Environmental Effects: Difference between revisions

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===Heat Damage===
===Heat Damage===
::Getting caught within a forest fire is even worse than being exposed to extreme heat (see Heat). Breathing the air causes a character to take 1d6 points of fire damage per round (no save). In addition, a character must make a Fortitude save every 5 rounds (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. A character who holds his breath can avoid the lethal damage, but not the nonlethal damage
::Getting caught within a forest fire is even worse than being exposed to extreme heat (see Heat). Breathing the air causes a character to take 1d6 points of fire damage per round (no save). In addition, a character must make a Fortitude save every 5 rounds (DC 15, +1 per previous check) or take 1d4 points of Non-Lethal Damage. A character who holds his breath can avoid the lethal damage, but not the Non-Lethal Damage


===Catching on Fire===
===Catching on Fire===
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===Smoke Inhalation===
===Smoke Inhalation===
::Forest fires naturally produce a great deal of smoke. 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 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 [[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 [[Non-Lethal Damage]]. Smoke also provides [[concealment]] to characters within it.


==Getting Lost==
==Getting Lost==
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==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 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 her total hit points, any further damage from a hot environment is lethal damage.


nonlethal damage
Non-Lethal Damage


nonlethal damage
Non-Lethal Damage


A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is [[fatigued]]. These penalties end when the character recovers from the nonlethal damage she took from the heat.
A character who takes any Non-Lethal Damage from heat exposure now suffers from heatstroke and is [[fatigued]]. These penalties end when the character recovers from the Non-Lethal Damage she took from the heat.


nonlethal damage
Non-Lethal Damage


===Boiling Liquid===
===Boiling Liquid===
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====Smoke Inhalation====
====Smoke Inhalation====
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 Non-Lethal Damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.


==Lightning==
==Lightning==
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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.


A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of Non-Lethal Damage. Characters that take an amount of Non-Lethal Damage equal to their total hit points begin to take lethal damage instead.


A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.
A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of Non-Lethal Damage. Characters that take an amount of Non-Lethal Damage equal to their total hit points begin to take lethal damage instead.


Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage
Characters who have taken Non-Lethal Damage from lack of food or water are fatigued. Non-Lethal Damage


Finding Food and Water
Finding Food and Water
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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 Non-Lethal 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 Non-Lethal Damage, the character begins to take lethal damage at the same rate. Small characters consume half as much air as Medium characters.


==Storm==
==Storm==
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See also: Desert Terrain.
See also: Desert Terrain.


nonlethal damage per hour to any creatures caught in the open, and leaves a thin coating of sand in its wake. Driving sand creeps in through all but the most secure seals and seams, chafing skin and contaminating carried gear.
Non-Lethal Damage per hour to any creatures caught in the open, and leaves a thin coating of sand in its wake. Driving sand creeps in through all but the most secure seals and seams, chafing skin and contaminating carried gear.


Tsunami
Tsunami
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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).


By contrast, fast-moving water is much more dangerous. Characters must make a successful DC 15 Swim check or a DC 15 Strength check to avoid going under. On a failed check, the character takes 1d3 points of nonlethal damage per round (1d6 points of lethal damage if flowing over rocks and cascades).
By contrast, fast-moving water is much more dangerous. Characters must make a successful DC 15 Swim check or a DC 15 Strength check to avoid going under. On a failed check, the character takes 1d3 points of Non-Lethal Damage per round (1d6 points of lethal damage if flowing over rocks and cascades).


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 Non-Lethal Damage from hypothermia per minute of exposure.


===Drowning===
===Drowning===

Revision as of 12:08, 20 July 2017