Environmental Effects: Difference between revisions

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==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.
Environmental cold does not normally deal [[cold]] damage to a player.


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.
Instead, 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. This is not [[cold]] damage and may not be resisted in any way.  Almost primal....


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.
An unprotected character in '''cold weather''' (a freezing day in a normally temperate clime) 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 (a normal day in an arctic area or a cold desert)  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 also [[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 fortitude save (Challenging DC for the CR of the area, +1 per previous check) or take another 1d6 points of Non-Lethal Damage.
'''Extreme cold''' (a really cold day in an arctic area or cold desert) 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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Within the bounds of a wildfire, a character faces three dangers: heat damage, catching on fire, and smoke inhalation:
Within the bounds of a wildfire, a character faces three dangers: heat damage, catching on fire, and smoke inhalation:


===Heat Damage===
===Fire Damage===
::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.
::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===
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===Smoke Inhalation===
===Smoke Inhalation===
::Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke takes 1d6 per round of [[winded]] damage. Whether any DR resistances are effective, again, is up to the GM and the actions of the players.  Yes, a Wildfire inflicts both Energy and Physical damage. Try not to get caught in huge fires, or be very well-protected!
::Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke takes 1d6 per round of [[winded]] damage. Whether any DR resistances are effective, again, is up to the GM and the actions of the players.  Yes, a Wildfire inflicts both Energy and Physical damage. Try not to get caught in huge fires, or be very well-protected!
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==Heat==
==Heat==
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Environmental heat is not fire damage. No matter that you can fry an egg on the rocks outside, that's still not Fire damage.
Environmental heat is not fire damage. No matter that you can fry an egg on the rocks outside, that's still not Fire damage.


Instead of fire, environmental 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 their total hit points, they collapse unconscious, and any further Non-Lethal damage from a hot environment is converted to lethal damage. No, this is still not Fire damage, it is non-lethal lethal damage, and thus cannot be resisted in any way. Almost primal, in a way....
Instead of fire, environmental 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 their total hit points, they collapse unconscious, and any further Non-Lethal damage from a hot environment is converted to lethal damage. No, this is still not Fire damage, it is non-lethal lethal damage, and thus cannot be resisted in any way. Almost primal, in a way....


A character in '''very hot conditions''' (a hot day in a usually temperate clime) must make a FORT saving throw each hour (DC 15, +1 for each previous check) or take 1d4
A character in '''very hot conditions''' (a hot day in a usually temperate clime) must make a fortitude saving throw each hour (Average DC for the CR of the area, +1 per previous check) or take 1d6-1


In '''severe heat''' (a normal day in a hot desert or a jungle), a character must make a FORT save once every 10 minutes (DC 15, +1 for each
In '''severe heat''' (a normal day in a hot desert or a jungle), a character must make a fortitude save once every 10 minutes (Average DC for the CR of the area, +1 per


A character who takes any Non-Lethal Damage from heat exposure now suffers from heatstroke and is [[fatigued]]. These penalties end when the character recovers from the Non-Lethal Damage she took from the heat.
A character who takes any Non-Lethal Damage from heat exposure also suffers from heatstroke and gains the [[fatigued]] condition. These penalties end when the character recovers from the Non-Lethal Damage she took from the heat. This fatigue may be removed with magical means, but it appears again after another ten minutes of exposure. All combats initiated in such conditions begin with all unprotected characters suffering from fatigue.


boiling water, lava) deals lethal damage. .
steam clouds, heavy smoke) deals lethal damage. See the Wildfire rules.
 
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==Winds==
==Winds==

Revision as of 13:40, 11 December 2018