


Darknessĭarkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal or low-light vision can be rendered completely blind by putting out the lights. Characters in prolonged contact with ice might run the risk of taking damage from severe cold. IceĬharacters 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. In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.Įxtreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.Ī character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). 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. 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 might be able to apply this bonus to other characters as well (see the skill description). 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.Īn 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 cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. ColdĬold and exposure deal nonlethal damage to the victim. This poison does not have a frequency, so a creature is safe as soon as it moves away from the acid.Ĭreatures immune to acid’s caustic properties might still drown in it if they are totally immersed (see Drowning). Those who are adjacent to a large body of acid must make a DC 13 Fortitude save or take 1 point of Constitution damage each round. The fumes from most acids are inhaled poisons. An attack with acid, such as from a hurled vial or a monster’s spittle, counts as a round of exposure. AcidĬorrosive acids deals 1d6 points of damage per round of exposure, except in the case of total immersion (such as in a vat of acid), which deals 10d6 points of damage per round. Environmental hazards common to more than one setting are detailed below. Environmental hazards specific to one kind of terrain are described in the Wilderness section.
