How encompassing is Magic Weapon enhancement?

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Oma, regardless of when Initiative is triggered, the damage dealt by the trap is resolved on the action that the trap was triggered with. You would resolve the trap first, completely. and then you would start Initiative, it would be a new round.

1: Fighter moves down hall, steps in trap, Resolve Trap damage and consequences. Fighter's turn/move is ended

2: Start initiative, the fighter takes a second round of damage at the start of his turn.

Either way falling into the trap is resolved as part of the previous action, and effectively ends his turn.

As also stated the rules must be consistant. The trap functions exactly the same in or out of initiative. The damage from falling into a trap is not resolved as part of his future actions.

  "you do your full round because the time are starting again then you not are in the 3 seconds of your 1206 round you are in the 0 seconds of your first round"

You resolve the trap before beginning a new round because the future round (after you stepped on the trap) doesn't begin 3 seconds into the past either. Initiative starts a NEW round.

This is the same as when the party encounters a Goblin hiding in ambush, The goblin throws a spear at then from hiding, the fighter takes damage, and now the party rolls initiative to start a new round. The Goblin gets another turn (2 rounds, just like the acid)

You are never in the "0 seconds" of a turn, 0 seconds is "just before the same initiative" when a turn starts you would be in "the first second" The damage done from falling into the acid occurs before this, before initiative starts, before "0 seconds"

Again, the trap functions exactly the same in combat as it does outside of combat.  

nop while you are out of initiatives the damage trigger it, then the damage start each round.
because the damage are the one that need count rounds, in a standard pit you dont roll initiative because you only take damage one time.

FirstRound
Damage
Fighter initiative 18

NextRound
Damage
Fighter initiative 18

Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Oma, then a trap that just does an instant damage effect does no damage at all because initiative never starts? Just like a standard pit you take damage OUTSIDE OF INITIATIVE when you fall in.

Oma, a turn/round never begins as part of the previous action. The damage/result of an action is always resolved as part of that action, not as part of the next action. 

This is the same as any other trap, or a standard pit trap, where you just take the damage outside of initiative. The initial damage from falling into the Acid pit is resolved first, and then you would start initiative as a new round.

Traps work the same inside of combat as they do outside of combat, the fighter doesn't get a free turn just because initiative hasn't been rolled yet. In fact initiative doesn't even need to be rolled here. 

Example, there is a standard pit trap. A group of Bugbears are waiting in ambush to leap out when they hear the trap go off. Fighter fails saves and falls in, takes damage and ends his movement, and the bugbears leap out. Initiatiative is rolled. At the start of the fighter's turn he is prone (in the acid trap he would be taking a second round of damage) and it will cost him a move action to stand up, the bugbears also get their turn.
Oma, then a trap that just does an instant damage effect does no damage at all because initiative never starts? Just like a standard pit you take damage OUTSIDE OF INITIATIVE when you fall in.

Oma, a turn/round never begins as part of the previous action. The damage/result of an action is always resolved as part of that action, not as part of the next action. 

This is the same as any other trap, or a standard pit trap, where you just take the damage outside of initiative. The initial damage from falling into the Acid pit is resolved first, and then you would start initiative as a new round.

Traps work the same inside of combat as they do outside of combat, the fighter doesn't get a free turn just because initiative hasn't been rolled yet. In fact initiative doesn't even need to be rolled here. 

Example, there is a standard pit trap. A group of Bugbears are waiting in ambush to leap out when they hear the trap go off. Fighter fails saves and falls in, takes damage and ends his movement, and the bugbears leap out. Initiatiative is rolled. At the start of the fighter's turn he is prone (in the acid trap he would be taking a second round of damage) and it will cost him a move action to stand up, the bugbears also get their turn.

what have to do damage and initiative??? you can take damage out of initiative.
sorry but the damage is the one to trigger the initiative then the damage reset the clock to 0 and the player have full 6 seconds until the pool deal damage again.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Yes Oma the damage resets the clock to 0, but that damage is donw outside of initiative (just like the pit trap) the clock is reset to 0, as you say, AFTER the trap is resolved.

Initiative is done after you resolve the current action, this is the start of a new round. You are starting the next round in the middle of the previous action.

Step 1: Fighter steps on acid pit trap, resolve the trap (fall in take damage, swim check) end of his movement. Resolve all other remaining moves. End of this Round.

