Post by K Man on Aug 25, 2005 9:11:16 GMT -5
Heat Dangers: (Temperatures)
-51 or lower = Unearthly cold
-50 to -21 = Extreme cold
-20 to 0 = Severe cold
1 to 40 = Cold
41 to 60 = Moderate
61 to 90 = Warm
91 to 110 = Hot
111 to 140 = Severe Heat
141 to 180 = Extreme Heat
181 to 210 = Unearthly Heat
211 or Higher = Burning Heat
{Since this is desert-based, I'll only cover the Hot and higher temps}
Hot: Unprotected PCs make a Fort Save (DC 15+1 for each previous check) each hour or take 1d4 points of non-lethal damage. Characters wearing heavy clothes or armor make the save at a -4 penalty. Characters whose protection level is 1 (Such as the heat endurance feat or carrying a parasol) are immune to hot temperatures.
Severe Heat: Unprotected PCs make a Fort Save (DC 15+1 for each previous check) every 10 minutes or take 1d4 points of non-lethal damage. Characters wearing heavy clothes or armor make the save at a -4 penalty. Characters whose protection level is 2 (Such as wearing keepcool salve AND carrying a parasol) are immune to Severe Heat temperatures.
Extreme Heat: In this temperature band, PCs take 1d6 points of lethal damage per 10 minutes (no save) AND they must make a Fort Save (DC 15+1 for each previous check) every 10 minutes or take an additional 1d4 points of non-lethal damage.Characters wearing heavy clothes or armor make the save at a -4 penalty. Additionally, characters wearing metal armor are affected as per the heat metal spell which lasts as long as the PC is in the heat. A character must have protection level 3 to be protected against extreme heat. PC's with protection level 2 are considered partially protected and make the 1d4 non-lethal checks every hour instead of every 10 minutes.
Unearthly Heat: Unprotected PCs in this temp band take 1d6 points of lethal damage and 1d4 points of non-lethal damage every round (No Save). PCs wearing metal are affected as by the heat metal spell for as long as they remain in the heat. Charactes with protection level 4 or higher are protected from Unearthly Heat. Levels 2 & 3 provide partial protection and the PC only takes damage every 10 minutes instead of every round.
Burning Heat: At some point, the temperature gets so hot that things begin to combust. Water boils at 212 degrees (as do potions and elixirs). Oils and fuels for lamps combust and burn at 260 degrees. Papers, cloth and other flammable objects usually catch fire around 451 degrees...dried out skin aslo catches fire here.
PC unlucky enough to be caught in this temperature band suffer 3d10 points of fire damage a round (No save) in addition to 1d6 points of lethal damage, 1d4 points of non-lethal damage per round. There is no protection available that would save a PC from burning heat level temperatures. All other protection levels are inadequate. The only way to avoid the damage at this level is to be immune to fire in some fashion.
Protection Levels
0 = Creatures with no heat adaptation. (Most PCs)
1 = Creatures with Heat Endurance Feat
1 = Non-desert coldblooded animal or vermin
1 = Monsters native to hot climates
2 = Desert animal or vermin
2 = Monsters native to waste terrain
3 = Creatures with Endure Elements spell or similar effect
Equipment Modifier to Protection Levels
0 = No Special Equipment
+1 = Armorbright
+1 = Desert Outfit
+1 = Keepcool Salve
+2 = Hydration Suit
+3 = Improvised Shelter
Wasteland Gear:
{Left to Right: Desert Outfit, Heatsuit Outfit, Hydration Suit}
Adventuring Gear:
Distillation Kit: Consisting of a piece of glass, fastened at an angle to a frame smeared with oilcloth and grease to make it watertight, this is more or less a still. You fill the frame and glass atop with dirty or otherwise undrinkable water and, with the heat of the sun, the water condenses and is passed through the oilcloth to produce one gallon of clean drinking water per day. (Assuming the "hopper" is filled to capacity.)
Drill: A drill is an iron bit fastened to a wooden handle and about 3 feet long. Whether used to drill through soapstone, rock, salt, hard-packed sand or other similar substances, a drill can be very handy. You wrap a rope or cord around the handle of the drill, hold it steady and pull the cord to set the bit spinning. It can drill through hard rock at the rate of 6 inches an hour. Softer substances at double the rate and half the time, 12 inches in 30 minutes.
