When characters are exposed to radiation, they may be afflicted with radiation sickness. Radiation sickness functions exactly like exposure to any other
disease, following the normal rules for diseases. The Fortitude save DC and the effects of radiation sickness vary with the dose of radiation to which a creature is exposed.
Radiation exposure has five degrees: mild, low, moderate, high, and severe. To determine the degree of exposure, start with the type of exposure: either an irradiated area or a specific source of radiation. Then consult
Table: Radiation Exposure to determine the degree of exposure based on the total time of exposure within a given 24-hour period (rounding up).
The degree of the exposure determines the severity of the radiation sickness, as indicated on
Table: Radiation Sickness. At low levels, radiation sickness is a slow
disease. Often, a sick character suffers no severe short-term effects. This is reflected in the fact that even with a failed Fortitude save, the character might not suffer any Constitution loss.
Table: Radiation Exposure
|
|
Time of Exposure
|
Situation
|
1 rnd
|
1 min
|
10 min
|
1 hr
|
1 day
|
Character in irradiated area: |
|
|
|
|
|
Lightly irradiated |
mild |
mild |
mild |
mild |
mild |
Moderately irradiated |
mild |
mild |
low |
low |
low |
Highly irradiated |
low |
low |
moderate |
moderate |
moderate |
Severely irradiated |
moderate |
moderate |
high |
high |
severe |
Character exposed to radiation source: |
|
|
|
|
|
Mildly radioactive materials |
mild |
mild |
low |
low |
low |
Highly radioactive materials |
moderate |
moderate |
high |
high |
severe |
Severely radioactive materials |
moderate |
high |
severe |
severe |
severe |
Table: Radiation Sickness
|
Degree of Exposure
|
Fort Save DC
|
Damage
|
Mild |
12
|
1d4-2 Con* |
Low |
15
|
1d6-2 Con* |
Moderate |
18
|
1d6-1 Con |
High |
21
|
1d6 Con |
Severe |
24
|
2d6 Con |
*Minimum damage 0 Con. |
Wendigos have the following traits:
Rage (Ex): An
urban wendigo that takes
damage in
combat flies into a berserk
rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged
urban wendigo gains +4 Strength and +4 Constitution, and takes a -2 penalty
Defense. The creature cannot end its
rage voluntarily.
Rend (Ex): If an
urban wendigo hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatially deals an additional 2d6+9 points of
damage.
Ferocity (Ex): An
urban wendigo is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Scent (Ex): This ability allows the
urban wendigo to detect approaching enemies, sniff out hidden foes, and
track by
scent.
Low-Light Vision (Ex):
Urban wendigos can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Urban Wendigo: CR 5; Large giant; HD 6d8+24; hp 51; Mas 19; Init +1; Spd 40 ft.;
Defense 17, touch 10, flat-footed 16 (-1 size, +1 Dex, +7 natural); BAB +4; Grap +14; Atk +9 melee (1d6+6, claw) or +4 ranged; Full Atk +9 melee (1d6+6, 2 claws), +4 melee (1d6+3, bite) or +4 ranged; FS 5 ft. by 5 ft.; Reach 10 ft.; SQ
rage,
rend 2d6+9,
ferocity,
peripheral invisibility,
scent,
low-light vision; AL evil; SV Fort +9, Ref +3, Will +4; AP 0; Rep +0; Str 23, Dex 13, Con 19, Int 6, Wis 14, Cha 6.
Skills:
Balance +12, Climb +18, Hide -1, Jump +18, Listen +4, Spot +4, Survival +14.
Rage (Ex): When raging, the
urban wendigo gains 12
hit points. Its other statistics change as follows: Mas 23;
Defense 15, touch 8, flat-footed 14; Grap +16; Atk +11 melee (1d6+8, claw); Full Atk +11 melee (1d6+8, 2 claws), +6 melee (1d6+4, bite); SQ
rend 2d6+12; SV Fort +11; Str 27, Con 23; Climb +20, Jump +20.
Advancement: By character class.
Urban Wendigo Fast Hero 3: CR 8; Large giant; HD 6d8+24 plus 3d8+12; hp 76; Mas 19; Init +2; Spd 45 ft.;
Defense 22, touch 14, flat-footed 20 (-1 size, +2 Dex, +7 natural, +4 class); BAB +6; Grap +16; Atk +11 melee (1d6+6, claw) or +7 ranged (1d10/19-20, crossbow); Full Atk +11 melee (1d6+6, 2 claws), +6 melee (1d6+3, bite) or +7 ranged (1d10/19-20, crossbow); FS 5 ft. by 5 ft.; Reach 10 ft.; SQ
rage,
rend 2d6+9,
ferocity,
peripheral invisibility,
scent,
low-light vision; AL evil; SV Fort +9, Ref +6, Will +4; AP 1; Rep +1; Str 23, Dex 14, Con 19, Int 6, Wis 14, Cha 6.
Skills:
Balance +14, Climb +19, Hide +4, Jump +19, Listen +4, Move Silently +4, Spot +4, Survival +14.
Talents (Fast Hero): Evasion, increased
speed.
Rage (Ex): When raging, the
urban wendigo gains 18
hit points. Its other statistics change as follows: Mas 23;
Defense 20, touch 12, flat-footed 18; Grap +18; Atk +13 melee (1d6+8, claw); Full Atk +13 melee (1d6+8, 2 claws), +8 melee (1d6+4, bite); SQ
rend 2d6+12; SV Fort +11; Str 27, Con 23; Climb +21, Jump +21.
Possessions: Crossbow with 12 bolts, battered shopping cart filled with miscellaneous items.
Find topic in: Arcana, Bullet Points, Future |
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