Step 2: Begin new Initiative, at the start of the fighter's next turn if he is still in the acid he takes damage for this new round.
Yes Oma the damage resets the clock to 0, but that damage is donw outside of initiative (just like the pit trap) the clock is reset to 0, as you say, AFTER the trap is resolved.

Initiative is done after you resolve the current action, this is the start of a new round. You are starting the next round in the middle of the previous action.

Step 1: Fighter steps on acid pit trap, resolve the trap (fall in take damage, swim check) end of his movement. Resolve all other remaining moves. End of this Round.

Step 2: Begin new Initiative, at the start of the fighter's next turn if he is still in the acid he takes damage for this new round.

yes the trap trigger the initiative and under the rules the trap can't do damage again until one turn as happen then the fighter can do her full round action until the trigger round end and start another and a new damage.

Under the rules after take damage the fighter have full 6 seconds until the damage harm him again.

Then
Damage
Party
Damage
Party
Damage
Party
ETC....
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Oma, the trap triggers the trap's result, in this case a fall into the acid pit. It is resolved before continuing on to any other turn, and effect....

WTH am I even thinking?!? Only a complete idiot would think it works any other way.  Serious do you realize how completely moronic what you are saying sounds like?

So the fighter steps on a trap, and falls into the acid, and takes no damage? Instead you roll initiative, and lets say the fighter goes last in that initiative, so the entire group, sya 4 other people, goes first and then, only then does the fighter take the initial damage?

And how is this trap different then a normal pit trap? does the fighter take the damage instantly in a normal pit trap, but later if it is acid? and what about if he falls in the same trap during combat? is there different rules for how the identicle trap works in combat as it does outside of combat?

Of course stupidity doesn't have a real answer for that.
        
Oma, the trap triggers the trap's result, in this case a fall into the acid pit. It is resolved before continuing on to any other turn, and effect....

WTH am I even thinking?!? Only a complete idiot would think it works any other way.  Serious do you realize how completely moronic what you are saying sounds like?

So the fighter steps on a trap, and falls into the acid, and takes no damage? Instead you roll initiative, and lets say the fighter goes last in that initiative, so the entire group, sya 4 other people, goes first and then, only then does the fighter take the initial damage?

And how is this trap different then a normal pit trap? does the fighter take the damage instantly in a normal pit trap, but later if it is acid? and what about if he falls in the same trap during combat? is there different rules for how the identicle trap works in combat as it does outside of combat?

Of course stupidity doesn't have a real answer for that.
        

In the case that it work like you say you still can't take the acid damage until you do your turn because the damage have a initiative score equal of you but have a bonus of -5 then you will go first.

Nop In a normar Trap the firghter start her turn immediately after taking damage.

You
're the one who does not understand
you dont know how the turn work, first because for you a slow creature can't make a ready action because are "2" action in a single round while the description say that is the same action that you was ready as standar, Second you trigger the trap you take damage and trigger the initiative then under the general rule you can deal damage again to the player until a round happen the you need or put the damage as the first in the initiaitve with the turn done or make the damage at the end of the initiative and and so fulfill the rule that was made to protect the players in harmful environment.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Oma, the trap triggers the trap's result, in this case a fall into the acid pit. It is resolved before continuing on to any other turn, and effect....

WTH am I even thinking?!? Only a complete idiot would think it works any other way.  Serious do you realize how completely moronic what you are saying sounds like?

So the fighter steps on a trap, and falls into the acid, and takes no damage? Instead you roll initiative, and lets say the fighter goes last in that initiative, so the entire group, sya 4 other people, goes first and then, only then does the fighter take the initial damage?

And how is this trap different then a normal pit trap? does the fighter take the damage instantly in a normal pit trap, but later if it is acid? and what about if he falls in the same trap during combat? is there different rules for how the identicle trap works in combat as it does outside of combat?

Of course stupidity doesn't have a real answer for that.

I thought I once got him to say this was all about avoiding taking acid damage twice but I'll agree that it is VERY hard to read any of Oma's posts that way as all of them recently seem to be about not taking damage until the trapped character has acted.

For some reason I believe it will be impossible to convince Oma that an Acid pit trap that will dunk (immerse) a character in acid for 10d6 points of Acid damage is an EXTREMELY dangerous trap for a number of reasons.  That "number of reason" actually applies to both "impossible to convince" and "extremely dangerous trap" and I'm not going to list them because they should be obvious and are often at odds with each other.


