Charaktererstellung:Charaktere sind aus dem Material von Paizo (und deren PRD) zu erstellen. Ultimate Combat und Ultimate Magic waren damals noch nicht eingefügt und zählen somit für diese Runde nicht!
PB 20 sowie 23500 GM zum kaufen der Startausrüstung. Ein einzelner Gegenstand darf nicht mehr als 11750 GM kosten.
Hit Points dürfen gewürfelt werden oder man wählt den Durchschnitt (d6=3,5; d8=4,5;d10=5,5;d12=6,5 aufrunden)
Jeder Charakter startet mit einem
Trait (dafür kein Regionales Talent aus Faerun) sowie
Hero Points entsprechend der Regeln.
Hausregeln: Create Water und ähnliche Zauber(Create Food & Water) sind funktionsunfähig. Gleiches gilt für den Ring of Sustenance.
Ability Enhancer (Bull's Strength, Owl's Wisdom, Cat's Grace, etc.) haben eine Wirkungsdauer von 10 Minuten/Stufe.
Die Waffenverzauberung cold schützt Gegenstände vor Heat Metal. Zeitgleich verwehrt es einen für magische Gegenstände üblichen Rettungswurf gegen Chill Metal.
Die Waffenverzauberung flaming schützt Gegenstände vor chill Metal. Zeitgleich verwehrt es einen für magische Gegenstände üblichen Rettungswurf gegen Heat Metal.
Erlaubter Inhalt außerhalb der PRD:
Heat Endurance Talente (Anzeigen)HEAT ENDURANCE
Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you can exist with ease in high-temperature environments.
Prerequisite: Base Fortitude save +2.
Benefit: You gain a +2 bonus on saving throws against fire effects. Your protection against heat is level 1
IMPROVED HEAT ENDURANCE
You can survive even in the most extreme natural heat conditions.
Prerequisites: Base Fortitude save +6, Heat Endurance.
Benefi t: You gain fi re resistance 5. If you already have fire resistance, it increases by 5. Your protection against heat is level 3
Wüstenregeln: Ich bediene mich dem Sandstorm's und des Frostburn's.
Nachts kühlt die Temperatur auf fast 0°ab.
cold (Anzeigen)-18° bis 4°C
Unprotected characters must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points
of nonlethal damage.
Characters whose protection against cold is at least level 1 or higher (cold weather outfi t, Cold Endurance feat) are safe at this temperature range.
Cold Protection:
Base Protection:
Level 3: Endure Elements
Additional Protection:
+1 Armor insulation, Cold weather outfit, Fur clothing
+2 Cold weather outfit + fur clothing, Armor insulation + fur clothing
+3 Improvised shelter
Sobald die Sonne aufgeht steigt die Temperatur auf ca 36°
Hot (Anzeigen)33°C bis 44°C
In this temperature band, unprotected characters must make successful Fortitude saving throws each hour (DC 15, +1 for each revious 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 feat or carrying a parasol) are safe at this temperature range and need not make the save.
In der Mittagshitze steigen die Temperaturen sogar noch weiter auf bis zu 48°C
Severe Heat (Anzeigen)45°-60°
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.
Winde können Die Hitzeeinstufung erhöhen.
Winds (Anzeigen)
that are hot or hotter, as well as strong or more powerful increase the effective temperature by one band.
erhöhen Severe Heat also durchaus auf
Extreme Heat (Anzeigen)61° - 83°C
Extreme Heat: In this temperature band, unprotected characters take 1d6 points of lethal damage per 10 minutes (no save). In ddition, 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).
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.
Den gleichen Effekt findet man in Wüstentälern oder bei einer Hitzewelle vor. Dort herrschen meist Temperaturen die eine Kategorie höher sind als die umliegenden Gebiete. Bei einer Hitzewelle und in einem Tal kann eine unheimliche Hitze erstehen.
Unearthly Heat (Anzeigen)84°C - 99°C
In this temperature band, which includes many environments normally deadly to all life, unprotected characters take 1d6 points of lethal damage and 1d4 points of nonlethal damage per round (no save). 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 unearthly heat).
Characters with protection level 4 or higher are safe at this temperature range. Levels 2 and 3 are considered partial protection, and such characters take damage once per 10 minutes instead of once per round. Level 1 provides no protection.
Schaden durch Hitze (Anzeigen)Temperatures in the hot band or above can be hazardous to unprepared characters. Characters can take damage from such extreme heat, a condition generally referred to as heatstroke. At lower temperatures, this damage starts off as nonlethal while the character is still conscious, but it becomes lethal for those already rendered unconscious by heatstroke (with no saving throw allowed). A character who takes any nonlethal damage from heatstroke is considered fatigued.
A character with the Survival skill can receive a bonus on saving throws against heat and dessication damage, and can apply this bonus to other characters as well.
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.
Schutz vor der Hitze: (Anzeigen)Base Protection
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
Additional Protection:
+1 Armorbright
+1 Desert outfit
+1 Keepcool salve
+2 Hydration suit
+3 Improvised shelter
Wasser:Verbrauch (Anzeigen)A character must consume 1 gallon of water per day to avoid dehydration. In particularly hot environments (those above 90º F), haracters need double the normal amount. The amount of water required to avoid dehydration increases by 1 gallon per temperature band higher than hot (so 3 gallons in severe heat, 4 in extreme heat, and so on). A creature can go without water for a number of hours equal to 24 + its Constitution score. After this time, the creature must make a successful Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. In particularly hot environments (those above 90º F), the time a creature can go without water before making Constitution checks is reduced.
(warm or cooler) 24 + Con hours
(hot) 12 + Con hours
(severe heat) 6 + Con hours
(extreme heat) 3 + Con hours
(unearthly heat) Con hours
(burning heat) 1/2 Con hours
Auswirkungen: (Anzeigen)Dehydrated: Characters who have taken nonlethal damage from lack of water are considered dehydrated and become fatigued. In addition, if a dehydrated character would take nonlethal damage from hot conditions that damage instead becomes lethal damage.
A character who falls unconscious from nonlethal damage due to thirst begins to take the same amount of lethal damage instead. Damage from thirst, whether lethal or nonlethal, cannot be recovered until the character has been treated. not even magic that estores hit points heals this damage.
Treating Dehydration
A character who has taken nonlethal damage from lack of water must be treated with long-term care (see the Heal skill description, page 75 of the Player’s Handbook) to recover. This treatment requires 24 hours of care and double the normal amount of water required per day for the conditions (for instance, 2 gallons of water in normal conditions). If the character has also taken lethal damage from lack of water or from a hot environment, add 5 to the Heal DC and double the time required to recover (to 48 hours). Once this Heal check has succeeded, the damage taken by the character can be restored through the normal means.
Postings:
Postingrate liegt bei 1 Post pro 1 bis 2 Tage.
Gepostet wird in üblicher Art und Weise.
Jeglicher gesprochener, geflüsterter oder gerufener Part wird wiefolgt: "
Sprechen"
Gedacht wird so:
DenkenGeschrieben wird im Präsens.