Cold damage from cold weather


Rules Questions


3 people marked this as FAQ candidate.

So, there are rules for taking damage after spending a long time in a region with a very low temperature. In all my years playing, I have always assumed that it was cold damage, with all the immunities and vulnerabilities associated with the specific damage type. But today, I looked at the PRD, and saw:

prd said wrote:

Cold Dangers

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.

Nowhere in that description does it say what type of damage is dealt by cold weather. I would assume the RAI is pretty clear--it does cold damage. Is this just a mistake on the PRD? Is there another rules source where this is corrected?


Well, it's a sort of roundabout way of saying it, but yes, damage dealt to you from environmental effects do have the corresponding damage descriptor (fire, cold, etc)

the reasoning is:
"Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning)."

Note that while it doesn't say lava/magma deals fire damage, fire resistance/immunity does protect against that.

All you have to do from there is apply it to the rest of the environmental hazards (where it would make sense)


It makes sense that it's cold damage, that would be the way I'd rule it anyway.

On a side note I've always had a problem with the line, "Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save)." I've been on military training exercises for days at a time in conditions like that and as far as I know, I'm not dead. The previous paragraphs include the phrase "an unprotected character" but this one doesn't, and should.


Speaker for the Dead wrote:
On a side note I've always had a problem with the line, "Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save)." I've been on military training exercises for days at a time in conditions like that and as far as I know, I'm not dead.

You were assisted, most likely, with modern materials and sufficient technology, a.k.a.: magic. :) Modern cold weather gear is likely equivalent to a permanent endure elements coat.

Quote:
The previous paragraphs include the phrase "an unprotected character" but this one doesn't, and should.

Agreed. A reasonable house rule would be to have protected characters only have to make saves once every 10 minutes similar to how you only have to make checks every hour (instead of 10 minutes) for severe cold conditions. Don't forget to add Survival checks--a DC 15 check gives you a +2 to your save vs. cold weather while moving. Every point above 15 grants that bonus to one additional person. Having a team of survivalists Aiding Another on those checks can be highly beneficial.

All of that along with stacking furs on top of cold weather gear would allow hardy individuals to rely on their hit points to weather extreme cold environments for hours at a time with only mundane equipment.


3 people marked this as a favorite.

[grumble] nobody tell the Inuit they've all been extinct for several centuries [/grumble]


That part is broke or perhaps someone could come up with extreme cold weather outfit that would provide an exception to the above. That would be in line with the real world, where what a person wears out to keep warm in subzero temps would leave you roasting if it's merely below freezing.

The Exchange

2 people marked this as FAQ candidate.

Now would a character with cold resistance be immune? i mean if even 1 point per round can be ignored this damage that takes 10 minutes should be nothing


Speaker for the Dead wrote:
[grumble] nobody tell the Inuit they've all been extinct for several centuries [/grumble]

Please re-read my last paragraph.

Also, Inuit likely have cold resist 5 in addition to whatever other bonuses they have to their Fortitude saves vs. cold weather.


GreenMandar wrote:
That part is broke or perhaps someone could come up with extreme cold weather outfit that would provide an exception to the above. That would be in line with the real world, where what a person wears out to keep warm in subzero temps would leave you roasting if it's merely below freezing.

Reign of Winter has

Spoiler:
an item called the Cloak of the Yeti that grants a constant endure elements vs. cold weather.

For hilarity's sake, note that fire resistance 1 grants immunity to lava.

Also, white dragons freeze to death.


Andrew R wrote:
Now would a character with cold resistance be immune? i mean if even 1 point per round can be ignored this damage that takes 10 minutes should be nothing

Cold resist does mitigate the non-lethal cold damage from weather. Cold resist 5 is sufficient to be nearly immune (you'd only take 1 point of non-lethal damage if the GM rolls max damage on a d6). Anything more than that is effectively immune to cold weather.

Edit: Actually, that's only sufficient for cold and severe cold conditions. Cold resist 10 is sufficient to be effectively immune in even extreme cold conditions (1d6 NL cold automatic damage plus 1d4 NL if you fail the Fort save).


Umbral Reaver wrote:
For hilarity's sake, note that fire resistance 1 grants immunity to lava.

I don't see how that's possible.

Lava Effects wrote:
Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.

If you ever drop your keys into a pit of lava don't go after them because man, they're gone.

Umbral Reaver wrote:
Also, white dragons freeze to death.

That's impossible. Since they have the cold subtype they gain immunity to cold and vulnerability to fire.


Ansel Krulwich wrote:
Andrew R wrote:
Now would a character with cold resistance be immune? i mean if even 1 point per round can be ignored this damage that takes 10 minutes should be nothing

Cold resist does mitigate the non-lethal cold damage from weather. Cold resist 5 is sufficient to be nearly immune (you'd only take 1 point of non-lethal damage if the GM rolls max damage on a d6). Anything more than that is effectively immune to cold weather.

Edit: Actually, that's only sufficient for cold and severe cold conditions. Cold resist 10 is sufficient to be effectively immune in even extreme cold conditions (1d6 NL cold automatic damage plus 1d4 NL if you fail the Fort save).

IF it actually does cold damage (which it should), then cold resistance applies every round, not every 10 minutes. So 5 points of cold resistance would ignore up to 500 points of cold damage over a 10 minute span.


