| thorin001 |
If a weapon has shock and flaming abilities do you get 1d4 for each damage type or do you have to choose which one?
As a swift action while wielding a magic weapon with a weapon special ability that deals extra acid, cold, fire, electricity, or sonic damage on a hit, you deal an additional 1d4 points of damage of the same type with each hit you make with that weapon for 1 round.
| Pizza Lord |
I read that it deals an extra 1d4 for each damage of the different types. So if you have a flaming, shock, frost weapon (and you had activated all three properties), when you hit a creature it would take 3d4 extra damage, +1d4 of each type.
I would rule it has to be active or deal the damage (even if resisted or immune, though immune would be moot, resistance might get overcome by the extra damage). So if it was a flaming, shock, frost weapon and you hadn't activated the shock properties command word, it would do 2d4 extra damage, +1d4 fire and +1d4 cold.
The same if it was a flaming burst weapon and you didn't confirm a critical (the burst ability is always 'active', it also counts as flaming, but let's assume you didn't spend the standard action activating that part.) It wouldn't deal the extra +1d4 fire damage unless the burst goes off.
| Derklord |
The wording very much isn't clear on how it works. In such situations, I always like to use a variant of Occam's Razor: If you have two rules interpretation, one of which has everything nicely governed by rules, and the other would require you to make up stuff, pick the first one.
We are given no method of determining which elemental enchantment's damage type is used for the feat, and thus the most logical interpretation is that there is no such selection process. And since the game generally doesn't do multi-type elemental damage, this means you get an additional 1d4 for each enchantment.