ADVANCED RULES: FIRE D20 Rules by Justin Alexander This material is covered by the Open Gaming License. BASIC FIRES A large fire is treated like a mindless
construct with the following stats:
A fire is immune to all attacks except water, cold, and smothering attacks.
A fire can attack adjacent creatures,
objects, or squares each round. It can make a number of attacks based on
its size (see table).
SPREADING THE FIRE: When the fire attacks an adjacent square, it hits automatically and deals 1d6 points of damage. This is energy damage and is therefore halved against inanimate objects (although the DM can rule that certain materials are more vulnerable to fire and double this damage back to normal). The hit points of a square are determined by either its floor, wall, or ceiling (whichever is lowest). Any items in the space being attacked are also struck by the fire and probably catch on fire. If an object in a space is on fire, the space it’s in also takes 1d6 points of damage each round. As a special exception to the normal rule, accumulate all damage from a spreading fire into a single total for the round before applying the space's hardness. Once a square has lost half its hit points, the fire spreads to that square (increasing its size). However, once the square loses all of its hit points, the fire will burn out in that square (decreasing its size). CHALLENGE RATING: A fire of size Large or smaller is CR 2. Larger fires are CR 4. Collapsing attacks or dangers increase the Challenge Rating by +1. BUILDING COLLAPSE Characters in a building with wooden ceilings and floors that have been burning at least 10 rounds may face collapse. There is a 20 percent chance each round in such a burning building that a character faces a +10 attack from a falling rafter or bit of ceiling; an attack that hits inflicts 2d6 points of damage. If the fire has been burning for ten
minutes or more, the entire ceiling might collapse instead (20 percent
chance). In such a case, no attack roll is needed—all characters
within suffer 8d6 points of damage (Reflex save, DC 15, for half
damage).
CHARACTERS IN A FIRE CATCHING ON FIRE: Creatures or objects struck by a fire suffer 1d6 points of damage. They are also at risk of catching on fire and must make a Reflex save (DC 15) to avoid this fate. If a character’s clothes or hair catch fire, they take an additional 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means they takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once they succeed on their saving throw, they are no longer on fire.) A character on fire can automatically extinguish the flames by jumping into enough water to douse themselves. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like as a full round action permits the character another save with a +4 bonus. Those unlucky enough to have their clothes or equipment catch fire must make a Reflex save (DC 15) for each item. Flammable items that fail take the same amount of damage as the character. Objects
on fire do not benefit from their hardness. IN A FIRE: Characters moving through a fire provoke an attack of
opportunity from the fire (there is no limit to the number of attacks of
opportunity a fire can take). Characters who end their turn in a fire
are automatically hit by the fire. HEAT DANGERS: Characters in a burning building are considered to be
in severe heat. Those standing close enough to the fire are considered
to be in extreme heat (see table for the danger distance, depending on
the size of the fire). See Heat
Dangers in the DMG for more information.
Severe Heat: 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 may be able to apply this bonus to other characters as well.
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 the nonlethal damage she
took from the heat.
Extreme Heat: Extreme
heat (air temperature over 140° F, fire, boiling water, lava) deals
lethal damage. Breathing air in these temperatures deals 1d6 points of
damage per minute (no save). In addition, a character must make a
Fortitude save every 5 minutes (DC 15, +1 per previous check) or take
1d4 points of nonlethal damage. Those wearing heavy clothing or any sort
of armor take a –4 penalty on their saves. In addition, those wearing
metal armor or coming into contact with very hot metal are affected as
if by a heat metal spell. | | Link |
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