Cold Winter Clothes and Cold Weather: Immune?


Rules Questions


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So I've been wondering. Reading the section about cold weather (0F to 40F), it states that an unprotected character has to make the checks. But unlike the next paragraph, it doesn't mention what check a character with cold weather gear has to make. Does that mean they don't have to make a check until things get below 0F, or do they still make the Fort Saves for normal cold weather? Thanks.

Grand Lodge RPG Superstar 2012 Top 32

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My guess would be that having cold weather gear in 0-40F means no checks. Right now where I live, people would switch to light jackets if it hit 40F. There would probably even be picnics.


Cold Weather Gear and Furs just give you bonuses to the fortitude rolls, though in the next level of cold below 0F, wearing gear like that also lets you make the rolls less often, on the hour instead of every 10 minutes.

Grand Lodge

Cold weather gear gives the wearer a +5 bonus to checks to avoid the penalties with cold weather.

To be fully "protected" you would need the Endure Elements spell or something that gives you cold resistance and/or protection from cold, because all nonleathal/leathal damage from cold weather is treated as cold damage.

And like Lamontius pointed out, you can keep making checks hourly (like normal) than every ten minutes while using cold weather gear.

Grand Lodge RPG Superstar 2012 Top 32

Christo Arrowolf wrote:
all nonleathal/leathal damage from cold weather is treated as cold damage.

Source?


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Cold weather gear via SRD

Furs:

Source Advanced Player's Guide

The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill.

Survival DC 15:
Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.

Cold Weather:
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 (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 might be able to apply this bonus to other characters as well (see the skill description).

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. Characters wearing a cold weather outfit 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 her as fatigued). These penalties end when the character recovers the nonlethal damage she 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.

Lantern Lodge

So from Snows of Summer pg 10.

Snows of Summer:
The temperatures inside the winter pocket are
considered cold (approximately 30° F during the day, and
10° F at night). Every hour spent in the wintry conditions
requires a Fortitude save (DC 15, +1 per previous check) to
avoid taking 1d6 points of nonlethal damage. Those who
have taken nonlethal damage from exposure suffer from
hypothermia (treat as fatigued), and if this condition is
not remedied, they also suffer from frostbite (Core Rulebook
442). If the PCs secure cold-weather outfits before leaving
Heldren, they receive a +5 bonus on Fortitude saves against
exposure to the weather while adventuring in the forest.

Assuming that is correct then cold weather outfits does not mean protected.


well, they are protected, however, that mod might have extra things going on, overridding the other. but, standing still can feasibly have a +11 bonus before ranks/rolls/racials/feats/traits/spells

edit:
Though I guess it could also mean magical protection. but I think generally cold-weather gear is considered protected.

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