Environmental Effects

Cold
Cold and exposure deal nonlethal 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 nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.

  • An unprotected character in cold weather (less than or equal to 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 2d4 points of nonlethal 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).
  • In conditions of severe cold or exposure (less than or equal to 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 3d4 points of nonlethal 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.
  • Extreme cold (less than or equal to –20° F) deals 2d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) every five minutes or take 4d4 points of nonlethal damage.
  • Deathly cold (less than or equal to –50° F) deals 5d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 10d4 points of nonlethal damage. Those wearing light clothing or any metal armor take a –4 penalty on their saves.
    o​A character who is normally immune to Non-lethal damage is still affected by the non-lethal damage of cold, as if they weren’t immune.​

Creatures that suffer nonlethal damage from the cold climate become frostbitten or hypothermic, following the tracks for either below. Whether frostbite or hypothermia is a random roll 1 is frostbite, 2 is hypothermia. Any further failed saves against cold causes the afflicted to gain frostbite or hypothermia, whichever they do not already have. Saving against both as appropriate.

Frostbite

  1. Weakened: A character weakened by frostbite suffers all of the effects of the fatigued condition.
  2. Impaired: A character impaired by frostbite also suffers the effects of the sickened condition.
  3. Disabled: A character disabled by frostbite gains the Exhausted, Sickened, and all of his limbs take a -5 penalty to their AC, and suffer double damage.
  4. Frostbitten: A character frostbitten loses the frostbitten limb, the limb has turned into an icicle at this point and needs to be cut off lest it melts and the person wishes they cut it off.
  5. Dead: A character has froze to death.
    Hypothermia
  6. Weakened: A character weakened by hypothermia suffers all of the effects of the fatigued condition.
  7. Impaired: A character impaired by hypothermia also suffers the effects of the sickened condition.
  8. Disabled: A character disabled by hypothermia gains the Exhausted, and Sickened condition, he suffers a -4 penalty on all of his attacks rolls, and must make a Concentration check vs Vigorous motion when casting spells.
  9. Hypothermic: A character who’s hypothermic has the disabled, exhausted, and sickened conditions. Whenever he takes a standard action, he will immediately take 1 point of damage or drop to -1 HP, whichever is worse.
  10. Dead: A character has froze to death.

Heat
​Heat deals nonlethal 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, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.

  • A character in very hot conditions (greater than or equal to 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 2d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with 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). Characters reduced to unconsciousness begin taking lethal damage (2d4 points per hour).
  • In severe heat (greater than or equal to 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 3d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with 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 Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (3d4 points per each 10-minute period). Characters wearing a hot weather outfit only need check once per hour for heat and exposure damage.
  • Extreme heat (greater than or equal to 140° F) deals lethal damage. Breathing air in these temperatures deals 2d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 4d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.
  • Deathly heat (greater than or equal to 140° F) deals lethal damage. Breathing air in these temperatures deals 5d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 10d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.
    • A character who is normally immune to Non-lethal damage is still affected by the non-lethal damage of heat, as if they weren’t immune.​

Heat Stroke

  1. Weakened: A character weakened by heat stroke suffers all of the effects of the Sickened condition.
  2. Impaired: A character impaired by heat stroke also suffer the effects of the Fatigued condition.
  3. Disabled: A character disabled by heat stroke gains the Exhausted, and Nauseated condition.
  4. Dead: A character has died to the extreme heat.

Environmental Effects

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