Snows of Summer and cold environments [Spoliers]


Reign of Winter


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.


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.


Tangent101 wrote:
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"?


There was another thread that discussed it. I don't know if it's official or not, however.

Shadow Lodge

Of interest as well:

Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

Best Regards
Herremann the Wise

Grand Lodge

Pathfinder Adventure Path Subscriber

Though the nonlethal damage caused by the cold is specifically called out as only removable by time spent in a warm environment, so no spells (I guess).


Darrell Impey UK wrote:
Though the nonlethal damage caused by the cold is specifically called out as only removable by time spent in a warm environment, so no spells (I guess).

Really? I figured magic would cover it. I've been doing it wrong then?

Grand Lodge

Pathfinder Adventure Path Subscriber

Or I have. (Wouldn't be the first time.)


I would assume for internal consitency, that the requirement to be out of the cold only applies to natural healing, not magical healing.

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