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GM Screen
Mastering the Wild
Weather in the Wilderness
Source
Ultimate Wilderness pg. 165
While many of the physical dangers a group faces in the wilds vary significantly based on the nature of the terrain they explore, the weather can pose an array of challenges within a single region. When the weather is calm or good, it can make even the most unpleasant of terrains less grueling, but when the weather turns bad, even gently rolling hills, idyllic woodlands, and pastoral plains can become death traps.
While you can simply decide what the weather’s up to at any point in your campaign—and indeed you should always feel free to have it start raining, thundering, or gusting with wind when the story is enhanced by dramatic shifts in the weather—you can also use the following system to generate weather for your game.
In keeping with Pathfinder’s primary goal of providing a shared game experience first and foremost, this system for generating weather is narrative-based rather than a fully scientific simulation. While this system takes into account generalities such as climate, elevation, and season, its primary focus allows you to set the norms for weather in a particular area of your choice, using a number of broad categories based on general climate and favored terrain categories. You can then add weather details and events outside that norm, from mere hassles to catastrophes, either randomly generating those weather events or picking and choosing ones that support your campaign’s greater narrative. This makes it easier for PCs whose classes enhance their skills in certain terrain types to better thwart environmental dangers that are created or provoked by such terrains’ weather.
Extreme Temperatures
Temperatures of 40° F and lower or 90° F or higher are hazardous, growing more dangerous the more extreme they become. Without the benefit of
endure elements
or some other form of protection, characters exposed to temperatures beyond these ranges run the risk of taking damage and suffering other effects. The effects of
cold dangers
and
heat dangers
are in the
Pathfinder RPG Core Rulebook
.
Weather Baseline
Source
Ultimate Wilderness pg. 165
When determining weather for a region in your campaign, your first step is to establish the weather baseline for the region. The weather baseline is influenced by the region’s climate (this sets the baseline temperature), elevation (this provides the baseline precipitation intensity), and season (this affects the temperature and dictates the baseline precipitation frequency).
Climate
Source
Ultimate Wilderness pg. 165
Your first step in determining a region’s baseline weather is to decide upon the region’s climate. Climate is split up into one of three categories: cold, temperate and tropical. These types correspond to the three climate categories used in monster entries in all of the
Pathfinder Bestiary
volumes (note that a fourth category, extraplanar, is not a factor in determining weather for Material Plane worlds).
The baseline temperature range for each climate category is given below, and is further refined in
Temperature Variations and Precipitation
. These baselines are also presented in Table 4–12.
Cold
: A cold climate is found in the extreme northern or southern regions of the world at latitudes greater than 60 degrees (approximately 2,000 miles from a pole). In these polar regions, temperatures often remain below freezing throughout the majority of the year. The baseline temperature in this climate is cold, ranging from 20º F in the winter, to 30º F in the spring and fall months, and up to 40º F in the summer. For regions within 500 miles of the pole, the baseline temperature is 10º F colder than the seasonal average. For regions within 250 miles of the pole, the baseline temperature is 20º F colder than the seasonal average. Because cold air tends to be drier than warm air, reduce the frequency and intensity of precipitation by one step in cold climates.
Temperate
: Temperate climates stretch between the polar regions and tropical regions of the world, generally at latitudes between 60 degrees and 30 degrees. The baseline temperature in this climate ranges from 30º F in winter, to 60º F in spring and fall, and all the way up to 80º F in summer. Precipitation frequency is not altered as a result of a temperate climate, but it can still be altered as a result of other factors such as the elevation or season (see below).
Tropical
: The tropics exist to either side of the world’s equator, extending north and south for about 30 degrees of latitude in either direction. Tropical regions tend to be warm and humid, with a baseline temperature ranging from 50º F in winter, to 75º F in spring and fall, and up to 95º F in summer. Because warm, humid air produces a great deal of precipitation, increase the frequency and intensity of precipitation by one step in this climate.
Table 4-12: Climate Baselines
Climate
Winter Temp.
