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Chapter: Environment
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- Sources [1]
- License [1]
- Getting Started [9]
- Classes [1]
- Skills [29]
- Feats [1]
- Equipment [11]
- Additional Rules [13]
- Combat [23]
- Magic [20]
- Gamemastering [14]
- Environment [42] ×
- Chaper 14 - Creating NPCs [8]
- Magic Items [26]
- Appendix 1: Special Abilities [24]
- Appendix 2: Conditions [35]
42 rules pages
| Name | Section | Page | Description |
|---|---|---|---|
| Environment | Rules | 408 | From the lifeless desert to the trap-filled dungeon, the environment helps to define the world. Bringing... |
| Dungeons | 410 | Of all the strange places that an adventurer might explore, none is deadlier than the dungeon. These... | |
| Types of Dungeons | Dungeons | 410 | The four basic dungeon types are defined by their current status. Many dungeons are variations on these... |
| Dungeon Terrain | Dungeons | 410 | The following rules cover the basics of terrain that can be found in a dungeon. |
| Walls | Dungeon Terrain | 410 | Masonry walls—stones piled on top of each other, usually but not always held in place with mortar—often... |
| Floors | Dungeon Terrain | 411 | As with walls, dungeon floors come in many types. |
| Doors | Dungeon Terrain | 412 | Doors in dungeons are much more than mere entrances and exits. Often they can be encounters all by... |
| Cave-Ins and Collapses (CR 8) | Dungeon Terrain | 415 | Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of... |
| Slimes, Molds, and Fungi | Dungeon Terrain | 415 | In a dungeon’s damp, dark recesses, molds and fungi thrive. For purposes of spells and other special... |
| Traps | 416 | Traps are a common danger in dungeon environments. From gouts of white-hot flame to hails of poisoned... | |
| Elements of a Trap | Traps | 416 | All traps—mechanical or magical—have the following elements: CR, type, Perception DC, Disable Device DC,... |
| Type | Elements of a Trap | 416 | A trap can be either mechanical or magical in nature. |
| Trigger | Elements of a Trap | 417 | A trap’s trigger determines how it is sprung. |
| Effect | Elements of a Trap | 418 | The effect of a trap is what happens to those who spring it. This often takes the form of either damage or... |
| Miscellaneous Trap Features | Elements of a Trap | 419 | Some traps include optional features that can make them considerably more deadly. The most common features... |
| Sample Traps | Traps | 420 | The following sample traps represent just some of the possibilities when constructing traps to challenge... |
| Designing a Trap | Traps | 423 | Designing new traps is a simple process. Start by deciding what type of trap you want to create. |
| Wilderness | 424 | Outside the safety of city walls, the wilderness is a dangerous place, and many adventurers have gotten... | |
| Getting Lost | Wilderness | 424 | There are many ways to get lost in the wilderness. Following an obvious road, trail, or feature such as a... |
| Forest Terrain | Wilderness | 425 | Forest terrain can be divided into three categories: sparse, medium, and dense. |
| Marsh Terrain | Wilderness | 427 | Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes... |
| Hills Terrain | Wilderness | 427 | A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain... |
| Mountain Terrain | Wilderness | 428 | The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains. |
| Desert Terrain | Wilderness | 430 | Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain. |
| Plains Terrain | Wilderness | 431 | Plains come in three categories: farms, grasslands, and battlefields. Farms are common in settled areas,... |
| Aquatic Terrain | Wilderness | 432 | Aquatic terrain is the least hospitable to most PCs, because they can’t breathe there. Aquatic terrain... |
| Urban Adventures | 433 | At first glance, a city is much like a dungeon, made up of walls, doors, rooms, and corridors. Adventures... | |
| Urban Features | Urban Adventures | 433 | Walls, doors, poor lighting, and uneven footing: in many ways a city is much like a dungeon. Some special... |
| Walls and Gates | Urban Features | 433 | Many cities are surrounded by walls. A typical small city wall is a fortified stone wall 5 feet thick and... |
| Siege Engines | Urban Features | 434 | Siege engines are large weapons, temporary structures, or pieces of equipment traditionally used in... |
| City Streets | Urban Features | 436 | Typical city streets are narrow and twisting. Most streets average 15 to 20 feet wide, while alleys range... |
| Weather | 437 | Weather can play an important role in an adventure. | |
| Rain, Snow, Sleet, and Hail | Weather | 438 | Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot... |
| Storms | Weather | 438 | The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility... |
| Winds | Weather | 439 | The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow... |
| The Planes | 440 | While endless adventure awaits out in the game—there are other worlds beyond these—other continents, other... | |
| Environmental Rules | 442 | Environmental hazards specific to one kind of terrain are described in the Wilderness section.... | |
| Cold Dangers | Environmental Rules | 442 | Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by... |
| Darkness | Environmental Rules | 442 | Darkvision allows many characters and monsters to see perfectly well without any light at all, but... |
| Falling | Environmental Rules | 443 | Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that... |
| Heat Dangers | Environmental Rules | 444 | Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches... |
| Water Dangers | Environmental Rules | 445 | Any character can wade in relatively calm water that isn’t over his head, no check required. Similarly,... |