Yes is Extremely dangerous trap, is a killing trap under the rules of DungeonScape a trap that should dont be in a encounter place and is CR 8 because is a very easy trap (to avoid) but with Extremely devastating power all other traps of Lv 8 have a rate of success much better and with best effect like the other magical killing traps.

and again if you are out of the initiative count this trap can only hurt you one time.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
As for placing it in an encounter. If it is on the map, and there are inteligent monsters in the area, then there is no reason for them to not take advantage of the terrain.

As for the mian point I was making, which is if the person survives a round (or 2) in this trap to not destroy their gear as well. At least not while they are alive. After they are dead then the gear should be destroyed. 


Also the DM should consider what might be immune to Acid in such a case, as some items (glass for example) are normally immune to acid.     
As for placing it in an encounter. If it is on the map, and there are inteligent monsters in the area, then there is no reason for them to not take advantage of the terrain.

As for the mian point I was making, which is if the person survives a round (or 2) in this trap to not destroy their gear as well. At least not while they are alive. After they are dead then the gear should be destroyed. 


Also the DM should consider what might be immune to Acid in such a case, as some items (glass for example) are normally immune to acid.     

like put monster CR 50 to a party level 1 the rules of the DM dont let you do it because this break the main point of the game the fun, but at last the DM have the final word for it the rules always say you should not and if you put this trap in middle of a encounter this trap change of category and her CR are significantly improved

then a character immune to acid that try destroy an item in the acid can't do it because him are holding the item or he can stay in the acid all the day and her equipment always are shimmering
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
What rules Oma, a DM can make encounters as difficult or as easy as he pleases and there are no rules on the difficulty curve the DM tosses at the PCs

As for a Trap where there is an encounter like this. perhaps it is the Players fault for choosing to camp after each encounter, and they camped for the night right beside the trap without searching the area properly. Perhaps they made too much noise, and the patrol they should have snuck up on instead retreated to a more defendable position (ie the nearby trap)


What rules Oma, a DM can make encounters as difficult or as easy as he pleases and there are no rules on the difficulty curve the DM tosses at the PCs

As for a Trap where there is an encounter like this. perhaps it is the Players fault for choosing to camp after each encounter, and they camped for the night right beside the trap without searching the area properly. Perhaps they made too much noise, and the patrol they should have snuck up on instead retreated to a more defendable position (ie the nearby trap)



remember that the trap CR is add to the current CR then  for a party Level 8 that should only have one encounter level 7,8, or 9 the single trap overcome the standard. a killing trap not is a Encounter trap and Dont count in this but can only be used to scary adventurers.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Sure, Use a handful or Goblins with a CR 8 trap, the Goblins are far too weak to be considered a chalenge at all to the players.


In the cases that I mentioned the CR 8 trap would be counted seperately for XP, as it was of the character's own making in to camp in such a bad spot  
Sure, Use a handful or Goblins with a CR 8 trap, the Goblins are far too weak to be considered a chalenge at all to the players.


In the cases that I mentioned the CR 8 trap would be counted seperately for XP, as it was of the character's own making in to camp in such a bad spot  

nop, in this case you change the killing trap to an Discouragin Pursuit Trap and still are CR 8, because the creature is too weak and the only way to win is guide the players to a powerful killing trap.

Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Nope has an "e" at the end. And Oma you just arguing here that the trap is still CR 8 seperately form the Goblins that are too weak to be considered a Chalenge? Becuase


THAT IS EXACTLY WHAT I JUST SAID!!!

And that is exactly what I stated the Goblins would do, win by guiding the players into the trap.

-Players see Goblins, everyone rolls initiative. 

-Fighter's Turn He charges the Goblin Adept, falls into the acid Pit trap and takes Acid Damage, Ends his turn.

-Initiative order continues

-At the start of the fighter's next turn, if he is still in the acid, he will take another round of Acid Damage

-2 rounds of Acid Damage or more.
  
And this trap works the exact same in this combat situation as it would in any other situation.  It works the exact same outside of combat. The rules are consistant, there is no out of combat rules for traps.
Nope has an "e" at the end. And Oma you just arguing here that the trap is still CR 8 seperately form the Goblins that are too weak to be considered a Chalenge? Becuase


THAT IS EXACTLY WHAT I JUST SAID!!!