Filter Mask: A thin piece of fabric fastened over the mouth and nose, most waste-wanderers are lost without a filter mask. It grants a +2 bonus on saves against gas-based effects. It also negates the threat of choking from sand or dust and silimar effects, like slumber-sand for 4 hours. After this time, the fabric is too clogged with grit and dust to function (no air passes through) and it requires a good laundering to be used again. Most wanderers simply replace the cloth with new fabric.
Parasol: The simplest form of heat protection, a parasol can range from a simple piece of cloth stretched over a wire frame, to animal hide stretched oved bone framework to an expensive metal and fabric device that collapses into a small pack. In addition to providing level 1 heat protection, it also grants a +1 Save against dehydration.
Sand Tube: When faced with a sandstorm or flaywind, the best protection is to bury yourself. Normal sand, however, is difficult at best to dig through. The best counter to this is a sand tube. Like a large sack with one open end, a sand tube is filled with expandable hoops made of metal. You dig a small hole, place the end of the Sand tube in and expand a hoop. You can then continue digging, extendin the sand tube and hoops to provide a miniature mine shaft to escape the storm. It takes 10 minutes to fully bury a sand tube and it can hold one medium creature. It grants complete protection of sandstorms and similar effects.
Sun Lenses: These are made from thin slabs of volcanic glass or mica and fastened to the head before the eyes. They prevent dazzling effects of blinding sand and if a PC is already dazzled and dons Sun Lenses, they are treated as having entered a shady area. You recover from the condition if you continue to wear the Sun Lenses for one hour.
Clothing
Desert Outfit - 6gp - 3 lbs
Heatsuit Outfit - 20gp - 15 lbs
Hydration Suit - 1,000gp - 10 lbs
Desert Outfit: Consists of loose clothing, light and designed to allow for movement and airflow to keep the wearer cool. Usually has a turban, caftan, scarf, loose pantaloons, and sandals or light cloth boots. It offers minimal protection against heat hazards. Its benefits are negated if the wearer dons any armor.
Heatsuit Outfit: Specially designed to protect against even the hottest of desert conditions, the heatsuit consists of a heavy cloth apron, mittens, a hood, goggles, and boots. It provides level 3 protection against heat condition and negates the usual -4 penalty for wearing heavy clothing in these conditions. It cannot be worn at the same as any armor.
Hydration Suit: The ultimate in desert survival gear designed by masters of the wates. It reclimates all the water lost by your body and filters it, providing you fresh water to drink constantly. It is made from the skins and hides of various desert-dwelling creatures and treated with special heat-resistant oils. It covers your entire body, head to toe. The suit is actually two suits, the inner suit a light spongy material that collects the sweat from your body and stores it in a resevoir from which you can sip. A functioning Hydration Suit eliminated the need to make CON checks for Dehydration and raises the protection level against heat by 2. It's mask also functions as a filter mask. It offers not protection from magical dessication effects or damage and cannot be worn with armor.
Special Items and Substances
Armorbright (Flask) - 50gp - 1 lbs (25 Alchemy Check)
Asherati Sand Sculpture - Varies - varies - N/A
Blackeye (Vial) - 1gp - 1/2 lbs - (15 Alchemy Check)
Deep Draught - 10gp - 1/2 lbs - (15 Alchemy Check)
Ironthorn Extract (Flask) - 25gp - 1 lbs - (20 Alchemy Check)
Keepcool Salve (Pot) - 50gp - 1/2 lbs - (20Alchemy Check)
Liquid Salt (Flask) - 200gp - 1 lbs - N/A
Oleum (Flask) - 30gp - 1 lbs - N/A
Shapesand (Jug) - 100gp - 12 lbs - (25 Alchemy Check)
Slumbersand (Flask) - 50gp - 1 lbs - (12 Alchemy Check)
Sunshade Lotion (Flask) - 20gp - 1 lbs - (20 Alchemy Check)
Armorbright: This is a metallic paint, applied to the exterior of armor to help the wearer reduce the sun's effects. It takes 1 round to apply but grants the wearer a +2 to heat-related danger Fort saves to avoid heat damage. It also raises your heat protection level by 2. The paint wears off in 24 hours.
