
Creatures must succeed on a DC 30 Fort save or be sucked toward the tornado (Large or smaller creatures knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Huge prone), or checked (Gargantuan or Colossal unable to move forward against the force of the wind).Īirborne creatures are instead sucked 2d6 x 10 feet toward the tornado and dealt 2d6 points of nonlethal damage due to battering and buffeting (Huge or smaller creatures), sucked 1d6 x 10 feet (Gargantuan), or sucked 1d6 x 5 feet (Colossal). Ranged weapon attacks are impossible, even those using siege weapons.Īll flames are automatically extinguished.Ī tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. Listen checks are impossible, as all that characters can hear is the roaring of the wind. Tornado (CR 10): While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. Nonlethal damage from heat exposure cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). These penalties end when the character recovers the nonlethal damage she took from the heat. A character with the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.Ī character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.Ĭharacters wearing heavy clothing or armor of any sort take a -4 penalty on their saves.

In addition, a character must make a Fortitude save every 5 minutes (DC 15, + 1 per previous check) or take 1d4 points of nonlethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). 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.Įxtreme Heat: Extreme heat (air temperature over 140☏, fire, boiling water, lava) deals lethal damage. Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.


Characters wearing winter clothing only need check once per hour for cold and exposure damage.Ī character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.Ī character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well. In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.

Extreme Cold: Extreme cold (below -20☏) deals 1d6 points of lethal damage per minute (no save).
