| graystone |
Yep, it take care of your hot/cold extreme weather needs. You only get frostbite/hypothermia or heatstroke (fatigued) if you take damage. It'd be nice if the basic rules where clearer spelling it out.
The Witchwar Legacy states that any cold resistance trumps damage from environmental cold.
Also: http://paizo.com/threads/rzs2l7ns&page=612?Ask-James-Jacobs-ALL-your-Qu estions-Here#30575
Question:James,
Can you make a ruling about the effectiveness of cold/fire resistance and evironmental dangers of heat and cold? Does cold/fire resistance negate the dangers of cold/heat? Does it reduce the lethal damage one would take if the fail the associated save? Does one get a bonus to fortitude save for their resistance? Inquiring minds would like to know.
Answer: Damage from cold temperatures is cold damage. Damage from hot temperatures is fire damage.
Also see other thread on this: http://paizo.com/threads/rzs2nevl?Energy-Resistance-meets-Environment-Weath er#1
ryric
RPG Superstar 2011 Top 32
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If your resistance is weak(5 or less) you will likely eventually take some damage from extreme environments and therefore suffer heatstroke/hypothermia. Once your resistance hits 6 though, you're pretty much adapted to hot or cold. If the damage from environments were untyped you'd have the absurd situations of red dragons passing out from heat and ice elementals freezing to death.
| Bob Bob Bob |
From the section I'm looking at it doesn't actually type the damage from hot/cold environments. That's clearly a mistake and it should have a type. More important is this line: "Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure." which means you can totally boil a fire elemental. Nothing resists Scalding damage!
| Aelryinth RPG Superstar 2012 Top 16 |
Environmental damage applies by the minute at the very best. Energy resistance applies by the round.
There is no environmental damage that is acute enough to get past energy or fire resistance 1, unless you're traipsing around a volcano or sitting on the tallest peak on the planet at the north pole. Resistance 1 is 10 pts/minute. You're FINE.
===Aelryinth
| Jeraa |
Environmental damage applies by the minute at the very best. Energy resistance applies by the round.
There is no environmental damage that is acute enough to get past energy or fire resistance 1, unless you're traipsing around a volcano or sitting on the tallest peak on the planet at the north pole. Resistance 1 is 10 pts/minute. You're FINE.
===Aelryinth
Not quite true. Energy resistance isn't by the round, but by the attack/source. If a character is attacked by a dozen attacks that each deal 5 fire damage in a single round, fire resistance 5 negates all of that.
And Resistance 1 is not 10 points/minute. Its 1 point/attack or source of damage. Environmental dangers generally do 1d6 damage, so would need resistance 6 to completely negate the damage.
| Swashbucklersdc |
I use immune at Fire Resis 6 or Cold Resis 6, as stated above. I also have bonuses to saves based on Survival, as follows (both included, rules for my Reign of Winter game):
Cold Resistance subtracts from both lethal and non-lethal environmental cold damage as well as granting a bonus to Fortitude saves to resist the damage equal to your Cold Resistance (which you must fail first to take damage, then you subtract your Cold Resistance from that damage). Note that at Cold Resistance 6 you are Immune to Environmental Cold damage.
A Ranger with Favored Terrain (Cold), upon a successful Survival check, may split his Favored Terrain bonus between those he successfully made the check for, including himself, as Fortitude save bonuses. This is in addition to the +2 or +4 bonus given by the Survival check. As an example, a Ranger with Favored Terrain (Cold) +6 makes a successful Survival check for himself and two party members while camped. They all get the standard +4 bonus from Survival; in addition, the Ranger gets to split his Favored Terrain (Cold) bonus among himself and his two companions. He gives one of his companions suffering from severe hypothermia the full +6, granting that member a +10 Fortitude save bonus while he and the other companion both get the standard +4 bonus.
| graystone |
Aelryinth wrote:Environmental damage applies by the minute at the very best. Energy resistance applies by the round.