Ahserati Sand Sculpture: Asheratis know the special sands, adherents, and dyes to create beautiful masterwork arts of the desert. A typical Asherati sand sculpture is roughly 2 to 3 feet tall and weighs around 10 to 20 pounds. Like any piece of art, beauty is in the eye of the beholder but anyone with an appraise skill can determine the value.
Blackeye: This is a greasy black paint, smeared around the eyes to prevent sun glare for a 4 hour period.
Deep Draught: The powder is a mixture of salts, special herbs and and extracts of desert plants and animals. It is added to water to help the body retain more fluid as the hot desert days wear on. One packet of deep draught is enough to treat one gallon of water, giving it a +5 bonus on the Heal check to treat dehydration.
Ironthorn Extract: The ironthorn plant is an extremely resilient desert plant. The extract of this plant is kept in a flask and applied to clothing or similar items to increase their hardness and durability for desert travel. One flask of Ironthorn Extract can treat a whole suit of clothes and grants it a +1 to armor class, unless the item already grants a bonus to armor class. If applied to any other items, it increases the hardness by 1 to a maximum of 5 additional hardness. Both effects only last for 1 week or until the item is washed thoroughly.
Keepcool Salve: The small clay jar contains a pearly ointment, enough to cover a medium creature. It grants a +1 bonus to Fort Saves to resist damage in hot environments and raises the heat protection level by 1, all for 24 hours before it must be reapplied.
Liquid Salt: This deadly supernatural substance can be used as a splash weapon. A direct heat deals 2d6 (2d8 if creature is a plant or water-based) of dessication damage. Every creature within 5 feet takes 1d4 points of dessication damage from the splash. (1d6 damage to plants and water-based creatures) Liquid salt is always carried in a glass container.
Oleum: A black liquid, Oluem has a foul bitter odor. It occurs naturally around the world, but is generally found in desert wastes and other supernatural areas.
You can use Oluem as a splash weapon. Use the rules for Alchemist's Fire. (See pg 128 of PHB) except that it takes a full round to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. Burning Oluem is hard to put out, granting a -4 penalty on the REF save to put it out. The Oleum burns away within 4 rounds (Eliminating the penalty on putting out the fire).
Raw Oluem burns readily, but is smoky when it does so. The smoke created by Oleum is heavy (See DMG Pg 304) so a wide open area is needed for it to burn safely. Every round when raw Oleum burns, it produces a 5 X 5 cloud of heavy smoke. The smoke drives away normal insects.
Oleum can also be used to lubricate moving parts. A flask can cover a 5ft square, provided the surface is smooth. Any creature passing through an oleum covered area needs to make a Balance (DC 10) check to stay upright. Failure means they cannot move that round and failure by 5 or more means it falls prone. If a covered area is ignited, it burns for three rounds dealing 1d3 fire damage to all in its area.
A quart of Oleum, (Two flasks) can be applied to a medium-sized creature. It grants a +4 bonus on Escape Artist checks and a +4 armor class against normal vermin as it acts as a repellent. It also grants a -4 bonus on grapple checks or any taks requiring a solid grip (Climb etc).
Lastly, Oleum is uncomfortable to wear. You take a -2 penalty on natural heat effects. Also, it's very flammable so you take a -4 penalty on saves versus unnaturally hot effects or fire effects. If you fail a save versus a fire effect, you catch fire and burn for four round. (See Earlier)
Shapesand: Shapesand is a special kind of psycho-reactive sand that can be shaped according to your will. The new item is made of sand, but serves as a normal item for any other purpose. A shapesand hammer functions just as a normal hammer and a shapesand waterskin is just as water tight as a normal waterskin.
Controlling shapesand is an excersize in willpower. A DC 16 WIS check establishes control of a volume of shapesand based on the shaper's WIS score.
WIS Score: (Volume Controllable)
1-3 = None
4-7 = 1 ft. Cube
8-11 = 2.5 ft. Cube
12-15 = 5 ft. Cube
16-19 = 7.5 ft. Cube
20-23 = 10 ft. Cube
24+ = +2.5 ft. Cube per 4 pts os WIS
If your WIS checks succeeds, you can reshape the shapesand as you desire. As long as you remain within 100ft, the sand retains its desired form. Thus, those patient and strong enough, can shape an entire fortress out of shapesand, provided they can do it one block at a time.
Control of Shapesand can be wrestled from a controller with an opposing WIS check, assuming the taker has sufficient WIS score to control the volume of sand.
