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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Armor Effects for Non-Armored Characters
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<blockquote data-quote="frankthedm" data-source="post: 3150366" data-attributes="member: 1164"><p>I'd say masterwork cold weather clothing helps the save 2 points <strong>or</strong> allows one to take 10 on that save. I's say this cost is +50 gp as a masterwork tool is. IMC The extra cost to make clothing suitable for enchancement would be the same as armor [+150 gp].</p><p></p><p><em>Cold Weather Outfit</em></p><p><em>A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. </em></p><p><em></em></p><p><em>Cold Dangers</em></p><p><em>Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate. </em></p><p><em></em></p><p><em>An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. </em></p><p><em></em></p><p><em><span style="color: Cyan">In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage. </span></em></p><p><em><span style="color: Cyan"></span></em></p><p><em><span style="color: Cyan">A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. </span> </em></p><p><em></em></p><p><em><span style="color: DeepSkyBlue">Extreme cold (below -20° F) deals 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. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.</span> </em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3150366, member: 1164"] I'd say masterwork cold weather clothing helps the save 2 points [B]or[/B] allows one to take 10 on that save. I's say this cost is +50 gp as a masterwork tool is. IMC The extra cost to make clothing suitable for enchancement would be the same as armor [+150 gp]. [I]Cold Weather Outfit A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Cold Dangers Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate. An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. [COLOR=Cyan]In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. [/COLOR] [COLOR=DeepSkyBlue]Extreme cold (below -20° F) deals 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. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.[/COLOR] [/I] [/QUOTE]
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Armor Effects for Non-Armored Characters
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