Weapon Enhancement: Corrosive.


Homebrew and House Rules


so i have an idea for an weapon enhancement, it will be called Corrosive. it does +1d6 acid damage and continues to do 1d6 acid damage for 1d6 rounds +1 round for every enhancement modifier your weapon has (example: +3 corrosive weapon would do 1d6 acid damage for 1d6+3 rounds)

i am not sure how to decide how much it will cost but i am leaning towards a +2 maybe a +3.

Fluff: upon command the weapon is sheathed in a glowing purple aura that seems to bubble and flow on the surface of the weapon.


one more thing, the damage from the corrosive enhancement ignores hardness against items and gear.

Grand Lodge

+2 at best. It only does 1d6 extra damage per hit, like Frost or Shock, while things like Holy and Unholy do 2d6. Just include a caveat that multiple hits do not stack, so you only take 1d6 ongoing damage.


maybe only 1d6 ongoing damage but multiple hits increase the duration of ongoing damage.


This thing would be THE Sundering weapon, you know, right?

I would take out the scaling with +'s.
Special Qualities don't seem like they usually scale with other +'s on the weapon, as 'nice' as that would be for powergaming players and evil DMs. Multiple hits shouldn't stack damage but should re-roll duration and re-set it if superior to remaining duration. I'd probably reduce the duration to 1d4 rounds, there's not really much point in having it longer anyways. Maybe give a Heal DC 15 stop the Acid as a Standard Action (or just a DC-less Standard Action to remove the Acid from a Sundered item.)

Even then, it doesn't seem appropriate to a "Core" game, that's for sure.
It just seems like too evil a tactic for a Pole-arm wielder to Ready a Sunder against a closing enemy (like the PCs), eventually destroying their weapon/armor at some point via Acid damage (screwing them after the battle), and still getting a normal melee AoO attack in, also including the lingering acid damage.

Sovereign Court

Quandary wrote:

This thing would be THE Sundering weapon, you know, right?

I would take out the scaling with +'s.
Special Qualities don't seem like they usually scale with other +'s on the weapon, as 'nice' as that would be for powergaming players and evil DMs. Multiple hits shouldn't stack damage but should re-roll duration and re-set it if superior to remaining duration. I'd probably reduce the duration to 1d4 rounds, there's not really much point in having it longer anyways. Maybe give a Heal DC 15 stop the Acid as a Standard Action (or just a DC-less Standard Action to remove the Acid from a Sundered item.)

Even then, it doesn't seem appropriate to a "Core" game, that's for sure.
It just seems like too evil a tactic for a Pole-arm wielder to Ready a Sunder against a closing enemy (like the PCs), eventually destroying their weapon/armor at some point via Acid damage (screwing them after the battle), and still getting a normal melee AoO attack in, also including the lingering acid damage.

You know acid only bypasses hardness on DMs say so in pathfinder, not like the beta where acid bypassed hardness. 1d6 acid damage, doesn't bypass hardness 10 ever. So I would agree that a +2 bonus is where this item should rest.


lastknightleft wrote:
You know acid only bypasses hardness on DMs say so in pathfinder, not like the beta where acid bypassed hardness. 1d6 acid damage, doesn't bypass hardness 10 ever. So I would agree that a +2 bonus is where this item should rest.

Huh. Still, I think most DMs would say that Acid DOES bypass Hardness except for specific acid-resistant materials. On the other hand, you NEED an equal or higher + weapon to Sunder another weapon or shield, so any +-equivalent is going to cut into that...

Anyhow, the whole thing isn't really my cup of tea, I'd rather have Acidic Burst if anything. But the modifications people are suggesting, and the suggested + equivalence seem pretty spot-on if you do dig it.

Sovereign Court

Quandary wrote:
lastknightleft wrote:
You know acid only bypasses hardness on DMs say so in pathfinder, not like the beta where acid bypassed hardness. 1d6 acid damage, doesn't bypass hardness 10 ever. So I would agree that a +2 bonus is where this item should rest.
Huh. Still, I think most DMs would say that Acid DOES bypass Hardness except for specific acid-resistant materials. On the other hand, you NEED an equal or higher + weapon to Sunder another weapon or shield, so any +-equivalent is going to cut into that...

ugh then I need you in my game when I played an alchemist (home brewed 3.5) and tried to use acid to eat away the hinges on a door instead of trying to break it down and my dm said that the acid couldn't get through its hardness.


Just invoketh thee name of Quandary and doors shall melt away... ;-)
( Tell your GM I think they should at least go half-way and let Acid bypass HALF of DR ;-) )
( So even 1d6 strength Acid will EVENTUALLY get thru DR 10, if rather slowly, and quicker thru DR 5 )

EDIT: And I realized there IS a very good comparison for this: Wounding

Quote:

A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage dealt by this weapon. Creatures immune to critical hits are immune to the damage.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, bleed; Price +2 bonus.

You COULD have it work just like Wounding except be Acid (good for Bleed-Immune targets/ bad for Acid-Immune targets). I think changing the damage to 1d6 (non-stacking) mostly balances out with the Wounding Bleed stacking with itself (not with other Bleed effects, which usually don't stack), and is more appropriate to an Acid effect, though.

You're doing more damage on standard attacks with the Corrosive version, but more creatures are immune/resistant to Acid than immune to Bleed (which doesn't require being living, it can be 'crumbling away' of a skeleton or construct according to Paizo/James Jacobs). So the +2 equivalence seems about right on, even if it might be somewhat good at Sundering. (if you don't have LKL's GM)


I would also add something that let afflicted person get rid of the acid damage early, like say taking a standard action to douse the wound in water.


You know there is already a property for weapons with this name in the magic item compendium, its +1 bonus.

now depending on weather or not your dm allows all acid to bypass hardness is another thing.

as for doing lingering acid effect over multiple rounds that would probably require you to increase the to +3.

unless you want to call your ability corrosive, and the standard +1 ability Acidic :P


Someone already made a similar enhancement that goes along the lines of the other magical elemental enhancements. I am aware yours is different, just letting you know about these ones.

Alkaline: Upon command, an alkaline weapon is coated in corrosive magic that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.

Moderate evocation; CL 8th; Craft Magic Arms and Armor and Acid Arrow; Price +1 bonus.

Caustic Burst: A caustic burst weapon functions as an alkaline weapon that also discharges a splash of acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the alkaline ability, a caustic burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of acid damage instead, and if the multiplier is ×4, add an extra 3d10 points of acid damage.

Even if the alkaline ability is not active, the weapon still deals its extra acid damage on a successful critical hit.

Strong evocation; CL 12th; Craft Magic Arms and Armor and Acid Fog; Price +2 bonus

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