Environmental Effects: Difference between revisions

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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, 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, perform skill, 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.

Revision as of 17:14, 11 December 2018