Catch on fire: Difference between revisions

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Characters at risk of catching fire are allowed a DC 15 [[REFL]] , he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another [[REFL]] [[saving throw]]. Failure means he takes another 1d6 points of damage that round. Success means that the .
Characters that catch fire gain the [[Burned]] condition, suffering damage each round depending on the source CR that caused the fire in the first place (see [[Burned]]). The burned condition can be ended by expending a standard action to extinguish yourself, or by having an adjacent ally expend a move action to do the same.


A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Items worn or carried by a burning character are not subject to damage from the fire, unless the GM declares otherwise.


Those whose clothes or equipment catch fire must make DC 15 [[REFL]] saves for each item. Flammable items that fail take the same amount of damage as the character.
Unattended objects that catch on fire also suffer damage from the fire, but in the form of [[Siege Damage]], which reduces the object's [[Durability]]. The amount of siege damage inflicted is based on the source CR that caused the fire (see [[Burned]]).  Once an object's durability is reduced to 0, it becomes [[broken]].  Non-magical objects reduced below 0 durability are destroyed.  Magical objects cannot normally be destroyed without the use of artifacts, extremely powerful magic, or plot devices.

Revision as of 15:22, 7 March 2018