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* '''Extreme Heat or Cold''' (CR 4): Each hour a creature is exposed to extreme heat or cold, make an attack roll (ld20+5) against the character's Fortitude Defense. If the attack succeeds, the character takes 2d6 points of damage from heatstroke or hypothermia and moves -1 persistent step down the condition track (see Conditions, page 148). If the attack misses, the character takes half damage and does not move down the condition track. Heavy clothing or armor provides a +5 equipment bonus to your Fortitude Defense to resist extreme cold but imposes a -5 penalty to your Fortitude Defense to resist extreme heat. A creature suffering from heatstroke or hypothermia cannot regain hit points or improve its condition until it spends at least 1 hour in a normal environment.
 
* '''Extreme Heat or Cold''' (CR 4): Each hour a creature is exposed to extreme heat or cold, make an attack roll (ld20+5) against the character's Fortitude Defense. If the attack succeeds, the character takes 2d6 points of damage from heatstroke or hypothermia and moves -1 persistent step down the condition track (see Conditions, page 148). If the attack misses, the character takes half damage and does not move down the condition track. Heavy clothing or armor provides a +5 equipment bonus to your Fortitude Defense to resist extreme cold but imposes a -5 penalty to your Fortitude Defense to resist extreme heat. A creature suffering from heatstroke or hypothermia cannot regain hit points or improve its condition until it spends at least 1 hour in a normal environment.
  
* '''Falling Objects''' (CR variable)
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* '''Falling Objects'''
 
Just as creatures take damage when they fall, so too do they take damage when hit by falling objects. When a creature could be hit by a falling object, make an attack roll (using the attack bonus listed in Table 14-2: Damage from Falling Objects) against the target's Reflex Defense. If the attack succeeds, the target takes the listed damage. If the attack misses, the target takes half damage. This is considered an area attack. Objects of Fine and Diminutive size are too small to deal damage, regardless of the distance fallen. A falling object must land wholly or partly in a creature's fighting space to damage the creature.
 
Just as creatures take damage when they fall, so too do they take damage when hit by falling objects. When a creature could be hit by a falling object, make an attack roll (using the attack bonus listed in Table 14-2: Damage from Falling Objects) against the target's Reflex Defense. If the attack succeeds, the target takes the listed damage. If the attack misses, the target takes half damage. This is considered an area attack. Objects of Fine and Diminutive size are too small to deal damage, regardless of the distance fallen. A falling object must land wholly or partly in a creature's fighting space to damage the creature.
 
The Stablemaster may adjust the damage depending on the circumstances. For example, a Colossal object might be extremely light (such as a gas-filled passenger balloon). Objects that are forced downward (such as a piston in a droid factory or a closing door) deal damage as if they were two size categories larger than they actually are. Additionally, if the target is at least three size categori es smaller than the falling object, the target  cannot move unless it succeeds on a Strength check to lift the object off itself (see Table 14- 2 for the Strength check DC) or a DC 15 Acrobatics check to crawl out from underneath. The GM can modify the DCs for either check based on the circumstances; for example, a character might find herself trapped under an object that has openings or gaps that allow her to wriggle free.
 
The Stablemaster may adjust the damage depending on the circumstances. For example, a Colossal object might be extremely light (such as a gas-filled passenger balloon). Objects that are forced downward (such as a piston in a droid factory or a closing door) deal damage as if they were two size categories larger than they actually are. Additionally, if the target is at least three size categori es smaller than the falling object, the target  cannot move unless it succeeds on a Strength check to lift the object off itself (see Table 14- 2 for the Strength check DC) or a DC 15 Acrobatics check to crawl out from underneath. The GM can modify the DCs for either check based on the circumstances; for example, a character might find herself trapped under an object that has openings or gaps that allow her to wriggle free.
  
