Environmental Effects: Difference between revisions

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::{| class="ep-default" style="text-align:center"
::{| class="ep-default" style="text-align:center"
|- style="Background:#DEB887; Color:#000;"
|- style="Background:#DEB887; Color:#000;"
! align="left" | Wind Force || Wind Speed || Physical Actions Penalty<sup>1</sup> || Checked Size<sup>2</sup> || Blown Away Size<sup>3</sup> || Exposed Movement Penalty<sup>4</sup>
! align="left" | Wind Force || Wind Speed || Physical Actions Penalty<sup>1</sup> || Checked Size<sup>2</sup> || Blown Away Size<sup>3</sup> || Exposed Movement Penalty
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See [[Movement]]
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See [[Movement]]
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See [[Movement]]
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See [[Movement]]
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See [[Movement]]
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::<sup>1</sup> Physical actions are any action that requires a physical component that can be disrupted by high winds. These are separated into 'careful' and 'powerful' actions.  Examples of careful actions include ranged weapon attacks, physical skills such as perception, pickpocket, pick lock, sleight of hand, casting a spell with a verbal or somatic component, etc.  Powerful actions include siege weapon attacks, massive ranged weapon attacks, physical skills such as might, movement, or acrobatics, casting a spell with a material-only component, melee attacks with a reach weapon, etc.  In general, melee attacks by non-reach weapons, even light ones, are not affected by high winds.  
::<sup>1</sup> Physical actions are any action that requires a physical component that can be disrupted by high winds. These are separated into 'careful' and 'powerful' actions.  Examples of careful actions include ranged weapon attacks, physical skills such as perception, pickpocket, pick lock, sleight of hand, casting a spell with a verbal or somatic component, etc.  Powerful actions include siege weapon attacks, massive ranged weapon attacks, physical skills such as might, casting a spell with a material-only component, melee attacks with a reach weapon, etc.  In general, melee attacks by non-reach weapons, even light ones, are not affected by high winds.  


::<sup>2</sup> Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a Average Might skill check against their own level (if on the ground) or an Impossible Movement skill check if airborne.
::<sup>2</sup> Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a Average Might skill check against their own level (if on the ground) or an Impossible Movement skill check if airborne.


::<sup>3</sup> Blown Away Size: Creatures on the ground are Pushed in the direction of the wind by one square each round per level they fall below their size/windspeed threshold. IE, a Small creature in a hurricane suffers 3 squares of Push each round. They may fall Prone to negate this movement if they wish, and can resist with forced movement resistance.
::<sup>3</sup> Blown Away Size: Creatures on the ground are Pushed in the direction of the wind by one square each round per level they fall below their size/windspeed threshold. IE, a Small creature in a hurricane suffers 3 squares of Push each round. They may fall Prone to negate this movement if they wish, and can resist with forced movement resistance.
 
::<sup>4</sup> In order to use any move type that exposes you to the wind you must first make a movement skill check against an Average DC for your level, with the first penalty displayed. If you use a move type that moves you away from a solid surface (Vaulting, Hover, Flight, Teleport, Brachiating, etc) you suffer the second penalty displayed. Failure of this check means you cannot use a Move action to move this round. If you use a form of movement that shields you from the wind (burrow, swim, etc), then you do not need to make this check.


===Boiling Liquid===
===Boiling Liquid===

Revision as of 16:30, 11 December 2018