How to handle a tornado?


Rules Questions


So I've been using Madison WI's weather history as a basis for weather in my Kingmaker campaign. I'm currently in Sarenith, for which I'm using June 2011. I notice that the temperature drops from the high 90s to the mid 60s in two days, so I'm thinking the weather is ripe for a tornado.

How would I go about catching the explorers in an F2 or so?

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rando1000 wrote:

So I've been using Madison WI's weather history as a basis for weather in my Kingmaker campaign. I'm currently in Sarenith, for which I'm using June 2011. I notice that the temperature drops from the high 90s to the mid 60s in two days, so I'm thinking the weather is ripe for a tornado.

How would I go about catching the explorers in an F2 or so?

There is information on how to do that in the environment section of the core rule book. Look in particular at the section on storms and wind effects


Thanks. Didn't realize the core rules got that specific. According to the chart on 439, it looks like an F2 would have wind effects in the hurricane catagory (based on wind speed in the fujita scale). I have to think the effects are more complex than this, having been in an F2 and exposed to flying debris. But it's a good place to start.


The in-game rules are nowhere near as devastating as what a real tornado would do. At most, 6d6 damage per round, whereas we know that getting sucked up into an F5 is insta-death, without some sort of amazing protection.

Lantern Lodge

give your group a good scare have the sounds of the tornato wake them up at night. Make it at lest f3. If no one haves dark vison that will get them moveing. loud and alot of falling stuff maby a mite or 2 come falling down to earth or roll by you?? But i would just have it thare for drama and just past a mile away.

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