Extreme Cold (CL 4)
Unknown Regions, page 103.
Extreme cold can punish those who are unprepared for it.
Type: Natural
Trigger: A creature is exposed to extreme cold.
Attack: +6 vs. Fortitude Defense
Damage/Effect: 2d6, and the target moves −1 persistent step on the condition track (Miss: Half damage, and no condition track movement).
Recurrence: Hourly.
Special: A creature that has taken damage from extreme cold cannot regain hit points or move up the condition track until it spends at least 1 hour in a normal environment. Heavy clothing or armor provides a +5 equipment bonus to Fortitude Defense to resist extreme cold.
Extreme Cold is not considered an area effect.
Extreme Cold is not considered an area effect.
Extreme Heat (CL 4)
Unknown Regions, page 103.
Extreme heat can punish those who are unprepared for it.
Type: Natural
Trigger: A creature is exposed to extreme heat.
Attack: +6 vs. Fortitude Defense
Damage/Effect: 2d6, and the target moves −1 persistent step on the condition track (Miss: Half damage, and no condition track movement).
Recurrence: Hourly.
Special: A creature that has taken damage from extreme heat cannot regain hit points or move up the condition track until it spends at least 1 hour in a normal environment. Heavy clothing or armor provides a −5 penalty to Fortitude Defense to resist extreme heat.
Extreme Heat is not considered an area effect.
Extreme Heat is not considered an area effect.
Extreme Temperatures (Deprecated)
Saga Edition Core Rulebook, page 254.
The blistering heat of Tatooine or the chill winds of Hoth can quickly overcome even the toughest heroes, and creatures ill-equipped to handle such conditions quickly succumb to heatstroke or hypothermia. Extreme Temperatures are not considered area effects.Extreme Heat or Cold (CL 4): Each hour a creature is exposed to extreme heat or cold, make an attack roll (1d20+5) against the creature’s Fortitude Defense. If the attack succeeds, the creature takes 2d6 points of damage from heatstroke or hypothermia, and moves −1 persistent step down the condition track. If the attack fails, the creature takes half damage and does not moves 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.