Environmental Effects: Difference between revisions

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See also: Arctic climatic zone
See also: Arctic climatic zone


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.
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.


[[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 (see the skill description).
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 (see the skill description).


[[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.
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.


A character who takes any [[non-lethal damage]] from cold or exposure is beset by frostbite or hypothermia (treat her as [[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 beset by frostbite or hypothermia (treat her as [[fatigued]]). These penalties end when the character recovers the Non-Lethal Damage she took from the cold and exposure.


[[non-lethal damage]].
Non-Lethal Damage.


===Movement on Ice===
===Movement on Ice===
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===Falling into Water===
===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 does no damage. The next 20 feet of falling deals non-lethal damage (1d3 per 10-foot increment). Beyond that, [[Falling Damage]] is lethal damage (1d6 per additional 10-foot increment).
Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling does no damage. The next 20 feet of falling deals [[Non-Lethal 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.  See Acrobatics for more details.
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.  See Acrobatics for more details.
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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 [[Non-Lethal Damage]]


===Catching on Fire===
===Catching on Fire===
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==Heat==
==Heat==
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.
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.




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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 Non-Lethal 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 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 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 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 Non-Lethal Damage. Characters that take an amount of Non-Lethal Damage equal to their total hit points begin to take lethal damage instead.
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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 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.
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.


 
[[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 Non-Lethal 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 Non-Lethal 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.

Revision as of 12:20, 20 July 2017