There is no environmental damage that is acute enough to get past energy or fire resistance 1, unless you're traipsing around a volcano or sitting on the tallest peak on the planet at the north pole. Resistance 1 is 10 pts/minute. You're FINE.
===Aelryinth
Not quite true. Energy resistance isn't by the round, but by the attack/source. If a character is attacked by a dozen attacks that each deal 5 fire damage in a single round, fire resistance 5 negates all of that.
And Resistance 1 is not 10 points/minute. Its 1 point/attack or source of damage. Environmental dangers generally do 1d6 damage, so would need resistance 6 to completely negate the damage.
That's not how you figure it out. Cold resist 1 offers full protection as you don't take the damage all at once. The following quote shows that ANY amount of cold resistance prevents 1d6 points of lethal damage per minute.
"the interior of the waterfall is considered to be extreme cold (–25 degrees F), dealing 1d6 points of lethal damage per minute (no save). The extreme cold further requires a Fortitude save (DC 15, +1 per previous check) each minute, or it deals another 1d4 points of nonlethal damage and exposes the individual to frostbite and hypothermia (treat as fatigued). See page 442 of the Pathfinder RPG Core Rulebook for further details. A simple endure elements spell will negate these dangers, as will any amount of cold resistance." The Witchwar Legacy pg# 6
| Jeraa |
Quote:That's not how you figure it out. Cold resist 1 offers full protection as you don't take the damage all at once. The following quote shows that ANY amount of cold resistance prevents 1d6 points of lethal damage per minute."the interior of the waterfall is considered to be extreme cold (–25 degrees F), dealing 1d6 points of lethal damage per minute (no save). The extreme cold further requires a Fortitude save (DC 15, +1 per previous check) each minute, or it deals another 1d4 points of nonlethal damage and exposes the individual to frostbite and hypothermia (treat as fatigued). See page 442 of the Pathfinder RPG Core Rulebook for further details. A simple endure elements spell will negate these dangers, as will any amount of cold resistance." The Witchwar Legacy pg# 6
No. Any amount of cold resistance works to make you immune to those effects because it specifically says it does.
Normally, 1d6 damage is 1d6 damage. Damage is always listed as a single attack. It doesn't matter if the damage is in a single round or over a minute.
| graystone |
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1d6 per minute isn't one brief flash of damage that deals 1d6 damage. It's damage that builds up over time. You aren't not taking damage all the other rounds except that round that adds up to a minute. You're actually taking less that 1 hp per round and that's why even resist 1 works. You are free to feel what I posted is some kind of exception but I can't see that. It extreme cold and does the exact same thing as extreme cold. Why would you assume resist cold acts differently?
Or to take a different tack, do you have a rules quote that 1d6 damage per minute is a single attack? I at least have a quote backing up how I think it works.
| Jeraa |
1d6 per minute isn't one brief flash of damage that deals 1d6 damage. It's damage that builds up over time. You aren't not taking damage all the other rounds except that round that adds up to a minute. You're actually taking less that 1 hp per round and that's why even resist 1 works. You are free to feel what I posted is some kind of exception but I can't see that. It extreme cold and does the exact same thing as extreme cold. Why would you assume resist cold acts differently?
Or to take a different tack, do you have a rules quote that 1d6 damage per minute is a single attack? I at least have a quote backing up how I think it works.
No you don't. You have a single passage (From an adventure, not even a rulebook) that you interpret in a way that is totally different from every other instance of energy damage in every other source.
If it truly was less than 1 point of damage per round, they would have to write it that way. After all, fast healing 1 and regeneration 1 is per round and would also negate the damage in that case.
| graystone |
graystone wrote:1d6 per minute isn't one brief flash of damage that deals 1d6 damage. It's damage that builds up over time. You aren't not taking damage all the other rounds except that round that adds up to a minute. You're actually taking less that 1 hp per round and that's why even resist 1 works. You are free to feel what I posted is some kind of exception but I can't see that. It extreme cold and does the exact same thing as extreme cold. Why would you assume resist cold acts differently?
