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Hazards
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Topic: Hazards (Read 296 times)
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SiggyDevil
Hong Kong
Posts: 1111
Magmar, the ultimate butthead
Hazards
«
on:
November 17, 2010, 07:01:03 PM »
I wanted to make use of some new energy types I'm pushing for and this is what I came up with.
Crushed
The character is buried beneath rocks or heavy weights.
They take 1d6 nonlethal Earth and Bludgeoning damage each round per size category of rock or weight above starting at size medium for a human-size rock. The next damage increases by 1d6 after every time the character is damaged.
If they have Damage Reduction or Earth Resistance this damage is reduced.
Helpless characters take lethal damage.
Naturally burrowing creatures automatically have Earth Resistance equal to 5 x level.
Anything with the Earth subtype is immune to Earth damage.
Drowned/Suffocated
The air-breathing character's breathing hole(s) are submerged in liquid, or they can not breathe.
They take 1d6 nonlethal Water damage (or Air damage, if no liquid is involved) at the end of every minute. The next damage increases by 1d6 after every time the character is damaged.
If they have Water or Air Resistance this damage is reduced.
If submerged and unprotected by solid airtight covering below 1000 feet deep, they are also treated as being Crushed each round.
Helpless characters take lethal damage every round instead of every minute.
Naturally swimming creatures automatically have Water Resistance equal to 5 x level. Anything with Aquatic or Water subtypes are immune to Water damage.
Naturally flying creatures automatically have Air Resistance equal to 5 x level. Anything with the Air subtype is immune to Air damage.
Burning
The character is on fire.
They take 1d6 nonlethal Fire or Acid damage each round per size category of the fire or liquid that originally ignited them (for size small fires, this is an average torch). The next damage increases by 1d6 after every time the character is damaged.
If they have Fire Resistance (or Acid Resistance for caustic substances) this damage is reduced.
Putting out a fire or removing acid is a move action and Reflex save with DC of 10 +5 per size category (starting at 15 for an average torch).
Helpless characters take lethal damage.
Zapped
The character is more conductive to electricity than normal.
When targeted by an Electric effect or forced to make a saving throw, the character's AC and save (usually Fortitude or Reflex) is reduced by 3 if they are at least half covered in ferrous metal (iron in an amount of Medium or Heavy armor, or holding a Large shield or weapon mostly made of iron, made of ferrous metal, or soaked with sea or fresh water.
«
Last Edit: November 17, 2010, 09:59:49 PM by SiggyDevil
»
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http://brilliantgameologists.com/boards/index.php?topic=9696.0
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Standardizing Monster Abilities
http://brilliantgameologists.com/boards/index.php?topic=9622.0
SiggyDevil
Hong Kong
Posts: 1111
Magmar, the ultimate butthead
Re: Hazards
«
Reply #1 on:
November 17, 2010, 09:25:49 PM »
Wondering if these hazards should be cumulative.
For instance, with each time period that a character takes damage, add another 1d6 damage of the same type to the next time period.
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My recent projects;
Celestial Classes
http://brilliantgameologists.com/boards/index.php?topic=10103.0
Fiend Classes
http://brilliantgameologists.com/boards/index.php?topic=10082.0
Dragon Classes
http://brilliantgameologists.com/boards/index.php?topic=10123.0
Undead Classes
http://brilliantgameologists.com/boards/index.php?topic=10135.0
Construct Classes
http://brilliantgameologists.com/boards/index.php?topic=10136.0
The Universal Class
http://brilliantgameologists.com/boards/index.php?topic=9522.0
Divine redone
http://brilliantgameologists.com/boards/index.php?topic=9554.0
Arcane redone
http://brilliantgameologists.com/boards/index.php?topic=9655.0
Warriors redone
http://brilliantgameologists.com/boards/index.php?topic=9696.0
Combat Actions redone
http://brilliantgameologists.com/boards/index.php?topic=9977.0
Standardizing Monster Abilities
http://brilliantgameologists.com/boards/index.php?topic=9622.0
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