Slumbersand: Slumber Sand is a supernatural hazard, but alchemists make a substance that reproduces its effects in small flasks. A target struck by a flask of Slumbersand must make a DC 15 FORT Save or fall asleep for 1 minute. Slumbersand only affects one creature and only those creatures with 5 or fewer HD.
Slumbersand is more effective when used as the material component for the sleep spell or similar magic spell. When done, the total HD of affected creatures increases by 2 and the DC to resist the spell increases by +1.
Sunshade Lotion: This oily green mixture usually comes in enough of a volume to cover on medium-sized creature. When applied, it protects the wearer from non-lethal sunbun damage for 24 hours.
Wasteland Weapons
I will constantly update this particular post with more desert hazards as the PCs come across them. Flayinds, sink-sand etc. Keep checking back for rules.
-51 or lower = Unearthly cold
-50 to -21 = Extreme cold
-20 to 0 = Severe cold
1 to 40 = Cold
41 to 60 = Moderate
61 to 90 = Warm
91 to 110 = Hot
111 to 140 = Severe Heat
141 to 180 = Extreme Heat
181 to 210 = Unearthly Heat
211 or Higher = Burning Heat
{Since this is desert-based, I'll only cover the Hot and higher temps}
Hot: Unprotected PCs make a Fort Save (DC 15+1 for each previous check) each hour or take 1d4 points of non-lethal damage. Characters wearing heavy clothes or armor make the save at a -4 penalty. Characters whose protection level is 1 (Such as the heat endurance feat or carrying a parasol) are immune to hot temperatures.
Severe Heat: Unprotected PCs make a Fort Save (DC 15+1 for each previous check) every 10 minutes or take 1d4 points of non-lethal damage. Characters wearing heavy clothes or armor make the save at a -4 penalty. Characters whose protection level is 2 (Such as wearing keepcool salve AND carrying a parasol) are immune to Severe Heat temperatures.
Extreme Heat: In this temperature band, PCs take 1d6 points of lethal damage per 10 minutes (no save) AND they must make a Fort Save (DC 15+1 for each previous check) every 10 minutes or take an additional 1d4 points of non-lethal damage.Characters wearing heavy clothes or armor make the save at a -4 penalty. Additionally, characters wearing metal armor are affected as per the heat metal spell which lasts as long as the PC is in the heat. A character must have protection level 3 to be protected against extreme heat. PC's with protection level 2 are considered partially protected and make the 1d4 non-lethal checks every hour instead of every 10 minutes.
Unearthly Heat: Unprotected PCs in this temp band take 1d6 points of lethal damage and 1d4 points of non-lethal damage every round (No Save). PCs wearing metal are affected as by the heat metal spell for as long as they remain in the heat. Charactes with protection level 4 or higher are protected from Unearthly Heat. Levels 2 & 3 provide partial protection and the PC only takes damage every 10 minutes instead of every round.
Burning Heat: At some point, the temperature gets so hot that things begin to combust. Water boils at 212 degrees (as do potions and elixirs). Oils and fuels for lamps combust and burn at 260 degrees. Papers, cloth and other flammable objects usually catch fire around 451 degrees...dried out skin aslo catches fire here.
PC unlucky enough to be caught in this temperature band suffer 3d10 points of fire damage a round (No save) in addition to 1d6 points of lethal damage, 1d4 points of non-lethal damage per round. There is no protection available that would save a PC from burning heat level temperatures. All other protection levels are inadequate. The only way to avoid the damage at this level is to be immune to fire in some fashion.
Protection Levels
0 = Creatures with no heat adaptation. (Most PCs)
1 = Creatures with Heat Endurance Feat
1 = Non-desert coldblooded animal or vermin
1 = Monsters native to hot climates
2 = Desert animal or vermin
2 = Monsters native to waste terrain
3 = Creatures with Endure Elements spell or similar effect
Equipment Modifier to Protection Levels
0 = No Special Equipment
+1 = Armorbright
+1 = Desert Outfit
+1 = Keepcool Salve
+2 = Hydration Suit
+3 = Improvised Shelter
Wasteland Gear:
{Left to Right: Desert Outfit, Heatsuit Outfit, Hydration Suit}
Adventuring Gear:
Item | Cost | Weight |
Distillation Kit | 50gp | 20 lbs |
Drill | 5gp | 7 lbs |
Filter Mask | 1gp | N/A |
Parasol | 3gp | 2 lbs |
Sand Tube | 80gp | 2lbs |
Sun Lenses | 10gp | N/A |
Distillation Kit: Consisting of a piece of glass, fastened at an angle to a frame smeared with oilcloth and grease to make it watertight, this is more or less a still. You fill the frame and glass atop with dirty or otherwise undrinkable water and, with the heat of the sun, the water condenses and is passed through the oilcloth to produce one gallon of clean drinking water per day. (Assuming the "hopper" is filled to capacity.)
