| gr1bble |
So, I *think* I understand the rules, but just wanted to summarise and confirm:
Taldor
Cold resistance/Endure Elements: completely protects (no saves, damage, etc)
Cold weather outfit: completely protects (no saves, damage, etc)
Anything else: 1 save per hour, 1d6 non-lethal damage + hypothermia on fail.
Irrisen
Cold resistance/Endure Elements: completely protects (no saves, damage, etc)
Cold weather outfit: 1 save per hour with a +5 bonus, 1d6 non-lethal damage + hypothermia on fail.
Anything else: 1 save per 10 mins, 1d6 non-lethal damage + hypothermia on fail.
Is that right? The only thing I'm not really sure on is the cold resistance, and that is based on the old 3.5 rules and a post I found indicating that Jason Bulman agreed with that ruling.
| Tangent101 |
Nope. Cold Resistance requires a save once per hour if not using other protection. If the save is failed, then roll 1d6. If the result is under the cold damage reduction, then he or she does not suffer from hypothermia and is not fatigued. If they are in Irrisen, it goes to one save every 10 minutes despite the cold resistance.
Endure Elements DOES completely negate the need to check.
| gr1bble |
Nope. Cold Resistance requires a save once per hour if not using other protection.
Thanks - do you have a source for that? I guess it follows from a strict reading of the Energy Resistance ability, and assumes that each hour (or 10 mins if appropriate) of exposure to the cold environment counts as one "attack"?