Environmental Effects: Difference between revisions

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Outside the safety of city walls, the wilderness is a dangerous place, and many adventurers have gotten lost in its trackless wilds or fallen victim to deadly weather. The following rules give you guidelines on running adventures in a wilderness setting.
Outside the safety of city walls, the wilderness is a dangerous place, and many adventurers have gotten lost in its trackless wilds or fallen victim to deadly weather. The following rules give you guidelines on running adventures in a wilderness setting.


===Starvation and Thirst===
==Starvation and Thirst==
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.


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Wading through tainted water can also communicate filth fever, as tiny drops of the water get on the character's hands, clothes, and face and can later be transferred to the mouth, nose, or eyes as the character moves about. It is more difficult to contract a disease in this way, though. When wading or swimming through tainted water, a character receives a +2 circumstance bonus on her save to resist contracting filth fever.
Wading through tainted water can also communicate filth fever, as tiny drops of the water get on the character's hands, clothes, and face and can later be transferred to the mouth, nose, or eyes as the character moves about. It is more difficult to contract a disease in this way, though. When wading or swimming through tainted water, a character receives a +2 circumstance bonus on her save to resist contracting filth fever.


===Getting Lost===
==Getting Lost==




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===Acid===
==Acid==
Corrosive acids deals 1d6 points of damage per round of exposure, except in the case of total immersion (such as in a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster's spittle, counts as a round of exposure.
Corrosive acids deals 1d6 points of damage per round of exposure, except in the case of total immersion (such as in a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster's spittle, counts as a round of exposure.


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Creatures immune to acid's caustic properties might still drown in it if they are totally immersed (see Drowning).
Creatures immune to acid's caustic properties might still drown in it if they are totally immersed (see Drowning).


===Altitude===
==Altitude==
See also: Mountains Terrain
See also: Mountains Terrain


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High Peak (more than 15,000 feet): The highest mountains exceed 15,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they're acclimated to high altitudes. Altitude sickness represents long-term oxygen deprivation, and affects mental and physical ability scores. After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores. Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness, but eventually even seasoned mountaineers must abandon these dangerous elevations.
High Peak (more than 15,000 feet): The highest mountains exceed 15,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they're acclimated to high altitudes. Altitude sickness represents long-term oxygen deprivation, and affects mental and physical ability scores. After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores. Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness, but eventually even seasoned mountaineers must abandon these dangerous elevations.


===Avalanche===
==Avalanche==
See also: Mountains Terrain
See also: Mountains Terrain


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===Cold===
==Cold==
See also: Arctic climatic zone
See also: Arctic climatic zone


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Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold.
Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold.


===Darkness===
==Darkness==
Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal or low-light vision can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.
Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal or low-light vision can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.


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A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.
A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.


===Falling===
==Falling==
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.


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Native flora, especially tall trees, have generally adapted to seasonal storms and rarely come down due to rainfall. At times, though, a particularly strong storm can erode the soil and pound a tree with enough force to cause it to topple, possibly setting off a chain reaction. Anyone in the path of a falling tree must make a DC 14 Reflex save to leap clear or take 3d6 points of damage. Fallen trees can block routes, but travelers can usually climb over the trees, which measure anywhere from 5 to 20 feet in diameter. Fallen trees can, however, block river travel and require travelers to abandon their boats or to drag them out of the river and portage them around the obstruction.
Native flora, especially tall trees, have generally adapted to seasonal storms and rarely come down due to rainfall. At times, though, a particularly strong storm can erode the soil and pound a tree with enough force to cause it to topple, possibly setting off a chain reaction. Anyone in the path of a falling tree must make a DC 14 Reflex save to leap clear or take 3d6 points of damage. Fallen trees can block routes, but travelers can usually climb over the trees, which measure anywhere from 5 to 20 feet in diameter. Fallen trees can, however, block river travel and require travelers to abandon their boats or to drag them out of the river and portage them around the obstruction.