Or to take a different tack, do you have a rules quote that 1d6 damage per minute is a single attack? I at least have a quote backing up how I think it works.
No you don't. You have a single passage (From an adventure, not even a rulebook) that you interpret in a way that is totally different from every other instance of energy damage in every other source.
If it truly was less than 1 point of damage per round, they would have to write it that way. After all, fast healing 1 and regeneration 1 is per round and would also negate the damage in that case.
LOL I at least that single passage. You seem to think of heat/cold as some sort of environmental trap that attacks every minute/hour.
IMO 1d6 damage per minute is 1d6/10 damage per round. The once a minute sneak attack from the environment makes little sense to me and isn't the way it is at least in the single published instance they talk about environmental damage and resistance.
| Jeraa |
]LOL I at least that single passage. You seem to think of heat/cold as some sort of environmental trap that attacks every minute/hour.
IMO 1d6 damage per minute is 1d6/10 damage per round. The once a minute sneak attack from the environment makes little sense to me and isn't the way it is at least in the single published instance they talk about environmental damage and resistance.
No, I think of heat/cold as its written in the book - an attack that happens one a minute/hour, but whose effects are applied all at once at the end of that time. You know, the way the rules are actually written.
| graystone |
Quote:No, I think of heat/cold as its written in the book - an attack that happens one a minute/hour, but whose effects are applied all at once at the end of that time. You know, the way the rules are actually written.]LOL I at least that single passage. You seem to think of heat/cold as some sort of environmental trap that attacks every minute/hour.
IMO 1d6 damage per minute is 1d6/10 damage per round. The once a minute sneak attack from the environment makes little sense to me and isn't the way it is at least in the single published instance they talk about environmental damage and resistance.
Feel free to do so but I'll disagree in both the rule and any kind of logic. It's between being really hot/cold for 1 round and fine the other 9 or gradual 1/10 damage over all 10 rounds. Having a published quote agree with me is just icing on the cake as it's the ONLY quote on environmental damage vs elemental resistance that I know of.
| Jeraa |
Quote:No, I think of heat/cold as its written in the book - an attack that happens one a minute/hour, but whose effects are applied all at once at the end of that time. You know, the way the rules are actually written.Feel free to do so but I'll disagree in both the rule and any kind of logic. It's between being really hot/cold for 1 round and fine the other 9 or gradual 1/10 damage over all 10 rounds. Having a published quote agree with me is just icing on the cake as it's the ONLY quote on environmental damage vs elemental resistance that I know of.
If you believe that because its "logical" then thats the way is has to work, then you are playing the wrong game. Is it logical that a 3' tall creature (a Small creature) wielding a Small dagger has the exact same reach as an 8' tall creature (a Medium creature) wielding a 6' long greatsword? Because thats what the rules say. Just because something is logical doesn't mean thats the way the rules work.
And just because its printed doesn't make it right. After all, the original printing of the Prone Shooter feat was only to get rid of a penalty on attack rolls that never existed in the first place.
Not to mention that the passage you quoted directly contradicts the Endure Elements spell. Endure Elements can not negate energy damage, but the passage you quoted implies it does.
| Landerk |
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Think of it like this.
If you are in a very cold environment, and its dealing 1d6 damage every minute, does that mean its kind of a little bit cold and your ok, but once every minute all of a sudden it gets so cold that you take the damage...no
Does it mean that its so cold that it does an amount of damage which calculates to a total of 1d6 every minute (or 10 minutes for blizzard)...yes
So if it does 1d6 every minute, that would mean it does less than one point of damage per round, for game simplicity the effect does 1d6 points of damage every minute or 10 minutes depending on how extreme the cold is, because in the game fractions are not taken into account, if you apply the rounding up rule then it is 1 per round, which makes it 10 per minute, which is quite a bit higher than 1d6 per round can achieve.
burkoJames
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Question:James,
Can you make a ruling about the effectiveness of cold/fire resistance and evironmental dangers of heat and cold? Does cold/fire resistance negate the dangers of cold/heat? Does it reduce the lethal damage one would take if the fail the associated save? Does one get a bonus to fortitude save for their resistance? Inquiring minds would like to know.
