Pathfinder Debilitating Injury

Multiple hits from multiple debilitating weapons in the same round do not increase the penalty or its duration. If the wielder has the debilitating injury ( Pathfinder RPG Pathfinder Unchained 22 ) class ability, this special ability increases the penalty applied by the bewildered or disoriented effects by 1. Debilitating Injury also allow you debuff and enemy's AC, which can go a long way to compensate for your relatively low BAB. Saves: Good Reflex saves, high Dexterity, and Evasion make the Rogue exceptionally good at Reflex saves, but they often have issues with Fortitude and Will saves. Bonechill may be contracted through injuries sustained through exposure to cold weather. Bonecrusher (dengue) fever. Bonecrusher fever, also known as dengue fever, is a debilitating, but generally not fatal disease common in Golarion's tropical climates. Debilitating Pain Source Psychic Anthology pg. 10 School enchantment mind-affecting, pain; Level psychic 3, witch 3 Casting Casting Time 1 standard action Components V, S, M Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 round/3 levels Saving Throw Will partial (see text); Spell Resistance yes Description The target is overcome with intense pain, causing it to be.

Eldritch Scoundrel is a class in Pathfinder: Wrath of the Righteous. Eldritch Scoundrel excel in stealth and provide with trap detection and pickling abilities. They are also agile providing with good evasion and better roll saves.

'Students of arcane magic, legerdemain, and stealth, eldritch scoundrels are a rare breed of adventurer most commonly found seeking lost and valuable arcane writings in the ruins of fallen empires.'

Eldritch Scoundrel Information

  • Base Class: Rogue
  • High Save: Reflex
  • Low Save: Fortitude
  • Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow.
  • Alignment: Any
  • Hit Die: d8
  • Skill Ranks per Level: 8 + Int modifier.

Eldritch Scoundrel Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 00+20Sneak Attack, Trapfinding, Eldritch Scoundrel Proficiencies, Cantrips, Detect Magic
Level 2 +10+30Evasion, Rogue Talent
Level 3 +2+1+3+1Danger Sense, Finesse Training, Sneak Attack
Level 4 +3+1+4+1Debilitating Injury
Level 5 +3+1+4+1
Level 6 +4+2+5+2Danger Sense
Level 7 +5+2+5+2Sneak Attack
Level 8 +6/+1+2+6+2Rogue Talent
Level 9 +6/+1+3+6+3Danger Sense
Level 10 +7/+2+3+7+3Advanced Talent
Level 11 +8/+3+3+7+3Finesse Training, Sneak Attack
Level 12 +9/+4 +4+8+4Rogue Talent, Danger Sense
Level 13 +9/+4+4+8+4
Level 14 +10/+5+4+9+4
Level 15 +11/+6/+1+5+9+5Sneak Attack, Danger Sense
Level 16 +12/+7/+2 +5+10+5Rogue Talent
Level 17 +12/+7/+2 +5+10+5
Level 18 +13/+8/+3+6+11+6Danger Sense
Level 19 +14/+9/+4+6+11+6Sneak Attack, Finesse Training
Level 20 +15/+10/+5+6+12+6Master Strike, Rogue Talent

Eldritch Scoundrel Abilities


Advanced Talents

At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent


Trapfinding

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.


Evasion (Ex)

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.


Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

  • Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
  • Skill focus: This ability allows a rogue a free Skill Focus feat.


Danger Sense (Ex)

Debilitating

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).


Debilitating Injury (Ex)

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a 2 penalty to AC. The target takes an additional 2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by 2 (to a total maximum of 8).

Disoriented: The target takes a 2 penalty on attack rolls. In addition, the target takes an additional 2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by (to a total maximum of 8). Hampered: All of the target speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Cantrips

Eldritch scoundrels can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.


Detect Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogue.


Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment


Master Strike (Ex)

At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect.The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.


Eldritch Scoundrel Proficiencies

Eldritch Scoundrel are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow.

Classes
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Fighter ♦ Hellknight ♦ Inquisitor ♦ Kineticist ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Witch ♦ Wizard

Your Hit Points measure how hard you are to kill. No matter how many Hit Points you lose, your character isn't hindered in any way until your Hit Points drop to 0 or lower.

Loss of Hit Points

The most common way that your character gets hurt is to take lethal Damage and lose Hit Points.

What Hit Points Represent: Hit Points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one.

Effects of Hit Point Damage: Damage doesn't slow you down until your current Hit Points reach 0 or lower. At 0 Hit Points, you're disabled.

If your hit point total is negative, but not equal to or greater than your Constitution score, you are unconscious and dying.

When your negative hit point total is equal to your Constitution, you're dead.

Massive Damage (Optional Rule): If you ever sustain a single attack that deals an amount of Damage equal to half your total Hit Points (minimum 50 points of damage) or more and it doesn't kill you outright, you must make a DC 15 Fortitude save. If this Saving Throw fails, you die regardless of your current Hit Points. If you take half your total Hit Points or more in Damage from multiple attacks, no one of which dealt more than half your total Hit Points (minimum 50), the massive Damage rule does not apply.

Disabled (0 Hit Points)

When your current hit point total drops to exactly 0, you are disabled.