Spring Temp.
Summer Temp.
Fall Temp.
Precipitation Adjustment
Cold
20º F
30º F
40º F
30º F
Decrease frequency and intensity by one step
Temperate
30º F
60º F
80º F
60º F
—
Tropical
50º F
75º F
95º F
75º F
Increase frequency and intensity by one step
Elevation
Source
Ultimate Wilderness pg. 166
While the climate sets baselines for temperatures, elevation plays a key factor as well. Elevation can affect the baseline temperature, and it sets the baseline intensity of precipitation in the region, as explained below and displayed in Table 4–13: Elevation Baselines.
Sea Level
: Temperatures in sea-level and coastal regions are 10º warmer. Sea-level regions also tend to have more precipitation than areas of higher elevation, so the baseline precipitation intensity in a sea-level region is heavy.
Lowland
: Lowlands are areas of low elevation not near the coast, generally at an elevation of 1,000 to 5,000 feet. This elevation range does not alter baseline temperatures. The baseline precipitation intensity in lowlands is medium.
Highland
: Highlands include regions with elevations above 5,000 feet. Decrease baseline temperatures in highlands by 10º (although in particularly arid and flat regions, you should instead increase the baseline temperature by 10º, while in particularly high-altitude regions such as significant mountain ranges, you should instead decrease the baseline temperature by 20º). The frequency of precipitation is decreased by one step, and baseline precipitation intensity is medium.
Table 4-13: Elevation Baselines
Elevation
Altitude Range
Baseline Temp. Adjust.
Baseline Precipitation Intensity
Sea level
Below 1,000 ft.
+10º F
Heavy
Lowland
1,000 ft. to 5,000 ft.
—
Medium
Highland
Above 5,000 ft.
-10º F
Medium (decrease precipitation frequency by one step)
Season
Source
Ultimate Wilderness pg. 166
A year has four seasons—spring, summer, fall, and winter— each of which lasts about 3 months. Season plays an important part in dictating a region’s baseline temperature (as noted in each climate and in Table 4–14). It also dictates the baseline precipitation frequency in a region before applying adjustments due to climate or elevation. In most regions with cold and temperate climates, precipitation frequency is intermittent during spring and fall, common during the summer, and rare during the winter. In most regions with tropical climates, precipitation frequency is common during spring and fall, intermittent during the summer, and rare during the winter.
On worlds with a tilt in their axis, the seasons are typically reversed between northern and southern hemispheres. While it is the height of summer in the north, the areas south of the equator are in the depths of winter.
Table 4-14: Seasonal Baselines
Season
Cold or Temperate Climate Precip. Frequency
Tropical Climate Precip. Frequency
Spring
Intermittent
Common
Summer
Common
Intermittent
Fall
Intermittent
Common
Winter
Rare
Rare
Temperature Variations and Precipitation
Source
Ultimate Wilderness pg. 166
Once you have established weather baselines for a region and adjust them to match the elevation and season, the next step is to breathe life into the weather by determining the temperature’s variation from the adjusted baseline and the daily precipitation. With this system, you can build out weather patterns and events as far as you want into the future. If the PCs will be in a region for some time, it’s a good idea to plan out the weather’s variations and events at least a week in advance so if a character tries to use Survival to predict the weather, you’ll have information to work with. On the other hand, if you know the PCs are going to be in a region for only a few days, planning our a full week of weather isn’t necessary. And of course, you can randomly generate weather on a dayby- day basis if you’re comfortable with the possibility of an unexpected turn complicating the game’s other events.
Temperature Variations
Source
Ultimate Wilderness pg. 166
Weather is constantly changing, and a significant aspect of that change is the temperature. For the purposes of this system, it’s easiest to assume that the daily temperature remains relatively static during daylight hours and then drops by 2d6+3 degrees during the night.
When setting a day’s temperature in a terrain, you can roll on the temperature variations table appropriate to the climate; the result determines how you should alter the adjusted baseline temperature, and also suggests the duration of that change. You can also use the tables without rolling for a result, consulting them as a guide to help you make decisions about variations in temperature.
