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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 lack of oxygen in the air can wear down even the most hardy of warriors.
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 long-term oxygen deprivation, 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.
* '''''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==
needs editing or removing - DC's are a bit low and damage/minute mechanic is annoying.


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 DC 20 Perception check, treating the avalanche as a Colossal creature. If all characters fail their Perception checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. It's possible to hear an avalanche coming even if you can't see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Perception check can hear the avalanche or landslide when it is . This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm).
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.  


A landslide or avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone might be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried.
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, he must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. See Cave-Ins and Collapses for rules on digging out buried creatures.
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.


The typical avalanche has a width of 1d6 100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche's full width.
To determine the precise location of characters in the path of an avalanche, roll 1d6 20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party's location. Avalanches of snow and ice advance at a speed of 500 feet per round, while rock and soil avalanches travel at a speed of 250 feet per round.


==Cold==
==Cold==
See also: Arctic climatic zone


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.
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''' must make a [[FORT]] save each hour (DC 15, +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 (see the skill description).
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 an unprotected character must make a [[FORT]] save once every 10 minutes (DC 15, +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.
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 beset by frostbite or hypothermia (treat her as [[fatigued]]). These penalties end when the character recovers the Non-Lethal Damage she took from the cold and exposure.
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''' deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a [[FORT]] save (DC 15, +1 per previous check) or take 1d4 points of Non-Lethal Damage.
'''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==
[[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 [[dispel]]led or [[counter]]ed, or magical [[trap]]s might create fields of impenetrable darkness.
In many cases, some characters or monsters might be able to see while others are [[blind]]ed. For purposes of the following points, a [[blind]]ed creature is one who simply can't see through the surrounding darkness.
Creatures [[blind]]ed by darkness lose the ability to deal extra damage due to precision (for example, via [[sneak attack]]).


[[Blind]] creatures must make a DC 10 [[Acrobatics]] skill check to move faster than half speed. Creatures that fail this check fall [[prone]]. [[Blind]]ed creatures can't [[run]] or [[charge]].
Darkness applies to visual senses. Non-visual senses pierce it completely, and may be used in darkness to provide normal function.


All opponents have [[total concealment]] from a [[blind]]ed creature, so the [[blind]]ed creature has a 50% miss chance in combat. A [[blind]]ed creature must first pinpoint the location of an opponent in order to attack the right square; if the [[blind]]ed creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the [[blind]]ed creature is facing; its attack is directed at the closest target that lies in that direction.
[[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.


A [[blind]]ed creature loses its [[DEX]] modifier to [[AC]] (if positive) and takes a .
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.


by darkness automatically fails any [[skill check]] relying on vision.
Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via [[sneak attack]]).


Creatures [[blind]]ed by darkness cannot use gaze attacks and are immune to gaze attacks.
Creatures in darkness are immune to gaze attacks.


A creature [[blind]]ed by darkness can make a [[Perception]] check as a [[free action]] each round in order to locate foes (DC equal to opponents' [[Stealth]] checks). A successful check lets a [[blind]]ed [[Perception]] check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has [[total concealment]] from the [[blind]]ed 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).


A [[blind]]ed creature can grope about to find unseen creatures. A character can make a [[Touch Attack]] with his hands or a weapon into two adjacent squares using a [[standard action]]. If an unseen target is in the designated square, there is a 50% miss chance on the Touch Attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.
If a [[blind]]ed creature is struck by an unseen foe, the [[blind]]ed character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the [[blind]]ed character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location).
A creature with the [[scent]] ability automatically pinpoints unseen creatures within 5 feet of its location.


==Falling Creatures==
==Falling Creatures==
{{:Falling}}
{{:Falling}}


===Falling into Water===
Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling does no damage. The next 20 feet of falling deals [[Non-Lethal Damage]] (1d3 per 10-foot increment). Beyond that, [[Falling Damage]] is lethal damage (1d6 per additional 10-foot increment).
Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 [[Acrobatics]] check, so long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check, however, increases by 5 for every 50 feet of the dive.  See Acrobatics for more details.


==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
|}
|}


Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.


