Environmental Effects: Difference between revisions

From Epic Path
Jump to navigation Jump to search
Line 140: Line 140:
::{| 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> || Fly Penalty
! 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>
|-
|-


Line 146: Line 146:


|-
|-
 
-1/
|-
|-
 
-2/
|-
|-
|-
|-
|-
|-
|}
|}
}}
}}
::<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 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, etc.  
::<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>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 DC 10 Strength check (if on the ground) or a DC 20 Fly 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 of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. to battering and buffeting, unless they succeed on a DC 25 Fly skill check.
::<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.  


::*'''Light Wind:''' A gentle breeze, having little or no game effect.
::<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.
 
::*'''Moderate Wind:''' A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
 
::*'''Strong Wind:''' Gusts that automatically extinguish unprotected flames (candles, torches, and the penalty on ranged attack rolls and on Perception checks.
 
::*'''Severe Wind:''' In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a of wind produced by a gust of wind spell.
 
that the wind.
 
::*'''Hurricane-Force Wind:''' All flames are extinguished. Ranged attacks are impossible (except with siege weapons,
 
::*'''Tornado (CR 10):''' All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to .


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

Revision as of 16:01, 11 December 2018