Environmental Effects: Difference between revisions
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Instead, Environmental 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. This is not [[cold]] damage and may not be resisted in any way. Almost primal.... | Instead, Environmental 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. This is not [[cold]] damage and may not be resisted in any way. Almost primal.... | ||
An unprotected character in '''cold weather''' (a freezing day in a normally temperate clime) must make a fortitude save each hour (Average DC for the CR of the area, +1 per previous check) or take 1d6 points of Non-Lethal Damage | An unprotected character in '''cold weather''' (a freezing day in a normally temperate clime) must make a fortitude save each hour (Average DC for the CR of the area, +1 per previous check) or take 1d6 points of Non-Lethal Damage. | ||
In conditions of '''severe cold''' or exposure (a normal day in an arctic area or a cold desert) an unprotected character must make a fortitude save once every 10 minutes (Average DC for the CR of the area, +1 per previous check), taking 1d6 points of Non-Lethal Damage on each failed save. | In conditions of '''severe cold''' or exposure (a normal day in an arctic area or a cold desert) an unprotected character must make a fortitude save once every 10 minutes (Average DC for the CR of the area, +1 per previous check), taking 1d6 points of Non-Lethal Damage on each failed save. 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 also [[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 also [[fatigued]]). These penalties end when the character recovers the Non-Lethal Damage she took from the cold and exposure. | ||
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Instead of fire, environmental 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 their total hit points, they collapse unconscious, and any further Non-Lethal damage from a hot environment is converted to lethal damage. No, this is still not Fire damage, it is non-lethal lethal damage, and thus cannot be resisted in any way. Almost primal, in a way.... | Instead of fire, environmental 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 their total hit points, they collapse unconscious, and any further Non-Lethal damage from a hot environment is converted to lethal damage. No, this is still not Fire damage, it is non-lethal lethal damage, and thus cannot be resisted in any way. Almost primal, in a way.... | ||
A character who takes any Non-Lethal Damage from heat exposure also suffers from heatstroke and gains the [[fatigued]] condition. These penalties end when the character recovers from the Non-Lethal Damage she took from the heat. This fatigue may be removed with magical means, but it appears again after another ten minutes of exposure. All combats initiated in such conditions begin with all unprotected characters suffering from fatigue. | A character who takes any Non-Lethal Damage from heat exposure also suffers from heatstroke and gains the [[fatigued]] condition. These penalties end when the character recovers from the Non-Lethal Damage she took from the heat. This fatigue may be removed with magical means, but it appears again after another ten minutes of exposure. All combats initiated in such conditions begin with all unprotected characters suffering from fatigue. | ||
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Finding Food and Water | Finding Food and Water | ||
See | See: [[Survival]] Skill | ||
Poisonous Food If a player is brave or naive enough to eat a plant or animal she's unfamiliar with or is maneuvered into doing so by well-meaning or mischievous locals you may want to roll on the following table to determine whether or not the item is poisonous. The effects listed below may either represent actual poison or simply compounds travelers have not properly adapted to. Source: PCh:HotJ. | Poisonous Food If a player is brave or naive enough to eat a plant or animal she's unfamiliar with or is maneuvered into doing so by well-meaning or mischievous locals you may want to roll on the following table to determine whether or not the item is poisonous. The effects listed below may either represent actual poison or simply compounds travelers have not properly adapted to. Source: PCh:HotJ. | ||
Table: Poisonous Food Effects | Table: Poisonous Food Effects | ||
Roll Fort DC Onset Frequency Effect Cure | |||
1-50 - - - No effect - | |||
50-75 15 5 min. 1/10 min. Nauseated 1 Save | |||
76-85 12 10 min. 1/min. for 3 min. 1d6 hp 2 Saves | |||
86-90 14 1 min. 1/min. for 4 min. 1 Str, 1 Dex 1 Save | |||
91-96 15 10 min. 1/day 1d2 Str, 1d3 Con 1 Save | |||
97-100 - 17 1/rd. for 7 rds. 1d3 Con 2 Saves | |||
With a DC 15 Knowledge (nature) or Survival check, a character can use smell, color, and other signs to tell if a potential food is likely to be poisonous, and a DC 20 check is usually enough to predict the severity of the poison effect. Also, an alchemist with access to the proper reagents may preserve the effects with a Craft (alchemy) check equal to 5 + the DC of the poison. | With a DC 15 Knowledge (nature) or Survival check, a character can use smell, color, and other signs to tell if a potential food is likely to be poisonous, and a DC 20 check is usually enough to predict the severity of the poison effect. Also, an alchemist with access to the proper reagents may preserve the effects with a Craft (alchemy) check equal to 5 + the DC of the poison. | ||