Beruflich Dokumente
Kultur Dokumente
to this saving throw and may be able to apply this bonus to other characters as
well. Characters reduced to unconsciousness begin taking normal damage (1d4 poi
nts per each 10-minute period).
A character who sustains any subdual damage from heat exposure now suffers from
heatstroke and is fatigued. These penalties end when the character recovers the
subdual damage she took from the heat.
###
Very Hot
90
110
\b1\cf2 Very Hot: \cf0\b0 Fort save/hour (DC 15, +1/prev check) or 1d4 subdual d
amage. Unconscious get 1d4 normal damage.
\b1\cf2 Very Hot\cf0\b0
A character in very hot conditions (above 90 F) must make a Fortitude saving thro
w each hour (DC 15, +1 for each previous check) or sustain 1d4 points of subdual
damage. Characters wearing heavy clothing or armor of any sort have a -4 penalt
y to their saves. A character with the Survival skill may receive a bonus to thi
s saving throw and may be able to apply this bonus to other characters as well.
Characters reduced to unconsciousness begin taking normal damage (1d4 points per
hour).
###
Cold
1
41
\b1\cf2 Cold: \cf0\b0 Fort save/hour (DC 15, +1/prev check) or 1d6 subdual damag
e.
\b1\cf2 Cold\cf0\b0
An unprotected character in cold weather (below 40 F) must make a Fortitude savin
g throw each hour (DC 15, + 1 per previous check) or sustain 1d6 points of subdu
al damage. A character who has the Survival skill may receive a bonus to this sa
ving throw and may be able to apply this bonus to other characters as well.
###
Extreme Cold
-999
1
\b1\cf1 Extreme Cold: \cf0\b0 Fort save/10 min (DC 15, +1/prev check) or 1d6 sub
dual damage
\b1\cf1 Extreme Cold\cf0\b0
In conditions of extreme cold or exposure (below 0 F), an unprotected character m
ust make a Fortitude save once every 10 minutes (DC 15, +1 per previous check),
taking 1d6 points of subdual damage on each failed save. A character who has the
Survival skill may receive a bonus to this saving throw and may be able to appl
y this bonus to other characters as well. Characters wearing winter clothing onl
y need check once per hour for cold and exposure damage.
###
'Name of effect
Light Wind
'Wind speed (MPH) is greater or equal to
0
'Wind speed (MPH) is smaller than
11
'Short Description (one line)
\b1\cf2 Light Wind: \cf0\b0 No Effect.
'Description (followed by ###)
\b1\cf2 Light Wind\cf0\b0
A gentle breeze, having little or no game effect.
###
Moderate Wind
11
21
\b1\cf2 Moderate Wind: \cf0\b0 50% of small flames extinguished.
\b1\cf2 Moderate Wind\cf0\b0
A steady wind with a 50% chance of extinguishing small unprotected flames, such
as candles.
###
Strong Wind
21
31
\b1\cf2 Strong Wind: \cf0\b0 -2 to ranged attacks and Listen checks. Unprotected
flames extinguished. T: knocked down, S: checked.
\b1\cf2 Strong Wind\cf0\b0
Gusts that automatically extinguish unprotected flames (candles, torches, and th
e like). Such gusts impose a -2 penalty to ranged attacks and to Listen checks.
Tiny creatures are knocked down, Small ones are checked.
###
Severe Wind
31
51
\b1\cf1 Severe Wind: \cf0\b0 -4 to ranged attacks and Listen checks. 50% of prot
ected flames extinguished, all unprotected. T: blown away, S: knocked down, M: c
hecked.
\b1\cf1 Severe Wind\cf0\b0
In addition to automatically extinguishing any unprotected flames, winds of this
magnitude cause protected flames (such as those of lanterns) to dance wildly an
d have a 50% chance of extinguishing these lights. Ranged weapon attacks and Lis
ten checks are at a -4 penalty. This is the velocity of wind produced by the gus
t of wind spell.
Tiny creatures are blown away, Small ones are knocked down, Medium-sized ones ar
e checked.
###
Windstorm
51
75
\b1\cf1 Windstorm: \cf0\b0 -4 to ranged attacks and -8 to Listen checks. 75% of
protected flames extinguished, all unprotected. S: blown away, M: knocked down,
L or H: checked.
