monster trait states "Undead creatures are damaged by positive energy, are healed by negative energy, and don’t benefit from healing effects. It just makes sense that undead are immune to bleed damage, just tell players that’s how you’re going to rule it and be consistent. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save. Spells which deal persistent damage like Acid Arrow are a great choice, as are spells which can repeatedly deal damage like Flaming Sphere, and you can repeatedly apply Forcible Enemy by casting cantrips to renew the effect and keep the Vulnerability in place at minimal cost. ----- The BombsDamage for a raw shortbow attack isn't great, but Deadly which adds d10s on crits, striking runes (which add damage dice), and elemental damage runes (which add more damage) keep it competitive. This module is discontinued as of Foundry v10 and PF2e 4. One option is to replace them one-for-one with new damage types like “radiant. Fast Healing. You can try to use the Escape action to end the condition by rolling your unarmed attack modifier against the grabber's athletics DC. Example: Character reduced to 0 hit points (dying 1), fails recovery check (dying 2), takes poison damage (dying 3).