again rule compendium have the last update of the rules.IntroductionThe book you hold in your hands is the definitive guide forhow to play the 3.5 revision of the DUNGEONS & DRAGONSRoleplaying Game. Years in the making, it gathers resourcesfrom a wide variety of supplements, rules errata, and rulesclarifications to provide an authoritative guide for playingthe D&D game. It updates and elucidates the rules, as wellas expanding on them in ways that make it more fun andeasier to play. When a preexisting core book or supplementdiffers with the rules herein, Rules Compendium ismeant to take precedence. If you have a question on howto play D&D at the table, this book is meant to answerthat question.Rules Compendium isn’t just a compilation of the rulesyou need to play D&D. It’s also a celebration of the 3rdEdition of the world’s most popular roleplaying game.Those who’ve worked on the game in past years have takenthe time to comment on the rules and share experienceswith you in these pages. You’ll find anecdotes, houserules, history, and more in these asides and essays. Ifthe rules in this book don’t show you anything new, thedesigners, developers, and editors who commented herejust might.
you are the one to call that rule and is you take the damage per round of exposure then if a player is to fast maybe he can do it without take damage like a normal person that walk in the fire.
you are the one to call that rule and is you take the damage per round of exposure then if a player is to fast maybe he can do it without take damage like a normal person that walk in the fire.More often than not, the fire-walkers are 'taking damage', just not showing it (ya know, mind over matter). There are a few charlatans out there that are cheating (clear protection, etc), but more often than not, it's just a case of taking the pain.
You gain the ability to cast necrotic cyst spells by growing a cyst of your own.
Knowledge (religion) 2 ranks, Caster level 1st,
You grow an internal cyst of undead fl esh called a mother cyst. The cyst may be noticeable as a discolored swelling on your skin, if desired. The mother cyst is slightly painful, but otherwise isn't harmful. The mother cyst grants you access to a selection of cyst-related spells listed below (and described in Chapter 4 of this book). You cast these spells like any other spell you can cast, once you host a mother cyst (if you are a caster who prepares spells, you can prepare all necrotic cyst spells without referring to a spellbook, as if you had the Spell Mastery feat for each such spell). Necrotic Cyst Spells: 1st--necrotic awareness; 2nd--necrotic cyst, necrotic scrying; 3rd--necrotic bloat; 4th--necrotic domination; 5th--necrotic burst; 6th--necrotic eruption; 7th--necrotic tumor; 8th--necrotic empowerment; 9th--necrotic termination.
you are the one to call that rule and is you take the damage per round of exposure then if a player is to fast maybe he can do it without take damage like a normal person that walk in the fire.Fair enough Oma, but define "Too Fast" because yes I agree with you on that and go one further, because you can put your arm into a pot of molten steel and take it out again without being burnt if you A: make sure your arm is wet and B: go really fast.So define "too Fast"Swift Action? Free Action? maybe a Waterfall of acid that you duck under while running as fast as you can before jumping in a pool of water? Sure why not, but it's a house rule.But that isn't what we are talking about is it, we are talking about, at the very least a move action to swim at one-quarter speed through the acid to the bottom, completely under, and then up to the surface and side, again swimming is at one-quarter speed to the side and pulling ourselves out bodily, all in heavy armor. That really doesn't count as fast enough to not take damage now does it?
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.
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)
The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens
Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.
Slagger, that would make it possible to dive in and swim through the acid in your turn without taking any damage. damage is always applied emmediately upong exposure, and the second part of the description and the Flask of Acid, instant damage, makes it clear that Exposure for part of a round from a splash attack (flask of acid 1d6 damage) counts as a round of exposure (1d6 damage per round) refer to the DMG entry under Acid Per round in this context means it does damage once per round, a full round of exposure isn't needed. Damage is done at the start of that exposure and then once a round thereafter at the start of the round.There is no mechanic in D&D to time most attacks, making a single melee attack apparently takes 3 seconds (one move and one attack) but making 5 melee attacks can be done in 6 seconds (full attack and off hand weapon) So exactly how long does an individual action take?
