Captain Temπ Ænaut Fugit
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Corrosive
Aura moderate evocation CL 10th Slot weapon quality; Price +1 bonus; Weight —
Upon command, a corrosive weapon becomes slick with acid 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. (emphasis mine)
Does this mean that:
A) if you have a weapon that also has the flaming enhancement, activating its flaming property will deactivate its corrosive property.-and/or-
B) Its possible to find a weapon that has been abandoned with the corrosive property left on.
| CampinCarl9127 |
A) No. You can have a flaming/shocking/frost/corrosive weapon and have it all active at once. The command words are separate and unrelated.
B) Hahaha, I've never thought about that but yeah, you absolutely could. It would be hilarious because without some skill checks you couldn't figure out how to turn it off.
| Fuzzy-Wuzzy |
Jeff Merola wrote:Note that those properties turn off temporarily when you sheathe the weapon, so you don't have to worry about getting an acid/fire/whatever proof scabbard.Do they? I'd love a rules quote on that.
There's an old James Jacobs post that says that, but I don't believe it's in RAW.
| wraithstrike |
Jeff Merola wrote:Note that those properties turn off temporarily when you sheathe the weapon, so you don't have to worry about getting an acid/fire/whatever proof scabbard.Do they? I'd love a rules quote on that.
Most GM's handwave it and don't even make you use a standard action to turn them on or off, but you are specifically supposed to do it call for it to be done. There is no rule that says they automatically turn off.
Jeff Merola
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Apologies, I misremembered it being an actual rule, rather than a James Jacobs post.
That said, those weapon qualities are rather bad anyway, so everyone I know of run it as per the James Jacobs post, as there was an official clarification in 3.5 that said that's how they worked and James Jacobs's post indicates that there was no intent to change that.
| wraithstrike |
James is correct technically in that the items do not harm your equipment. So saying the are effectively suppressed while sheathed is correct.
Just to be clear I was saying that it takes a standard action to turn them off for combat purposes.
Example:
You buy the sword and speak the command word to turn it on.
Later you come across a monster that actually heals if it comes into contact with fire.
By the rules you need to use a command word to turn it off, but the weapon was never intend to destroy your sheath.
Why don't the weapons do damage all the time?
1. The rules call for a successful hit(attack).
2. It was never intended for the weapon to be inconvenient. Having to spend a standard action to turn it off, and another to sheath to avoid it burning through your sheathe and possibly making you catch on fire was not the intent.