For terrain in a cold region, roll on Table 4–15: Cold Region Temperature Variations. Temperature variations in this climate trend colder and last for a long period of time. For terrain in a temperate region, roll on Table 4–16: Temperate Region Temperature Variations. Temperature variations in this climate are about as likely to swing warmer or colder, and such variations tend to last for shorter periods. If you need to establish a day’s temperature for terrain in a temperate region, you can roll on Table 4–17: Tropical Region Temperature Variations. Temperature variations for tropical climates trend warm but for even shorter periods.
Table 4-15: Cold Region Temperature Variations
d%
Variation
Duration
1-20
-3d10° F
1d4 days
21-40
-2d10° F
1d6+1 days
41-60
-1d10° F
1d6+2 days
61-80
No variation
1d6+2 days
81-95
+1d10° F
1d6+1 days
96-99
+2d10° F
1d4 days days
100
+3d10° F
1d2 days days
Table 4-16: Temperate Region Temperature Variations
d%
Variation
Duration
1-5
-3d10° F
1d2 days
6-15
-2d10° F
1d4 days
16-35
-1d10° F
1d6+1 days
36-65
No variation
1d6+1 days
66-85
+1d10° F
1d6+1 days
86-95
+2d10° F
1d4 days days
96-100
+3d10° F
1d2 days days
Table 4-17: Tropical Region Temperature Variations
d%
Variation
Duration
1-10
-2d10° F
1d2 days
11-25
-1d10° F
1d2 days
26-55
No variation
1d4 days
56-85
+1d10° F
1d4 days
86-100
+2d10° F
1d2 days days
Precipitation
Source
Ultimate Wilderness pg. 167
The next step in setting the local weather is to determine whether precipitation occurs and the intensity of that precipitation, if any.
Precipitation Frequency
: Precipitation frequency is organized into five levels: drought, rare, intermittent, common, and constant. A region’s baseline precipitation frequency is set by the season, but it can be modified by the climate and other factors (for example, see the Deserts sidebar on page 168). A precipitation frequency can’t be reduced lower than drought or increased higher than constant. Check each day to determine whether precipitation occurs for that day; the percentage chance of precipitation occurring is summarized on Table 4–18: Daily
Table 4-18: Daily Precipitation Chances
Frequency
Chance of Precipitation
Drought
5% (decrease precipitation intensity by 2 steps
Rare
15%
Intermittent
30%
Common
60%
Constant
95%
Precipitation Intensity
: The baseline precipitation intensity is dependent on the elevation and can be modified by the climate. Intensity has four categories. Light precipitation is the lowest level of intensity and generally consists of fog, a faint drizzle of rain or a few isolated flakes of snow. Medium precipitation represents a noticeable but not distracting fall of rain or snow. Heavy precipitation typically consists of a driving rainstorm or significant snowfall. Torrential precipitation is the highest level of intensity and consists of a deluge of rain or snow with conditions that can approach whiteout levels. Precipitation intensity can never be reduced below light or increased above torrential.
Once you establish the intensity and the temperature, you’ll determine how the precipitation manifests.
Precipitation Form
: Precipitation can result in more than just rain. Depending upon the intensity and temperature, precipitation can range from a light fog or a faint drizzle of rain to a blizzard or thunderstorm. Once you know precipitation of a specific intensity is occurring, set the time of day the precipitation event occurs by rolling 1d12 to find the starting hour of the day and 1d6 to determine whether the hour is a.m. or p.m. (1–3 = a.m., 4–6 = p.m.).
Next, use the appropriate table below for the baseline precipitation intensity and whether the temperature is above or below freezing (32° F) to generate the specific type of precipitation and its duration. (Remember that the temperature is lower at night!) See the
Cloud Cover
section for the effects of precipitation on visibility for flying creatures.
