Storms
Pathfinder Core Rulebook, page 438
The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three-quarters, imposing a –8 penalty on Perception checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a –4 penalty on attack rolls. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. See Table 13–10 for possible consequences to creatures caught outside without shelter during such a storm. Storms are divided into the following three types.
Duststorm (CR 3): These desert storms differ from other storms in that they have no precipitation. Instead, a duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most duststorms are accompanied by severe winds and leave behind a deposit of 1d6 inches of sand. There is a 10% chance for a greater duststorm to be accompanied by windstorm-magnitude winds (see Table 13–10). These greater duststorms deal 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also pose a choking hazard (see Drowning, except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 + her Constitution score). Greater duststorms leave 2d3–1 feet of fine sand in their wake.
Snowstorm: In addition to the wind and precipitation common to other storms, snowstorms leave 1d6 inches of snow on the ground afterward.
Thunderstorm: In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes between 4d8 and 10d8 points of electricity damage. One in 10 thunderstorms is accompanied by a tornado.
Powerful Storms: Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude save or face the effects based on the size of the creature (see Table 13–10). Powerful storms are divided into the following four types.
Windstorm: While accompanied by little or no precipitation, windstorms can cause considerable damage simply through the force of their winds.
Blizzard: The combination of high winds, heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them.
Table 13–10: Wind Effects
| Wind Force | Wind Speed | Ranged Attacks Normal/Siege Weapons¹ | Checked Size² | Blown Away Size³ | Fly Penalty |
|---|---|---|---|---|---|
| Light | 0–10 mph | —/— | — | — | — |
| Moderate | 11–20 mph | —/— | — | — | — |
| Strong | 21–30 mph | –2/— | Tiny | — | –2 |
| Severe | 31–50 mph | –4/— | Small | Tiny | –4 |
| Windstorm | 51–74 mph | Impossible/–4 | Medium | Small | –8 |
| Hurricane | 75–174 mph | Impossible/–8 | Large | Medium | –12 |
| Tornado | 175–300 mph | Impossible/impossible | Huge | Large | –16 |
| 1 | The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants. | ||||
| 2 | Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC | ||||
| 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne. | |||||
| 3 | Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per |
10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.
Hurricane: In addition to very high winds and heavy rain, hurricanes are accompanied by floods. Most adventuring activity is impossible under such conditions.
Tornado: In addition to incredibly high winds, tornadoes can severely injure and kill those that get pulled into their funnels.
