Persistent Damage
Ongoing damage condition requiring a DC 15 flat check at end of turn to end; does not end automatically, multiple same-type instances do not stack.
Persistent damage is a special type of damage that continues to affect a creature over multiple turns. It does NOT end automatically — the creature must succeed on a flat check to remove it.
How Persistent Damage Works:
- When you gain persistent damage (e.g., persistent fire damage 2d6), you take that damage at the end of each of your turns.
- After taking the persistent damage, you make a DC 15 flat check (no modifiers). On a success, the persistent damage ends. On a failure, it continues.
- Multiple instances of the same damage type do not stack — only the highest value applies. Different types (e.g., persistent fire AND persistent bleed) apply separately.
Reducing the DC:
- Assisted recovery: An ally can spend actions to help you (e.g., patting out flames, applying pressure to a wound). This typically grants a bonus to the flat check or reduces the DC to 10.
- Specific actions: Some actions end persistent damage without a check (e.g., full immersion in water ends persistent fire damage immediately).
Common Sources of Persistent Damage:
- Bleed: From slashing critical hits (sword weapon group critical specialization), certain spells, and abilities.
- Fire: From fire spells (Produce Flame critical hit), alchemist bombs, environmental hazards.
- Acid: From acid spells and alchemical items.
- Poison: From venomous creatures and poisoned weapons.
Key Distinction: Persistent damage is NOT regular damage applied repeatedly — it is a condition. Resistances and immunities apply each time the damage is dealt. Healing does not remove persistent damage (only the flat check or specific actions do).
Unconscious Creatures: Persistent damage continues even when unconscious. If persistent damage reduces a creature to 0 HP, they gain the Dying condition as normal.