Table 4-19: Light Unfrozen Precipitation
d%
Precipitation
Duration
1-20
Light fog
1d8 hours
21-40
Medium fog
1d6 hours
41-50
Drizzle
1d4 hours
51-75
Drizzle
2d12 hours
76-90
Light rain
1d4 hours
91-100
Light rain (sleet if below 40° F)
1 hour
Table 4-20: Light Frozen Precipitation
d%
Precipitation
Duration
1-20
Light fog
1d6 hours
21-40
Light fog
1d8 hours
41-50
Medium fog
1d4 hours
51-60
Light snow
1 hour
61-75
Light snow
1d4 hours
76-100
Light snow
2d12 hours
Table 4-21: Medium Unfrozen Precipitation
d%
Precipitation
Duration
01-10
Medium fog
1d8 hours
11-20
Medium fog
1d12 hours
21-30
Heavy fog
1d4 hours
31-35
Rain
1d4 hours
36-70
Rain
1d8 hours
71-90
Rain
2d12 hours
91-100
Rain (sleet if below 40° F)
1d4 hours
Table 4-22: Medium Frozen Precipitation
d%
Precipitation
Duration
1-10
Medium fog
1d6 hours
11-20
Medium fog
1d8 hours
21-30
Heavy fog
1d4 hours
31-50
Medium snow
1d4 hours
51-90
Medium snow
1d8 hours
91-100
Medium snow
2d12 hours
Table 4-23: Heavy Unfrozen Precipitation
d%
Precipitation
Duration
1-10
Heavy fog
1d8 hours
11-20
Heavy fog
2d6 hours
21-50
Heavy rain
1d12 hours
51-70
Heavy rain
2d12 hours
71-85
Heavy rain (sleet if below 40° F)
1d8 hours
86-90
Thunderstorm
1 hour
91-100
Thunderstorm
1d3 hours
Table 4-24: Heavy Frozen Precipitation
d%
Precipitation
Duration
1-10
Medium fog
1d8 hours
11-20
Heavy fog
2d6 hours
21-60
Light snow
2d12 hours
61-90
Medium snow
1d8 hours
91-100
Heavy snow
1d6 hours
Table 4-25: Torrential Unfrozen Precipitation
d%
Precipitation
Duration
1-5
Heavy fog
1d8 hours
6-10
Heavy fog
2d6 hours
11-30
Heavy rain
2d6 hours
31-60
Heavy rain
2d12 hours
61-80
Heavy rain (sleet if below 40° F)
2d6 hours
81-95
Thunderstorm
1d3 hours
96-100
Thunderstorm
1d6 hours
Table 4-26: Torrential Frozen Precipitation
d%
Precipitation
Duration
1-5
Heavy fog
1d8 hours
6-10
Heavy fog
2d6 hours
11-50
Heavy snow
1d4 hours
51-90
Heavy snow
1d8 hours
91-100
Heavy snow
2d12 hours
Drizzle
: Drizzle reduces visibility to three-quarters of the normal range, imposing a –2 penalty on Perception checks. It automatically extinguishes tiny unprotected flames (candles and the like, but not torches).
Fog, Heavy
: Heavy fog obscures all vision beyond 5 feet, including darkvision. Creatures 5 feet away have concealment. Heavy fog typically occurs early in the day, late in the day, or sometimes at night, but the heat of the midday usually burns it away. Heavy fog occurs only when there is no or light wind.
Fog, Light
: Light fog reduces visibility to three-quarters of the normal ranges, resulting in a –2 penalty on Perception checks and a –2 penalty on ranged attacks. Light fog typically occurs early in the day, late in the day, or sometimes at night, but the heat of the midday usually burns it away. Light fog occurs only when there is no or light wind.
Fog, Medium
: Medium fog reduces visibility ranges by half, resulting in a –4 penalty on Perception checks and a –4 penalty on ranged attacks. Medium fog typically occurs early in the day, late in the day, or sometimes at night, but the heat of the midday usually burns it away. Medium fog occurs only when there is no or light wind.
Rain
: Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. Rain automatically extinguishes unprotected flames (candles, torches, and the like) and imposes a –4 penalty on ranged attacks.