Drill: A drill is an iron bit fastened to a wooden handle and about 3 feet long. Whether used to drill through soapstone, rock, salt, hard-packed sand or other similar substances, a drill can be very handy. You wrap a rope or cord around the handle of the drill, hold it steady and pull the cord to set the bit spinning. It can drill through hard rock at the rate of 6 inches an hour. Softer substances at double the rate and half the time, 12 inches in 30 minutes.
Filter Mask: A thin piece of fabric fastened over the mouth and nose, most waste-wanderers are lost without a filter mask. It grants a +2 bonus on saves against gas-based effects. It also negates the threat of choking from sand or dust and silimar effects, like slumber-sand for 4 hours. After this time, the fabric is too clogged with grit and dust to function (no air passes through) and it requires a good laundering to be used again. Most wanderers simply replace the cloth with new fabric.
Parasol: The simplest form of heat protection, a parasol can range from a simple piece of cloth stretched over a wire frame, to animal hide stretched oved bone framework to an expensive metal and fabric device that collapses into a small pack. In addition to providing level 1 heat protection, it also grants a +1 Save against dehydration.
Sand Tube: When faced with a sandstorm or flaywind, the best protection is to bury yourself. Normal sand, however, is difficult at best to dig through. The best counter to this is a sand tube. Like a large sack with one open end, a sand tube is filled with expandable hoops made of metal. You dig a small hole, place the end of the Sand tube in and expand a hoop. You can then continue digging, extendin the sand tube and hoops to provide a miniature mine shaft to escape the storm. It takes 10 minutes to fully bury a sand tube and it can hold one medium creature. It grants complete protection of sandstorms and similar effects.
Sun Lenses: These are made from thin slabs of volcanic glass or mica and fastened to the head before the eyes. They prevent dazzling effects of blinding sand and if a PC is already dazzled and dons Sun Lenses, they are treated as having entered a shady area. You recover from the condition if you continue to wear the Sun Lenses for one hour.
Clothing
Desert Outfit - 6gp - 3 lbs
Heatsuit Outfit - 20gp - 15 lbs
Hydration Suit - 1,000gp - 10 lbs
Desert Outfit: Consists of loose clothing, light and designed to allow for movement and airflow to keep the wearer cool. Usually has a turban, caftan, scarf, loose pantaloons, and sandals or light cloth boots. It offers minimal protection against heat hazards. Its benefits are negated if the wearer dons any armor.
Heatsuit Outfit: Specially designed to protect against even the hottest of desert conditions, the heatsuit consists of a heavy cloth apron, mittens, a hood, goggles, and boots. It provides level 3 protection against heat condition and negates the usual -4 penalty for wearing heavy clothing in these conditions. It cannot be worn at the same as any armor.
Hydration Suit: The ultimate in desert survival gear designed by masters of the wates. It reclimates all the water lost by your body and filters it, providing you fresh water to drink constantly. It is made from the skins and hides of various desert-dwelling creatures and treated with special heat-resistant oils. It covers your entire body, head to toe. The suit is actually two suits, the inner suit a light spongy material that collects the sweat from your body and stores it in a resevoir from which you can sip. A functioning Hydration Suit eliminated the need to make CON checks for Dehydration and raises the protection level against heat by 2. It's mask also functions as a filter mask. It offers not protection from magical dessication effects or damage and cannot be worn with armor.
