Environmental Effects: Difference between revisions

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A traveler can make a DC 20 Survival check to notice the telltale rise in water or other dangerous conditions that signal an impending flash flood. Success means the traveler and her allies have 1d4 rounds to prepare or reach high ground before the flood strikes. A flash flood sweeps past at a speed of 60 feet with enough force to knock down trees and toss boulders around (see Fast-Flowing Water for rules pertaining to potentially being swept away.) At the GM's discretion, characters caught in a flash flood might suffer additional effects, outlined below.
A traveler can make a DC 20 Survival check to notice the telltale rise in water or other dangerous conditions that signal an impending flash flood. Success means the traveler and her allies have 1d4 rounds to prepare or reach high ground before the flood strikes. A flash flood sweeps past at a speed of 60 feet with enough force to knock down trees and toss boulders around (see Fast-Flowing Water for rules pertaining to potentially being swept away.) At the GM's discretion, characters caught in a flash flood might suffer additional effects, outlined below.


Characters within 50 feet of a flash flood must make a DC 12 Reflex save or take 2d6 points of damage from hurtling debris. Any character wading through a river or within 10 feet of the river's edge is caught in the flash flood when it erupts and is subjected to a bull rush (CMB +20). A successful bull rush indicates the character is swept away, taking 2d6 points of damage per round (a DC 12 Reflex save each round negates this damage). Swim checks are possible in a flash flood, but they are difficult due to the churning, raging waters and should be treated as stormy water (see Fast-Flowing Water), with DC 20 Swim checks required to move through the torrent. Most flash floods last 3d6 minutes before subsiding, but on occasion longer flash floods may occur. It's also important to note that certain animals may sense an impending flood before adventurers, and even if the player characters manage to reach the safety of high ground, they find themselves face to face with other jungle denizens who aren't interested in sharing it.
Characters within 50 feet of a flash flood must make a DC 12 Reflex save or take 2d6 points of damage from hurtling debris. Any character wading through a river or within 10 feet of the river's edge is caught in the flash flood when it erupts and is subjected to a bull rush (Maneuver Check +20). A successful bull rush indicates the character is swept away, taking 2d6 points of damage per round (a DC 12 Reflex save each round negates this damage). Swim checks are possible in a flash flood, but they are difficult due to the churning, raging waters and should be treated as stormy water (see Fast-Flowing Water), with DC 20 Swim checks required to move through the torrent. Most flash floods last 3d6 minutes before subsiding, but on occasion longer flash floods may occur. It's also important to note that certain animals may sense an impending flood before adventurers, and even if the player characters manage to reach the safety of high ground, they find themselves face to face with other jungle denizens who aren't interested in sharing it.

Revision as of 04:39, 13 March 2017