Acid damage to weapons / armor


Rules Questions

Grand Lodge

Does acid damage that si done to weapons/armor/other stuff follow the normal rules for damaging them, or does it get around hardness?

I think it makes sense for it to get around hardness, but that could be kinda harsh in some cases, and I dont remember if I actually read that someplace or not.


Yar!

This is, by RAW, the DM/GM's call.

CRB pages 173-174, the , & the [url=http://www.d20pfsrd.com/equipment---final/damaging-objects]SRD]Energy Attacks

Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.
For what officially affects what, you will not get more than that. As for opinions, I'm sure you can get plenty of those, but in the end, it is:

Quote:
...subject to GM discretion.

~P

Dark Archive

It is subject to DM discretion, but keep in mind that although acid is a form of "energy" for the purposes of energy attacks, it is a mundane one.

The kind of acid you would be purchasing at the ye' ol' supply depot is not the kind of insanely strong, and pervasive acid that I believe you have in mind for the purposes of destroying, or eating away at objects.

Personally, as a DM, I allow acid to always deal a minimum of 1 point of damage per die rolled to unattended or non-magical objects after hardness no matter what simply because of the general intention of the thing.


Some things are specifically immune to all acids though -- like Gold. Getting Gold to chemically interact with anything is a pain in the butt.

Also with the 'minimum of 1 no matter what' you couldn't have acid flasks since they would be eaten away in a matter of a minute.

Grand Lodge

To be more specific, I was meaning the acid that a Black Pudding produces.

I dont know if that really counts as energy damage or not.


Yar!

Energy damage does not mean magical only. Mundane fire does energy [fire] damage. Acid, Cold, Electricity, Fire, and Sonic are all forms of energy damage, regardless of its source being magical or mundane.

A black pudding's acid is still reduced/resisted by wearing a Ring of Energy Resistance: Acid.

Thus, whenever something does [Acid/Cold/Electricity/Fire/Sonic] damage, magical or mundane, it is, by the rules, doing a form of energy damage.

~P

Dark Archive

1 person marked this as FAQ candidate.
Abraham spalding wrote:

Some things are specifically immune to all acids though -- like Gold. Getting Gold to chemically interact with anything is a pain in the butt.

Also with the 'minimum of 1 no matter what' you couldn't have acid flasks since they would be eaten away in a matter of a minute.

Think pragmatically here spalding. I meant purely when acid is actively used in some way, not sitting gently on a shelf in some pottery specifically created to hold such acid. Even in this case I would argue that the flasks would very likely have some sort of shelf date where they needed to be switched out.

RPG Superstar 2008 Top 32

godsDMit wrote:

Does acid damage that si done to weapons/armor/other stuff follow the normal rules for damaging them, or does it get around hardness?

I think it makes sense for it to get around hardness, but that could be kinda harsh in some cases, and I dont remember if I actually read that someplace or not.

In Pathfinder, all energy types do half damage to objects, then applying hardness, unless the GM decides differently.

You may be remembering the rule from 3.0 and 3.5, in which acid and sonic did full damage, cold did one-quarter damage, and all other energy types did half damage. I don't recall how hardness factored into that rule.


Carbon D. Metric wrote:
Abraham spalding wrote:

Some things are specifically immune to all acids though -- like Gold. Getting Gold to chemically interact with anything is a pain in the butt.

Also with the 'minimum of 1 no matter what' you couldn't have acid flasks since they would be eaten away in a matter of a minute.

Think pragmatically here spalding. I meant purely when acid is actively used in some way, not sitting gently on a shelf in some pottery specifically created to hold such acid. Even in this case I would argue that the flasks would very likely have some sort of shelf date where they needed to be switched out.

But... pragmatic thought... it's just... so... ok...


I am curious on how GMs would rule here. My PCs may soon encounter a grey ooze that does 1d6 acid damage when it hits or is hit with a weapon. Even if it does full damage, the acid could never get through the hardness, which makes the whole thing sort of pointless.


What about acid damage to magic weapons and magic armor? How does it work?


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Pathfinder says energy attacks do 1/2 damage to MOST objects, but also says some energy types might be effective against certain objects, subject to GM discretion.

As to the case of the Gray ooze, its acid attack actual states that it dissolves metal and organic material, so a GM would be within rights to allow full damage. With a d6 big deal vs. metal with hardness 10, but any hafted weapon like a spear or axe would only have a 5 hardness of the wood handle so might take a point ... and while the right weapon choice might help players, leather armor only has a hardness of 2. Of course, that's only for the extra d6 acid damage.

If you read further in the ooze attack you'll see that it gets scary for players as it gets a grab attack and if it maintains a grapple for a full round its constriction starts doing 12 points of acid damage per round with no save to all metal and wooden objects, so now even your metal weapons, armor and rings are taking 2 points (12-hardness 10).

Last to gfvelastegui, magic items always get a saving throw, which is a bonus of 2 + 1/2 caster level of item (or the owner's saving throw - whichever is better).


Akasharose, Thanks for your explanation.


Also note that magical weapons will have more hardness and hit points than their non-magical counterparts.

All weapons and armor become 'broke' once they lose half their hit points (or more) -- this is an actual condition:

Quote:

Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
If the item is a wand or staff, it uses up twice as many charges when used.
If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).

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