Environmental Effects: Difference between revisions

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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....
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....


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.
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.  


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.
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. 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.
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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 with 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). Characters reduced to [[unconscious]]ness begin taking lethal damage (1d4 points per hour).
 


. A character with 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 [[Survival]] skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
 


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.
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.
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Finding Food and Water
Finding Food and Water


See also: Survival Skill
See: [[Survival]] Skill


To find food and water for one person requires a Survival skill check DC 10. Enough food and water can be found for one additional person for every 2 points by which the Survival check result exceeds 10. Source: PCh:HotJ


Poisonous Food If a player is brave or naive enough to eat a plant or animal she's unfamiliar with or is maneuvered into doing so by well-meaning or mischievous locals you may want to roll on the following table to determine whether or not the item is poisonous. The effects listed below may either represent actual poison or simply compounds travelers have not properly adapted to. Source: PCh:HotJ.
Poisonous Food If a player is brave or naive enough to eat a plant or animal she's unfamiliar with or is maneuvered into doing so by well-meaning or mischievous locals you may want to roll on the following table to determine whether or not the item is poisonous. The effects listed below may either represent actual poison or simply compounds travelers have not properly adapted to. Source: PCh:HotJ.


Table: Poisonous Food Effects
Table: Poisonous Food Effects
 
Roll Fort DC Onset Frequency Effect Cure
1-50 - - - No effect -
50-75 15 5 min. 1/10 min. Nauseated 1 Save
76-85 12 10 min. 1/min. for 3 min. 1d6 hp 2 Saves
86-90 14 1 min. 1/min. for 4 min. 1 Str, 1 Dex 1 Save
91-96 15 10 min. 1/day 1d2 Str, 1d3 Con 1 Save
97-100 - 17 1/rd. for 7 rds. 1d3 Con 2 Saves
 


Roll Fort DC Onset Frequency Effect Cure
1-50 - - - No effect -
50-75 15 5 min. 1/10 min. Nauseated 1 Save
76-85 12 10 min. 1/min. for 3 min. 1d6 hp 2 Saves
86-90 14 1 min. 1/min. for 4 min. 1 Str, 1 Dex 1 Save
91-96 15 10 min. 1/day 1d2 Str, 1d3 Con 1 Save
97-100 - 17 1/rd. for 7 rds. 1d3 Con 2 Saves
With a DC 15 Knowledge (nature) or Survival check, a character can use smell, color, and other signs to tell if a potential food is likely to be poisonous, and a DC 20 check is usually enough to predict the severity of the poison effect. Also, an alchemist with access to the proper reagents may preserve the effects with a Craft (alchemy) check equal to 5 + the DC of the poison.
With a DC 15 Knowledge (nature) or Survival check, a character can use smell, color, and other signs to tell if a potential food is likely to be poisonous, and a DC 20 check is usually enough to predict the severity of the poison effect. Also, an alchemist with access to the proper reagents may preserve the effects with a Craft (alchemy) check equal to 5 + the DC of the poison.



Revision as of 17:37, 11 December 2018