Harm pathfinder 2e

If it's damage dealer, that will not work, even with the added bonus from the Cleric feats & Divine Font. Cast Down is a huge advantage for a Harm Cleric, but it's not damage. 1 action Harm is great as a 3rd action filler (can be as an opening action before getting some distance), but still not that damaging, unless you use all your actions on ...

Harm pathfinder 2e. If you're wielding a two-handed melee weapon, you can ignore Trip's requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.

Target creature touched. Duration instantaneous. Saving Throw Will half; see text; Spell Resistance yes. DESCRIPTION. Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount.

Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games.Jun 5, 2021 · In Pathfinder 2nd edition, Paizo has reimagined the Cleric in two varieties: The Cloistered Cleric, a casting-focused, unarmored divine spellcaster; and the Warpriest, an armored divine warrior splitting their capabilities between divine spellcasting and wielding their deity's favored weapon in battle. I seems to be a great combo to use 3 action Harm while you have an undead minion, to heal it while you harm your enemies. Unfortunately you need one of your actions to sustain Animate Dead. Haste does not work, as the extra action cannot be used for sustain. I found Effortless Concentration, unfortunately it is only available on level 16.Harm - Spells - Pathfinder 2e Nexus Harm Core Rulebook Harm Spell 1 Necromancy Negative Traditions divine Cast to Range varies; Targets 1 living creature or 1 willing undead creature You channel negative energy to harm the living or heal the undead. A new report estimates how much governments spend on environmentally harmful industries. Carbon offsets—the money polluting business spend on projects that benefit the environment—have been growing in recent years, but it’s a long way from ...

Self-harming behaviors in children and teens may have different causes. Approaching with caution is recommended. Here's why. If you’re concerned about your child harming themselves, there are ways you can help. Self-harming behaviors in chi...Darkvision and Greater Darkvision. A creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. A creature with greater darkvision, however, can see through ... Undead creatures restore HP while in Harm and take damage while in Heal. Both spells "target [] all living and undead creatures in the burst" with the 3-action version. So whether a creature takes damage or restores HP is determined by their living/undead status and the corresponding spell. 9. judewriley •. You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the negative healing ability, which means you are harmed by positive damage and healed by negative effects as if you were ...Description. Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.Source Core Rulebook pg. 620 4.0. You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others—especially conditions—can make you universally flat-footed against everything.Undead creatures restore HP while in Harm and take damage while in Heal. Both spells "target [] all living and undead creatures in the burst" with the 3-action version. So whether a creature takes damage or restores HP is determined by their living/undead status and the corresponding spell. 9. judewriley •.

Wands. Source Core Rulebook pg. 597 4.0. Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Glaive. This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance. 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.If it's damage dealer, that will not work, even with the added bonus from the Cleric feats & Divine Font. Cast Down is a huge advantage for a Harm Cleric, but it's not damage. 1 action Harm is great as a 3rd action filler (can be as an opening action before getting some distance), but still not that damaging, unless you use all your actions on ...Harm Spell1. You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic …

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A new report estimates how much governments spend on environmentally harmful industries. Carbon offsets—the money polluting business spend on projects that benefit the environment—have been growing in recent years, but it’s a long way from ...Cast [two-actions] somatic, verbal. Range 30 feet; Targets 1 creature. Saving Throw Will; Duration 1 minute. Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save. Critical Success The target is unaffected. Success The target takes full initial damage but no persistent ...Damage. Source Core Rulebook pg. 450 4.0. In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature’s Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points).Pathbuilder Web version is currently only available for desktop and larger tablets!Best. lumgeon • 2 yr. ago. Harm clerics are often over shadowed by healing just because of how much extra value the +8 on two action heals brings to the table. That being said, harm is incredibly versatile in the hands of clerics since living enemies are pretty common and negative resistance is pretty rare.Diehard Feat 1. General. Source Core Rulebook pg. 260 4.0. It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4. Numb to Death. General:

