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.
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?
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]
What do you think?
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