Cold Weather Rules

GROUND CONDITIONS
Snow: It costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches of snow on the ground. Snow counts as very soft ground for purposes of tracking creatures with Survival. This is the ground condition created after a snowstorm (q.v.).

Heavy Snow: It costs 4 squares of movement to enter a square covered with heavy snow. A day of heavy snow leaves 1d4 feet of snow on the ground. Snow drifts, 1d4 x 5 feet deep, are also possible. Heavy snow counts as very soft ground for purposes of tracking creatures with Survival. This is the ground condition created after a blizzard (q.v.).

Ice: Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold (q.v.).

SNOWFALL
Snowing: Falling snow reduces visibility ranges by half, resulting in a -4 penalty on Perception checks and ranged weapon attacks.
Heavily Snowing: Heavily-falling snow obscures all sight beyond 15 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Heavy snowfall has a 50% chance of extinguishing small, unprotected flames, such as candles. Ranged attacks and Perception checks suffer an additional -4 penalty. There is a 10% chance that heavy snow is accompanied by lightning, which can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes between 4d8 and 10d8 points of electricity damage.
Snowstorm: A snowstorm reduces visibility ranges by three-quarters, imposing a –8 penalty on Perception checks. Ranged weapon attacks become impossible, except for those using siege weapons, which have a –4 penalty on attack rolls. Creatures 5 feet away have total concealment (attacks by or against them have a 50% miss chance). It automatically extinguishes candles, torches, and similar unprotected flames; protected flames, such as those of lanterns, dance wildly and have a 50% chance of being extinguished. Fly checks take a -8 penalty. Medium creatures are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne. Small and smaller creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying small or smaller creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check. A snowstorm leaves snow (q.v.) on the ground afterward.
Blizzard: A blizzard reduces visibility to zero, making Perception checks and all ranged weapon attacks impossible. All creatures have total concealment (attacks by or against them have a 50% miss chance). Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused, except for those using siege weapons, which have a –8 penalty on attack rolls. Fly checks take a -12 penalty.
Large creatures are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne. Medium and smaller creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying medium or smaller creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check. A blizzard leaves heavy snow (q.v.) on the ground afterward.

TEMPERATURE
Cold: Cold weather ( +2 to -17 degrees Celsius) requires characters to make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character wearing a cold-weather outfit does not need to make a save against the effects of cold temperatures.
A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (DC 15; Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.). A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued – can neither run nor charge and takes a –2 penalty to Strength and Dexterity). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Severe Cold: Severe cold (-18 to -28 degrees Celsius) requires characters to make a Fortitude save every ten minutes (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character wearing a cold-weather outfit only needs to save against severe cold once every hour.
A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (DC 15; Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.). A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued – can neither run nor charge and takes a –2 penalty to Strength and Dexterity). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme Cold: At -29 degrees Celsius and below, a character takes 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. A character wearing a cold weather outfit reduces this duration to once every ten minutes. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (DC 15; Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.). A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued – can neither run nor charge and takes a –2 penalty to Strength and Dexterity). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Cold Weather Rules

Treasure Bathers JasonFedynak