On your second point, it doesn't automatically occur on the their turn. If they are pushed in (over run, trip attack, etc) on someone else's turn then they won't take the next round of damage until that same turn in the next initiative. For example, the fighter is bullrushed into the trap by a minotaur. He won't take a second round of damage until the start of the minotaur's next turn, during the fighter's turn he takes no further damage as he is still in the first round of damage.
Slagger, total Immersion is self evident, one is under water or mostly underwater, and the rules for falling also make this clear, also the description of being in a large vat of Acid makes it clear that neck deep (swiming) would count as total immersion. Or being soaked head to toe (a vat is dumped on a character.)As for how long it takes to be fully immersed, the fall rules make this clear that this would occur on the action that they fell into the acid, ie walking and falling into the pit, so it would be resolved as part of the move action. Falling rules make it clear.
Most importantly, Damage is taken on the onset of exposure because this prevents exploits, if it was taken at the end of movement then you could freely move through dangerous invironmental hazards, like walking through fire, or swimming through a pool of acid, and take no damage.Again, does it make any sense if I could dive in and swim across a pool of acid and get out at the other side and take no damage at all, but if someone splashes me with a flask of that same acid I take damage? As for how long does it take to be immersed? The same length of time it takes to fall, I think it is again self evident that if I jump into a pool, then I am immersed in that same move action.
How long must one be exposed, the DMG also makes this clear that any exposure, and gives some examples, such as a Flask of acid, a monster's spittle, that short exposure counts as a round of exposure.ie a 1d6 flask of acid standard action deal same damage as a full round of exposure of 1d6 per round acid.
And really it is always at the start, not at the end. Imagine if a spell gave you a bonus, like +1 attack, or +1 Save or 5 temp Hp for a round, if you only got the buff at the end of the round for a micro-second, it's always applied at the start. Otherwise they would use very specific language, such as (1d6 damage at the end of each round) In the cases where the effect happens at the end of a turn, it is clearly stated as such.Taking damage at the onset of exposure, and the start of a turn is the only way to be consistant and non-exploitive.
Slagger, that ruleset in the compendium was refering to what exactly? Being interupted during spell casting from continuous damage?Either way it amounts to the same thing: They take Acid damage on the turn that the fell into the acid pit, they take acid damage on the following turn for still being in the acid.-Round one, Move, fall into acid trap and take damage. It really doesn't matter if you make the damage roll right away or after their swim check, they take damage for this round and end their turn in the acid.-Round 2, Start in acid, take damage, On round 2 regardless of if they take an action or not, they will take the damage from being in the acid.I don't want to nitpick, but it isn't consistant to take damage after you pull yorself out of the acid. Thats like taking damage for leaving the acid rather then for being in the acid. It makes even less sense if that damage kills them, because if the acid killed them, then how did they climb out? Consistancy says I resolve the damage while they are in the acid and not a round after they are out of it.Sure they dive into a pool of acid and swim across, do the damage first, do the damage after they swam across, but do the damage while they are still in the acid. Don't have them hop out the other side with no damage.
A 6-second unit of game time used to manage combat. Every combatant may take at least one action every round.
Oma, The Rules Compendium doesn't contain the list of weapons, armor and equipement from the PHB, The Acid (Flask) is in the PHB and deald 1d6 Acid damage, it is a mundane item.Acid is "energy" damage, which is explained under the Energy section of the RC, that section says Acid does 1d6 Damage per roundSo an attack from an Acid Flask (1d6 acid damage) is equal to a round of exposure to acid (1d6 per round)The Rules Compendium doesn't remove any gear or items from the PHB.As for the 6 seconds. again Read the rules on how a Round is measured. From the start of one turn until just before the start of the next turn in the same initiative order.Also The Damage from falling is settled on the turn in which the damage was done. Seriously, stop being so dence, Initiative is the start of a New Round. The Damage from falling into the pit would be settled outside of initiative before you start a new round.
Oma, an Acid (flask) deals 1d6 Acid DamageThe Rules Compendium does not change that at all. There is no "Acid Attack" entry in the Rules Compendium.And are you saying that Protection from Energy:Acid doesn't protect you from the damage of an Acid (flask)?You are literally making rules up.