Answer: Damage from cold temperatures is cold damage. Damage from hot temperatures is fire damage.
Also see other thread on this: http://paizo.com/threads/rzs2nevl?Energy-Resistance-meets-Environment-Weath er#1
Ok, first off, I based my answer on the text of the Resist Energy Spell, the most universal way to get Fire/Cold Resistance. From the PRD:
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
This suggests that the energy resistance does not protect against side effects. Exhaustion/Fatigue from heat does not trigger on damage, and can trigger in the absence of actual fire damage. This occurs several times in PFS modules, notably in
Some research also notes that this is also spelled out in the PRD at http://paizo.com/pathfinderRPG/prd/environment.html#heat-dangers
Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.
A 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. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.
Note that no where in this extreme weather are you taking FIRE damage. or any energy damage. you are taking untyped, non-resistable damage.
With that in mind, RAW, energy resistance only impacts energy damage. It does not impact other side effectsof extreme weather, with endure elements being the proper way to protect yourself.
Now, I want to step in here and say a houserule that fire immunity (or some level of fire resistance) should protect you from Fatigue is a fully reasonable option, as Fire Elementals are in fact, RAI, probably not going to become exhausted in a desert.
A houserule that lesser forms of fire resistance reduce damage from failing the endurance checks or give a bonus to the save would be less RAI, but non the less a valid option. Neither would be RAW however. Any other questions?
| DarkPhoenixx |
If you wear firefighter fireproof uniform in the desert will it save you from heatstroke?
Prolonged exposure is completely different from momentary flash of heat/cold. Endure Elements provide you with high enough temperature regulation that you can compensate for environment, energy resistance provide you with enough physical protection to decrease damage of tissues from short exposure to extereme heat/cold. It helps with prolonged exposure but to much lesser extent.
ryric
RPG Superstar 2011 Top 32
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Ruling that extreme temperature damage is untyped leads to silly situations where a character could spend an hour sitting in a campfire unharmed but if he then moves to a cooler location he suffers from heatstroke. Just no. Fire/cold resistance is better than endure elements. A monster that can live in an active volcano should not have problems with the heat of a summer day.
I can see the logic behind the idea that environmental damage is "spread out" over the time period and thus amounts to less than 1 point a round. I'd counter that with the idea that resistance is meant to apply to each "instance" of damage and the way environmental damage is instanced is in packets of damage every so often. Basically if your resistance is weak a little bit of the environment can occasionally seep through your resistance.
| graystone |
PRD wrote:Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
True but you have to add "A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued" and "A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued)." from cold/hot dangers. You have to take the damage first to be affected. It's not take damage with a side effect rider. It IS in fact triggered by damage because that's what the environmental danger section says. It's not save or take 1d4 non-lethal damage AND are fatigued just save or take 1d4 damage. A later section says to check your non-lethal damage for fatigue. it's not the 'attack' that causes fatigue and that's what Resist energy refers to.
Not to mention that the passage you quoted directly contradicts the Endure Elements spell. Endure Elements can not negate energy damage, but the passage you quoted implies it does.
No... Maybe you should read all relevant text first. Endure Elements negates the save meaning you don't take damage. So both lead to no damage, one from no saves and one from negating the damage directly.
And just because its printed doesn't make it right.
Actually that's wrong. "because its printed" makes it RAW and until it's altered by another ruling it stands as 'right'. The original prone shooter was right until changed from a rules perspective even though it was useless.