And that is exactly what I stated the Goblins would do, win by guiding the players into the trap.

-Players see Goblins, everyone rolls initiative. 

-Fighter's Turn He charges the Goblin Adept, falls into the acid Pit trap and takes Acid Damage, Ends his turn.

-Initiative order continues

-At the start of the fighter's next turn, if he is still in the acid, he will take another round of Acid Damage

-2 rounds of Acid Damage or more.
  
And this trap works the exact same in this combat situation as it would in any other situation.  It works the exact same outside of combat. The rules are consistant, there is no out of combat rules for traps.

Yes but the context of the trap change, from killing trap to Discouragin Pursuit trap that will have the power to kill all the party but still is the same CR because you can defeat the globlin first and got the EXP.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Oma, that doesn't change the function of the trap should the fighter step in it and fall in the acid. It doesn't change the acid damage, nor the trap's trigger.

As for the CR 8 trap and the no XP for the half CR goblins, You are wrong. this encoutner would be adjusted by the circumstances, because the Goblins can lure the Fighter into a trap he would otherwise not have ran over while charging. Otherwise the trap would have been spotted and avoided. 

Properly played a small group of goblins could add a CR of 1 to the trap, or a XP adjustment like 5% or+10% XP to the encounter as makign adjustments due to circumstances is outlined in the DMG.

But again, that is on what CR and XP you would give the encounter, it has nothing to do with the functionality of the trap.

And at this point the Fighter/group gets what it deserves, so when the fighter charges the Goblin Adept and falls headlong into a pit of Acid He takes damage. That effectively ends his turn (having taken a Full-Round Action), initiative continues and he takes a second round of damage at the start of his next turn if he is still in the acid. 
Nope has an "e" at the end. And Oma you just arguing here that the trap is still CR 8 seperately form the Goblins that are too weak to be considered a Chalenge? Because

THAT IS EXACTLY WHAT I JUST SAID!!!
[/sblock]
And that is exactly what I stated the Goblins would do, win by guiding the players into the trap.

-Players see Goblins, everyone rolls initiative. 

-Fighter's Turn He charges the Goblin Adept, falls into the acid Pit trap and takes Acid Damage, Ends his turn.

-Initiative order continues

-At the start of the fighter's next turn, if he is still in the acid, he will take another round of Acid Damage

-2 rounds of Acid Damage or more.
[/sblock]   
And this trap works the exact same in this combat situation as it would in any other situation.  It works the exact same outside of combat. The rules are consistant, there is no out of combat rules for traps.

Yes but the context of the trap change, from killing trap to Discouragin Pursuit trap that will have the power to kill all the party but still is the same CR because you can defeat the globlin first and got the EXP.

The context in which a trap is used changes nothing about a trap except maybe what it means to "encounter and defeat" a trap.

I don't know what situation you were thinking about for goblins and this deathtrap but it all would be figured somewhere.  The presence of the trap would need to be factored in to the overall EL but whether or not it makes for an XP award will depend on if it is actually encountered.  The PCs may detect and eliminate the goblins without ever "encountering" the trap which will mean XP from the goblins but nothing from the trap.  There are also ways for the goblins to win with the trap.  Do you have any idea how effective a trap can be when positioned between a 'soft' but high value target and a party?  Sure ranged attacks could take out the target without encountering the trap but then you have those times like Mr.C shows where someone blindly blunders right into the trap.  With that possible threat you can alter how PCs think and if the trap prevent certain PC actions then the trap "wins" and the PCs get no XP for it.



again the trap are well described in

Dungeonscape and all trap have a context and based in that context to dont put a broken trap, as example the acid pit trap will be broken if you put it in middle of a encounter unless the party was level 12

Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.

Remember to for gain EXP you dont need to kill all enemies you only need to pass the challenge in this special encounter the challenge is dont fall in the trap of the gobblin (you as DM is the only one to know it) that will kill all party members (CR 9 because affect all party)
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
None of that changes the mechanical function of the trap and how it is resolved.

As to how broken the encounter is, this is a CR 9 encounter at best, or a +5% XP adjustment to the CR 8 trap Oma. We are talking 1 HD Goblins.

As for the DM not using a trap like this, well the DM can build encounters however he likes.

