Cold Weather + Cold Resistance


Rules Questions


i have a question about cold weather and cold resistance, when you got cold resistance are you considered protected and if you got cold resistance do you need to be in higher cold temperature before other who have cold weather outfit before getting affected by temperature, and if yes for each +1 is how much cold before you are affected? ( sorry if my english is not good its not my native language(can you give both in fahrenheit and celcius if possible thx you))

Scarab Sages

So, as far as I understand it, here is how cold resistance works.

1) The general rule seems to be that if you take no damage from something, then you take none of the negative effects that would have come with it. For example, if a dire rat attacks, say, a barbarian with DR, and does no damage, then the barbarian doesn't have to roll for the disease associated with that bite. Same thing goes with the cold.

2) Let's say that you are treking through the wilderness, and the GM says "It's really cold, make a fortitude save every hour or take a d3 cold damage. Anyone who takes any cold damage is also fatigued." My Tiefling, with cold resist 5, says "I'm good! d3 cold damage can't possibly hurt me. Because he resists the cold damage, he doesn't need to deal with the fatigue. He is fine in this weather.

3) Later, however, a blizzard hits, and the GM says "Roll a fortitude save every 10 min. If you fail, you take a d6 nonlethal cold damage and become fatigued." Now he starts rolling for my tiefling (who fails all his saves, for the sake of arguement.) If he rolls six cold damage on that die, my tiefling surcombs to hypothermia even with the cold resist and he becomes fatigued (this is because 6-5(his resist)=1, he has taken 1 or more points of cold damage.)

4) Cold weather gear does exactly what it says, it provides a +5 bonus to those cold saves.

5) So, to answer your question, to be completely immune to cold weather stuff, you need a cold resist of 6 or higher, as the worst damage that the game can throw at you from a cold environment is listed as 1d6 cold damage/min. (which is at -20 degrees F, roughly -29 degrees C.)

6) ONE CAVEAT, the GM has the final say in the matter. If he says you get caught in the worst snowstorm of the century, and you have to make a fort save or take 2d6 cold damage, then all the rules apply. If you have a cold resist of 6, and he rolls a 7 or higher on those 2d6, then you take cold damage and become fatigued.

Shadow Lodge

From the last I heard, and this was back in 2012/2013,or so, Cold Resistance would completely negate injury from Cold Weather if the damage itself was negated. It was the same with Fire Resistance and hot weather.

So, if you had Cold Resistance 5, you would still need to make the Save vs severe or extreme cold weather, and if you failed, would still take 1d6 nonlethal damage. But, unless you rolled a 6, (taking 1 damage after Resistance), you would not be affected by the severe or extreme cold, including Fatigue from taking damage from cold weather. Its the same with Fire Resistance and hot weather.

This does not apply to things like High Altitude, or for example a blizzard reducing visibility or movement, just the nonlethal damage and any status effects that come directly from cold or hot weather.

It does not change the specific temperature range or category at all. This also only applies to permanent Cold or Fire Resistance, not temporary versions from spells for example, unless the spell lasts long enough to count for the entire duration of exposure to cold or hot weather, which is typically done over every hour.

Scarab Sages

DM Beckett wrote:

From the last I heard, and this was back in 2012/2013,or so, Cold Resistance would completely negate injury from Cold Weather if the damage itself was negated. It was the same with Fire Resistance and hot weather.

So, if you had Cold Resistance 5, you would still need to make the Save vs severe or extreme cold weather, and if you failed, would still take 1d6 nonlethal damage. But, unless you rolled a 6, (taking 1 damage after Resistance), you would not be affected by the severe or extreme cold, including Fatigue from taking damage from cold weather. Its the same with Fire Resistance and hot weather.

This does not apply to things like High Altitude, or for example a blizzard reducing visibility or movement, just the nonlethal damage and any status effects that come directly from cold or hot weather.

It does not change the specific temperature range or category at all. This also only applies to permanent Cold or Fire Resistance, not temporary versions from spells for example, unless the spell lasts long enough to count for the entire duration of exposure to cold or hot weather, which is typically done over every hour.

That's basically what I said.


Here's what's said in the The Witchwar Legacy module.

"extreme cold (–25 degrees F), dealing 1d6 points of lethal damage per minute (no save). 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."

So any amount of cold resistance should protect you with no need for a cold weather outfit.

VampByDay: I'd say that those rolls are for damage are over time and not instantaneous. So if you roll "every hour or take a d3 cold damage", you'd in essence be taking that damage spread out over that hour. That would mean that even a single point of resistance would work as no round ever deals over that damage.

If you do it the other way then your character is perfectly fine and unaffected from the cold until 60 min past then the cold weather smacks then with all the cold in one round and then the cold goes away for another hour...

Scarab Sages

graystone wrote:

Here's what's said in the The Witchwar Legacy module.

"extreme cold (–25 degrees F), dealing 1d6 points of lethal damage per minute (no save). 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."

So any amount of cold resistance should protect you with no need for a cold weather outfit.

VampByDay: I'd say that those rolls are for damage are over time and not instantaneous. So if you roll "every hour or take a d3 cold damage", you'd in essence be taking that damage spread out over that hour. That would mean that even a single point of resistance would work as no round ever deals over that damage.

If you do it the other way then your character is perfectly fine and unaffected from the cold until 60 min past then the cold weather smacks then with all the cold in one round and then the cold goes away for another hour...

Which is EXACTLY how it 'works' even if you don't have cold resistance, from a game standpoint. Your human is perfectly fine at the 59 minute mark, but after one more minute, you take cold damage and: FATIGUED!

The game is an abstraction. It can't perfectly imitate the world, so it does it's best to approximate. You, as a tiefling running around in your skivies in the cold, start to realize that your inherent resistance to cold isn't enough to counter just how damn cold it is, and hypothermia sets in, starting to really impact your ability to do stuff after about an hour.

If the witchwar legacy module has specific rules for dealing with one scenario of the cold environment, then use those rules, OF COURSE, however, rules as written, in general cold environments, what Becket and I stated is how it goes.


ok but are you considered unprotected or not, because when you are in cold weather outfit when it is 40F 4C you must make a check if you are unprotected but not when protected and having an cold weather outfit is considered protected from weather and in 0F -18C its every 10 min or every hours if protected

Scarab Sages

John Murdock wrote:
ok but are you considered unprotected or not, because when you are in cold weather outfit when it is 40F 4C you must make a check if you are unprotected but not when protected and having an cold weather outfit is considered protected from weather and in 0F -18C its every 10 min or every hours if protected

The answer is 'GM's call.' The book does not specifically state if cold resist counts as protected in those conditions. The book can't cover every eventuality and that is one of the issues that just got through the cracks. Personally, I would say that any amount of cold resist protects you if the conditions says something like "wearing cold weather gear means you don't have to make this check."

Remember though, under normal circumstances, all cold weather gear does is offer a +5 bonus to saves vs cold. So under normal cold rules, a character in a snowstorm still has to make those fort saves, they just get a +5 bonus.

The issue here is that sometimes writers will change rules a bit to fit the situation. If the adventure calls for 1st level players go go up into the frozen north, the writer might say 'characters with cold weather gear don't have to make fort saves" because that cold damage could kill a party of first level adventurers in two hours. Conversely, the same trek for a party of 10th level PCs is a joke, so the writer could say that the trek is particularly brutal, and increase the DCs or make the environment deal 2d6 cold damage an hour.

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