Dark Immortal
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I think that with the evidence presented it is clearly understood what is meant here. Unless some of us are not knowledgeable about common human experiences like weather and temperature, we all know that being in an extreme environment like a desert (I live in one) won't instantly hurt you or cause fatigue or sunburn.....right? We all know this on an innate level, correct?
And we also know that nobody 'suddenly' gets sunburnt or frostbitten or dehydrated. These aren't instantaneous effects by any real degree as common sense experience goes. With that said please stop making remarks that favor your interpretation by ignoring what should be common sense for all humans who have ever stepped outside and could recognize that sun = hot. You're dragging down the conversation.
With that said, it is evident that the game mechanic applies the cumulative effect in the form of an instance of damage which represents the total, accumulated effects of the weather/environment. The damage, at best, is coming at 1 point a round. Any amount of resistance is enough to stop that. Furthermore, as has been shown via example: cold immune dragons would still be frostbitten, red dragons suffering from fatigue (perhaps this is why they slumber in their volcanoes). We all understand intuitively that these creatures resistances and immunities are what prevent these things from happening. The designers believe the demographic (us) are intelligent enough to make certain rudimentary leaps as this by default of our ability to read the text of their products.
Also, any amount of resistance works in pfs. This is from the vl and vc of my local area and came up just this past Saturday when I informed them that my cold resistance 5 would allow me to walk barechested into the realm of the Mammoth Lords as the rest of our group bundled up and used oils.
If you're arguing that there needs to be a clear ruling to specify how resistance applies to environmental effects, sure you may have a point. I am too lazy to check and see the rules for it right now (bed time) but if it is not listed, then yes it would help to have that added to clear away any potential confusion or abuse from those wishing to go well beyond the spirit of the printed text or who really need only printed data to make determinations. For in such cases, where there may be no printed data, there is room for sillyness.
| The Archive |
Energy resistance does prevent the damage and associated heatstroke or frostbite because those are carrier effects on the damage.
However, in no way is the environmental damage from heat or cold dealt as some people have suggested. Environmental damage is dealt once per interval. Not over the interval, but at the end of it. Or, pray tell, does a character, without resistance, take 600 points of damage an hour in the lowest levels of cold and heat? The rules aren't written like that. Failing a save against weather does not condemn your character. Not even to mention that said interpretation throws out any understanding of the rules for poisons that have frequencies greater than a round and diseases.
Cold or Fire Resist 6 is what is needed to fully ignore environmental damage, not less.
| graystone |
Energy resistance does prevent the damage and associated heatstroke or frostbite because those are carrier effects on the damage.
However, in no way is the environmental damage from heat or cold dealt as some people have suggested. Environmental damage is dealt once per interval. Not over the interval, but at the end of it. Or, pray tell, does a character, without resistance, take 600 points of damage an hour in the lowest levels of cold and heat? The rules aren't written like that. Failing a save against weather does not condemn your character. Not even to mention that said interpretation throws out any understanding of the rules for poisons that have frequencies greater than a round and diseases.
Cold or Fire Resist 6 is what is needed to fully ignore environmental damage, not less.
Several people including Pathfinder authors, pathfinder editors, PFS VL and VC's, and myself disagree.
As to your 600 points of damage an hour idea, that's just silly. It's more like rolling 5 damage for a minute and taking 1 point of damage once every other round. Technically it's .5 per round but there are abstractions taken. The lag in time is for convenience and speeding up the game not for making it an 'attack' per time interval.
| The Archive |
The Archive wrote:Energy resistance does prevent the damage and associated heatstroke or frostbite because those are carrier effects on the damage.
However, in no way is the environmental damage from heat or cold dealt as some people have suggested. Environmental damage is dealt once per interval. Not over the interval, but at the end of it. Or, pray tell, does a character, without resistance, take 600 points of damage an hour in the lowest levels of cold and heat? The rules aren't written like that. Failing a save against weather does not condemn your character. Not even to mention that said interpretation throws out any understanding of the rules for poisons that have frequencies greater than a round and diseases.