At any rate I stated that this encounter happened because of the PC group's actions, not the DM. If the PCs are careless enough to camp beside a trap in an area where there are patrolls, or blunder along noisily, announcing their presence, then this encounter is of their own creation, not the DMs 
None of that changes the mechanical function of the trap and how it is resolved.

As to how broken the encounter is, this is a CR 9 encounter at best, or a +5% XP adjustment to the CR 8 trap Oma. We are talking 1 HD Goblins.

As for the DM not using a trap like this, well the DM can build encounters however he likes.

At any rate I stated that this encounter happened because of the PC group's actions, not the DM. If the PCs are careless enough to camp beside a trap in an area where there are patrolls, or blunder along noisily, announcing their presence, then this encounter is of their own creation, not the DMs 

the CR is 9 because the standard trap only affect one creature for affect more creatures the trap need +1 to her CR and with this you can use the trap with the globlin level 1 because now is able to kill all party members.

¬¬ and your the one to make the trap and able the NPC to do it then Created the encounter as DM.
as example if a player level 1 want to kill a king level 20 and he got 100, 20 in a row and kill it then he got the exp (maybe 1/8 for the easiness) although you not planned it.

Or at last you can change the trap to an Encounter trap and gain Initiative score.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.

Oma, again as a DM I draw up the Dungeon, the players are in control of everything else.


This is how the trap functions when the fighter steps on it and falls into the acid. We are talking the functionality of the Acid pit trap as is.

I can make the Acid do only 2d6 if you want. It doesn't change how the trap functions. I can just make it, they are fighting beside an acid pit, and the fighter slipped or tries to jump it and fails, whatever. It still functions the same.

-Fighter moves and falls in acid, ending his turn
-Initiative order continues
-Start of fighter's next turn he takes a second round of acid damage if he is still in the acid.

2 Rounds Damage.

Oma, again as a DM I draw up the Dungeon, the players are in control of everything else.


This is how the trap functions when the fighter steps on it and falls into the acid. We are talking the functionality of the Acid pit trap as is.

I can make the Acid do only 2d6 if you want. It doesn't change how the trap functions. I can just make it, they are fighting beside an acid pit, and the fighter slipped or tries to jump it and fails, whatever. It still functions the same.

-Fighter moves and falls in acid, ending his turn
-Initiative order continues
-Start of fighter's next turn he takes a second round of acid damage if he is still in the acid.

2 Rounds Damage.


again the first part dont exist (Fighter Moves and Fall) you start the count of time with the initiative and the rule prevent a character to take damage 2 time in this way.

then Damage Initiative Trigger
Initiative order Trigger Event (Acid Damage)
Figther  15
Mage 12
Rouge 10

Or

Initiative
Figther 15 (+1)
Damage of Acid 15 (-5)
Mage 12
Rouge 10




Example (Out of Initiative)
You are runing for a forest and you see a Centaur at the same time that he see you, both roll initiatives and do her full turn.

Example (with of Initiative)
You are Runing in the Forest and see a battle and all see you, you rol the initiative and waint until your turn in the round (or the next round if you Initiative count was done)

Example (with of Initiative)
You are in a blattle and See other creature come to the battle (that creature roll initiative and maybe can do her full round this turn)


Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
No Acid doesn't get initiative, the Damage the Acid does takes place on each round at the start of the same turn in the initiative order that it orriginally started. 

It is the same as with a Wizard casting Acid Arrow, The damage is done every round on the Wizard's turn. The Acid in that spell doesn't get a special, seperate initiative. It doesn't work that way Oma.
 
You are out of touch with reality Oma, take your meds and go to your happy place. You are rambling complete and utter nonsense. And misquoting rules.

Encounter traps do get initiative, but these traps are mechnical and/or magical that attack the players, they have attack rolls, or cast spells on their turns. The Acid Pit is a standard trap and takes no actions ever.

The acid pit trap IS NOT AN ENCOUNTER TRAP. It is an invironmentla hazard, the damage is simply resolved at the start of each turn that you are in the acid, nothing more, nothing less.

The length you go to misquote rules is simply amazing. 
Technically speaking, the acid isn't associated with a particular turn at all; it happens once per round and applies for the second time exactly 1 round after it was applies for the first time.

