D20 SANDSTORM PDF

Those experienced with such phenomena, however, might be able to use the time they have bought to seek appropriate cover or take other actions to prepare themselves for what is coming. Wind strength within a typical sandstorm will be 20 to 60 2d3x10 miles per hour and visibility is reduced to 10 to 60 1d6x10 feet. Furthermore, each foot of movement costs two feet of speed, and this penalty stacks with that for difficult terrain, causing each foot of movement to cost three feet of speed for characters exposed to both sandstorms and things like jagged lava fields. For each hour or portion thereof that a character is exposed to a sandstorm it must make a DC 16 Constitution check and a DC 16 Dexterity check. It three of these daily checks are successful the creature will have its sight restored and if three fail before this happens then it will remain blinded until this condition can be reversed magically.

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Ice Sheet: The ground is covered with slippery ice. It costs 2 squares of movement to enter a square covered by an ice sheet, and the DC of Acrobatics checks there increases by 5. A DC 10 Acrobatics check is required to run or charge across an ice sheet. Light Rubble: Small rocks are strewn across the ground, making nimble movement more difficult.

The DC of Acrobatics checks increases by 2. Dense Rubble: This terrain feature consists of more and larger stones. It costs 2 squares of movement to enter a square with dense rubble. Sand Dunes: Created by the action of wind on sand, dunes function as hills that move. Sand dunes can cover hundreds of squares. They always have a gentle slope pointing in the direction of the prevailing wind and a steep slope on the leeward side.

Rocky deserts have towers and mesas consisting of flat ground surrounded on all sides by cliffs and steep slopes as described in Mountain Terrain. Sandy deserts sometimes have quicksand; this functions as described in Marsh Terrain , although desert quicksand is a waterless mixture of fine sand and dust.

All desert terrain is crisscrossed with dry streambeds treat as trenches 5 to 15 feet wide that fill with water on the rare occasions when rain falls. The scarcity of undergrowth or other elements that offer concealment or cover makes using Stealth more difficult.

The weather can include lightning strikes and cause floods, landslides, and other natural hazards. Blight Whether from a lack of water, a plague, or hostile magic, the plants and wildlife in the area are suffering. Deadly Gases In a desert, PCs can attempt a DC 15 Perception check to notice potentially deadly or dangerous fumes before coming to harm. Otherwise, they must succeed at a DC 15 Fortitude save or take 1d4 points of Constitution damage and be nauseated for 10 minutes.

Dust Devil A dust devil is a whirlwind not associated with a storm, particularly in a region with little or no topsoil. Treat a dust devil as a duststorm, sandstorm, or tornado. These blasts of hot wind can last days, sweeping across the desert and carrying the dunes before them until the land is changed beyond recognition.

Khamaseen are capable of swallowing whole towns, uncovering ancient ruins, and scouring skin from the bones of anyone foolish enough to be trapped in one. Once set in motion, a khamaseen can be as unpredictable and as tempestuous as the warring elementals themselves. A khamaseen leaves behind 1d6 inches of dust and sand per hour it rages over a specific location.

A single khamaseen can last anywhere from 1d4 hours to 1d3 days, and historians report a rare few lasting a week or even longer, generally resulting in a completely different landscape left in the wake of its shifting sands. Mirage Source PCS:OLoP Mirages are naturally occurring optical illusions that result from light refraction and produce the appearance of false images on the horizon. Though they are not magical, mirages function as illusion glamer spells, generally blur and hallucinatory terrain.

Unlike magical illusions, mirages cannot be dispelled, though some of them can be disbelieved. Mirages take two primary forms: the traditional mirage and the phenomenon known as heat haze.

Traditional mirages are long-distance phenomena in which hazy images appear on the distant horizon, often in the shapes of rock formations, flat pools of reflective water, or oases and city walls.

When navigating in the desert, the existence of a mirage imposes a —2 penalty on Survival checks to keep from getting lost. Outside of magical means of detecting a mirage, a character must interact with the illusion to disbelieve it. A character who makes a successful DC 15 Survival check while observing a mirage can estimate the perceived distance to the image.

When the character has traveled the estimated distance toward the mirage, he may attempt a DC 10 Will save to disbelieve the illusion.

Alternatively, a character casting reveal mirage may attempt to disbelieve a mirage or similar effect as though he had interacted with the illusion regardless of the distance. Heat haze appears in areas where the air close to the surface of the desert is heated to a significantly higher temperature than the air above it. This type of mirage can be seen from as little as 30 feet away. In conditions of heat haze, creatures beyond 30 feet appear indistinct, as though affected by the blur spell, and gain concealment against ranged attacks.

Effects and abilities that would allow a character to ignore this concealment , such as blindsight and true seeing , negate this effect. Heat haze has no effect on navigation and cannot be disbelieved.

A sandstorm deals 1d3 points of nonlethal damage per hour to any creatures caught in the open, and leaves a thin coating of sand in its wake. Driving sand creeps in through all but the most secure seals and seams, chafing skin and contaminating carried gear. Patreon Supporters.

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Desert Terrain

Yozshucage If all characters fail their Spot checks, the fire moves closer to them. The DC of Listen checks increases by 1 per 20 feet between listener and source, not per 10 feet. This is the velocity of wind produced by a gust of wind spell. It takes a DC 15 Strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use sandstom aid another action, assisting the main winch operator.

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Sandals, Sandstorm

Voodoogrel Winter is cold, summer is warm, spring and autumn are temperate. Acclimated characters do not have to attempt the Fortitude save. Races of the Wild Dungeons and Dragons 3. Many items ship with insurance and we must work together to protect our mutual interest in the unlikely event of damage during transit! Forest fires naturally produce a great deal of smoke. Undead, constructsand other creatures that do not breathe are immune to altitude effects.

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D20 SANDSTORM PDF

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[PDF Download] Sandstorm: Mastering the Perils of Fire and Sand (Dungeons & Dragons d20 3.5

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