Cold or Fire Resist 6 is what is needed to fully ignore environmental damage, not less.
Several people including Pathfinder authors, pathfinder editors, PFS VL and VC's, and myself disagree.
As to your 600 points of damage an hour idea, that's just silly. It's more like rolling 5 damage for a minute and taking 1 point of damage once every other round. Technically it's .5 per round but there are abstractions taken. The lag in time is for convenience and speeding up the game not for making it an 'attack' per time interval.
Reducto ad absurdum, I'll admit, but when people state that Resist 1 works because they only take 1 point of damage each round, this is result of what they're stating.
Regardless, I would put forth that module writers are module writers, not rules writers and that the rules for specific environments are not the rules for all environments. It doesn't matter if in X module, the rules are X. We have environmental rules for the general game system that state that you take damage when you fail a save.
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.
| Corrik |
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.
So, RAW, you can stand naked in severe cold for 9 minutes 54 seconds without issue, so long as you gain protection for that last round? Rinse and repeat of course.
| The Archive |
Quote: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.So, RAW, you can stand naked in severe cold for 9 minutes 54 seconds without issue, so long as you gain protection for that last round? Rinse and repeat of course.
By RAW, sure. If there's a way to gain protection for just that last round, you could stand around for those 9 minutes and 54 seconds without harm and then keep on doing it. I don't believe such a thing exists though, and even if it did, you would be using a lot more resources than just casting endure elements.
Not much different from getting a neutralize poison the round before you need to save or even getting the opposite effect from something like pernicious poison.
| Aelryinth RPG Superstar 2012 Top 16 |
What is the damage for jumping through a wall of fire? What if you jump through it twice in one round? If you have Fire Resistance 10, does it apply once per instance, or once per round?
What is the damage for standing in the wall of fire for 1 round? Do you take more or less damage then jumping through it once? twice?
What is the damage in the second round of standing in the wall of fire? Since the damage is continuing to accrue, but there's no new instance, does your fire resistance not apply?
---------
Environmental damage from heat and cold adds up over a time period until it's significant enough to be tracked as damage. Saying it does not is the equivalent to saying you're standing in a Wall of Fire and don't take damage until you go 'through' it, because the damage isn't accumulating. d6/hour is accumulating, but very, very slowly, and any amount of energy res will stop it.
Saying you need to be immune to anything a torch can do to you EVERY ROUND so you don't get heatstroke on a hot day makes no sense whatsoever, and isn't supported by the rules.
==Aelryinth
| Aelryinth RPG Superstar 2012 Top 16 |
burkoJames wrote:Its also used in a different scenario that also takes place in a dessert.
This occurs several times in PFS modules, notably in:** spoiler omitted **
The Plain of Ice Cream Sundaes, right? The dry ice boulders for the Hurdy-Grinder Ice Cream Maker Golems did killer cold damage.
==Aelryinth
| graystone |
Regardless, I would put forth that module writers are module writers, not rules writers and that the rules for specific environments are not the rules for all environments. It doesn't matter if in X module, the rules are X. We have environmental rules for the general game system that state that you take damage when you fail a save.
It is however the only thing we have in print about resistance and environmental dangers. Without it we only have James Jacobs' unofficial word. So if we're falling back to the environmental rules, resistance does nothing as it's untyped damage.
Also X module is edited by paizo and this rule isn't specific just to it. An area has the effect of extreme cold. It then reiterates the rules for extreme cold and what protects you from it.
Corrik: See my last post above this one for my take. Needless to say I disagree.
Poisons and diseases: They make some sense having an 'attack'. The condition can get worse. Environment is a static effect and doesn't get worse without moving to a new environment. Conditions aren't the same as environmental dangers IMO.
| The Archive |
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
What is the damage for jumping through a wall of fire? What if you jump through it twice in one round?
2d6+CL. 2d6+CL each way, you're taking the damage for each pass.