Dropping an object on a creature requires a ranged Touch Attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead of these general guidelines.
==Wildfire==


===Falling Trees===
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.
Native flora, especially tall trees, have generally adapted to seasonal storms and rarely come down due to rainfall. At times, though, a particularly strong storm can erode the soil and pound a tree with enough force to cause it to topple, possibly setting off a chain reaction. Anyone in the path of a falling tree must make a DC 14 Reflex save to leap clear or take 3d6 points of damage. Fallen trees can block routes, but travelers can usually climb over the trees, which measure anywhere from 5 to 20 feet in diameter. Fallen trees can, however, block river travel and require travelers to abandon their boats or to drag them out of the river and portage them around the obstruction.


==Forest Fire==
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).
See also: Forest Terrain, Heat Damage, Catching on Fire


Most campfire sparks ignite nothing, but if conditions are dry, winds are strong, or the forest floor is dried out and flammable, a forest fire can result. Lightning strikes often set trees ablaze and start forest fires in this way. Whatever the cause of the fire, travelers can get caught in the conflagration.
Within the bounds of a wildfire, a character faces three dangers: heat damage, catching on fire, and smoke inhalation:
 
 
 
 
Within the bounds of a forest fire, a character faces three dangers: heat damage, catching on fire, and smoke inhalation:


===Heat Damage===
===Heat Damage===
::Getting caught within a forest fire is even worse than being exposed to extreme heat (see Heat). Breathing the air causes a character to take 1d6 points of fire damage per round (no save). In addition, a character must make a Fortitude save every 5 rounds (DC 15, +1 per previous check) or take 1d4 points of [[Non-Lethal Damage]]. A character who holds his breath can avoid the lethal damage, but not the .
::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 at risk of catching on fire when the leading edge of the fire overtakes them, and continue to be at risk once per minute thereafter.
::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 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 [[Non-Lethal Damage]]. Smoke also provides [[concealment]] to characters within it.
::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.
 
==Getting Lost==
 
Poor Visibility
 
Anytime characters cannot see at least 60 feet due to reduced visibility conditions, they might become lost. Characters traveling through fog, snow, or a downpour might easily lose the ability to see any landmarks not in their immediate vicinity. Similarly, characters traveling at night might be at risk, too, depending on the quality of their light sources, the amount of moonlight, and whether they have darkvision or low-light vision.
 
Difficult Terrain
 
Any character in forest, moor, hill, or mountain terrain might become lost if he moves away from a trail, road, stream, or other obvious path or track. Forests are especially dangerous because they obscure far-off landmarks and make it hard to see the sun or stars.
 
Chance to Get Lost
 
If conditions exist that make getting lost a possibility, the character leading the way must succeed on a Survival check or become lost. The difficulty of this check varies based on the terrain, the visibility conditions, and whether or not the character has a map of the area being traveled through. Refer to the table below and use the highest DC that applies.
 
Terrain Survival DC
Desert or plains 14
Forest 16
Moor or hill 10
Mountain 12
Open sea 18
Urban, ruins, or dungeon 8
Situation Check Modifier
Proper navigational tools (map, sextant) +4
A character with at least 5 ranks in Knowledge (geography) or Knowledge (local) pertaining to the area being traveled through gains a +2 bonus on this check.
 
Check once per hour (or portion of an hour) spent in local or overland movement to see if travelers have become lost. In the case of a party moving together, only the character leading the way makes the check.
 
Effects of Being Lost
 
If a party becomes lost, it is no longer certain of moving in the direction it intended to travel. Randomly determine the direction in which the party actually travels during each hour of local or overland movement. The characters' movement continues to be random until they blunder into a landmark they can't miss, or until they recognize that they are lost and make an effort to regain their bearings.
 
 
the conditions still make it possible for travelers to become lost, check once per hour of travel as described above to see if the party maintains its new course or begins to move at random again.
 
Conflicting Directions: It's possible that several characters may attempt to determine the right direction to proceed after becoming lost. Make a Survival check for each character in secret, then tell the players whose characters succeeded the correct direction in which to travel, and tell the players whose characters failed a random direction they think is right, with no indication who is correct.
 
Regaining Your Bearings
 
.


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.

Revision as of 21:57, 10 December 2018