Given the way that turns overlap in terms of "real" time it's certainly practical to deal the acid damage on the turn of the character who suffers it, but I don't think there's an official answer in 3.5 as to whether it occurs at the start of a turn, during the middle of the turn, or at the end; clarifications on that point were something that turned up for 4th Edition, at least in the general sense.  It's simply whatever fits best with a round of exposure.  This is similar to giving the acid an initiative score in terms of how it works, even if the acid doesn't really get its own turn in the initiative.

If it's supposed to be the consequence of a full round of exposure, it might actually make more sense to apply it at the end of a characters turn, though you might have to arbitrarily adjust that if the character escapes the effect of the exposure during their own turn.  For reference, the Rules Compendium's entry on the Concentration skill indicates that you're considered to be taking half of any continuous damage while you're taking your actions, though it's up for debate whether that applies to anything except the skill use.

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Slagger the Chuul, The reason it is applied at the beginning of the turn is because in 3.5 you apply damage as soon as exposure occures.

When you are splashed with acid, you take damage, it is the same thing as starting a turn in acid, at the beginning of your turn you take acid damage because you are starting that turn in acid. You are being exposed to the acid at the start of your turn, so that is when you take the damage for the second round.

So acid damage is done once per round as soon as you are exposed, which is when you initially fell in, and at the start of each turn.

Rounds can be measured many ways but it generally, after the first round is measured from the start of a turn to just before the beginning of the next turn. So acid doing damage per round would be measured from the turn it started on, to the start of the next turn.

It would only happen once per round, meaning in their turn and between turns if the fighter is pulled out and falls back in (2 failed climb checks, rope breaks when others try to pull him out) he won't take any additional damage from that acid, he could be dipped in multiple times but he will only take damage once during that round (at the start of exposure), until the next round where he will only take damage once, as soon as he is exposed again (and starting in the acid this is right away)


It's early, sorry if I repeated myself/ 
Slagger the Chuul, The reason it is applied at the beginning of the turn is because in 3.5 you apply damage as soon as exposure occures.

When you are splashed with acid, you take damage, it is the same thing as starting a turn in acid, at the beginning of your turn you take acid damage because you are starting that turn in acid. You are being exposed to the acid at the start of your turn, so that is when you take the damage for the second round.

So acid damage is done once per round as soon as you are exposed, which is when you initially fell in, and at the start of each turn.

Rounds can be measured many ways but it generally, after the first round is measured from the start of a turn to just before the beginning of the next turn. So acid doing damage per round would be measured from the turn it started on, to the start of the next turn.

It would only happen once per round, meaning in their turn and between turns if the fighter is pulled out and falls back in (2 failed climb checks, rope breaks when others try to pull him out) he won't take any additional damage from that acid, he could be dipped in multiple times but he will only take damage once during that round (at the start of exposure), until the next round where he will only take damage once, as soon as he is exposed again (and starting in the acid this is right away)


It's early, sorry if I repeated myself/ 

Sorry but the rule say again in the same initiative score in the next round, if someone throw a acid spash with ongoing damage then you set the Initiative score to deal the damage in the next round as example

Initiative
Wizard 16 (+5)
Gobblin 16 (+3)
Human 15

The gobblin do the ongoing damage to the fighter and he dont take damage again until the next round in the initiative count 16(+3)

The problem here is the time management, you as DM know that the Acid can't hurt a player until a full round happen then as described you need change it, of course while a battle this can't be but for this the rules of the trap say you to don't put this kind of traps in a encounter, in out of initiatives the acid start the turn and you let all player do her full action until it deal damage again because like when you are runing and see a encounter you roll your initiative for a full round action eventhough you was in other action.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Oma, your nonsense is rediculous. There is no problem of time management for the DM, the acid damage is done per round in the same initiative order. If you do it on the same turn then it will always only happen once per round. The Acid is an ongoing effect at this point. 

That is what a round is. The rules for acid don't say "after a full round" or "Exactly every 6 seconds" it states "per Round"  nothing more, nothing less. Each round ends just before the beginning of the next turn. So the damage occurs at the start of each turn in the same initiative order as when it took effect.

You take damage when you fall in, and then again at the start of each of your turns while in the acid. It's so *&@?*!# simple and straight forward. This is how Acid works, as a trap as a hazard, as a spell.


There is no rule that says this trap can't be in the middle of an encounter Oma, just as there is no rules that say that a red dragon can't throw a snowball. Inteligent creatures will use terrain to their advantage, there is no Goblin Union rules that forbid them from setting up an ambush around an Acid pit trap. And the Trap doesn't magically change simply because a Goblin is standing beside it.