If you have Fire Resistance 10, does it apply once per instance, or once per round?
A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type per attack, but it does not have total immunity.
Link. It applies for each "attack," each case of damage.
What is the damage for standing in the wall of fire for 1 round? Do you take more or less damage then jumping through it once? twice?
This isn't actually specified. I would imagine that it's the equivalent of a pass due to the last part of the spell I quoted.
What is the damage in the second round of standing in the wall of fire? Since the damage is continuing to accrue, but there's no new instance, does your fire resistance not apply?
It's a new instance. You're still standing in the Wall of Fire. Fire Resistance still applies.
Energy Resistance isn't some thing that is "used up" each round. It applies to every occurrence of energy damage of the resisted type.
| The Archive |
Environmental damage from heat and cold adds up over a time period until it's significant enough to be tracked as damage. Saying it does not is the equivalent to saying you're standing in a Wall of Fire and don't take damage until you go 'through' it, because the damage isn't accumulating. d6/hour is accumulating, but very, very slowly, and any amount of energy res will stop it.
Saying you need to be immune to anything a torch can do to you EVERY ROUND so you don't get heatstroke on a hot day makes no sense whatsoever, and isn't supported by the rules.
It does not, by the rules, "accumulate." It applies once every minute, hour, or whatever frequency is listed. Yes, "realistically" the damage does accumulate, but that is unsupported by the rules. You take damage when you fail the save, not prior to that, not after that. When the save is failed you take the damage.
You must be immune to the maximum amount of damage that can be caused by that failed save to be completely immune to weather conditions. (To the point where you can ignore the necessary saves)
| graystone |
Quote:Environmental damage from heat and cold adds up over a time period until it's significant enough to be tracked as damage. Saying it does not is the equivalent to saying you're standing in a Wall of Fire and don't take damage until you go 'through' it, because the damage isn't accumulating. d6/hour is accumulating, but very, very slowly, and any amount of energy res will stop it.
Saying you need to be immune to anything a torch can do to you EVERY ROUND so you don't get heatstroke on a hot day makes no sense whatsoever, and isn't supported by the rules.
It does not, by the rules, "accumulate." It applies once every minute, hour, or whatever frequency is listed. Yes, "realistically" the damage does accumulate, but that is unsupported by the rules. You take damage when you fail the save, not prior to that, not after that. When the save is failed you take the damage.
You must be immune to the maximum amount of damage that can be caused by that failed save to be completely immune to weather conditions. (To the point where you can ignore the necessary saves)
If you ignore the module that says it does work like we think, you are stuck with the rules and by those rules resistances do nothing as the damage is untyped. You are trying to accept one part (elemental resistance works on environmental damage) while ignoring the rest (ANY resist makes you immune to environmental damage). Note James Jacobs' word is unofficial as it's wasn't an FAQ/errata post.
Pretty selective reading of the 'rules'.
Dark Immortal
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He is arguing from an unrealistic and hyperliteral interpretation of the rules where common sense has no feet to stand. He is admitting this, though. That said, each environmental condition is different, although there are some generalities. If Archive is to argue to this degree of literalness within the rules, let us take it down a logical path and see where we end up by the rules.
Heat is not defined as a type of damage. At 140° (such as lava, fire and boiling water) it becomes 1d6 fire damage when inhaled. Heat meanwhile deals a steady stream of nonlethal damage that is not officially a typed damage which can be resisted barring specific items and spells in the rules which state they can.
Cold damage from water and weather is listed as only non-lethal. Therefor, it cannot be resisted with energy resistance cold or immunity to cold (because there is no rule saying that this applies).
Immunity can stop secondary effects as per the monster ability description. However, for immunity to do so, it must apply to the effect source. Cold immunity, for instance, cannot protect a creature from frostbite or hypothermia unless the source was from cold damage.
Because these rules are no fully detailed and do not explain every interaction and possibility, however obvious, this creates other rules issues.
