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== HEAT DANGERS ==
 
== HEAT DANGERS ==
 
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.
 
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1.
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(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.
 
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves.
 
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.
 
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save.
 
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Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,
 
 
'''Severe Heat:''' In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves,
 
 
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,
 
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour,
  
  
'''Extreme Heat:''' In this temperature band, unprotected characters take 1d6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).
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'''Extreme Heat:''' In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat).
 
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.
 
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection.
  
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In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.
 
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire.
  
=== Treating Heatstroke ===
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==== Treating Heatstroke ====
 
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.
 
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.
 
  
  
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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.
 
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 ====
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==== TABLE 1-2: BASE PROTECTION LEVEL AGAINST HEAT ====
 
* 0 Creature with no heat adaptations.
 
* 0 Creature with no heat adaptations.
 
* 1 Creature with Heat Endurance feat (such as bhuka) 1 Nondesert cold-blooded animal or vermin
 
* 1 Creature with Heat Endurance feat (such as bhuka) 1 Nondesert cold-blooded animal or vermin
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'''Endure Elements:''' Creatures currently protected by an endure elements spell or similar effect.
 
'''Endure Elements:''' Creatures currently protected by an endure elements spell or similar effect.
  
==== TABLE 1-3: Equipment modifier to base heat protection ====
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==== TABLE 1-3: EQUIPMENT MODIFIER TO BASE HEAT PROTECTION ====
 
* 0 No special equipment
 
* 0 No special equipment
 
* +1 Armorbright
 
* +1 Armorbright
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'''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.
 
'''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.
  
=== Resistance to Fire ===
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==== Resistance to Fire ====
 
A character with a spell or effect granting resistance to fire applies this resistance to both lethal and nonlethal damage from hot temperatures. For example, a creature with resistance to fire 5 subtracts 5 from the ld6 points of lethal damage dealt per 10 minutes by extreme hear (and therefore might take 1 point of heat damage, if a 6 is rolled) and 5 from the Id4 points of nonlethal damage dealt. In this example, since the creature ends up not taking any nonlethal damage from the heat, it need not worry about heatstroke or heat exhaustion.
 
A character with a spell or effect granting resistance to fire applies this resistance to both lethal and nonlethal damage from hot temperatures. For example, a creature with resistance to fire 5 subtracts 5 from the ld6 points of lethal damage dealt per 10 minutes by extreme hear (and therefore might take 1 point of heat damage, if a 6 is rolled) and 5 from the Id4 points of nonlethal damage dealt. In this example, since the creature ends up not taking any nonlethal damage from the heat, it need not worry about heatstroke or heat exhaustion.

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