Environment

Pathfinder Core Rulebook, page 408

From the lifeless desert to the trap-filled dungeon, the environment helps to define the world. Bringing these settings to life can help create a vibrant and immersive experience.

This chapter contains rules to help the GM adjudicate the game world, including rules for dungeons and their features, traps, various types of terrain, and environmental hazards.

In this section

  • Dungeons Of all the strange places that an adventurer might explore, none is deadlier than the dungeon. These labyrinths, full of deadly traps, hungry monsters, and priceless treasure, test every skill a character possesses.
  • Traps Traps are a common danger in dungeon environments. From gouts of white-hot flame to hails of poisoned darts, traps can serve to protect valuable treasure or stop intruders from proceeding.
  • Wilderness Outside the safety of city walls, the wilderness is a dangerous place, and many adventurers have gotten lost in its trackless wilds or fallen victim to deadly weather.
  • Urban Adventures At first glance, a city is much like a dungeon, made up of walls, doors, rooms, and corridors. Adventures that take place in cities have two salient differences from their dungeon counterparts, however.
  • Weather Weather can play an important role in an adventure.
  • The Planes While endless adventure awaits out in the game—there are other worlds beyond these—other continents, other planets, other galaxies.
  • Environmental Rules Environmental hazards specific to one kind of terrain are described in the Wilderness section. Environmental hazards common to more than one setting are detailed below.