Taking A Breather: Using this option from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press), once per encounter, any character can take a full round action to rest, regroup, and focus his or her thoughts.

Taking a breather allows you to do one of the following:
• Heal up to your character level in lost hit points
• Gain a bonus equal to +1, plus an additional +1 per 4 levels, to one attack or damage roll made during the next round
• Gain a +1 bonus to the save DC of one spell cast the next round.

Because taking a breather is an action, conditions that prohibit actions—such as being stunned or held—prevent you from taking a breather. Because you can only take a breather once per encounter, you cannot stand around between fights taking breathers until you are fully healed; rather, this gives all characters a chance to heal some damage during an adventure without the need for magic.


Terrain Modifiers for Arcane Spellcasting

Terrain types affect arcane magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in the table below. The Obsidian Plains are completely devoid of plant life. If arcane spellcasters have no alternative energy sources, or magical items such as wands, they are unable to cast spells in this terrain.

Terrain Vegetation Spell DC Mod Caster Level Check Mod
Lush (forest, garden, oceans) +2 +2
Abundant (grassland, active farmland, swamps, mud flats) +1 +1
Fertile (oases, scrub plains, inactive farmland) +1 +1
Infertile (cities, rocky badlands, bare mountains) 0 0
Barren (boulder fields, sandy wastes, salt flats) -1 -1
Desolate (silt sea) -2 -2



Athasians have gradually developed a strong tolerance for higher temperatures. Even more importantly, through the accumulated knowledge of countless generations, they have learned to protect themselves effectively from the blistering rays of Athas’ sun. The information in the below table replaces the heat categories from Chapter 13 ‘The Environment,’ in the Pathfinder Core Rulebook. Elves are particularly resilient to temperature extremes. Elves do not suffer ill effects from very hot temperatures, and they are affected by extreme heat as others are affected by very hot temperatures. Likewise, they are unaffected by cold temperatures, and are affected by extreme cold as others are by cold.

Heat Category Temperature Fort Save Freq* Dmg (non-lethal)
Cold Below 40F 1 save/hour 1d6
Very hot Above 120F 1 save/hour 1d4
Extreme heat Above 140F 1 save/10 minutes 1d4
Abysmal heat Above 160F 1 save/5 minutes 1d4**

* The DC of the Fortitude save vs. heat is 15 for the first and +1 for each subsequent check that day.
** Being exposed to abysmal heat automatically inflicts 1d6 fire damage (no save) in addition to the non-lethal damage suffered from a failed Fortitude save.

If you take nonlethal damage from heat you suffer from heatstroke and are fatigued until you heal from this heat damage. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. You heal nonlethal damage at the rate of 1 hit point per hour per character level.

You may also stop to rest to recover a portion of sustained heat damage. Stopping to rest requires appropriate shade (detailed below), consuming at least a quart of water, and 10 to 15 minutes of inactivity. Stopping to rest heals 1d2 heat damage. You may only benefit from resting in this way once every 8 hours.


As per the Pathfinder Core Rulebook (Chapter 13, The Environment), shade negates the effects of very hot and extreme temperature, but not abysmal heat. The following criteria can be applied to determine what constitutes shade and what does not. Often the DM must resolve these issues on a case‐by‐case basis:

1. A physical object not worn by the character
2. The object must shield half or more of the creature from the sun.

Examples of objects that grant shade: howdah, tent, parasol, building, wagon. Examples of objects that do not grant shade: shields, backpacks, clothes, armor. Shade and terrain In certain terrains it is more difficult to protect oneself effectively from the sun’s blistering rays, and the benefits of shade are subsequently reduced.

Salt Flats: Shade reduces the heat category by one (extreme heat becomes very hot. Very hot becomes none. No changes to abysmal heat).

Obsidian Plains: Shade does not negate or reduce the effects of heat.

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.