Environmental Effects: Difference between revisions

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Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill.
Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill.


A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as [[Feather Fall (Spell)]]. Casting a spell while falling requires a [[Caster Check]] with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.


Falling into Water: Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).
'''Falling into Water:''' Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).


Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Acrobatics check, so long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check, however, increases by 5 for every 50 feet of the dive.
Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Acrobatics check, so long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check, however, increases by 5 for every 50 feet of the dive.


Falling Objects
==Falling Objects==
 
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.


Table: Damage from Falling Objects
{| class="ep-default"
|+ '''Table: Damage from Falling Objects'''
! Object Size || Damage
|-
| Small || 2d6
|-
| Medium || 3d6
|-
| Large || 4d6
|-
| Huge || 6d6
|-
| Gargantuan || 8d6
|-
| Colossal || 10d6
|}


Object Size Damage
Small 2d6
Medium 3d6
Large 4d6
Huge 6d6
Gargantuan 8d6
Colossal 10d6
Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.
Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.


Dropping an object on a creature requires a ranged touch attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead of these general guidelines.
Dropping an object on a creature requires a ranged touch attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead of these general guidelines.


Falling Trees
===Falling Trees===
 
Source: PCh:HotJ
 
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.



Revision as of 22:48, 24 June 2017