Special Items and Substances
Armorbright (Flask) - 50gp - 1 lbs (25 Alchemy Check)
Asherati Sand Sculpture - Varies - varies - N/A
Blackeye (Vial) - 1gp - 1/2 lbs - (15 Alchemy Check)
Deep Draught - 10gp - 1/2 lbs - (15 Alchemy Check)
Ironthorn Extract (Flask) - 25gp - 1 lbs - (20 Alchemy Check)
Keepcool Salve (Pot) - 50gp - 1/2 lbs - (20Alchemy Check)
Liquid Salt (Flask) - 200gp - 1 lbs - N/A
Oleum (Flask) - 30gp - 1 lbs - N/A
Shapesand (Jug) - 100gp - 12 lbs - (25 Alchemy Check)
Slumbersand (Flask) - 50gp - 1 lbs - (12 Alchemy Check)
Sunshade Lotion (Flask) - 20gp - 1 lbs - (20 Alchemy Check)
Armorbright: This is a metallic paint, applied to the exterior of armor to help the wearer reduce the sun's effects. It takes 1 round to apply but grants the wearer a +2 to heat-related danger Fort saves to avoid heat damage. It also raises your heat protection level by 2. The paint wears off in 24 hours.
Ahserati Sand Sculpture: Asheratis know the special sands, adherents, and dyes to create beautiful masterwork arts of the desert. A typical Asherati sand sculpture is roughly 2 to 3 feet tall and weighs around 10 to 20 pounds. Like any piece of art, beauty is in the eye of the beholder but anyone with an appraise skill can determine the value.
Blackeye: This is a greasy black paint, smeared around the eyes to prevent sun glare for a 4 hour period.
Deep Draught: The powder is a mixture of salts, special herbs and and extracts of desert plants and animals. It is added to water to help the body retain more fluid as the hot desert days wear on. One packet of deep draught is enough to treat one gallon of water, giving it a +5 bonus on the Heal check to treat dehydration.
Ironthorn Extract: The ironthorn plant is an extremely resilient desert plant. The extract of this plant is kept in a flask and applied to clothing or similar items to increase their hardness and durability for desert travel. One flask of Ironthorn Extract can treat a whole suit of clothes and grants it a +1 to armor class, unless the item already grants a bonus to armor class. If applied to any other items, it increases the hardness by 1 to a maximum of 5 additional hardness. Both effects only last for 1 week or until the item is washed thoroughly.
Keepcool Salve: The small clay jar contains a pearly ointment, enough to cover a medium creature. It grants a +1 bonus to Fort Saves to resist damage in hot environments and raises the heat protection level by 1, all for 24 hours before it must be reapplied.
Liquid Salt: This deadly supernatural substance can be used as a splash weapon. A direct heat deals 2d6 (2d8 if creature is a plant or water-based) of dessication damage. Every creature within 5 feet takes 1d4 points of dessication damage from the splash. (1d6 damage to plants and water-based creatures) Liquid salt is always carried in a glass container.
Oleum: A black liquid, Oluem has a foul bitter odor. It occurs naturally around the world, but is generally found in desert wastes and other supernatural areas.
You can use Oluem as a splash weapon. Use the rules for Alchemist's Fire. (See pg 128 of PHB) except that it takes a full round to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. Burning Oluem is hard to put out, granting a -4 penalty on the REF save to put it out. The Oleum burns away within 4 rounds (Eliminating the penalty on putting out the fire).
Raw Oluem burns readily, but is smoky when it does so. The smoke created by Oleum is heavy (See DMG Pg 304) so a wide open area is needed for it to burn safely. Every round when raw Oleum burns, it produces a 5 X 5 cloud of heavy smoke. The smoke drives away normal insects.
Oleum can also be used to lubricate moving parts. A flask can cover a 5ft square, provided the surface is smooth. Any creature passing through an oleum covered area needs to make a Balance (DC 10) check to stay upright. Failure means they cannot move that round and failure by 5 or more means it falls prone. If a covered area is ignited, it burns for three rounds dealing 1d3 fire damage to all in its area.
A quart of Oleum, (Two flasks) can be applied to a medium-sized creature. It grants a +4 bonus on Escape Artist checks and a +4 armor class against normal vermin as it acts as a repellent. It also grants a -4 bonus on grapple checks or any taks requiring a solid grip (Climb etc).
Lastly, Oleum is uncomfortable to wear. You take a -2 penalty on natural heat effects. Also, it's very flammable so you take a -4 penalty on saves versus unnaturally hot effects or fire effects. If you fail a save versus a fire effect, you catch fire and burn for four round. (See Earlier)
Shapesand: Shapesand is a special kind of psycho-reactive sand that can be shaped according to your will. The new item is made of sand, but serves as a normal item for any other purpose. A shapesand hammer functions just as a normal hammer and a shapesand waterskin is just as water tight as a normal waterskin.