Parry. This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Iron Sweep Battle Saddle, Bo Staff, Bow Staff, Butterfly Sword ... Sentinel Dedication Feat 2. Archetype Dedication. Source Advanced Player's Guide pg. 191 2.0. Archetype Sentinel. You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well.If you own a Nissan Pathfinder, you’re likely aware of how important it is to keep the vehicle properly maintained. A well-maintained vehicle will not only ensure that it runs smoothly, but it can also help prevent costly repairs down the l...To be frank, Haste is not great for your typical martial. More often than not, that extra strike is at the second map penalty, and the extra mobility is often not necessary. But on a Cleric, especially a Warpriest, it is an incredible buff. Haste allows you to stride, strike with no map, and cast a two action spell.Harm (rank 1, divine): If you take the 6th level feat Selective Energy, you can avoid [Charisma mod] targets when casting the 3 action version. Not the greatest spell, but Clerics with Harmful Font can cast quite many of them per day.Abilities gained at higher levels list the levels at which you gain them next to the features' names. Your Level. Class Features. 1. Ancestry and background, initial proficiencies, deity, divine spellcasting, divine font, doctrine. 2. Cleric feat, skill feat. 3. 2nd-level spells, general feat, second doctrine, skill increase.Clerics are the absolute masters of Heal/Harm, and, unsurprisingly, the ones that can provide you this answer. The level 14 cleric feat Fast Channel allows you to cast a three-action heal/harm with two actions. The action economy is pretty tight in Pathfinder 2, though.Sneak [one-action] You can attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.) If you’re undetected by a creature and it’s ... Versatile Font Feat 2. Cleric. Source Core Rulebook pg. 122 4.0. Prerequisites harmful font or healing font; deity that allows clerics to have both fonts. As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font.

Spell 2. You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. Critical Success The creature is unaffected. Success Calming urges impose a –1 status penalty to the creature's attack rolls. Failure Any emotion effects that would affect the creature are suppressed and the ...

We’re all familiar with the “Is the glass half empty or half full?” question. Sure, it’s a straightforward way to gauge one’s inclination toward pessimism or optimism, but, often, real-life situations aren’t so clear-cut.Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”). If your Sustain a Spell action is disrupted, the spell immediately ends. Choose one spell with a sustained duration you have ...Target creature touched. Duration instantaneous. Saving Throw Will half; see text; Spell Resistance yes. DESCRIPTION. Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount.Major Curse: Pharasma wills the end of your life and your lineage. You become unable to have children (or otherwise procreate by any means, including create spawn abilities) and are permanently doomed 2. No record of history, and not even other gods, can recall a time before Pharasma. Her throne lies within a vast, gothic cathedral located on ...Spell 2. Darkness Evocation. Source Core Rulebook pg. 327 4.0. Traditions arcane, divine, occult, primal. Bloodline shadow. Cast [three-actions] material, somatic, verbal. Range 120 feet; Area 20-foot burst. Duration 1 minute. You create a shroud of darkness that prevents light from penetrating or emanating within the area.The Nissan Pathfinder has long been known for its rugged exterior and impressive performance capabilities. However, the 2023 model takes it to a whole new level with its luxurious and well-designed interior.Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”). If your Sustain a Spell action is disrupted, the spell immediately ends. Choose one spell with a sustained duration you have ...Elf. As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes, most notably from terrible demons that have invaded parts of their lands.

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harm - Pathfinder 2 - pf2easy.com Traditions divine Cast to Range varies; Targets 1 living creature or 1 willing undead creature You channel negative energy to harm the living or …It is important to ensure that there is always adequate transmission fluid. Transmission fluid leaks are a very common problem and regularly checking the fluid is the easiest way to determine if a leak is present. If transmission fluid is l...Price. Bulk. Usage. Spoilers. Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6. You cloud the target's mind and daze it with a mental jolt.Dragon, Silver. Bestiary pg. 125. Iomedae Sarenrae. Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver ...Source Core Rulebook pg. 449 4.0. Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the “basic” part refers to the effects. For a basic save, you’ll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you ... Harming Hands Feat 1. Cleric. Source Core Rulebook pg. 121 4.0. Prerequisites harmful font. The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s. The mordant power of your negative energy grows.Pathbuilder Web version is currently only available for desktop and larger tablets! So maxing out Wis and Cha should be your biggest focus for the best Spell DC and number of bonus Heal/Harm spells/day you can get. Worrying about having a decent AC should be a secondary concern and landing Strikes should be way down the list since most of what you want to focus on is DC not AC based. 2. Kraydez.Clerics Are Always The Party Medic. While clerics in Pathfinder can have Harm take up their Divine Font spell slots, they still get access to several healing spells and metamagic feats that give new ways and new improvements to their healing spells. Clerics in D&D are the quintessential healers, as they have a massive repertoire of spells that ...Parry. This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Iron Sweep Battle Saddle, Bo Staff, Bow Staff, Butterfly Sword ...We can no longer make the claim that psychotherapy can have no negative side effects, even when wielded by an ethical and experienced therapist. You cannot look up drug information on the Internet today without coming across at least one pa... ….

