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]], [[sleight of hand]], [[perform]], 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]] 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>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]], [[sleight of hand]], [[perform]], 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]] 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 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 17:21, 11 December 2018