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Environment effects (Bonds of Blood)

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Bonds of Blood
D&D 3.5 online server chapter 2
Bannerman's map of Termes

Creator: Narcissus
Type: role play
Levels: 1-40
PvP: full PvP
Version: 1.69 (8109)+XP1+XP2
IP: 98.232.89.164:5121
Rules: player's handbook
Changes: subraces, classes, feats, skills, spell changes
Systems: crafting, repairing and cooking; merchants, barter and gold limits; deities, religion and prayer; environment; rest and ambush; combat; death; experience; emotes
Items: treasure, properties, teleportation
Info: hints and tips

Certain areas have environments that may affect players in a variety of ways.

Contents

[edit] Hostile Environments

[edit] Winter

A fortitude save of 15 must be made during the day to avoid 1d6 cold damage. During the night a fortitude save of 20 must be made to avoid 2d6 cold damage. Damage is applied every turn.

[edit] Desert

A fortitude save of 15 must be made during the day to avoid 1d3 fire damage and 1d3 sonic damage from sand storms. Damage is applied every turn.

[edit] Underwater

A player may hold his breath up to 2 rounds per constitution point. After that he must make a fortitude save of 10 + 1 per round. When he fails the fortitude save he is dead. To regain his breath the player must leave the water for 3 rounds.

[edit] Lava

A fortitude save of 20 must be made to avoid 2d6 fire damage. It is possible that molten rock may hit the party at anytime. Damage is applied every turn.

[edit] Lightning Strikes

Though rare is it possible to get hit by lightning during a storm. Lightning does 1d6 electrical damage and strikes every turn.

[edit] Extreme

It is possible to find extreme areas that deal twice the damage as the environment effects listed.

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