Generate Uneven Ground


Rules Discussion


Hello, I have questions about Uneven Ground.

Quote:
Uneven ground is an area unsteady enough that you need to Balance or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

0/ What kind of terrain are Uneven ground ?

1/ Is it all saves (fortitude, Reflex, Will) ?

3/ Is it possible to generate an Uneven Ground ? If yes, how ?

4/ Are there Uneven ground in aquatic environment and air environment ?

Thanks for your future answer.


0. It would be specified by the GM. No type of terrain is always uneven ground. As an example, you walk on a road, and it is even ground. You come to an area of construction where the road is all torn up, and your GM tells you that part of the road is uneven.

1. Yes.

2. I would imagine yes, but that would be up to your GM. For instance, the building-destroying aspect of Earthquake could lead to uneven ground.

3. Yes, there can be.

Uneven ground is, IMO, meant to be an element used to vary up an encounter and add an extra challenge to it. It will typically be placed by the GM deliberately.


Waldham wrote:
3/ Is it possible to generate an Uneven Ground ? If yes, how ?

Partially.

The old version of Winter Sleet did this but it was nerfed to only affect when other creatures moves (yet force move still trigger it).
Grease does same thing too (but only if the creature has used an action so no force movement).
Waldham wrote:
4/ Are there Uneven ground in aquatic environment and air environment ?

Not in RAW. You need a surface to have a Uneven Ground. Usually air and water are subjects to currents but this forces moves a creature and makes difficult terrain in one direction (while helps in the opposite directions) and depending of how strong it is the GM can consider that these creatures are off-guard too. I never saw a GM consider a non surface situation as Uneven ground.


Warpwobble Poison

Quote:
Saving Throw DC 26 Will; Maximum Duration 6 rounds; Stage 1 treat all squares as difficult terrain (1 round); Stage 2 treat all squares as greater difficult terrain (1 round); Stage 3 treat all squares as uneven ground (DC 26), treating a critical success to Balance as a success, and a success as a success but moving on greater difficult terrain (1 round)

4/Is it possible to increase the DC with powerful alchemy feat ?

Frost Breath

Quote:
This bottle of frozen vapors is captured in the frozen peaks of the crown of the world. After inhaling frost breath, you gain resistance 5 to cold. You can exhale the frost breath as a single action to release a spray of frigid air in a 15- foot cone. Each creature in the area takes 4d6 cold damage with a DC 20 basic Reflex save. For 10 minutes, surfaces in the area are covered in ice, becoming difficult terrain and uneven ground (Acrobatics DC 20).

5/Is it possible to increase DC with a feat ? DC = class or spell DC

Snowshoes of the Long Trek

Quote:
The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow.

Artic Vigor (greater)

Quote:
You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).
Quote:
A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth.

Sure-Step crampon

Quote:
They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain.

Winterstep elixir

6/A terrain with Ice is it automatically uneven ground ?

Steady on Stone (oread) / Rock runner (dwarf) : made of stone and earth
whitecap (vanara) / uncanny agility (tengu) : rocky field, hilly incline, or rocking ship.
jungle strider (tripkee) : made of plant material
snow may (changeling) : icy terrain
marsh runner (lizardfolk) : marsh ground

Unimpeded step (champion)
determined dash (barbarian)
Steadying Stone (druid)
Pirate Dedication : deck of a ship

Steady balance (skill feat)


Waldham wrote:
4/Is it possible to increase the DC with powerful alchemy feat ?

Powerful Alchemy was switch to a class feature for alchemists since the errata 1. You may ask your GM to allow to use it as a MC feat if you still have an old copy of the CRB.

Waldham wrote:

Frost Breath

Quote:
This bottle of frozen vapors is captured in the frozen peaks of the crown of the world. After inhaling frost breath, you gain resistance 5 to cold. You can exhale the frost breath as a single action to release a spray of frigid air in a 15- foot cone. Each creature in the area takes 4d6 cold damage with a DC 20 basic Reflex save. For 10 minutes, surfaces in the area are covered in ice, becoming difficult terrain and uneven ground (Acrobatics DC 20).
5/Is it possible to increase DC with a feat ? DC = class or spell DC

Only if you are playing a lvl 18 alchemist with Improbable Elixirs that will allow you to use your alchemist DC instead due Powerful Alchemy.

Waldham wrote:

Snowshoes of the Long Trek

Quote:

The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow.[/quote

Artic Vigor (greater)

Quote:
You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).
Quote:
A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth.

Sure-Step crampon

Quote:
They allow you to walk across ice without

...

Steady on Stone (oread) / Rock runner (dwarf) : made of stone and earth
whitecap (vanara) / uncanny agility (tengu) : rocky field, hilly incline, or rocking ship.
jungle strider (tripkee) : made of plant material
snow may (changeling) : icy terrain
marsh runner (lizardfolk) : marsh ground

Unimpeded step (champion)
determined dash (barbarian)
Steadying Stone (druid)
Pirate Dedication : deck of a ship

Steady balance (skill feat)

These are only for the character to ignore uneven ground and difficult terrain. They won't provide you a way to make an uneven ground, they just to ignore some uneven ground and doesn't care about the DC.

Note that these things rarely will be in a NPC/Monster sheet with exception for monsters that lives/hunts in such uneven ground places.

Waldham wrote:
6/A terrain with Ice is it automatically uneven ground ?

Depends from how your GM rule the terrain.

Note that terrains made by GM will work how the GM wants it works. Even a small walkway can be an uneven ground if your GM rules that it's uneven ground. This thing is totally a GM fiat because it's scenario related.


Quote:
Only if you are playing a lvl 18 alchemist with Improbable Elixirs that will allow you to use your alchemist DC instead due Powerful Alchemy.

Frost breath is not a potion.

Frost breath has the following traits :
Air Bottled Breath Cold Consumable Magical

Player Core 2: (alchemist)

Quote:

Powerful Alchemy 5th

Alchemical items you infuse are particularly potent. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

Player Core 2 : Alchemist Archetype

ALCHEMICAL POWER 12th
Quote:
You become an expert in the alchemist class DC. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.


Waldham wrote:
Quote:
Only if you are playing a lvl 18 alchemist with Improbable Elixirs that will allow you to use your alchemist DC instead due Powerful Alchemy.

Frost breath is not a potion.

Frost breath has the following traits :
Air Bottled Breath Cold Consumable Magical

It's true, because of Bottled Breath and no alchemical trait I automatically considered it a potion. I apologize.

This changes the answer to a simple: No, it is currently not possible.

Waldham wrote:


Player Core 2: (alchemist)
Quote:

Powerful Alchemy 5th

Alchemical items you infuse are particularly potent. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

Player Core 2 : Alchemist Archetype

ALCHEMICAL POWER 12th
Quote:
You become an expert in the alchemist class DC. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

There you are talking about Alchemical Power and not Powerful Alchemy.

Still, it doesn't change the greater answer, as I don´t know an alchemical item that creates an uneven ground, even that doesn't make any difference.


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colorful coating, green

Quote:

Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn't have to attempt to Balance.

The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface.

Yellow colorful coating and green colorful coating have opposite effects. If they're both applied to the same surface, they negate one another.

It is an alchemical item.

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