Rain, Heavy
: Heavy rain reduces visibility to one-quarter of the normal range, resulting in a –6 penalty on Perception checks. Heavy rain automatically extinguishes unprotected flames and imposes a –6 penalty on ranged attacks.
Sleet
: Essentially frozen rain, sleet has the same effect as light snow, but any accumulation typically doesn’t last longer than 1–2 hours after the storm.
Snow, Heavy
: Heavy snow reduces visibility ranges to onequarter of the normal range, resulting in a –6 penalty on Perception checks. It extinguishes unprotected flames and imposes a –6 penalty on ranged attacks. Heavy snow impedes movement even before it begins to stick. Moving into a square during a heavy snowstorm requires 1 extra 5-foot square of movement (this stacks with difficult terrain). Every hour of heavy snow leaves 1d4 inches of snow on the ground. As long as at least 2 inches of snow remain on the ground, the requirement of an extra square of movement to enter a square of snow persists. If at least 1 foot of snow remains on the ground, 2 extra squares of movement are required to enter a snow-filled square instead. A heavy snowstorm has a 10% chance of generating
thundersnow
and has a 40% chance of becoming a blizzard if the wind speed is severe or stronger.
Snow, Light
: Light snow reduces visibility to three-quarters of the normal range, resulting in a –2 penalty on Perception checks. Light snow has a 75% chance each hour of extinguishing unprotected flames and imposes a –2 penalty on ranged attacks. Light snow does not impede movement unless it continues for 2 or more hours, at which point moving into a square of such snow requires 1 extra 5-foot square of movement (this stacks with difficult terrain). Every 2 hours of light snow leaves 1 inch of snow on the ground. As long as at least 2 inches of snow remain on the ground, the requirement of an extra square of movement to enter a square of snow persists. If at least 1 foot of snow remains on the ground, entering a snow-filled square instead requires 2 extra squares of movement.
Snow, Medium
: Medium snow reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. Medium snow extinguishes unprotected flames and imposes a –4 penalty on ranged attacks. Medium snow does not impede movement unless it continues for 1 hour, at which point moving into a square of such snow requires 1 extra 5-foot square of movement (this stacks with difficult terrain). Every hour of medium snow leaves 1 inch of snow on the ground. As long as at least 2 inches of snow remain on the ground, the requirement of an extra square of movement to enter a square of snow persists. If at least 1 foot of snow remains on the ground, entering a snow-filled square instead requires 2 extra squares of movement.
Thunderstorm
: Thunderstorms feature
powerful winds
and heavy rain. To determine the type of wind associated with the thunderstorm, roll on Table 4–27: Thunderstorm Winds.
Table 4-27: Thunderstorm Winds
d%
Thunderstorm Wind Strength
1-50
Strong winds
51-90
Severe winds
91-100
Windstorm
In addition, there is a 40% chance that a thunderstorm features
hail
either up to an hour before or during the storm. An even greater danger presented by a thunderstorm is the lightning that occurs during the storm. These electrical discharges, generated by the roiling clouds, can pose a hazard to creatures that do not have proper shelters, especially creatures clad in metal armor. Every 10 minutes during a thunderstorm, a bolt of lightning strikes an unsheltered creature at random (though this can strike wildlife as easily as PCs). A creature struck by this lightning must succeed a DC 18 Reflex saving throw or take 10d8 points of electricity damage (a successful saving throw halves the damage). Creatures in metal armor take a –4 penalty on the Reflex saving throw.
There is a 10% chance that a thunderstorm with winds of windstorm strength also generates a
tornado
, while thunderstorms with windstorm-strength winds in temperatures higher than 85° F also have a 20% chance of being a precursor to a
hurricane
. There is a 20% chance that a thunderstorm of any strength in the desert also generates a
haboob
.
Deserts
Deserts are found in places where the weather must pass over mountains, causing a rain shadow, and in very cold environments. The baseline precipitation frequency in a desert is usually drought, but can be rare for a few weeks per year.