\b1\cf1 Windstorm\cf0\b0
Powerful enough to bring down branches if not whole trees, windstorms automatica
lly extinguish unprotected flames and have a 75% chance of blowing out protected
flames, such as those of lanterns. Ranged weapon attacks are impossible, and ev
en siege weapons have a -4 penalty to attack. Listen checks are at a -8 penalty
due to the howling of the wind.
Small creatures are blown away, Medium-sized ones are knocked down, Large or Hug
e ones are checked.
###
Hurricane-Force Winds
75
175
\b1\cf1 Hurricane-Force Winds: \cf0\b0 No ranged attacks or listen checks, no fl
ames. M: blown away, L: knocked down, H: checked.
\b1\cf1 Hurricane-Force Winds\cf0\b0
All flames are extinguished. Ranged attacks are impossible (except with siege we
apons, which have a -8 penalty to attack). Listen checks are impossible: All cha
racters can hear is the roaring of the wind. Hurricane-force winds often fell tr
ees.
Medium-sized creatures are blown away, Large ones are knocked down, Huge ones ar
e checked.
###
Tornado-Force Winds
175
999
\b1\cf1 Tornado-Force Winds: \cf0\b0 No ranged attacks or listen checks, no flam
es. L: blown away, H: knocked down, C, G: checked.
\b1\cf1 Tornado-Force Winds\cf0\b0
All flames are extinguished. Ranged attacks are impossible (except with siege we
apons, which have a -8 penalty to attack). Listen checks are impossible: All cha
racters can hear is the roaring of the wind. Hurricane-force winds often fell tr
ees.
Large creatures are blown away, Huge ones are knocked down, all others are check
ed.
###
mes dance wildly, 100% change of extinguishing any unprotected flame, 75% for pr
otected flames (such as those of lanterns).
###
penalty. Flames dance wildly, 25% change of extinguishing any unprotected flame
, 10% for protected flames (such as those of lanterns).
Covers the ground with slippery ice - movement is reduced to 3/4 of normal.
###
Freezing Rain
\b1\cf2 Freezing Rain: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Ex
tinguishes 100% of flames, 50% if protected. 1/2 movement speed.
\b1\cf2 Freezing Rain\cf0\b0
Freezing Rain reduces visibility ranges by half, resulting in a -4 penalty to Sp
ot and Search checks. Ranged weapon attacks and Listen checks are at a -4 penalt
y. Flames dance wildly, 100% change of extinguishing any unprotected flame, 50%
for protected flames (such as those of lanterns).
Covers the ground with slippery ice - movement is reduced to 1/2 of normal.
###
Heavy Freezing Rain
\b1\cf1 Heavy Freezing Rain: \cf0\b0 -6 to Spot, Search, Listen and ranged attac
ks. Extinguishes 100% of flames, 75% if protected. 1/2 movement speed.
\b1\cf1 Heavy Freezing Rain\cf0\b0
Freezing Rain reduces visibility ranges by 3/4, resulting in a -6 penalty to Spo
t and Search checks. Ranged weapon attacks and Listen checks are at a -6 penalty
. Flames dance wildly, 100% change of extinguishing any unprotected flame, 75% f
or protected flames (such as those of lanterns).
Covers the ground with slippery ice - movement is reduced to 1/2 of normal.
###
Severe Freezing Rain
\b1\cf1 Severe Freezing Rain: \cf0\b0 -8 to Spot, Search, Listen and ranged atta
cks. Extinguishes 100% of flames. 1/2 movement speed.
\b1\cf1 Severe Freezing Rain\cf0\b0
Freezing Rain reduces visibility ranges by 9/10, resulting in a -8 penalty to Sp
ot and Search checks. Ranged weapon attacks and Listen checks are at a -8 penalt
y. Flames dance wildly, 100% change of extinguishing any flame.
Covers the ground with slippery ice - movement is reduced to 1/2 of normal.
###
points on a successful Swim check). Huge creatures who fail are knocked down an
d face potential drowning. Gargantuan and Colossal creatures are checked, but th
ey only drown if the waters rise above their heads.
###