Environmental Effects: Difference between revisions
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==Altitude== | ==Altitude== | ||
High altitude travel can be extremely fatiguing – and sometimes deadly – to creatures that aren't used to it. Cold becomes extreme, and the | High altitude travel can be extremely fatiguing – and sometimes deadly – to creatures that aren't used to it. Cold becomes extreme, and the ill-suited sustenance in the air can wear down even the most hardy of warriors. | ||
'''Acclimated Characters:''' Creatures accustomed to high altitude generally fare better than lowlanders. Any creature which has spent at least a month of its life in high altitudes, or has a racial disposition towards high altitudes, is considered acclimated. Acclimated creatures gain a bonus to resist the effects of high altitudes. Undead, constructs, and other creatures that do not breathe are immune to altitude effects. | '''Acclimated Characters:''' Creatures accustomed to high altitude generally fare better than lowlanders. Any creature which has spent at least a month of its life in high altitudes, or has a racial disposition towards high altitudes, is considered acclimated. Acclimated creatures gain a bonus to resist the effects of high altitudes. Undead, constructs, and other creatures that do not breathe are immune to altitude effects. | ||
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* '''''Low Peak or High Pass (5,000 to 15,000 feet):''''' Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. Most creatures labor to breathe in the thin air at this altitude. Each hour spent traveling at this altitude inflicts 1d6 points of environmental cold (common energy) damage due to exposure. Furthermore, characters may only travel at this altitude a number of hours equal their CON modifier before becoming [[fatigued]]. The fatigue ends after a full night's rest, or when the character descends to an altitude with more air. Acclimated characters can travel at this altitude for an additional 4 hours before becoming fatigued, and can reduce the environmental cold damage by 1 point per hour. | * '''''Low Peak or High Pass (5,000 to 15,000 feet):''''' Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. Most creatures labor to breathe in the thin air at this altitude. Each hour spent traveling at this altitude inflicts 1d6 points of environmental cold (common energy) damage due to exposure. Furthermore, characters may only travel at this altitude a number of hours equal their CON modifier before becoming [[fatigued]]. The fatigue ends after a full night's rest, or when the character descends to an altitude with more air. Acclimated characters can travel at this altitude for an additional 4 hours before becoming fatigued, and can reduce the environmental cold damage by 1 point per hour. | ||
* '''''High Peak (more than 15,000 feet):''''' The highest mountains exceed 15,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they're acclimated to high altitudes. Altitude sickness represents | * '''''High Peak (more than 15,000 feet):''''' The highest mountains exceed 15,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they're acclimated to high altitudes. Altitude sickness represents the inimical nature of such heights to normal life, and affects mental and physical prowess. Each hour spent traveling at this altitude, characters suffer 3d6 points of environmental cold (common energy) damage due to exposure, and must make a [[Might]] check versus a [[Skill DC|Challenging]] DC for their level or become [[Exhausted]]. The exhausted condition persists until a full night's rest. Creatures acclimated to high altitude receive a +4 competence bonus on their might checks to resist altitude sickness, and can reduce the environmental cold damage by 1 point per hour, but eventually even seasoned mountaineers must abandon these dangerous elevations. | ||
==Avalanche== | ==Avalanche== | ||
Avalanches are a deadly peril in many mountainous areas. While avalanches of snow and ice are common, it's also possible to have an avalanche of rock and soil. | Avalanches are a deadly peril in many mountainous areas. While avalanches of snow and ice are common, it's also possible to have an avalanche of rock and soil, or bile and bone marrow, or tormented souls, or many other things, depending upon where exactly you are. | ||
An avalanche can be spotted | An avalanche can be spotted before it hits with an Average DC check against the CR of the area in which the avalanche is encountered. Higher CR terrain is considered to be higher, steeper, and generally less forgiving than lower CR terrain. | ||
An avalanche inflicts damage as a collision to all creature caught in its path, doing 1d6 of damage per CR of the area the avalanche is located within. Affected creatures are allowed either a Reflex or Fort save to resist this damage, the DC is an Impossible Save versus the CR of the area. Those who fail their saves are buried. | |||
Buried characters take 1d6 points of [[Non-Lethal Damage]] per minute. If a buried character falls unconscious, | Buried characters take 1d6 points of [[Non-Lethal Damage]] per minute. If a buried character falls unconscious, their hit points are immediately set to negative 1 and they must begin making death saves. See Cave-Ins and Collapses for rules on digging out buried creatures. | ||
==Cold== | ==Cold== | ||
Environmental cold and exposure deal [[Non-Lethal Damage]] to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of Non-Lethal Damage equal to her total [[hit point]]s, any further damage from a cold environment is lethal damage. | |||