This Trap exists, the Goblins exist, so they can damn well exist in the same room at the same time.  There are suggested encounters and recomended CRs, but there is no rules stating that the DM is absolutely cannot use X CR or X combination.

In Fact it could be the Players who decide to fight beside such a trap. Even going so far as covering/hiding the pit themselves, perhaps the Party Wizard casts an illusion over it and the party sends the fighter in to lure the Goblins into chasing him back to where they wait in ambush around the trap, and it is the enemy, the Goblin Fighter, who falls into the trap. In this case the Players aren't facing the trap (it's their own trap)

In this case the initiative has already started. The Goblin moves on his turn and falls into the trap, takes damage. At the start of the Goblin's next turn he will take a second round of damage.


  

in this case you dont take the acid damage until you do a round in the area and the acid deal damage to you until the start of your turn allowing all other character get you out before take any damage. because the rule dont say only "per round" (unlike the falling damage that is automatic like be beaten for a sword) and you dont are in round until you roll initiative, you was in local movement that dont use initiative and if something trigger initiatives then you start the rounds in this point.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Oma, You take the acid damage the instant you fall in the acid.

Now you are stating that you can fail your saves, Fall into the acid, sink to the bottom and get out of the acid without taking any damage?   "get you out before take any damage" Ya ok, whatever...

Also I already explained that turns continue in initiative order, allowing other party memebers to possibly rescue you before the start of your next turn.

"you dont are in round until you roll initiative"

Again, this doesn't matter, because the Damage is resolved when you fall into the acid, so it would be resolved outside of initiative. Starting initiative is the start of a New Round. so at the start of your turn you would take a second round of damage for the New Round.

because the rule dont say only "per round"

The rule is pretty explicit that any exposure during a round counts as a Round and even explains it with an example, "An attack with acid, such as from a hurled vial or a monster’s spittle, counts as a round of exposure"

So it doesn't matter if I fall into a pit of acid and bask there for a Full Round, or if I get hit by a Black Dragon's Line of Acid, it counts as a round of exposure.

Dip in and out as a single move action counts as a round of exposure.

You take damage WHEN you fall in the acid, You take Damage at the start of each turn, and it doesn't matter how long you were in that acid on each turn, it counts as a round of exposure.

Sorry but the acid only do damage per round the you don't take any damage until the round start and you are wrong this not an acid attack is an Environment

ACID EFFECTS


Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster’s spittle, counts as a round of exposure.


The fumes from most acids are inhaled poisons. Those who come close enough to a large body of acid to dunk a creature in it must make a DC 13 Fortitude save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage.


Creatures immune to acid’s caustic properties might still drown in it if they are totally immersed (see Drowning).


--You don't take damage at contact you need stay one full round in exposure to take the damage.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
-Points and Laughs-

Oma, no you take damage at the start of exposure, that is why being hit with a vial of acid (instant effect) counts as a round of exposure, When hit by acid you don't have a full round to get it off, you take damage instantly on exposure.

What you have just stated is that the rules would allow a person (with a move of 40) to dive into a pool of acid, swim 20 ft across and get out on the other side and not take any damage. 


Oh Wait, here is the kicker, if you roll initiative, under your rules, and the rest of the party is on the other side of a 400 ft Lake of Acid with a long rope attached between you and them, each of them on a horse with a move of 50, spaced 100 feet apart and taking Ready actions to grab the rope (the mount moves not the character) then 4 people could drag you from one end of the lake, 400 ft through the acid and out the other side without you taking any damage at all.

Do you not see the insane level of stupity with that?


You take Damage upon exposure, instantly at the start of the exposure and at the start of each round thereafter (the beginning of the turn in the same initiative)    

LoL you don't know the difference of Environment and a splash weapons.

and again the rule say "per round of exposure" this means you need stay in rounds and you need stay a full means in exposure to take damage.

Not is the same fail again a acid breath and fall in an acid pit when you take damage por round as example if you are in a fountain of positive energy that cure you gain 1d8+5HP per round of exposure this mean that if you go in and go out of the fountain in the same turn you dont gain any HP.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Really Oma, Really?

