Radiation Sickness

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.

Urban Wendigo

An urban wendigo is generally 8 feet tall and weighs 400 pounds.
Species Traits
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.
Peripheral Invisibility (Su): A side effect of the desolation that created the urban wendigo in the first place, the urban wendigo gains the benefit of invisibility, as the spell cast by a 10th-level Mage. By staying out of the direct, focused vision of city dwellers, the urban wendigo can roam the city unseen. Unlike the invisibility spell, any character looking in the general direction of the urban wendigo and taking an attack action to make a Spot check (DC = the urban wendigo's Hide check) can see the urban wendigo if the check succeeds. Once a character sees an urban wendigo, that character is immune to its peripheral invisibility for 1 hour.
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.
Skill Bonuses: Urban wendigos gain a +10 species bonus on Balance, Climb, Jump, and Survival checks.
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.
Feats: Dodge, Mobility, Simple Weapons Proficiency.
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.
Possessions: None.
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.
Feats: Archaic Weapons Proficiency, Dodge, Mobility, Simple Weapons Proficiency, Spring Attack, Stealthy.
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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