Environment effects (Bonds of Blood)
From NWNWiki
| | |
| 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.