===Forest Fire===
==Forest Fire==
See also: Forest Terrain, Heat Damage, Catching on Fire
See also: Forest Terrain, Heat Damage, Catching on Fire


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Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.
Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also provides concealment to characters within it.


===Heat===
==Heat==
Heat deals nonlethal 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 nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.
Heat deals nonlethal 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 nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.


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


Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.


==Catching on Fire==
===Catching on Fire===


Characters exposed to burning oil, bonfires, forest fires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.
Characters exposed to burning oil, bonfires, forest fires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.
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Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.


==Extinguish / Douse a Fire==
===Extinguish / Douse a Fire===


Source: PAP#25
Source: PAP#25
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A character who breathes heavy smoke must make a FORT save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
A character who breathes heavy smoke must make a FORT save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.


===Lightning===
==Lightning==
Source: PCh:HotJ
Source: PCh:HotJ


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Lightning strikes also occur during storms. It is exceedingly rare for a creature to be struck by lightning, though such an unlucky character would suffer between 4d8 and 10d8 points of electricity damage from the strike. Lightning strikes rarely produce forest fires, yet on the plains (see Plains Terrain) it's possible for a strike to ignite a drought-plagued field and start a wildfire.
Lightning strikes also occur during storms. It is exceedingly rare for a creature to be struck by lightning, though such an unlucky character would suffer between 4d8 and 10d8 points of electricity damage from the strike. Lightning strikes rarely produce forest fires, yet on the plains (see Plains Terrain) it's possible for a strike to ignite a drought-plagued field and start a wildfire.


===Quicksand===
==Quicksand==
See also: Forest Terrain, Bog/Marsh/Swamp Terrain
See also: Forest Terrain, Bog/Marsh/Swamp Terrain


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Creatures with tremorsense can easily locate patches of quicksand due to the difference in vibrations and density of the pits of sand. Creatures with a burrow speed treat quicksand as difficult terrain, but they can still suffer the effects of suffocation if they are submerged in it and do not free themselves. Creatures that can breathe water also suffocate in quicksand, but they take twice as long to do so. Water Dangers The serpentine rivers and still ponds of the jungle both sustain life and take it. All creatures, be they animals, monsters, or humanoids, require water in one form or another, and the local watering hole is the common bond that both predator and prey share, albeit not peacefully. Slow-moving jungle rivers also make for easy ship and barge travel, and where their overgrown banks turn sandy the rivers can provide a welcome respite from underbrush for those traveling on foot. The biggest danger inherent in any jungle water supply is from the creatures that live within it or set ambushes near its banks, waiting for weaker creatures to approach and drink. Yet along with high-profile dangers like crocodiles, hippopotamuses, and carnivorous fish, the lakes and rivers also hold many lesser dangers, some inherent to the water itself.
Creatures with tremorsense can easily locate patches of quicksand due to the difference in vibrations and density of the pits of sand. Creatures with a burrow speed treat quicksand as difficult terrain, but they can still suffer the effects of suffocation if they are submerged in it and do not free themselves. Creatures that can breathe water also suffocate in quicksand, but they take twice as long to do so. Water Dangers The serpentine rivers and still ponds of the jungle both sustain life and take it. All creatures, be they animals, monsters, or humanoids, require water in one form or another, and the local watering hole is the common bond that both predator and prey share, albeit not peacefully. Slow-moving jungle rivers also make for easy ship and barge travel, and where their overgrown banks turn sandy the rivers can provide a welcome respite from underbrush for those traveling on foot. The biggest danger inherent in any jungle water supply is from the creatures that live within it or set ambushes near its banks, waiting for weaker creatures to approach and drink. Yet along with high-profile dangers like crocodiles, hippopotamuses, and carnivorous fish, the lakes and rivers also hold many lesser dangers, some inherent to the water itself.


===Suffocation===
==Suffocation==
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.