You gain the staggered condition and can only take a single move or Standard Action each turn (but not both, nor can you take full-round actions). Acdsee photo studio professional 2018 license key. You can take move actions without further injuring yourself, but if you Perform any Standard Action (or any other strenuous action) you take 1 point of Damage after completing the act. Unless your activity increased your hit points, you are now at –1 Hit Points and dying.

Healing that raises your Hit Points above 0 makes you fully functional again, just as if you'd never been reduced to 0 or fewer hit points.

Pathfinder debilitating injury meaning

You can also become disabled when recovering from dying. In this case, it's a step toward recovery, and you can have fewer than 0 Hit Points (see Stable Characters and Recovery).

Debilitating

Dying (Negative Hit Points)

If your hit point total is negative, but not equal to or greater than your Constitution score, you're dying.

A dying character immediately falls unconscious and can take no actions.

A dying character loses 1 hit point every round. This continues until the character dies or becomes stable.

Dead

When your character's current Hit Points drop to a negative amount equal to his Constitution score or lower, or if he succumbs to massive Damage, he's dead. Lumia 435 dual sim (rm-1069) driver download. A character can also die from taking ability Damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities).

Certain types of powerful magic, such as Raise Dead and Resurrection, can restore life to a dead character. See Magic for more information.

Stable Characters and Recovery

On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a Penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special Action that changes the Initiative count on which his Action occurs.

Characters taking continuous Damage, such as from an Acid Arrow or a bleed effect, automatically fail all Constitution checks made to Stabilize. Such characters lose 1 hit point per round in addition to the continuous Damage.

You can keep a dying character from losing any more Hit Points and make him stable with a DC 15 Heal check.

If any sort of healing cures the dying character of even 1 point of Damage, he becomes stable and stops losing Hit Points.

Healing that raises the dying character's Hit Points to 0 makes him conscious and disabled. Healing that raises his Hit Points to 1 or more makes him fully functional again, just as if he'd never been reduced to 0 or lower. A spellcaster retains the Spellcasting capability she had before dropping below 0 hit points.

A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers Hit Points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.

Pathfinder Debilitating Injury Training

Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a Penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters. If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers Hit Points naturally. He automatically regains consciousness when his Hit Points rise to 1 or higher.

Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover Hit Points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. The character takes a Penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing Hit Points naturally.

Healing

After taking Damage, you can recover Hit Points through natural healing or through magical healing. In any case, you can't regain hit points past your full normal hit point total.

Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

Debilitating

If you undergo complete bed rest for an entire day and night, you recover twice your character level in Hit Points.

Magical Healing: Various abilities and Spells can restore Hit Points.

Pathfinder 2e Sneak Attack

Healing Limits: You can never recover more Hit Points than you lost. Magical healing won't raise your current Hit Points higher than your full normal hit point total.

Healing Ability Damage: Temporary ability Damage returns at the rate of 1 point per night of rest (8 hours) for each affected Ability Score. Complete bed rest restores 2 points per day (24 hours) for each affected Ability Score.

Temporary Hit Points

Certain effects give a character temporary Hit Points. These hit points are in addition to the character's current hit point total and any Damage taken by the character is subtracted from these Hit Points first. Any Damage in excess of a character's temporary Hit Points is applied to his current Hit Points as normal. If the effect that grants the temporary Hit Points ends or is dispelled, any remaining temporary Hit Points go away. The Damage they sustained is not transferred to the character's current Hit Points.

When temporary Hit Points are lost, they cannot be restored as real Hit Points can be, even by magic.

Increases in Constitution Score and Current Hit Points: An increase in a character's Constitution score, even a temporary one, can give her more Hit Points (an effective hit point increase), but these are not temporary Hit Points. They can be restored, and they are not lost first as temporary Hit Points are.

Nonlethal Damage

Nonlethal Damage represents harm to a character that is not life-threatening. Unlike normal Damage, nonlethal Damage is healed quickly with rest.

Dealing Nonlethal Damage: Certain attacks deal nonlethal Damage. Other effects, such as heat or being exhausted, also deal nonlethal Damage. When you take nonlethal Damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal Damage number from your current Hit Points. It is not 'real' Damage. Instead, when your nonlethal Damage equals your current hit points, you're staggered (see below), and when it exceeds your current Hit Points, you fall unconscious.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal Damage to deal nonlethal Damage instead, but you take a –4 Penalty on your Attack Roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal Damage, including an unarmed strike, to deal lethal Damage instead, but you take a –4 Penalty on your Attack Roll.

Staggered and Unconscious: When your nonlethal Damage equals your current Hit Points, you're staggered. You can only take a Standard Action or a Move Action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current Hit Points once again exceed your nonlethal Damage.

When your nonlethal Damage exceeds your current Hit Points, you fall unconscious. While unconscious, you are helpless.

Sneak Attack Pathfinder

Spellcasters who fall unconscious retain any Spellcasting ability they had before going unconscious.

Pathfinder Debilitating Injury Meaning

If a creature's nonlethal Damage is equal to his total maximum Hit Points (not his current hit points), all further nonlethal Damage is treated as lethal Damage. Bewafaa movie song mp3. This does not apply to creatures with Regeneration. Such creatures simply accrue additional nonlethal Damage, increasing the amount of time they remain unconscious.

Pathfinder Debilitating Injury Symptoms

Healing Nonlethal Damage: You heal nonlethal Damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point Damage, it also removes an equal amount of nonlethal Damage.