The Resist Fire + lava problem


Legacy of Fire

The Exchange

Pathfinder Rulebook Subscriber

just running a group of friends through the Legacy of Fire path, and it comes up that even just having resist 1 fire is enough to let you swim in lava without taking any damage.

this just seems a little more crazy with the APG optional rules for human paladins and gnome druids who can gain energy resistance 1 when they advance.

I could see a creature that has some resistance to fire ( like resist fire 10 ) being able to shrug off a splash of lava, but it just seems like an unintended rule effect that should be addressed. Something i'd like to see the developers address or hear why its a good idea to keep in the game.

Pathfinder has done a great job of fixing broken things in the game, and this is one of those head scratchers for me as to why its still in.

All that needs to change is the line that reads "Immunity or Resistance to fire serves as immunity to lava or magma" to "Immunity or Resistance t fire serves as immunity or resistance to lava and magma".


It's probably supposed to mean "immunity or resistance", since anything else would be silly, as you point out. Just rule that resistance works normally to reduce the damage you take.

Paizo Employee Chief Technical Officer

When it comes to lava rules, I recommend Expeditious Retreat Press's Fire and Brimstone: A Comprehensive Guide to Lava, Magma, and Superheated Rock. Though it says OGL, it will work just fine with the Pathfinder RPG. And it's free!


I'm about to run this encounter myself for my upcoming Legacy of Fire Game and have PCs playing races with resist fire 5 and I know for a fact that the other characters are going to use Resist Fire spells.

Immunity or resistance to fire serves as an immunity to lava or magma to the creature, but does that extend to the creature's equipment?

Kinda like Ser Bob the Infrit is showing off until that nice great sword of his turns into molten slag after he took a dip in the lava pool along with his clothes, backpack.. etc

Liberty's Edge

We ran through that a while back and I ruled that Resist Fire only reduces the amount of damage by whatever amount you have. Fire resistance 10 doesn't mean you can take a 10d6 fireball to the face and shrug it off. The same is true for Lava at 2d6 or 20d6 depending what the issue is (splash or immersion). You will have Lava and plenty of fire on and off through the whole series, hence its cool name so make sure the group understands the rules now. If one of my players dove into the lava and started swimming, he would enjoy 20d6 of lava damage, minus his fire resistance 10. Small amounts of fire resistance would only be helpful to negate minor damage (burn effects from a large fire elemental).

The Exchange

Pathfinder Rulebook Subscriber

it would still be great if the dev's could fix it, so GMs don't have to argue intent =/

everyone in our area knew about lava/fire loophole in Living Greyhawk. And most of those people were beta playtesters for pathfinder and pathfinder society. Its hard to say whether it slipped their mind, or they did just want fire resistant creatures to take lava baths


Pathfinder Adventure Path Subscriber

The PRD says,

Quote:
Immunity or resistance to fire serves as an immunity to lava or magma.

It seems very clear that the rule should be and is intended to be read as,

Quote:
Immunity or resistance to fire serves as an immunity or resistance, respectively, to lava or magma.

Seriously, this should be automatic, on the same level of assuming that if the rulebook mentions a class called "fihgter," that it was probably a typo for "fighter." Completely noncontroversial. I would consider anyone arguing otherwise to be doing so in bad faith.


Given the average damage from immersion / swimming in lava is 70 fire damage per round ... that resist fire 30 won't help much. :)

Liberty's Edge

Turin the Mad wrote:
Given the average damage from immersion / swimming in lava is 70 fire damage per round ... that resist fire 30 won't help much. :)

Depends on how long you're in for. At two rounds (plus two rounds of half damage after getting out) it's the difference between 210 damage and 90 damage. The latter is survivable at mid to high levels...the former not nearly as much so.

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