Cold Resistance vs Weather


Reign of Winter


Based on this thread especially the part that references the Witchwar Legacy...cold resistance would negate most of the hazards of cold weather in this AP.

I'd like a 2nd opinion cause I don't want the environmental dangers to be trivialized if I end up with a party of Fetchlings and Sulis.


I have an arctic elf, a winter witch and a northern ancestry barbarian in my group. Half the players are semi immune to cold weather. Endure elements spell cast enough times would also make it trivial.
Same as hot weather in LoF.


Cold Resistance does not work on Environmental (Weather) Damage by RAW.

If your players say "That doesn't make sense!" you could always give them the option to allow it to apply to cold weather and also add on that Cold Resistance doesn't affect things like Cold Ice Strike because "it doesn't make sense" that cold resistance applies to them being shredded with flying shards of ice.


Rynjin wrote:
Cold Resistance does not work on Environmental (Weather) Damage by RAW.

GMing The Hungry Storm at the moment (crossing the North Pole) and I didn't notice that.

The rules say that you take nonlethal damage from moderate cold and lethal damage from extreme cold. I think I'm going to interpret both of those as Cold damage - maybe the writers thought it was too obvious to have to mention? Otherwise even creatures like Ice Elementals would die of cold at the north pole.


I'd allow it. Doesn't seem all that bad. Really just a minor advantage overall. Personally I think having darkvision trivializes darkness more than cold resist 5 will to extreme cold.


In 3.5 energy resistance applied to environment and James Jacobs concurred with the idea when I asked if that was still the case.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You can expect everybody to wear Boots of the Winterlands, anyway, as soon as the party gets some gold together and realizes that the whole AP will be dealing with cold environments.

Grand Lodge

magnuskn wrote:
You can expect everybody to wear Boots of the Winterlands, anyway, as soon as the party gets some gold together and realizes that the whole AP will be dealing with cold environments.

That won't happen in the 1st book: too expensive for Heldren & Waldsby. And it would be a sizable percentage of their wealth early in the 2nd book, just going by WBL.

After that, I think the environmental issues should be trivialized for a party of 6th +

As to the OP, I think cold resistance would apply. I think it is a real stretch to say "non-lethal damage caused by cold and exposure" (the PRD wording - also "cold and exposure damage") is not cold damage. However, it would still not negate the threat entirely - you could always roll higher than their resistance, and any damage causes fatigue.

If the real problem is that you don't want everyone to play a weird race, put restrictions on the available races.


Nah, we just picked up the ARG so I don't want to take away from that.

I'll just suck it up and trust my players not to power game their way out of it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Scribbling Rambler wrote:
magnuskn wrote:
You can expect everybody to wear Boots of the Winterlands, anyway, as soon as the party gets some gold together and realizes that the whole AP will be dealing with cold environments.
That won't happen in the 1st book: too expensive for Heldren & Waldsby. And it would be a sizable percentage of their wealth early in the 2nd book, just going by WBL.

Unless the party has someone who takes Craft Wondrous Item at third level. Although I am not sure if the adventure pacing leaves free time between levels three and four, normally those are the levels when the party is storming the stronghold of the villain-du-jour.

But since I actually was trying to express that Boots of the Winterland will most likely be worn by everybody after the first module, you are mostly right.


As far as I can tell, since the weather in Snows of Summer stays between 0 and 40, anyone with cold weather gear already doesn't have to make the checks. I did set up a rules question about it, but as far as I can tell, they can just spend the gold to trivialize the cold. For now.

Grand Lodge

Ataraxias: "restriction" doesn't necessarily have to mean "ban". One way to address your problem would be to say only one player per race other than human. That way they actually play with more of the ARG :)

Magnuskn: I'm glad we agree :) tho we can only guess when that access to items will come, mid-2nd book seems right to me for the environment to be less of an issue.

Odraude: I don't have my copy handy, but I think it gets colder in the later part of Book 1.

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Odrade, according to the mod, wearing cold-weather gear gives a +5 bonus to Fort saves to resist the cold.

Contributor

motteditor wrote:
Odrade, according to the mod, wearing cold-weather gear gives a +5 bonus to Fort saves to resist the cold.

The protection comes from the rules for cold dangers:

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).

I would guess a cold-weather outfit counts a sufficient protection.

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