Now, where does it say that? Where does it say "You have to be exposed for the entire round"

In fact it states the opposite which contradicts you, flat out contradicts you. It states:

"Corrosive acids deals 1d6 points of damage per round of exposure "

So what does it mean by "per round of exposure"? Well lucky for us it gives us an answer to this in the next part:

"An attack with acid...  ...counts as a round of exposure."

So you don't need to be exposed for a Full Round, even an instance of exposure (such as a vial of acid) counts as a round of exposure.

There is no difference between the two here Oma, as this rule specifically refers to splash effects and Acid attacks as being covered by the rule.

The same rule applies btw to a pool of acid that you mentioned, and as I stated, being repeatedly dipped in and out mulitple times in the vat of acid or movement through the acid deals no additional damage per round.  

being hit with mutliple vials of acid would count as they can hit different parts of the body, but the DM would be wise to stop it at 10d6 on the grounds that it could count as total immersion at that point, ie soaked head to toe, as well as being the maximum damage.


In this case you call for a specific rule instead of the general rule (it say Count as)like the example of the cleric and the undead that is immune to fear

and this entry are erased for the RC

Acid Effects
Corrosive acid deals 1d6 points of damage per round of exposure. Total immersion in acid deals 10d6 points of damage per round.
The fumes from most acids are inhaled poisons.
Those who come close enough to a large body of acid to dunk a creature in it are exposed to the fumes.
Such creatures must succeed on a DC 13 Fortitude save or take 1 point of Constitution damage.
If the first save fails, the creature must succeed on a second save 1 minute later or take another 1d4 points of Constitution damage.
Creatures immune to acid might still drown in it (see Suffocation, page 141) if they’re totally immersed.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
Rules Compendium doesn't contain the complete rules, just a compilation of the rules for reference, a supliment to the other books and the PHB and DMG are still needed. That it doesn't mention acid attacks, such as a vial of corrosive acid, doesn't mean the item doesn't exist.

No, a Vial of Acid is in the PHB, it does 1d6 damage emediately upon exposure to it. It follows the Acid rules in the RC.  which states "Corrosive acid deals 1d6 points of damage per round of exposure" and being hit with a vial of acid does instant 1d6 damage so that counts the same as a round of exposure.

In the case of the RC, it states Per Round, and if you wish to know what it meant by per round you would read on the same page how other types of Energy effects work under that heading.

For example, if exposed to Fire energy you take damage Emmediately, and unless you can put the fire out (you get a reflex save) you take another round of damage again at the start of the same turn in each subsequent round

You could also reference any number of Acid spells and effects and see the same result, Emmediate damage then damage again on each subsequent round thereafter.


again rule compendium have the last update of the rules.

Introduction
The book you hold in your hands is the definitive guide for
how to play the 3.5 revision of the DUNGEONS & DRAGONS
Roleplaying Game. Years in the making, it gathers resources
from a wide variety of supplements, rules errata, and rules
clarifications to provide an authoritative guide for playing
the D&D game. It updates and elucidates the rules, as well
as expanding on them in ways that make it more fun and
easier to play. When a preexisting core book or supplement
differs with the rules herein, Rules Compendium is
meant to take precedence. If you have a question on how
to play D&D at the table, this book is meant to answer
that question.
Rules Compendium isn’t just a compilation of the rules
you need to play D&D. It’s also a celebration of the 3rd
Edition of the world’s most popular roleplaying game.
Those who’ve worked on the game in past years have taken
the time to comment on the rules and share experiences
with you in these pages. You’ll find anecdotes, house
rules, history, and more in these asides and essays. If
the rules in this book don’t show you anything new, the
designers, developers, and editors who commented here
just might.
Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
yes Oma, however the Rules Compendium doesn't say a different definition of what it means by "per round of exposure", it just doesn't give examples.

The Acid (flask),  "deals 1d6 points of acid damage", even if it isn't mentioned in the RC, the Acid Exposure rule in the RC covers this Flask of Acid "Corrosive acid deals 1d6 points of damage per round of exposure"

It refers to a mundane flask of mundane acid, a splash weapon that deals the acid damage instantly on a direct hit, and that counts as a round of exposure.

So being Splashed with acid counts as a round of exposure, meaning that you don't need to be exposed for a full round before taking damage.

So unless you can find a rule that a Flask of Acid doesn't exist or was taken out of the game with the RC, it stands that exposure counts as a round of damage.