Outdoor Survival Rules

Below is an easy-to-read summary of rules for outdoor survival. They are unchanged from the Core Rules.

Nonlethal Damage
Certain conditions (cold, going without food or sleep) deal nonlethal damage that accumulates but is not deducted from your hit points.

When your nonlethal damage equals your current hit points, you’re staggered. You can only take either a standard action or a move action in each round. You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

If a creature’s nonlethal damage is equal to his total maximum hit points, all further nonlethal damage is treated as lethal damage.

You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

Inadequate Shelter and Going without Sleep
Resting requires adequate shelter (reasonably warm, dry, safe and quiet) or it does not restore hit points, temporary hit points, restore attribute damage or allow spellcasters to recover their spells.

Additionally, characters who do not get a full night’s sleep may suffer the effects of fatigue. If a PC does not get at least 6 hours of sleep, she must make a DC 15 Fortitude save or be fatigued and take a –1 penalty on all other checks and saving throws against sleep effects. He can neither run nor charge and takes a –2 penalty to Strength and Dexterity.

A second night without sleep requires another DC 15 Fortitude save. A failed save results in the character becoming exhausted and the penalties increasing to –2. An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity.

A third failed save on the next night increases the penalties to –3.

Starvation and Thirst
Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. Going without these deals nonlethal damage from thirst and starvation that cannot be recovered until the character gets food or water, as needed — not even magic that restores hit points heals this damage.

A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

A character who has taken nonlethal damage from lack of food or water is fatigued. He can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.

Extreme Cold
An unprotected character in cold weather (below 40° F / 4° C) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage.

In conditions of severe cold or exposure (below 0° F / -17° C), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.

A character who has the Survival skill may receive a bonus on these saving throws and might be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia and is fatigued. He can neither run nor charge and takes a –2 penalty to Strength and Dexterity.

Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.

Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. A character cannot recover from this damage until she gets out of the cold and warms up again.

Outdoor Survival Rules

Wolfshead Yorunkun