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
<tr bgcolor=#999999><td><b>CR</b></td><td><b>Object Size</b></td><td><b>Example</b></td><td><b>Attack</b></td><td><b>Damage</b></td><td><b>Strength DC</b></td></tr>
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<tr bgcolor=#999999><td><b>Object Size</b></td><td><b>Example</b></td><td><b>Attack</b></td><td><b>Damage</b></td><td><b>Strength DC</b></td></tr>
<tr><td>1/2</td><td>Tiny</td><td>Light tool, cake</td><td>-5</td><td>1d4</td><td>5</td></tr>
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<tr><td>Tiny</td><td>Light tool, cake</td><td>-5</td><td>1d4</td><td>5</td></tr>
<tr><td>1</td><td>Small</td><td>Heavy tool, bucket, flower pot</td><td>-2</td><td>1d6</td><td>10</td></tr>
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<tr><td>Small</td><td>Heavy tool, bucket, flower pot</td><td>-2</td><td>1d6</td><td>10</td></tr>
<tr><td>2</td><td>Medium</td><td>Locker, heavy armor, pony</td><td>+0</td><td>2d6</td><td>15</td></tr>
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<tr><td>Medium</td><td>Locker, heavy armor, pony</td><td>+0</td><td>2d6</td><td>15</td></tr>
<tr><td>4</td><td>Large</td><td>Piano, small vehicle</td><td>+2</td><td>4d6</td><td>20</td></tr>
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<tr><td>Large</td><td>Piano, small vehicle</td><td>+2</td><td>4d6</td><td>20</td></tr>
<tr><td>8</td><td>Huge</td><td>Medium-sized vehicle</td><td>+5</td><td>8d6</td><td>25</td></tr>
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<tr><td>Huge</td><td>Medium-sized vehicle</td><td>+5</td><td>8d6</td><td>25</td></tr>
<tr><td>12</td><td>Gargantuan</td><td>Large Vehicle, small building</td><td>+10</td><td>12d6</td><td>35</td></tr>
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<tr><td>Gargantuan</td><td>Large Vehicle, small building</td><td>+10</td><td>12d6</td><td>35</td></tr>
<tr><td>20</td><td>Colossal</td><td>Building</td><td>+20</td><td>20d6</td><td>45</td></tr>
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<tr><td>Colossal</td><td>Building</td><td>+20</td><td>20d6</td><td>45</td></tr>
 
</table>
 
</table>
  
 
* '''Fire''' (CR variable)
 
* '''Fire''' (CR variable)
A creature or character that takes fire damage also catches on fire. For each round that a creature is on fire, make an attack roll (ld20+CR) against  the target's Fortitude Defense. If the attack succeeds the target takes 1d6 points of fire damage; if the attack fails, the target takes only half damage. A character can put out the flames as a full-round action.
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A creature or character that takes fire damage also catches on fire. For each round that a creature is on fire, make an attack roll (ld20+5) against  the target's Fortitude Defense. If the attack succeeds the target takes 1d6 points offire damage; if the attack fails, the target takes only half damage. A character can put out the flames as a full-round action.
  
 
* '''Poison''' (CR variable; see specific description) Poison hazards are toxins that can be ingested, inhaled, or contracted through contact. They always attack the Fortitude Defense of a target, ignoring equipment bonuses to Fortitude Defense, damage reduction, and shield rating . They cause persistent conditions if they move you down the condition track (see Conditions, page 148). The persistent condition cannot be removed until the poison is cured (see Treat Injury skill, page 74) or until the poison fails its attack roll against you once. Contact poisons can be applied to weapons; when a poisoned weapon damages the target, the poison then makes its attack against the target's Fortitude Defense.
 
* '''Poison''' (CR variable; see specific description) Poison hazards are toxins that can be ingested, inhaled, or contracted through contact. They always attack the Fortitude Defense of a target, ignoring equipment bonuses to Fortitude Defense, damage reduction, and shield rating . They cause persistent conditions if they move you down the condition track (see Conditions, page 148). The persistent condition cannot be removed until the poison is cured (see Treat Injury skill, page 74) or until the poison fails its attack roll against you once. Contact poisons can be applied to weapons; when a poisoned weapon damages the target, the poison then makes its attack against the target's Fortitude Defense.

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