
Odraude |
2 people marked this as FAQ candidate. |

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.

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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.

IejirIsk |
1 person marked this as a favorite. |

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.
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.

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So from Snows of Summer pg 10.
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.

IejirIsk |

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.