
Balkoth |
Looks like most places you'd be taking somewhere between 4d6 and 6d6 fire damage per round (lowering to 1d6 to 2d6 in "safe" areas which probably means something like the City of Brass).
So a Charm of Major Fire Resist would keep you safe in the city but how would one venture further out? This is a level 17 party with a lot of gold and some favors that can be called in, so they have resources.

Balkoth |
What's funny is it's the same person asking, and I have the same basic response then as I did now.
I completely forgot I previously asked this question. My bad. The party decided to pursue a bunch of other stuff first but now want to do this again (unexpectedly, thought they had other priorities).
Improvising based on what some players brought up, I tentatively ruled Greater Cooling Elixirs would cool the characters down enough that 15 fire resistance would protect them from all but the most extreme danger zones at the cost of nullifying the resistance. I said they could also try to basically get Major Cooling Elixirs (homebrew) but it looked like that would cost more than Greater Cooling Elixirs + Charms.
I also ruled the ranger's cat would be able to survive with just a Greater Cooling Elixir (not needing the charm because he's a really tough cat) as I didn't want to overly punish the pet using character.
Maybe a ritual would be better, I'll think again on that and what it would involve.

Claxon |

Maybe a ritual would be better, I'll think again on that and what it would involve.
My initial thought is that the ritual would basically just shut off the effects of extreme/severe temperature completely.
And that the party would be required to invest in Energy Resistant runes to mitigate other fire damage.
And I understand that the amount of fire damage the plane of fire deals is on average more than what runes would mitigate (although I honestly can't find where it spells out how much fire damage the plane should deal each round).
So I would also have this custom ritual double the effect of energy resistant runes, but only against damage from the plane/environment.
So there would be a quest to find the ritual and possibly to get runes of high enough quality to protect the party from the environmental effects of the plane, without doing much against the typical residents of the plane.

Claxon |
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In the fire section of Rage of Elements, it points out that the major cities of the plane of fire have magically controlled temperatures so that creatures from other planes can survive.
I'm assuming that adventures will take place outside of those "safe" locations, at least partially.
But a quest inside one of those cities to get the ritual and runes would be quite reasonable, to then lead into adventures outside of those safe areas.
Otherwise it's kind of like saying "we're going to explore the ocean" but you only go scuba diving, ignoring you know, like 99% of the Ocean.

Falco271 |
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Planar Survival
Feat 7
General Skill
Source Player Core pg. 259 2.0
Prerequisites master in Survival
You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food without penalty even if the plane lacks food that could normally sustain you. A success on your check to Subsist also prevents damage done by the plane to you and anyone else you support with Subsist. This applies only to damage dealt by the general conditions of the plane, not smaller hazards

Claxon |

That is a great option if you had someone planning to invest in Survival already, which isn't necessarily a given.
While I find Survival to be an awesome thematic skill, I don't actually find it to be that effective unless the campaign focuses on making survival difficult (which my group generally doesn't do because we don't find it fun).
I do also question if it's really intended to prevent all damage because I'm looking at Legendary Survivalist which says:
You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.
It's a little funny to me that Planar Survival would eat so much of the lunch of a legendary skill by saying it prevents "all damage done by the plane" when Legendary Survivalist only prevents Severe/Extreme/Incredible temperatures, when the Plane of Fire damage even exceeds those damage.
That feels very disjointed to me, that you could survive unimpeded on the plane of fire, but if you were next to a volcano on Golarion you would be having a bad day.

