Diego Rossi
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I have a question about the damage to objects when you suffer some kind of attack that deliver continuous damage to your body, like catching fire or being immersed in a pool of acid.
First, some rule citation [no question should miss them ;-) ].
Damaging objects:
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.
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.
Catching fire
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.
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.
1) Catching fire seem very simple:
you make a Saving throw at DC 15 for each item worn, then, where applicable, you apply hardness and then subtract the hp of damage from the item. An item that saves take no damage.2) Being immersed in a pool of acid I already more complicated. The procedure should be the same depicted above, but there is no clear indication of what kind of saving throw you must make.
I would apply the same ST(DC 15 reflex) as catching fire if it is possible to quickly remove the item from the acid, a Fortitude ST if that isn't possible. The DC would be set by the kind of acid used and sometme it should be eyeballed.
3) Acid Pit.
For this spell the acid damage seem to have been changed: On one side it has been toned down, on another it seem to have been intensified.
The item(s) need to make a ST only after 3 rounds, not immediately, on the other hand they seem to get the broken and destroyed conditions regardless of their hardness and hp.
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?
Or that after 3 rounds you have an item making a ST, and after another 3 round a second item need to make a ST?
Or that all the items need to make a ST after 3 rounds and simply you make them in the order given?
So, the questions
1) how do you use these effects?
2) there are other spells or effects that force you to make ST against your equipment being damaged? (Potions, vials and so on and being crushed by a moving wall come to mind)
3) how do you set the DC of the saves when they aren't specified?
Clarification: in my gaming group we usually use ST as a shorthand for Saving Throw. As the term appear a lot of times I have used this acronym.
Diego Rossi
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Another spell that do this kind of damage to your equipment is Acid fog.
Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
You start to make item saving throws for your gear from round 1 if you are struck in a acid fog?
Read this way this kind of spells have become some the best debuffer existing (and party treasure stripper).
"Cast Acid fog on the enemy wizard. If it go well he will lose his spell component pouch, its scrolls, wand staff, cloak, robe and so on."
"Noo, that are all items we will not get!"
As my players are fond of saying: "The enemy is using our gear."