Climbing out of Acid Pit using a knotted rope and bracing against the corners with 4 people holding the rope


Rules Questions


What's the DC for climbing out?


The walls of an Acid Pit have a DC of 30. Bracing against the corners reduces that by 5. Thus, DC 25.

A knotted Rope with walls to brace against has a DC of 0. Bracing against the corners reduces that by 5. The walls of Acid Pit are described as slippery and that adds +5. Thus, the DC is still 0.

Now that the DCs are established the question is: can you use a Rope to climb out of an Acid Pit?
My answer is "yes". This is based on the logic that an Acid Pit is setting the DC for climbing out using just the walls and is not all-comprehensive.

Since it appears that you can choose which method you want to use the DC would be 0 (knotted rope).


One small problem: the rope. If you have fallen into the acid, the rope it could be argued has to contact the acid for the character to grab it. The character is covered with acid, dissolving the rope as they grab...

Rope has hardness 0 and 2 hit points/inch of thickness. The acid in the pit deals 2d6 damage a round, averaging 7/round (3/round after halving for 'energy damage to objects'). Hemp rope won't survive a round of contact (2 hp). Silk rope *might* survive two rounds (4 hp). Spider silk rope could survive 3 or 4 rounds (6 hp).


Turin, the acid is only at the bottom of the pit.

Acid Pit wrote:
This spell functions as create pit, except that it places a 5-foot-deep pool of acid at the bottom of the pit.

Thus, the rope is not damaged unless it is making contact with the acid. This is pretty easy to prevent by not lowering the rope into the Acid.

It does bring up a question on if you can use the rope when it is 5' above you but you should be able to because you have a 5' reach.


How long would it take for acid to dissolve a rope if the rope were completely submerged in the acid?

Liberty's Edge

Adamantine Dragon wrote:
How long would it take for acid to dissolve a rope if the rope were completely submerged in the acid?
PRD wrote:
Rope, Hemp: This rope has 2 hit points and can be burst with a DC 23 Strength check.

Half damage against energy damage for being a object, no hardness.

At worst (or best, depending on who you are) 2 rounds.
One if you roll 4+ for the damage.

More important: how rapidly the acid will destroy your equipment?

Stuff with hardness 6+ never, unless he material is vulnerable to acid and so lose his hardness against it.
As it is flesh eating acid a hard GM could rule that organic object lose or reduce their hardness against it .

Other stuff: too fast to be comfortable. Your bag of holding cold have a hardness of 0 and 2 hp (cloth) or 2 and 5 (leather). With average roll for damage it would be destroyed in 1 and 3 round respectively.
Your fine magical cloak the same.
Wands? "A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16."
5 rounds with average rolls.

Ouch, my wallet (and that too is made of leather).
:P


Equiptment worn or carried is not normally subject to damage barring a saving throw of 1

Liberty's Edge

PRD wrote:

Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).

Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

PRD wrote:


Damaging Magic Items

A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item's saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the broken condition, and might not function properly.

Not what it say Mojorat.

Everything immersed in the acid is targeted by the acid damage, not only your body.
Same thing when you catch fire.

PRD wrote:


Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.


Mojorat,

In the case of Acid Pit, everything worn or carried must make a fort save after 3 rounds in the acid or become broken. After being broken it must continue to save with failure resulting in destruction.

Liberty's Edge

Why 3 saves, Gauss?

PRD wrote:


Acid Pit

... In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table 9–2: Items Affected by Magical Attacks (Core Rulebook 216). Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed.

It say that the item has to save after 3 rounds, not that they get 3 saves.

Note: I had forgot about this part of the spell text and hadn't re-read it before the previous comments. It seem the damage has been toned down.

And what is the meaning of: "Items are affected one at a time in the order listed on the table"?
It mean that after 3 rounds you cheek to see if your shield get the broken condition, then after another round if the armor get the broken conditions, and so on?
On the other hand, a acid doing 2d6 hp of damage can break and destroy any kind of item as it seem from the spell text, even an object with a hardness of 12 or more?


Diego, fixed. Brain misfired. :)

Liberty's Edge

Gauss wrote:
Diego, fixed. Brain misfired. :)

Any idea about the second part of my post?

That "Items are affected one at a time in the order listed on the table" baffle me.

I am writing a new thread about this kind of whole body damage, like catching fire.


Two possibilities:
A) The list is just a checklist that you work down in round 3. Ie: All items must save in round 3.

B) Only one item can be affected in round 3 and the list determines which item is affected. Ie: In round 3 only the item at the top of the list is affected.

I could see a case being made for each. Perhaps it is worth a FAQ.

Liberty's Edge

Here we are Gauss. I will wait for a few replies before FAQing it, maybe someone has a clear reply or SKR will chime in.

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