Environmental Effects: Difference between revisions

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===Heat===
===Heat===
Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.
Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by [[Endure Elements (Spell)]], and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.


Fortitude
A character in '''very hot conditions''' FORT [[Survival]] skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to [[unconsciousness]] begin taking lethal damage (1d4 points per hour).


Fortitude
In '''severe heat''' FORT [[Survival]] skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the [[Survival]] skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).


A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.
A character who takes any nonlethal damage from heat exposure now suffers from [[heatstroke]] and is [[fatigued]]. These penalties end when the character recovers from the nonlethal damage she took from the heat.


Fortitude
'''Extreme heat''' FORT


Boiling Liquid
==Boiling Liquid==


Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.


Catching on Fire
==Catching on Fire==


Characters exposed to burning oil, bonfires, forest fires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.
Characters exposed to burning oil, bonfires, forest fires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.


Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex
Characters at risk of catching fire are allowed a DC 15 REFL save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another REFL


Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.


Extinguish / Douse a Fire
==Extinguish / Douse a Fire==


Source: PAP#25
Source: PAP#25
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Smoke Inhalation
Smoke Inhalation


A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
A character who breathes heavy smoke must make a FORT save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.


===Lightning===
===Lightning===

Revision as of 15:35, 7 June 2017