Swarm. Source Bestiary pg. 347. A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action.Saving Throw basic Reflex. You fire a beam of blinding light from your outstretched hands. The beam deals 5d10 good damage. On a failed saving throw, a creature becomes dazzled for 1 round, or dazzled for 4 rounds on a critical failure. If the light passes through an area of magical darkness or targets a creature affected by magical darkness ... Source Core Rulebook pg. 274 4.0. Armor increases your character’s defenses, but some medium or heavy armor can hamper movement. If you want to increase your character’s defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they’re wearing it. Click here for the full rules on ...Range 30 feet; Targets 1 creature. Saving Throw Will; Duration 1 minute. Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save. Critical Success The target is unaffected. Success The target takes full initial damage but no persistent damage, and the spell ends immediately.Duration 1 minute. You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends. Critical Success Sanctuary ends. Success The creature can attempt its attack and any other attacks against the target this turn.Divine Font harm or heal Divine Skill Society Favored Weapon crossbow Domains cities, earth, travel, wealth Alternate Domains duty Cleric Spells 1st: illusory object, 4th: creation, 7th: magnificent mansion Divine Intercession Abadar’s gifts take the form of riches, while his ire tends to cause offenders to lose wealth. Source Gods & Magic pg ...Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.<br /><br /> You critically succeed at a check when the check's result meets or exceeds the DC by 10 or more.Disarm [one-action] Attack. Source Core Rulebook pg. 243 4.0. Requirements You have at least one hand free. The target can't be more than one size larger than you. You try to knock something out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC. Critical Success You knock the item out of the target's grasp.Prone. You're lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).Wands. Source Core Rulebook pg. 597 4.0. Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Harm pathfinder 2e, Source Core Rulebook pg. 449 4.0. Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the “basic” part refers to the effects. For a basic save, you’ll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you ..., Glass Shield H: You summon a layer of clear glass to keep you from harm. Gouging Claw H: Morph your limb into a claw and attack with it. Guidance: Divine guidance improves one roll. Haunting Hymn H: A powerful hymn harms and deafens. Healing Plaster H: Transform mud into a healing plaster to treat wounds without healer's tools., With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 ..., Spell 1. You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range ... , Abadar is worshipped as the god of cities, law, merchants, and wealth. Abadar’s cathedral-banks are found in many cities and places where order thrives or is gaining a foothold. Aristocrats, city guards, merchants, and those working in legal practice or who have the well-being of their community on their mind are common worshippers of the god ..., It's not unbalanced, lots of ancestry feats and special abilities let you use spells that aren't normally on your spell list. The main reason it isn't by default is because of the essences of magic. Heal and harm are both on the Divine list because heal and harm both have the Life essence, but Harm also has the Spirit essence and Primal magic ... , Major Curse: Pharasma wills the end of your life and your lineage. You become unable to have children (or otherwise procreate by any means, including create spawn abilities) and are permanently doomed 2. No record of history, and not even other gods, can recall a time before Pharasma. Her throne lies within a vast, gothic cathedral located on ..., Clerics are the absolute masters of Heal/Harm, and, unsurprisingly, the ones that can provide you this answer. The level 14 cleric feat Fast Channel allows you to cast a three-action heal/harm with two actions. The action economy is pretty tight in Pathfinder 2, though., Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”). If your Sustain a Spell action is disrupted, the spell immediately ends. Choose one spell with a sustained duration you have ..., Unleashing the Undead. Source Book of the Dead pg. 45. The rules for undead PCs make some adjustments for playability. The main differences are reducing the undead immunity to disease, paralyzed, poison, and sleep to bonuses, and not having the undead destroyed when they reach 0 HP. If you want something more similar to standard undead for the ..., Each instinct lists acts that are anathema to it. Whenever you perform such acts, you lose the instinct's abilities and any feats that list your instinct as a prerequisite until you spend 1 day of downtime re-centering yourself, though you keep all of your other barbarian abilities. Barbarian anathema are largely irrelevant mechanically., The Undead monster trait states "Undead creatures are damaged by positive energy, are healed by negative energy, and don’t benefit from