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Environmental Hazards



These hazards are common to more than one environment.

ACID

Contact with acid deals 1d6 points of damage per round. Total immersion deals 10d6 points of damage per round.

COLD

Being outside in the cold deals damage. In cold weather (below 40° F), an unprotected character must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of damage. In severe cold (below 0° F), a character must make this Fortitude save once every 10 minutes instead of each hour. Extreme cold (below –20° F) deals 1d6 points of damage per minute, with no saving throw. Any character who takes cold damage from the weather is fatigued. The fatigue penalty ends when the character heals the damage taken from the cold weather.

DARKNESS

Any creature that can’t see in the dark is considered blinded.

FALLING

Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6, and land in a prone position. A character who deliberately jumps downward can make a DC 15 Acrobatics check to roll with the fall and reduce the falling damage by 1d6. Falling onto mud, foliage, or other things that help break a fall may reduce the damage by 1d6 or more. Falling into water that is at least 10 feet deep reduces the damage by 2d6. A creature deliberately diving into water can make a Swim check (DC 15, +5 for every 50 feet of the dive) to take no damage, as long as the depth of water is at least one-third the distance fallen. A falling wizard can cast feather fall even if it isn’t her turn (this is an exception to the rule that you can only take actions on your turn).

HEAT

A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of damage. Characters wearing armor or heavy clothing take a –4 penalty on their saves. In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) instead of every hour. A character in extreme heat (air temperature over 140° F; near fire, boiling water, or lava) takes 1d4 points of damage per minute, with no saving throw. Any character who takes heat damage from the weather is fatigued. The penalty ends when the character heals the damage taken from the hot weather. Boiling water deals 1d6 points of fire damage. Total immersion deals 10d6 points of damage per round.

ICE

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.

LAVA

Lava or magma deals 2d6 points of damage per round of exposure. Total immersion deals 20d6 points of damage per round. Lava continues to deal half damage each round for 1d3 rounds after exposure ceases.

SMOKE

A character who breathes heavy smoke must make a Fortitude 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 damage. Smoke obscures vision, giving concealment (20% miss chance) to creatures within it.

STARVATION AND THIRST

A humanoid needs at least a gallon of fluids and a pound of decent food per day to avoid starvation. A character can go without water for 1 day plus a number of hours equal to his Constitution score. In very hot climates, characters need two or three times as much water. After this time, the character must make a CON check each hour (DC 10, +1 for each previous check) or take 1d6 points of damage. A character can go without food for 3 days. After this time, the character must make a CON check each day (DC 10, +1 for each previous check) or take 1d6 points of damage. Characters who have taken damage from lack of food or water are fatigued. Damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

SUFFOCATION

A character with no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a CON check (DC 10, +1 for each success) in order to continue holding her breath. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she dies.