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Heat fatigue 3.5 dmg
Heat fatigue 3.5 dmg













Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.Ī character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour ( DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Heat deals nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Characters in prolonged contact with ice may run the risk of taking damage from severe cold (see above). Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metalspell.Ĭharacters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance and Tumble checks increases by +5. In addition, a character must make a Fortitude save ( DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.Įxtreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save). Characters wearing winter clothing only need check once per hour for cold and exposure damage.Ī character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes ( DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill Description). Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.Īn unprotected character in cold weather (below 40° F) must make a Fortitude save each hour ( DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.

heat fatigue 3.5 dmg

This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage.Ĭreatures immune to acid's caustic properties might still drown in it if they are totally immersed (see Drowning).Ĭold and exposure deal nonlethal damage to the victim.

heat fatigue 3.5 dmg

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. The fumes from most acids are inhaled poisons.

heat fatigue 3.5 dmg heat fatigue 3.5 dmg

An attack with acid, such as from a hurled vial or a monster's spittle, counts as a round of exposure. Environmental hazards common to more than one setting are detailed below.Ĭorrosive 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. Environmental hazards specific to one kind of terrain (such as an avalanche, which occurs in the mountains) are described in Wilderness, above.















Heat fatigue 3.5 dmg