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Yes Oma and the flask of mundane acid does 1d6 Acid Energy damage, tha counts as a round of exposure, because a round of exposure to acid does 1d6 per round.Notice how the flask does the same damage as a round of exposure? That pit of 10d6 Acid damage? Take a glass flask, dip it in. You now have an Acid (flask) that deals 1d6 Damage.So being hit with a flask of Acid (instant effect) counts as a round of exposure to acid. QED
What rule Oma, What Rule?Quote the rule that states that Acid (flask) no longer deals Acid damage?
Oh Ok, now could you quote that rule, because I don't seem to be able to find it in my copy of the Rules Compendium.
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).
AcidYou can throw a flask of acid...A direct hit deals 1d6 points of acid damage.
You can throw a flask of acid...A direct hit deals 1d6 points of acid damage.
OK, Oma, I don't see where it mentions Acid (flask) in that new entry, so I assume the Acid (flask) in the PHB works the same as before.It says in the entry:"Corrosive acid deals 1d6 points of damage per round of exposure"It says under Acid (flask) in the PHB:AcidYou can throw a flask of acid...A direct hit deals 1d6 points of acid damage.So it is Acid, a flask of acid, which is described in the RC as you quoted, it deals 1d6 Acid Damage, which is Acid Energy as described in the RC, and it deals one round's worth of acid damage, 1d6 as described in the RC, as a melee touch attack So when it calls it a flask of acid, are you saying that the RC has a rule saying it is no longer a flask of acid? it's a flash of Oma Bull now? That does 1d6 Oma Damage?
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target as well as nearby creatures or objects. Most splash weapons consist of liquids, such as acid or holy water, in breakable vials
Acid: You can throw a flask of acid as a splash WEAPON. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Slagger, that ruleset in the compendium was refering to what exactly? Being interupted during spell casting from continuous damage?
I don't want to nitpick, but it isn't consistant to take damage after you pull yorself out of the acid. Thats like taking damage for leaving the acid rather then for being in the acid. It makes even less sense if that damage kills them, because if the acid killed them, then how did they climb out? Consistancy says I resolve the damage while they are in the acid and not a round after they are out of it.
Sure they dive into a pool of acid and swim across, do the damage first, do the damage after they swam across, but do the damage while they are still in the acid. Don't have them hop out the other side with no damage.
It's more useful that it establishes half of the continous damage as being applied during a particular action, which (for once) tells us more about when the damage is being applied.
Either way it amounts to the same thing: They take Acid damage on the turn that the fell into the acid pit, they take acid damage on the following turn for still being in the acid.
This wouldn't occur after you'd left the acid, but while you're taking each action, since that's how the Rules Compendium describes it. As the text states: "If you’re taking continuous damage, such as from a Melf’s acid arrow spell, half the damage is considered to take place while you’re taking your actions."
But the "half Damage" isn't taken at that point, the caster has taken the full damage all ready, half of that damage is "considered" to effect the concentration check. The only way to determine what half the damage is to have already rolled the full damage.
there is also no mention of taking the second half of the damage later, which there would be. So the damge is front loaded in this case, half of which is used for the concentration check DC.
In short I would not roll 5d6 at the halfway point. I would have rolled 10d6 already and applied damage. If I rolled 40, the wizard take damage and would roll a concentration check later against 20 damage. So this rule, if anything, shows that the damage has already been dealt.
It also says that if that was the last of the damage, then he doesn't have to make a concentration check as he is no longer effected. So with Acid Arrow (damage per round and asuming he stepped on a trap so is hit on his turn) he will take the damage at the beginning of the final round and then be uneffected for the remainder of the round.
And then there is the issue of if the second half the damage kills you, in which case the game would need very specific rules about which actions it interupts. The complete lack of rules here indicates the damage is front loaded.
The word here is "considered" and it is applied specifically for what the Concentration DC would be. I am fine with giving a leeway, because I personaly dislike using instant kill traps. This would work for other things, but only if the Character would have survived the full damage.If they wouldn't survive the full damage, then at what point are they killed by it? I do admit the drama of pulling oneself halfway out, gasping, before expiring and falling back in dead. But in functionality you are creating all sorts of issues. If this would have knocked the fighter below 0 hp (but he is still alive) where/when would he have passed out?
I think it is clear that the considered half damage here assumes that the caster making the concentration check survived the full damage, so the question of "when did he take the damage" is moot if he will survive it.