Controlling shapesand is an excersize in willpower. A DC 16 WIS check establishes control of a volume of shapesand based on the shaper's WIS score.
WIS Score: (Volume Controllable)
1-3 = None
4-7 = 1 ft. Cube
8-11 = 2.5 ft. Cube
12-15 = 5 ft. Cube
16-19 = 7.5 ft. Cube
20-23 = 10 ft. Cube
24+ = +2.5 ft. Cube per 4 pts os WIS
If your WIS checks succeeds, you can reshape the shapesand as you desire. As long as you remain within 100ft, the sand retains its desired form. Thus, those patient and strong enough, can shape an entire fortress out of shapesand, provided they can do it one block at a time.
Control of Shapesand can be wrestled from a controller with an opposing WIS check, assuming the taker has sufficient WIS score to control the volume of sand.
Slumbersand: Slumber Sand is a supernatural hazard, but alchemists make a substance that reproduces its effects in small flasks. A target struck by a flask of Slumbersand must make a DC 15 FORT Save or fall asleep for 1 minute. Slumbersand only affects one creature and only those creatures with 5 or fewer HD.
Slumbersand is more effective when used as the material component for the sleep spell or similar magic spell. When done, the total HD of affected creatures increases by 2 and the DC to resist the spell increases by +1.
Sunshade Lotion: This oily green mixture usually comes in enough of a volume to cover on medium-sized creature. When applied, it protects the wearer from non-lethal sunbun damage for 24 hours.
Wasteland Weapons
Martial Weapons: | Cost | DMG (s) | DMG (m) | Critical | Range Increment | Weight | Type |
Atlat (Ranged) | 10gp | 1d3 | 1d4 | X3 | 50ft | 2lb | Piercing |
Atlat Spear (Ranged) | - | - | - | - | - | 2lb | - |
Exotic Weapons: | Cost | DMG (s) | DMG (m) | Critical | Range Increment | Weight | Type |
Light Weapons | |||||||
Collapsing Crescent Fan | 40gp | 1d4 | 1d6 | 19-20/X2 | - | 2lb | Slashing |
Eagle's Claw | 20gp | 1d4 | 1d6 | 18-20/X2 | - | 2lb | Slashing and Piercing |
Fingerblade | 45gp | 1d4 | 1d6 | X3 | - | 2lb | Piercing |
Manopole | 35gp | 1d4 | 1d6 | 19-20/X2 | - | 1lb | Slashing or Piercing |
Scorpion Claws | 160gp | 1d4 | 1d6 | X2 | - | 6lb | Slashing or Piercing |
One Handed Weapons | |||||||
Great Scimitar | 200gp | 1d6 | 1d8 | 18-20/X2 | - | 8lb | Slashing |
Kopesh | 16gp | 1d4 | 1d6 | 18-20/X2 | - | 4lb | Slashing |
Scorpion Tail Whip | 75gp | 1d3 | 1d4 | X2 + Poison | - | 3lb | Slashing or Piercing |
Thrombash | 15gp | 1d4 | 1d6 | X3 | 10 ft. | 3lb | Slashing or Piercing |
Two-handed Weapons | |||||||
Battlehorn | 50gp | 1d6/1d6 | 1d8/1d8 | X3 | - | 10lb | Piercing |
Crescent Scythe | 18gp | 1d6/1d6 | 1d8/1d8 | X3 | - | 20lb | Slashing |
Double Kopesh | 30gp | 1d4/1d4 | 1d6/1d6 | 18-20/X2 | - | 8lb | Slashing |
Great Falchion | 100gp | 1d8 | 1d12 | 18-20/X2 | - | 12lb | Slashing |
Ranged Weapons | |||||||
Boomerang | 10gp | 1d3 | 1d4 | X2 | 20 ft | 2lb | Bludgeoning |
Desert Throwing Knife | 3gp | 1d4 | 1d6 | 19-20/X2 | 15 ft | 1lb | Piercing |
Kylie | 15gp | 1d4 | 1d6 | X2 | 20 ft | 5lb | Bludgeoning |
I will constantly update this particular post with more desert hazards as the PCs come across them. Flayinds, sink-sand etc. Keep checking back for rules.