By RAW, the damage from cold weather is not cold damage. Its untyped damage. Cold resistance does absolutely nothing to prevent the damage.

Note that under the Heat Dangers section (just a little ways past the Cold Dangers section), the same thing applies to the damage that deals. There is only says "damage", while a bit later, under Extreme Heat, specifically says "fire damage". If it all was supposed to do fire damage, why leave that out in one part, but include it in the next?

A damage effect always tells you what kind of damage it does. If it doesn't say, then its untyped damage. Cold weather does untyped damage, by RAW. You can interpret it any way you want, but by RAW cold weather does not do cold damage.

Umbral Reaver wrote:
For hilarity's sake, note that fire resistance 1 grants immunity to lava.

Actually, not anymore. Thats finally been changed in the 6th printing of the core rulebook (check the errata) and on the PRD. (Prior to the errata, any amount of fire resistance actually did serve as immunity to lava. The rules specifically said so. The errata changed "serves as immunity to lava" to "serves as immunity or resistance to lava".)

Quote:
Quote:
Also, white dragons freeze to death.
That's impossible. Since they have the cold subtype they gain immunity to cold and vulnerability to fire.

By RAW, they do. Cold resistance offers no help against the untyped damage that exposure to cold weather deals. The same way red dragons can die from the heat in a desert. (As long as its below 140 degrees. At that point, the heat starts to do actual fire damage.) Red dragons can survive just fin in normal conditions, and inside a volcano. But in that band of temperatures between 90 and 140 degrees, its in danger of heat exposure.

Its wrong, but thats RAW. But as this is the Rules Questions forum, RAW is all that matters.


137ben wrote:


IF it actually does cold damage (which it should), then cold resistance applies every round, not every 10 minutes. So 5 points of cold resistance would ignore up to 500 points of cold damage over a 10 minute span.

Swarms should be a bunch of 1hp attacks but the game bundles them up into one attack anyway and only lets DR work once. I wouldn't mind letting it slide in my game, but I think by RAW it's one block of damage.


Jeraa wrote:

By RAW, the damage from cold weather is not cold damage. Its untyped damage. Cold resistance does absolutely nothing to prevent the damage.

Note that under the Heat Dangers section (just a little ways past the Cold Dangers section), the same thing applies to the damage that deals. There is only says "damage", while a bit later, under Extreme Heat, specifically says "fire damage". If it all was supposed to do fire damage, why leave that out in one part, but include it in the next?

The rules as written aren't 100% complete and requires the GM to infer intent where huge gaping holes have been left. Sometimes it's an assumption you must make. Sometimes, you can refer to other published material to help solidify that assumption of intent. For example, on page 6 of The Witchwar Legacy:

The Witchwar Legacy, Pg. 6 wrote:
The extreme cold further requires a Fortitude save (DC 15, +1 per previous check) each minute, or it deals another 1d4 points of nonlethal damage and exposes the individual to frostbite and hypothermia (treat as fatigued). See page 442 of the Pathfinder RPG Core Rulebook for further details. A simple endure elements spell will negate these dangers, as will any amount of cold resistance.

(Emphasis mine.)

Jeraa wrote:
A damage effect always tells you what kind of damage it does. If it doesn't say, then its untyped damage. Cold weather does untyped damage, by RAW. You can interpret it any way you want, but by RAW cold weather does not do cold damage.

And thus, by RAW, ice elementals would die of exposure in minutes being unprotected in extreme cold weather. But, in Reign of Winter...

Details of an encounter in The Snows of Summer:
...there are two small ice elementals waiting in ambush inside a frozen river in the Border Wood of Taldor. The GM text for the monsters state they spend all day in the ice doing their regular patrols.
This encounter would be impossible if they took damage from the cold weather and constant exposure to the frozen water and ice. That's 1d6 non-lethal per round. They'd be unconscious in 18-24 seconds and dead within a minute after. The writer wasted half a page of an AP on an encounter that can never occur.
Jeraa wrote:

By RAW, they do. Cold resistance offers no help against the untyped damage that exposure to cold weather deals. The same way red dragons can die from the heat in a desert. (As long as its below 140 degrees. At that point, the heat starts to do actual fire damage.) Red dragons can survive just fin in normal conditions, and inside a volcano. But in that band of temperatures between 90 and 140 degrees, its in danger of heat exposure.

Its wrong, but thats RAW. But as this is the Rules Questions forum, RAW is all that matters.

RAW says ice elementals and white dragons die of frostbite and hypothermia in their native environments and red dragons suffer from heat exposure in a desert unless they're standing inside a bonfire in the desert.

Common sense and RAI, however, would disagree and that energy resistance and immunities are clearly meant to protect against environmental damage to the point that even Paizo published material makes this inference.


Ansel Krulwich wrote:
The Witchwar Legacy, Pg. 6 wrote:
The extreme cold further requires a Fortitude save (DC 15, +1 per previous check) each minute, or it deals another 1d4 points of nonlethal damage and exposes the individual to frostbite and hypothermia (treat as fatigued). See page 442 of the Pathfinder RPG Core Rulebook for further details. A simple endure elements spell will negate these dangers, as will any amount of cold resistance.

Awesome! That'll work. I've been looking for anything saying that cold resistance would work. Thanks!

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