Weather Details
Source
Ultimate Wilderness pg. 169
While temperature and precipitation are important aspects of weather, other details can add further danger and drama. Powerful winds can complicate weather, cloud cover can obscure vision, and special, often destructive weather events can cause incredible mayhem and widespread devastation.
Wind
Source
Ultimate Wilderness pg. 170
Once you’ve generated the day’s precipitation, you’ll need to establish the wind strength unless the precipitation indicates otherwise. For example, on foggy days, no significant wind occurs, while thunderstorms have their own rules for determining wind strength. To set the wind strength for the day, roll d% and consult the table below.
Table 4-28: Wind Strength
d%
Wind Strength
Wind Speed
Ranged Weapon Penalty/Siege Weapon Penalty
Check Size
Blown Away Size
Skill Penalty
1-50
Light
0-10 mph
—/—
—
—
—
51-80
Moderate
11-20 mph
—/—
—
—
—
81-90
Strong
21-30 mph
-2/—
Tiny
—
-2
91-95
Severe
31-50 mph
-4/—
Small
Tiny
-4
96-100
Windstorm
51+ mph
Impossible/-4
Medium
Small
-8
Wind Strength
: This is the category of the wind strength.
Wind Speed
: This is the range of wind speeds that occur. Wind speed typically fluctuates between these values through the period of the day, and for moderate or higher wind strength, there are periods in the day when the wind speed dips below the listed range.
Ranged Weapon Penalty/Siege Weapon Penalty
: These are the penalties that characters take when firing ranged weapons and siege weapons in wind of the listed strength. In windstorm-strength wind, normal ranged weapon attacks (either projectile or thrown) are impossible. This includes ranged attacks made via spells of the conjuration school, but it does not include evocation ranged attacks. Siege weapons include all weapons of that type and boulders thrown by giants and other creatures with the rock throwing special attack.
Check Size
: Creatures of the listed size or smaller are unable to move forward against the force of the wind unless they succeed at a DC 10 Strength check (on the ground) or a DC 20 Fly check if airborne.
Blown Away Size
: Creatures of the listed size on the ground are knocked prone, roll 1d4×10 feet, and take 2d6 points of nonlethal damage, unless they succeed on a DC 15 Strength check. Flying creatures of the listed size are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed at a DC 25 Fly check.
Skill Penalty
: This is the penalty for skill checks that can be affected by the wind. These penalties always apply on Fly checks and sound-based Perception checks, but GMs may also wish to apply them on Acrobatics checks, Climb checks, and any other ability or skill checks that could be adversely affected by winds.
Cloud Cover
Source
Ultimate Wilderness pg. 171
You can roll on Table 4–29: Cloud Cover to determine the cloud cover for the day. Light and medium cloud cover mainly serve as thematic elements. Overcast conditions grant concealment for creatures flying at high altitudes. Overcast conditions without precipitation increase the temperature in fall and winter by 10° F and decrease the temperature in spring and summer by the same amount. If precipitation occurs, the cloud cover functions as overcast.
Table 4-29: Cloud Cover
d%
Cloud Cover
1-50
None
51-70
Light clouds
71-85
Medium clouds
86-100
Overcast
Severe Events
Source
Ultimate Wilderness pg. 171
On rare occasions, weather can produce truly dramatic and dangerous events. The following severe effects are sometimes generated by extreme precipitation. For instance, thunderstorms can create or be a harbinger for haboobs, hail, tornados, wildfires, or even hurricanes. At other times, certain types of precipitation combined with higher wind strengths can generate these severe events.
Blizzard
: A combination of severe or stronger winds with heavy snow can create blizzard conditions. Blizzards reduce range of vision to no more than 20 feet, and even then, creatures takes a –8 penalty on Perception checks within that range. In a blizzard, the snowfall increases to 4 inches of snow each hour, and travel in more than 3 feet of snow is usually impossible without
snowshoes
or an ability such as
waterwalk
. Furthermore, the high winds make it feel (and affect living creatures) as if the temperature were 20° F colder. There is a 20% chance that a blizzard lasts for 2d12 hours instead of the normal duration for heavy snow.
