Рет қаралды 5,624
A breakdown of 5 general rules for Persistent Damage. Then a look at ways characters can get persistent damage. We start out slow and work our way up. First there is persistent damage that goes off on critical hits. This is spells, weapon critical specialization effects and ancestries. Then we move up to slightly better, spells with a save. Then the dual weapon warrior's flensing slice. Then rogues. Then monks. Then spells and attacks that deal persistent damage on hits...not just critical hits. Then a special look at the Oracle of Flames. Then the heavy hitters. Wild Druids, Alchemists and the Paladin.
I'd wish I could have added a couple more things into this one. As it is, I cut a lot of fluff out for time. But I would have liked to show how Persistent Damage works with damage averages. What is neat about persistent damage is, since there is a flat check, and the target might still have the persistent damage on the next round, you are going to add in a small amount of damage on the second round even on misses...and...even on critical misses. I'd have to lay that out to explain it, but it is neat. I might be able to work it in next week. Planning on a comparison between two unarmed combatants, probably a monk vs an martial artist fighter...but maybe an animal barbarian. Not sure yet.
Music: Kevin Macleod