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Creating in-game "atmosphere"
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<blockquote data-quote="Raven Crowking" data-source="post: 4011497" data-attributes="member: 18280"><p>Some help:</p><p></p><p><span style="font-size: 12px"><strong>General Conditions:</strong></span></p><p></p><p></p><p>Light Disease (CR ½): Fortitude save DC 5; 2 hour interval; +0 modifier/interval; Special: On a failed save, a character contracts a minor disease from a bug bite, a parasite in the water, or a similar exposure. This disease has an incubation period of 1d3 days and a Fortitude save DC 10 to resist it, and it inflicts 1d3 Con damage.</p><p></p><p></p><p>Moderate Disease (CR 1): Fortitude save DC 10; 2 hour interval; +0 modifier/interval; Special: On a failed save, a character contracts a minor disease from a bug bite, a parasite in the water, or a similar exposure. This disease has an incubation period of 1d3 days and a Fortitude save DC 15 to resist it, and it inflicts 1d3 Con damage.</p><p></p><p>Flooding and mires can slow movement, reducing movement to ½ normal rate (i.e., each square of movement counts as 2 squares). </p><p></p><p></p><p>Light Vermin (CR ¼): Fortitude save DC 10; 1 hour interval; –1 penalty/interval; –1 competence penalty to attacks, checks, and saves; Special: Note that as a competence penalty, this hazard does not stack with successive failures. Characters can remove this penalty with a hot bath and change of clothes. Creatures native to a swamp ignore this hazard.</p><p></p><p>Light Obscuring Mist: The mist appears as wispy, light clouds that fade quickly as travelers approach them. They provide little cover, but do prevent explorers from seeing too far ahead. Characters can see as normal up to a range of 90 ft. Beyond that, creatures gain the benefit of concealment.</p><p></p><p>Moderate Obscuring Mist: Thicker cloudbanks conceal creatures, trees, pools of water, and other obstacles. Anything more than 40 ft. away from an observer gains the benefits of concealment. All Listen checks in the swamp suffer a –2 circumstance penalty as the fog muffles any noise.</p><p></p><p>Moderate Gloom: By day creatures have bright illumination to a range of 30 ft. and shadowy illumination to a range of 30 ft. and shadowy illumination to a range of 60 ft. Creatures with low-light vision double these ranges. At night, creatures have shadowy illumination to a range of 20 ft.</p><p></p><p><span style="font-size: 12px"><strong>Monsters:</strong></span></p><p></p><p><strong>Shrew-like Rats</strong>: CR 1/8; Tiny Animal; HD ¼d8; hp 1 each; Init +2; Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; Space/Reach 2 ½ ft./o ft.; AC 14, touch 14, flat-footed 12; Base Atk +0; Grp–12 (+0 if attached); Atk/Full Atk Bite +4 melee (1d3–4); SA Attach, Blood drain; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2.</p><p></p><p>Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Weapon Finesse.</p><p></p><p>Skills: Shrew-like rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A shrew-like rat can always choose to take 10 on Climb checks, even if rushed or threatened. A shrew-like rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A shrew-like rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p>Attach (Ex): If a shrew-like rat hits with a bite attack, it locks its teeth, and is effectively grappling its prey. The shrew-like rat loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Shrew-like rats have a +12 racial bonus on grapple checks when attached (already figured into the Base Attack/Grapple entry above). An attached shrew-like rat can be struck with a weapon or grappled itself. To remove an attached shrew-like rat through grappling, the opponent must achieve a pin against the creature.</p><p></p><p>Blood Drain (Ex): A shrew-like rat drains blood, dealing 1 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 2 points of Constitution damage, it detaches and runs off to digest the meal. If its victim dies before the shrew-like rat’s appetite has been sated, the shrew-like rat detaches and seeks a new target.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4011497, member: 18280"] Some help: [SIZE=3][B]General Conditions:[/B][/SIZE] Light Disease (CR ½): Fortitude save DC 5; 2 hour interval; +0 modifier/interval; Special: On a failed save, a character contracts a minor disease from a bug bite, a parasite in the water, or a similar exposure. This disease has an incubation period of 1d3 days and a Fortitude save DC 10 to resist it, and it inflicts 1d3 Con damage. Moderate Disease (CR 1): Fortitude save DC 10; 2 hour interval; +0 modifier/interval; Special: On a failed save, a character contracts a minor disease from a bug bite, a parasite in the water, or a similar exposure. This disease has an incubation period of 1d3 days and a Fortitude save DC 15 to resist it, and it inflicts 1d3 Con damage. Flooding and mires can slow movement, reducing movement to ½ normal rate (i.e., each square of movement counts as 2 squares). Light Vermin (CR ¼): Fortitude save DC 10; 1 hour interval; –1 penalty/interval; –1 competence penalty to attacks, checks, and saves; Special: Note that as a competence penalty, this hazard does not stack with successive failures. Characters can remove this penalty with a hot bath and change of clothes. Creatures native to a swamp ignore this hazard. Light Obscuring Mist: The mist appears as wispy, light clouds that fade quickly as travelers approach them. They provide little cover, but do prevent explorers from seeing too far ahead. Characters can see as normal up to a range of 90 ft. Beyond that, creatures gain the benefit of concealment. Moderate Obscuring Mist: Thicker cloudbanks conceal creatures, trees, pools of water, and other obstacles. Anything more than 40 ft. away from an observer gains the benefits of concealment. All Listen checks in the swamp suffer a –2 circumstance penalty as the fog muffles any noise. Moderate Gloom: By day creatures have bright illumination to a range of 30 ft. and shadowy illumination to a range of 30 ft. and shadowy illumination to a range of 60 ft. Creatures with low-light vision double these ranges. At night, creatures have shadowy illumination to a range of 20 ft. [SIZE=3][B]Monsters:[/B][/SIZE] [B]Shrew-like Rats[/B]: CR 1/8; Tiny Animal; HD ¼d8; hp 1 each; Init +2; Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; Space/Reach 2 ½ ft./o ft.; AC 14, touch 14, flat-footed 12; Base Atk +0; Grp–12 (+0 if attached); Atk/Full Atk Bite +4 melee (1d3–4); SA Attach, Blood drain; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2. Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Weapon Finesse. Skills: Shrew-like rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A shrew-like rat can always choose to take 10 on Climb checks, even if rushed or threatened. A shrew-like rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A shrew-like rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Attach (Ex): If a shrew-like rat hits with a bite attack, it locks its teeth, and is effectively grappling its prey. The shrew-like rat loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Shrew-like rats have a +12 racial bonus on grapple checks when attached (already figured into the Base Attack/Grapple entry above). An attached shrew-like rat can be struck with a weapon or grappled itself. To remove an attached shrew-like rat through grappling, the opponent must achieve a pin against the creature. Blood Drain (Ex): A shrew-like rat drains blood, dealing 1 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 2 points of Constitution damage, it detaches and runs off to digest the meal. If its victim dies before the shrew-like rat’s appetite has been sated, the shrew-like rat detaches and seeks a new target. [/QUOTE]
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