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Slow Suffocation: A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. Small characters consume half as much air as Medium characters.
Slow Suffocation: A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. Small characters consume half as much air as Medium characters.


===Storm===
==Storm==
Source: PCh:HotJ
Source: PCh:HotJ


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A creature can avoid being pulled out to sea with a DC 25 Swim check; otherwise it is pulled 6d6 x 10 feet away from shore. Waters after a tsunami are always treated as rough or stormy, barring magical conf lict. A creature caught in a collapsing building takes 6d6 points of damage (DC 15 Reflex save for half), or half that amount if the building is particularly small. There is a 50% chance that the creature is buried (as for a cave-in), or the tsunami may tear the building apart, freeing the creature from the rubble.
A creature can avoid being pulled out to sea with a DC 25 Swim check; otherwise it is pulled 6d6 x 10 feet away from shore. Waters after a tsunami are always treated as rough or stormy, barring magical conf lict. A creature caught in a collapsing building takes 6d6 points of damage (DC 15 Reflex save for half), or half that amount if the building is particularly small. There is a 50% chance that the creature is buried (as for a cave-in), or the tsunami may tear the building apart, freeing the creature from the rubble.


===Volcano===
==Volcano==
Source: Gamemastery Guide.
Source: Gamemastery Guide.






Lava
===Lava===


Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.
Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.
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Pyroclastic Flow (CR 10)
===Pyroclastic Flow (CR 10)===


Some volcanic eruptions create a devastating wave of burning ash, hot gases, and volcanic debris called a pyroclastic flow that can travel for miles. Treat a pyroclastic flow as an avalanche traveling at 500 feet per round, combined with the effects of poisonous gas listed above. Contact with the searing-hot debris of the flow causes 2d6 points of fire damage per round, while any creature buried in the flow suffers 10d6 points of damage per round. Only reality-warping magic like miracle or wish can turn aside or impede a pyroclastic flow.
Some volcanic eruptions create a devastating wave of burning ash, hot gases, and volcanic debris called a pyroclastic flow that can travel for miles. Treat a pyroclastic flow as an avalanche traveling at 500 feet per round, combined with the effects of poisonous gas listed above. Contact with the searing-hot debris of the flow causes 2d6 points of fire damage per round, while any creature buried in the flow suffers 10d6 points of damage per round. Only reality-warping magic like miracle or wish can turn aside or impede a pyroclastic flow.


===Water===
==Water==
Any character can wade in relatively calm water that isn't over his head, no check required. Similarly, swimming in calm water only requires Swim skill checks with a DC of 10. Trained swimmers can just take 10. Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult (see the Swim skill description).
Any character can wade in relatively calm water that isn't over his head, no check required. Similarly, swimming in calm water only requires Swim skill checks with a DC of 10. Trained swimmers can just take 10. Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult (see the Swim skill description).


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Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.
Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.


Fast-Flowing Water
===Fast-Flowing Water===


Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some rivers and streams are swifter; anything floating in them moves downstream at a speed of 10 to 40 feet per round. The fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round. Fast rivers are always at least rough water (Swim DC 15), and whitewater rapids are stormy water (Swim DC 20). If a character is in moving water, move her downstream the indicated distance at the end of her turn. A character trying to maintain her position relative to the riverbank can spend some or all of her turn swimming upstream.
Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some rivers and streams are swifter; anything floating in them moves downstream at a speed of 10 to 40 feet per round. The fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round. Fast rivers are always at least rough water (Swim DC 15), and whitewater rapids are stormy water (Swim DC 20). If a character is in moving water, move her downstream the indicated distance at the end of her turn. A character trying to maintain her position relative to the riverbank can spend some or all of her turn swimming upstream.
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It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.
It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.


Floods/Flooding
===Floods/Flooding===


See also: Fast-flowing water
See also: Fast-flowing water
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Additional Flooding Information
===Additional Flooding Information===


Source: PCh:HotJ
Source: PCh:HotJ

Revision as of 15:39, 7 June 2017