Environmental Rules
Environmental hazards more specific to one kind of terrain (such as an avalanche, which occurs in the mountains) are found in the Wilderness article. Environmental hazards common to many settings are detailed below.
Acid Effects
Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into 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. The fumes from most acids are inhaled Poison. Those who come close enough to a large body of acid to dunk a creature in it must make a DC 13 or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage. Creatures immune to acid’s caustic properties might still drown in it if they are totally immersed.Cold Dangers
Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate. An unprotected character in cold Weather (below 40° F) must make a Fortitude Save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude Save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat them as Fatigued). These penalties end when the character recovers the nonlethal damage they took from the cold and exposure. Extreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude Save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a Chill Metal spell.Ice Effects
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 may run the risk of taking damage from severe cold (see above).Darkness
Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal vision (or Low-Light Vision, for that matter) can be rendered completely Blinded 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. In many cases, some characters or monsters might be able to see, while others are Blinded. For purposes of the following points, a blinded creature is one who simply can’t see through the surrounding darkness.- Creatures Blinded by darkness lose the ability to deal Precision Damage (for example, a sneak attack).
- Blinded creatures are hampered in their Movement, and pay 2 squares of movement per square moved into (double normal cost). Blinded creatures can’t Run or Charge.
- All opponents have total Concealment from a Blinded creature, so the Blinded creature has a 50% miss chance in combat. A Blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the Blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the Blinded creature is facing; its attack is directed at the closest target that lies in that direction.
- A Blinded creature loses its Dexterity adjustment to AC and takes a -2 penalty to AC.
- A Blinded creature takes a -4 penalty on Perception checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature Blinded by darkness automatically fails any skill check relying on vision.
- Creatures Blinded by darkness cannot use a Gaze Attack and are immune to gaze attacks.
- A Blinded creature can grope about to find unseen creatures. A character can make a Touch Attack with their hands or a weapon into two adjacent squares using a Standard Action. If an unseen target is in the designated square, there is a 50% miss chance on the Touch Attack. If successful, the groping character deals no damage but has pinpointed the unseen creature’s current location. (If the unseen creature moves, its location is once again unknown.)
- If a Blinded creature is struck by an unseen foe, the Blinded character pinpoints the location of the creature that struck them (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the Blinded character knows the location of the unseen opponent, but has not pinpointed them) or uses a ranged attack (in which case, the blinded character knows the general direction of the foe, but not their location).
- A creature with the Scent ability automatically pinpoints unseen creatures within 5 feet of its location.
Difficult Terrain
Difficult terrain hampers Movement. Each square of difficult terrain counts as 2 squares of Movement. You can’t Run or Charge across difficult terrain. If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow. Flying and Incorporeal creatures are not hampered by difficult terrain.Squeezing
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to Armor Class. When a Large creature (which normally takes up 4 squares) squeezes into a space that’s 1 square wide, the creature’s miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into. A creature can squeeze past a creature while moving but it can’t end its movement in an occupied square. To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to Armor Class, and you lose any Dexterity bonus to AC.Falling
Falling DamageThe basic rule is simple: 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumped, they take 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, they take only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge. 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. 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. However, the DC of the check increases by 5 for every 50 feet of the dive. Falling speed
How fast someone or something falls is dependent on the item. A small, heavy Object (or creature) can fall much faster than a large light one. To simplify, most items and creatures are categorized as light or heavy when they fall, and how far they fall each round is determined accordingly. Light objects and creatures fall for 150 ft. in the first round they fall, then 300 ft. on each subsequent round. Light objects include things like clothing, empty bags, and other items of low density that have a lot of surface area to catch the air. Light creatures includes any creature with a non-magical means of Flight, and creatures of tiny size or smaller. Heavy objects and creatures fall for 500 ft. in the first round they fall, then 1,000 ft. on each subsequent round. Heavy objects include things like books, rocks, swords, and other dense or aerodynamic objects. Heavy creatures includes any creature larger than tiny without a non-magical means of Flight. Especially lightweight items, like paper, feathers, and leaves, fall much slower, and are ruled on an individual case (though typically will fall around 60 ft. per round) As objects have no Initiative, they typically fall their full round's distance immediately when put into a falling state. When Creatures Fall
While a creature falls 500 ft. in their first round of falling, it can be counterproductive to the agency of everyone involved to resolve the entirety of that fall immediately. When necessary, the increment of this fall can be broken up to allow for better versimilatude and more engaging interactions. If a creature begins falling when it is not their turn, they immediately fall 100 feet (this distance does not count towards the 500 feet a creature falls on their first round). This fall cannot be interrupted except through an Immediate Action (or contact with a solid surface). On that creature's next Initiative (a creature cannot delay their Initiative while falling), they fall a full 500 feet as their first round of falling. Actions while Falling
A creature falling during their turn does not fall the entire distance instantaneously, and has a chance to react while doing so. On a creature's first round of falling, they fall 150 feet in the first half of their turn and the remaining 350 on the second half. Thus, a creature taking a Standard Action or Move Action in this time would resolve that action after falling 150 feet, then the rest of their action after falling another 350 feet. A Full-Round Action would not be resolved until they had fallen the full 500 feet. Similarly, a creature that wants to take an action after falling could not resolve a Full-Round Action after falling 150 feet or further, and cannot resolve a Standard Action or Move Action after falling the full 500 feet (unless they could begin that action before reaching that distance). For example, a Barbarian jumping off a cliff to attack a creature below could not perform a Full Attack action on that creature unless it was less than 150 feet down. Many actions are more difficult to perform when falling, and may require additional checks to do. Notably, casting a spell with a somatic component while falling requires a Concentration check with a DC equal to 20 + the spell's level to cast. Teleportation spells do not remove a subject's momentum unless explicitly stated, and thus do not prevent falling damage from distances already fallen when activated.
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