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DnD Desert Raiders Campaign Heat Dangers
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=== Protection against Heat === Few people venture into the waste without some form of protection against heat. By far the most common means of protection is dressing appropriately in flowing, light clothing or staying near shade and water. Magical protection further improves the chance to survive in hot, dry climates. In addition, special devices and alchemical concoctions can aid desert travel. A character's protection against heat dangers is described by level of protection, which ranges from 1 to 5 or higher. Such levels of protection do not confer any special fire resistance - a red dragon's breath still does the same damage. However, equipment that provides a bonus on saving throws against heat dangers contributes its bonus whether it is complete, partial, or ineffective protection against that degree of heat. Thus, even though keepcool salve is not sufficient to offer even partial protection against extreme heat, a character with keepcool salve (see page 102) still adds the item's +1 circumstance bonus on saves against nonlethal damage dealt by an extremely hot environment. To determine your protection level, begin with your base protection level as determined on Table 1-2, and then add any applicable equipment modifiers from Table 1-3. For example, a Bhuka using keepcool salve and armorbright has protection level 3 (a base of 1 for the Heat Endurance feat, with a +1 bonus for the salve and a +1 bonus for the armorbright), allowing that particular Bhuka to survive conditions of extreme heat indefinitely without harm. ==== TABLE 1-2: Base protection level against heat ==== * 0 Creature with no heat adaptations. * 1 Creature with Heat Endurance feat (such as bhuka) 1 Nondesert cold-blooded animal or vermin * 1 Monsters native to hot climates * 2 Desert animal or vermin * 2 Monsters native to waste terrain * 3 Creatures with endure elements spell or effect '''Heat Endurance Feat:''' Creatures with the Heat Endurance feat (see page 50). '''Nondesert Cold-Blooded Animal or Vermin:''' Creatures native to temperate or warm climates with a variable body temperature that lets them function well in heat approaching that of human body temperature (such as insects, lizards, snakes, tortoises, and toads), '''Monsters Native to Hot Climates:''' Creatures whose Environment entry mentions warm climate. '''Desert Animal or Vermin:''' Animals with variable body temperatures or special adaptation to hot environments, such as heat dissipation or water conservation (camels, scorpions, sidewinder snakes, and so on). '''Monsters Native to Waste Terrain:''' Monsters normally found in regions of extreme heat (including natives of fire-dominant planes) belong in this group. '''Endure Elements:''' Creatures currently protected by an endure elements spell or similar effect. ==== TABLE 1-3: Equipment modifier to base heat protection ==== * 0 No special equipment * +1 Armorbright * +1 Desert outfit * +1 Keepcool salve * +2 Hydration suit * +3 Improvised shelter '''Armorbright:''' This special alchemical item is described on page 101 of this book. '''Desert Outfit:''' This special clothing item is described on page 101 of this book. '''Keepcool Salve:''' This special alchemical item is described on page 102 of this book. '''Hydration suit:''' This special clothing item is described on page 101 of this book. '''Improvised Shelter:''' This bonus applies to characters who are not attempting to travel, but who stop and seek shelter by digging into the sand, erecting a tent or windbreak, tapping water from desert vegetation, or the like.
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