Wind Strength using CMB

Mistah J

First Post
I posted this on the Paizo boards but I thought it'd be cool to bring it here too:


I was preparing for my campaign when I saw that the Winds Force table for Pathfinder remained the same from 3.5. Of course, there is nothing wrong with that system, but I thought "Hey! Strong winds seem like a great place to use the new CMB/CMD system."
It kind of ballooned from there, but I quickly put together this set of alternate rules for myself and figured it might be worth sharing.

Code:
[SIZE=2]Wind Force     Wind Speed         Ranged Attacks         Str. DC*    Success/Failure**    Bullrush***    Fly Check  
                                   Normal/Siege                                              CMB         Penalty 

Light          0-10mph                 -/-                  -                -                -            - 
Moderate       11-20mph                -/-                  -                -                -            - 
Strong         21-30mph               -2/-                  -                -                -           -2 
Severe         31-50mph               -4/-                 10           Full/1/2             +0           -4 
Wind-storm     51-74mph         Impossible/-4              15           1/2/Checked         +10           -8 
Hurricane      75-174mph        Impossible/-8              20           1/4/Checked         +20          -12 
Tornado        175-300mph      Impossible/Impossible       25           5ft./Checked        +30          -16
  
[B][B]*[/B][/B] A creature moving against the direction of the wind must make a special Str. check. 
This check is modified by the same special size modifier the creature uses in its CMB and CMD. 
[B][B]
**[/B][/B] The results of the above check are explained as follows: 
Full: The creature can move at its full speed. 
1/2: The creature moves at half speed. 
1/4: The creature moves at one quarter speed. 
5ft: The creature can only move 5ft. 
Checked: The creature is unable to move in that direction. 
[B][B]
***[/B][/B] Each time, at the start of a creature's turn, the wind performs a Bull Rush maneuver using the CMB 
listed. The creature is always pushed in the same direction as the wind. A creature who is airborne 
suffers a penalty to their CMD equal to the Fly Check Penalty associated with the wind strength.[/SIZE]
So there you have it. The plan was to make high winds a little more dynamic, and a little more interesting to use as an encounter, or perhaps spice up a combat. Hopefully, I did this without making it overly complex.
What do you think?
 
Last edited:

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Set FONT to Courier New or similar.
Set SIZE to 2.
Or use CODE /CODE tags.

Code:
This is CODE -- tag.
This is ------- SPARTA.

That way you will be able to create a legible table.

Regards,
Ruemere
 


Very, very clean and readable. Much appreciated.

Two more recommendations:
- Windstorm, Hurricane and Tornado should allow for structural damage to vertical objects (broken or ripped roofs, broken trees, broken masts)
- Hurricane and Tornado should be able to carry away creatures with sufficiently high degree of success on CM check

Regards,
Ruemere
 



I don't have my book handy so I can't check it out, but shouldn't a tornado have increasing levels of strength? I'd be worried about some of the higher level creatures or characters being able to stand up to a tornado when they should be thrown somewhere over the rainbow instead.

I also agree with ruemere's suggestion about structural damage. I'd like to see that put in.

I don't know what it looked like previously, but I like the table layout you used here.
 



dannyalcatraz said:
Yeah- this thread and some others were afflicted by a Spam Plague that eventually got its posts deleted.
Oh... Ha ha, it must have happened when I wasn't looking. I was so confused trying to figure out what rule I had broken!

As for people's suggestions, structural damage is a good idea. Perhaps each strength deals an increasing number of damage dice? 2d6, 3d6,5d6 etc?

As for tornadoes, the rules currently say that a creature who fails their Fortitude save does not get "blown away" but picked up and carried for a number of rounds, suffering damage each time. In this system it makes sense that if the Bull Rush is successful, the creature suffers the same fate?

And really, you could always say that the stats listed are for a Class 1 Tornado. Higher classes could do significantly more - perhaps the highest simply picks up anything of any size automatically. (What is that, Class 5? I'm from Nova Scotia, Canada so I have no idea what the classes mean - we don't anything more than Class 2 Hurricanes here)
 

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