Fire immunity and items


Rules Questions


So through some chance of fate, or luck... or actually playing a character that gets fire immunity as an ability, my character is immune to fire damage. Now this is a class trait (Converted Dragon Shaman), I am wondering, Do this fire immunity apply to only me? Does it apply to my items? or say I wanted to go swim in a pool of lava, do I have to strip naked first?

Just curious as to what level of protection I have from fire with immunity.

Silver Crusade

It varies. Spells tend to let attended items be protected by the bearer. Typically you don't have to worry about your gear when it comes to environment. For example, falling damage harms the creature, but not the gear. However, your gear can catch fire, so if it burns, you'll have to take care of it. Such immunity does not extend to gear.

That said, it makes sense that a GM would make mundane armor melt in lava after a while. Applying common sense is always a good thing. The rules are not meant to be strictly adhered to, after all.


this one falls squarly in the realm of dm discretion I think.


So lets actually stick with the rules in the rules forum -- crazy idea I know but all the same:

Lava wrote:

Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning).

Damaging magic items wrote:


a magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). a magic item's saving throw bonus equals 2 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the Broken condition, and might not function properly (see the Appendix).

Damaging Object wrote:


Energy Attacks

Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

So the lava will deal between 2d6 to 20d6 damage a round which is then halved and then hardness is taken off.

Silver Crusade

Interpret the following as you see fit. Nothing equivalent about armor that I found.

Damaging Magic Weapons wrote:
An attacker cannot damage a magic weapon that has an enhancement bonus bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.

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