healing effects." The Negative Healing feature indicates that the creature "does not take negative damage, and it is healed by negative effects that heal undead." So it seems fairly clear that there are forms ..., Aid [reaction] Trigger An ally is about to use an action that requires a skill check or attack roll. Requirements The ally is willing to accept your aid, and you have prepared to help (see below). You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn., Sentinel Dedication Feat 2. Archetype Dedication. Source Advanced Player's Guide pg. 191 2.0. Archetype Sentinel. You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well., Spell 1. Access Knights of Lastwall have access to this spell. You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals 2d6 piercing damage and 1d6 cold damage, and if the target is undead, the icicle deals an additional 1d4 positive damage., Cleric Details Cleric Feats Cleric Focus Spells Cleric Kits Cleric Sample Builds Doctrines. Every level at which you gain a Cleric feat, select one of the following feats. You must satisfy any prerequisites before taking the feat., Changeling (Versatile Heritage) Uncommon Changeling Source Advanced Player's Guide pg. 30 2.0 PFS Note Due to years of successful Pathfinder Society activities, all characters have access to the changeling versatile heritage Tales of children stolen away and replaced by monsters exist across countless cultures— but the true monsters are the hag mothers …, Source Book of the Dead pg. 46. Archetype Ghost. Prerequisites You died and returned as a ghost. You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, spirit, and undead traits, and the basic undead benefits. Your undead craving is to settle your unfinished business., Organizado por Proyecto Hospitales Saludables y Salud sin Daño, en colaboración con el Hospital de Clínicas de la Universidad Federal de Paraná y la Oficina Verde de la Universidad Tecnológica Federal de Paraná., Abilities gained at higher levels list the levels at which you gain them next to the features' names. Your Level. Class Features. 1. Ancestry and background, initial proficiencies, deity, divine spellcasting, divine font, doctrine. 2. Cleric feat, skill feat. 3. 2nd-level spells, general feat, second doctrine, skill increase., Spell 1. Access Knights of Lastwall have access to this spell. You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical –2 ... , 1 6 6 comments Best TheDope66 • 1 yr. ago RAW: the default 1 action Heal spell "Targets 1 willing living creature or 1 undead", which could be yourself as the caster. Similarly the 2 action version states "The spell has a range of 30 feet" but doesn't change that target from the 1 action version so could still be yourself the caster, Healing Hands Feat 1. Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s. Magic Hands. Your positive energy is even more vibrant and restorative., List View Table ViewAll SpellsArcane Divine Elemental Occult PrimalFocus Spells Rituals. The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their ..., Harm - Spells - Pathfinder 2e Nexus Harm Core Rulebook Harm Spell 1 Necromancy Negative Traditions divine Cast to Range varies; Targets 1 living creature or 1 willing undead creature You channel negative energy to harm the living or heal the undead. , Healing Hands Feat 1. Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s. Magic Hands. Your positive energy is even more vibrant and restorative., So maxing out Wis and Cha should be your biggest focus for the best Spell DC and number of bonus Heal/Harm spells/day you can get. Worrying about having a decent AC should be a secondary concern and landing Strikes should be way down the list since most of what you want to focus on is DC not AC based. 2. Kraydez., Your ears become pointed, and your skin grows blueish and pale. Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. You gain the ghoul and undead traits and the basic undead benefits. Your undead craving is for the flesh of dead creatures; freshly dead ..., Source Core Rulebook pg. 522 4.0. The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait., Glass Shield H: You summon a layer of clear glass to keep you from harm. Gouging Claw H: Morph your limb into a claw and attack with it. Guidance: Divine guidance improves one roll. Haunting Hymn H: A powerful hymn harms and deafens. Healing Plaster H: Transform mud into a healing plaster to treat wounds without healer's tools., Harm seems horribly underpowered. A d8 damage is pitiful, even by standard spellcaster measures. For 3 actions you can get an AoE version, which is nice, but it's still only a weak, meager D8 -- and the scaling sucks. Compare to fireball, which has greater range (by far!), higher damage (6d6 at level 3 vs 3d8, or 21 vs 13.5 average). , You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the negative healing ability, which means you are harmed by positive damage and healed by negative effects as if you were ..., Staff. This long piece of wood can aid in walking and deliver a mighty blow. 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. This is called a critical specialization effect. The exact effect depends on which weapon group your ...