When players appear on the plane of fire and meet Salamanders, what do the fire immune salamanders use to stay alive? Their ecology states living in 500 degree environments but their stat blocks provide them no means to do so. Their race entries do not afford them immunity to fatigue, exhaustion, thirst, heat, etc. The monster entry does not posses spellcasting abilities and even if it did, would require specific spells to be available. No items are listed to explain how the salamander lives on their native plane or in their preceded environment. So a gm is forced to provide additional equipment or spell effects to compensate for this clear lack of rules forethought, else wise all salamanders would likely be dead or extinct and if a PC were to encounter one as they might an animal in the forest, the poor thing would be in dire shape, indeed.
Sharks: sharks are specifically listed in the rules as living in any ocean, including cold ones. Sharks have no cold resistance or immunity or damage reduction to speak of. However, a cold ocean deals non lethal damage. Therefor, by the rules, all sharks in cold oceans are damaged, dead, or dying because eventually, the non lethal damage will equal their HP and become lethal. These sharks are frostbitten and suffering from hypothermia and the CR's of the few Sharks in existence that are encountered in cold water needs to be adjusted accordingly.
The dire shark is 60 feet long. Should it choose to dive at all, we need to apply the water pressure rules and make it take pressure damage. Assuming the shark is 40 feet below the surface of the water when encountered, it has a very narrow range of movement available to it for a creature of its size. Because it is not explicitly called out as immune to these things, we understand that for any dire sharks to exist in these environments, they must all be encountered within a specific and narrow depth range or briefly at others. Anything else would mean that there are no dire sharks to encounter because they would be dead or dying.
I could be obnoxious and continue and find more absurd situations like water based creatures with low swim/str scores and no swim speed who are subject to drowning rules if in fast water. But I don't feel like looking for more proof to support this inane argument.
Archive is technically right, as much as I would rather not admit it. But I feel that we are arguing about some asinine point that goes beyond the realms of basic common sense and I do not know why. If this were a computer program, sure, we would need to address it because computers are stupid. But it's a game designed to be used by people via reading a book and we're arguing about whether or not fire resistance makes you immune to the effects of hot weather or not...
So, without some factual general proof, let's leave it at
'no, energy resistance and immunities have no effect in regards to allied weather conditions'
But let's play it as 'The game breaks down into stupidity if you play it that way and we all know how these things are supposed to work'.
| Aelryinth RPG Superstar 2012 Top 16 |
Wall of Fire wrote:An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
Quote:What is the damage for jumping through a wall of fire? What if you jump through it twice in one round?2d6+CL. 2d6+CL each way, you're taking the damage for each pass.
Quote:If you have Fire Resistance 10, does it apply once per instance, or once per round?Glossary wrote:A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type per attack, but it does not have total immunity.Link. It applies for each "attack," each case of damage.
Quote:What is the damage for standing in the wall of fire for 1 round? Do you take more or less damage then jumping through it once? twice?This isn't actually specified. I would imagine that it's the equivalent of a pass due to the last part of the spell I quoted.
Quote:What is the damage in the second round of standing in the wall of fire? Since the damage is continuing to accrue, but there's no new instance, does your fire resistance not apply?It's a new instance. You're still standing in the Wall of Fire. Fire Resistance still applies.
Energy Resistance isn't some thing that is "used up" each round. It applies to every occurrence of energy damage of the...
YOur logic absolutely fell down the instant you said "I imagine standing in a wall of fire for an entire round deals damage equal to jumping through the wall, but jumping through the wall twice in one round deals full damage twice."
In other words, you take as much damage standing in a wall of fire for six seconds as leaping through it at full speed once, and half as much as leaping through it at full speed, twice.
Yeah, no. The logic is absolutely falling down. And anyone that thinks damage doesn't accumulate, it simply pops out of nowhere once a minute or an hour, isn't using common sense at all.
Excellent examples, Dark Immortal.
==Aelryinth