Actual survival rules for the Plane of Fire


Pathfinder First Edition General Discussion


I've been combing through official content, such as "The Great Beyond" along with these forums and the Wiki page and I cannot find any actual rules for the Plane of Fire. There are spells and items that would help survive, but what happens if a character gets plopped into a random desert (and not a molten sea, which I would treat like lava) completely unprepared? There are colorful adjectives such as searing heat, and I can make up anything I want, I just wanted to know if there was something official. I'm imagining if you aren't in a molten area, or "safe" area such as the City of Brass that the temperature is extreme. But, how extreme? 300 degrees? 1000 degrees? You probably take damage each round, but how much? 2d6 burn? 5d6? 10d6? Wildly varies by region?

Anyone see this documented somewhere?

Thanks,
Don


I think you will find what you are looking for under Environmental Rules, or at least enough to get you started.


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In most wild places, I would use these rules:

Planar Adventures, p. 60-61 wrote:

Fire-Dominant

Planes with this trait are composed of flames that continually burn without consuming their fuel source. Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated. Unprotected flammable materials catch fire almost immediately, and individuals wearing unprotected flammable clothing catch on fire. In addition, all individuals take 3d10 points of fire damage each round while on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes, while those that are made of water take 6d10 points of fire damage from the plane each round, rather than 3d10.

However,

Planar Adventures, p. 141 wrote:
In a few choice places on the Plane of Fire, fire resistance or complete immunity to fire is unnecessary, as settlements such as Zjarra and the cruel efreet’s City of Brass are carefully tailored to accommodate a variety of visitors.
Planar Adventures, p. 139 wrote:

City of Brass

The pride and capital of the belligerent efreeti civilization and an embodiment of the Plane of Fire’s harsh and deadly beauty, the City of Brass rests within a massive basin of hammered brass that floats upon a sea of fire. A sphere of Plane of Fire magic fueled by captured souls surrounds it, ensuring that the interior remains at survivable temperatures for most extraplanar visitors.
Planar Adventures, p. 141 wrote:

Zjarra

Known colloquially as the Hearth, Zjarra is a diverse settlement that serves as a landing spot and safe place to stay for visitors from other planes; (...) The city is protected by a crystalline dome made from an impermeable substance that magically maintains the climate at a steamy but bearable temperature.

I'd assume that the only 'safe' areas in Plane of Fire are those protected with magic, where environment deals no damage, although it may still be uncomfortably hot. Otherwise, I'd use general rules for Fire-Dominant planes.


Essence wrote:

Fire-Dominant

Planes with this trait are composed of flames that continually burn without consuming their fuel source.

Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated.

Unprotected flammable materials catch fire almost immediately, and individuals wearing unprotected flammable clothing catch on fire. In addition, all individuals take 3d10 points of fire damage each round while on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes, while those that are made of water take 6d10 points of fire damage from the plane each round, rather than 3d10.


If you don't have immunity to fire it's gonna be a pretty short trip.


Planar Adaptation (APG) looks like an excellent spell choice right now.


Note that even with Planar Adaptation you might still get toasty. In fact it becomes very likely if you stay for a duration anywhere near the spells max duration you will take some damage. It's 3d10 vs 20pts of energy resistance, someone with better handle on statistics than myself could tell you the likelyhood of falling between 21 and 30 on a roll of 3d10 particularly if your stay is measured in hours. Might be time to tack on some Protection from Energy or Resist Energy while you get to a safer area within the Plane and or leave.

And overall this sort of thing really calls for the GM to come along and add a lot of details to the adventure. There should be hot areas and 'cool' areas, areas where the effects of other planes might be felt etc..

PS: A quick Goggle of the temperatures associated with Magma/Lava show temperatures between 700 and 1300 degrees C (or 1300 to 2400 F)


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Kayerloth wrote:
It's 3d10 vs 20pts of energy resistance, someone with better handle on statistics than myself could tell you the likelyhood of falling between 21 and 30 on a roll of 3d10 particularly if your stay is measured in hours.

The probability of taking any damage is 22%. If you take damage, the average damage you take is 3.25 (lower damage is more probable), which makes the total average damage per round to be 0.715.

Yeah, with Planar Adaptation you can last several minutes.


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Pathfinder Adventure, Rulebook Subscriber

Resist Energy CL 11+ is really needed, as it grants Fire Resist 30.

Protection from Energy at CL 10 absorbs 120 HP of fire damage. So using Adjoint's math above, if coupled with Fire Resist 20, you could last about 16.7 minutes before you start taking actual damage. That's not very long at all.

I could see "caverns" within the Plane of Fire that has walkable ground and a "roof" and air that doesn't impair vision (but would likely be unbreathable). If I was running this setting, I would have theses caverns only have 2d10, but require you to have some ability to breath, with lava pools and other extreme fire hazards.

Even with the locations listed above I would have them at "very hot conditions" i.e. above 90 degrees, necessitating at least endure elements.

Traveling to these locals could be tons of fun, but should not be undertaken without significant planning and resources.


Huh. I was under the impression that planar adaptation made you immune to environmental damage (including the constant immolation of the Fire Plane) and that the energy resistance applied to non-environmental effects.


My reading Of Planar Adaption is the same as blahpers with it making you immune to the harmful environmental effects of a particular plane and I would argue that 'fire-dominant' is an environmental effect.


Certainly could be viewed that way. But then why the specific mention against the type prevalent on the plane. Seems rather unneeded if you are already immune to add that detail. It's vague, perhaps on purpose. There's also the additional damage from breathing the dangerously hot air plus smoke effects. Both of the later probably should be considered environmental effects.

Quote:
... Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane

I'd argue that perhaps it should protect against the 3d10 damage but that the possibility to run into areas where it is even hotter should be somewhat common and those you wouldn't be any more immune than a human would be wandering around Yellowstone, for example, upon running into a thermal vent even though it's also a natural planar feature for a "adapted" human being.

Either that or houserule the energy resist from Planar Adaption scales upwards just as Resist Energy does hitting 30 a few levels later (13th then total immunity at 17th??). Or best yet do both the scaling and put in place areas where it really is too hot even for Planar Adaption to resist effectively.


What level are the characters in question? Not sure if your a player or DM.


D20PFSRD wrote:
Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent).

The first sentence makes you immune to the harmful effects of a plane of existence. This includes (but is not necessarily limited to, based on the phrasing of the spell text) toxicity, temperature, and lack of air.

This would, in my view, cover the damage per round from generally being surrounded by fire, the toxicity of the air due to dust and vapors, and even pockets of vacuum because the air has been essentially burnt.

The second sentence, ADDITIONALLY grants you energy resistance. And since this is for planar travel, the energy form you get resistance is determined by the plane you are traveling to.

This means that when you *do* go to the Plane of Fire and land in some random area you won't die due to the environment. Then when you get attacked by a Fire Elemental, you also have ER 20 vs Fire to resist his attacks.

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