Balkoth |
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And I understand that the amount of fire damage the plane of fire deals is on average more than what runes would mitigate (although I honestly can't find where it spells out how much fire damage the plane should deal each round).
Rules on fire planes: https://2e.aonprd.com/Rules.aspx?ID=3014
"Fire: Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don't outright melt in the heat."
Definition of environmental damage and temperatures: https://2e.aonprd.com/Rules.aspx?ID=2768
Minor: 1d6-2d6
Moderate: 4d6-6d6
Major: 8d6-12d6
Massive: 16d6-24d6
(See url for better formatting)
Category Temperature Fatigue Damage
Incredible cold (-80º F or colder): 2 hours Moderate cold every minute
Extreme cold -79º F to -20º F 4 hours Minor cold every 10 minutes
Severe cold -21º F to 12º F 4 hours Minor cold every hour
Mild cold 13º F to 32º F 4 hours None
Normal 33º F to 94º F 8 hours None
Mild heat 95º F* to 104º F* 4 hours None
Severe heat 105º F* to 114º F 4 hours Minor fire every hour
Extreme heat 115º F to 139º F 4 hours Minor fire every 10 minutes
Incredible heat 140º F or warmer 2 hours Moderate fire every minute
As you can see, moderate fire damage every round is at least a category of heat higher than incredible, literally off the chart.

Squiggit |

I do also question if it's really intended to prevent all damage because I'm looking at Legendary Survivalist which says:
You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.It's a little funny to me that Planar Survival would eat so much of the lunch of a legendary skill by saying it prevents "all damage done by the plane" when Legendary Survivalist only prevents Severe/Extreme/Incredible temperatures, when the Plane of Fire damage even exceeds those damage.
Planar damage doesn't interact with temperature at all, and no amount of environmental protection will help you in even the safe/low damage areas. It seems contextually clear that it's not just a matter of the plane being hot but some actual force being exerted on outsiders.
Like remember, a creature native to the plane of fire with no resistance or environmental adaptations is taking zero damage in this scenario. So it's clearly not a weather thing.
Plus none of the benefits of Planar Survival overlap with Legendary Survivalist or vice versa, so no one is really eating anyone's lunch here. They're just entirely different feats interacting with entirely different mechanics.
That feels very disjointed to me, that you could survive unimpeded on the plane of fire, but if you were next to a volcano on Golarion you would be having a bad day.
While I agree there's a tiny hint of oddness at first blush, neither Planar Survival or Legendary Survivalist protect against fire damage from a fireball either. Feels kind of like that here.
Good info, but yeah that makes it even more wild to me that the level 7 skill feat can protect from damage even more than the level 15 legendary feat can.
This will be true of any lower level feat that provides a specific defensive benefit when compared to a higher level feat that has nothing to do with the mechanic the lower level feat references. In fact it would be very strange if that weren't the case.

Claxon |

I guess my issue is that the environmental rules for incredible hot temperatures deal moderate damage (4d6 up to 6d6) every minute.
Meanwhile, the plane of fire rules say extraplanar creatures take moderate damage every round, calling it "environmental damage".
So yes, I get that technically the damage from the plane of fire isn't specifically from temperature (although it's hard to imagine it isn't related, it should be like Incredible+ temperatures).
I guess what I'm saying, is in my mind make the effect of Legendary Survivalist the 7th level feat, and the effect of Planar Survival the 15th level legendary feat. And then it makes more sense to me.
At first you can deal with the effects of "mundane" but incredible temperatures found on the material plane. Later you get so good that you can even avoid the more extreme effects of the planes.
Like remember, a creature native to the plane of fire with no resistance or environmental adaptations is taking zero damage in this scenario. So it's clearly not a weather thing.
I see that stated as a thing, but again it doesn't make sense to me either. If you were somehow a non-extraplanar Human, you wouldn't take the damage and that just doesn't sit right with me. We also don't have a definition of what Extraplanar is in PF2, at least not that I can find. I understand what it means in past editions, where the difference was Native vs Extraplanar. But you could have weird instances where a Human was born on the plane of fire and was treated as a Native to the Plane, similar to how Aasimar or Tiefling were Native Outsiders in PF1.
I guess ultimately my problem is the whole "oh this damage is because your not native to plane, and it's completely separate from environmental damage".
Which actually has the problem of you should also probably be taking environmental damage separate from the Planar damage because it is also probably incredibly hot.