An unprotected character in '''cold weather''' | An unprotected character in '''cold weather''' must make a fortitude save each hour (Average DC for the CR of the area, +1 per previous check) or take 1d6 points of Non-Lethal Damage. A character who has the [[Survival]] skill may receive a bonus on this [[saving throw]] and might be able to apply this bonus to other characters as well. | ||
In conditions of '''severe cold''' or exposure | In conditions of '''severe cold''' or exposure an unprotected character must make a fortitude save once every 10 minutes (Average DC for the CR of the area, +1 per previous check), taking 1d6 points of Non-Lethal Damage on each failed save. A character who has the [[Survival]] skill may receive a bonus on this [[saving throw]] and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage. | ||
A character who takes any Non-Lethal Damage from cold or exposure is | A character who takes any Non-Lethal Damage from cold or exposure is also [[fatigued]]). These penalties end when the character recovers the Non-Lethal Damage she took from the cold and exposure. | ||
'''Extreme cold''' | '''Extreme cold''' deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a fortitude save (Challenging DC for the CR of the area, +1 per previous check) or take another 1d6 points of Non-Lethal Damage. | ||
===Movement on Ice=== | ===Movement on Ice=== | ||
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==Darkness== | ==Darkness== | ||
Darkness applies to visual senses. Non-visual senses pierce it completely, and may be used in darkness to provide normal function. | |||
[[Darkvision]] allows many characters and monsters to see perfectly well without any light at all, but characters with normal or [[low-light vision]] can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled, or magical traps might create fields of impenetrable darkness. | |||
In many cases, some characters or monsters might be able to see while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness. | |||
Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via [[sneak attack]]). | |||
Creatures | Creatures in darkness are immune to gaze attacks. | ||
A creature | A creature blinded by darkness can make a [[Perception]] check as a [[free action]] each round in order to locate foes (DC equal to opponents' [[Stealth]] check result). A successful check lets a blinded blinded creature). | ||
==Falling Creatures== | ==Falling Creatures== | ||
{{:Falling}} | {{:Falling}} | ||
==Falling Objects== | ==Falling Objects== | ||
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects. | Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects. These results are handled as Collisions, with speed of the falling object equal to the distance it fell. Thus, and object falling 50 feet hits with a speed of fifty. This basic result is modified by the size of the falling object: | ||
{| class="ep-default" | {| class="ep-default" | ||
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! Object Size || Damage | ! Object Size || Damage | ||
|- | |- | ||
| Small || 2d6 | | Small || +2d6 | ||
|- | |- | ||
| Medium || 3d6 | | Medium || +3d6 | ||
|- | |- | ||
| Large || 4d6 | | Large || +4d6 | ||
|- | |- | ||
| Huge || 6d6 | | Huge || +6d6 | ||
|- | |- | ||
| Gargantuan || 8d6 | | Gargantuan || +8d6 | ||
|- | |- | ||
| Colossal || 10d6 | | Colossal || +10d6 | ||
|} | |} | ||
==Wildfire== | |||
Nothing will put some tension into a game like a raging prairie fire sweeping over the horizon! Wildfires can happen in many ways, such as vast forest fires, volcanoes huffing out pyroclastic flows, the dawning of Furnace, enemy actors setting blazes, and many other things beside. Once a large fire gets going, its nearly unstoppable and unbeatable, so the players just have to deal with it, rather than fight it. | |||
The leading edge of a fire (the downwind side) can advance faster than a human can run (assume 120 feet per round for winds of moderate strength). | |||
Within the bounds of a wildfire, a character faces three dangers: heat damage, catching on fire, and smoke inhalation: | |||
Within the bounds of a | |||
===Heat Damage=== | ===Heat Damage=== | ||
::Getting caught within a forest fire is even worse than being exposed to extreme heat | ::Getting caught within a forest fire is even worse than being exposed to extreme heat. Breathing the air causes a character to take 1d6 points of fire damage per round (no save). Whether any ER is effective against this damage is left to the GM, and should be matched to the source of ER and the actions of the player. A sturdy Fighter whose shield is enchanted against Fire would gain no protection...unless they hunkered down and covered their head and body against the heat as much as possible with the shield, thus filtering the air through its protections. | ||
===Catching on Fire=== | ===Catching on Fire=== | ||
::Characters engulfed in a forest fire are | ::Characters engulfed in a forest fire suffer the [[Burned]] condition, with the CR determined by the CR of the area being travelled through. This condition cannot be removed until they are out of the area of the wildfire. | ||
===Smoke Inhalation=== | ===Smoke Inhalation=== | ||
::Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke | ::Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke takes 1d6 per round of [[winded]] damage. Whether any resistances are effective, again, is up to the GM and the actions of the players. | ||
reviewed to here | |||
==Heat== | ==Heat== | ||
Heat deals [[Non-Lethal 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 Non-Lethal Damage equal to her total hit points, any further damage from a hot environment is lethal damage. | Heat deals [[Non-Lethal 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 Non-Lethal Damage equal to her total hit points, any further damage from a hot environment is lethal damage. |