Haboob
: A haboob is a sandstorm created by a thunderstorm. See Sandstorm below for its effects.
Hail
: Hail typically occurs just before or during a
thunderstorm
. Hail does not reduce visibility, but the sound of falling hail imposes a –4 penalty on sound-based Perception checks. Rarely (5% chance), hail pellets can become large enough to deal 1d4 points of lethal damage per minute to creatures and objects out in the open.
Hurricane
: Hurricanes are incredibly massive storms featuring heavy rain and a wind strength greater than that of the most powerful windstorm. With winds of 75–174 miles per hour, a hurricane renders ranged attacks impossible, and siege weapons take a –8 penalty on attack rolls. Large or smaller creatures must succeed at a DC 15 Strength check or they are unable to move forward against the strength of the wind. Medium or smaller creatures on the ground must succeed at a DC 15 Strength check or they are knocked prone and roll 1d6×10 feet, taking 1d6 points of nonlethal damage per 10 feet. Flying creatures must succeed at a DC 25 Fly check or they are blown back 2d8×10 feet and take 4d6 points of nonlethal damage due to battering and buffeting. Hurricanes also usually cause flooding. It’s nearly impossible to journey out into a hurricane unscathed.
Sandstorm
: Sandstorms occur when severe or greater winds kick up sand and debris in a desert or similarly arid environment. Sandstorms reduce visibility to 1d10×10 feet, and those within them take a –6 penalty on Perception checks. Sandstorms deal 1d3 points of nonlethal damage per hour to creatures caught in the open.
Thundersnow
: High winds in a snowstorm can create the rare phenomena known as thundersnow. Lighting strikes are less common in thundersnow, but just as deadly. Every hour during the storm, a bolt of lightning strikes an unsheltered creature at random (though this can strike wildlife as easily as PCs). A creature struck by this lightning must succeed a DC 18 Reflex saving throw or take 10d8 points of electricity damage (a successful saving throw halves the damage). Creatures in metal armor take a –4 penalty on the Reflex saving throw.
Tornado
: With winds with speeds of 174–300 miles per hour, tornados are deadly terrors. The smallest tornados occupy a 20-foot-radius burst, with winds of windstorm strength swirling up to 100 feet beyond that burst. The largest tornados can be 100-foot-radius bursts, with a windstorm whose radius extends 500 feet beyond that burst. Ranged attacks, including normal, siege, and even those produced by evocation spells, are impossible in the core burst of a tornado. Huge or smaller creatures must succeed a DC 20 Strength check or be sucked up by the funnel of the tornado; this deals 8d8 points of bludgeoning, piercing, and slashing lethal damage to the creatures. This damage ignores all but DR/epic, DR/—, and hardness. Once it deals this damage, the tornado flings the creature it has sucked up 1d20×10 feet up and away from the tornado, dealing 1d6 points of falling damage per 10 feet that the creature is flung. Gargantuan and larger creatures take the 8d8 points of damage but are not moved by the tornado. A tornado moves at a speed of 40 feet, though the direction it moves is entirely unpredictable—you can determine the direction randomly each round. Tornados typically last for 3d6 minutes, but some can swirl for up to an hour.z
While most tornados are created by thunderstorms, some smaller tornados (typically with a 5- to 10-foot-burst radius, with no outer radius) can be created in areas of wildfire (firenados), snow (snownados), or sand (dust devils). They deal a similar amount of damage, but firenados deal fire damage, snownados deal cold damage, and dust devils deal bludgeoning damage only, and these types of tornados do not fling their targets.
Wildfire
: While wildfires can be sparked a number of ways, for these rules, they are usually created by a lightning strike in a particularly dry area of forest or other vegetation. Use the rules for
forest fires
, but add a 10% chance of the fire producing 1d6 firenados (see Tornado above).