Exploring and Hazards:


Weight:
A creature can carry weight up to 100 pounds plus 50 pounds times their Str score (minimum 50 pounds). A character who is carrying more than this amount suffers large penalties, as follows:

* Move speed is reduced to 10 feet.
* -8 to all skill checks, saving throws and attack rolls.
* -8 to all Stealth and Parkour checks (this is on top of the -8 to all skill checks).

Flying:
If a creature has a fly speed, that creature can, as a move action, move up to that distance in any direction they want. In addition a creature with a fly speed does not fall (if they somehow lose their fly speed, they fall normally).

Falling:
If a creature falls a great distance, it takes damage. Every 10 feet a creature falls deals 1d6 damage to a limit of 15d6 damage. A DC 15 Parkour check allows a creature to reduce this damage by 1d6 (reducing the limit to 14d6).

Starvation and Thirst:
Creatures need food and water to stay alive. If a creature fails to meet these needs, they could die.

A creature needs to consume 1 gallon of water each day (creatures larger than large or smaller than small may need more or less). If a creature fails to meet this requirement, they take damage. The first day deals no damage, the second deals 1d6 damage, and each day after that doubles the dice. If a creature gets enough water on a given day, this process restarts.

Food works in much the same way, but slower. The first three days deal no damage, the next two deal 1d6, the next two deal 2d6, and the doubling continues from there. If a creature gets enough food on a given day, this process restarts.

Sleep Deprivation:
Creatures need rest to retain their focus. Failing to meet this need results in a decrease in abilities. Most creatures need at least 4 hours of sleep each night. If a creature fails to meet this requirement, they take penalties.

If a creature failed to get the required sleep on a given night, they suffer a -3 penalty to all attack rolls, skill checks and saving throws on the next day. If a creature misses multiple nights in a row, each day after the first doubles the penalty for the day (i.e. the day after the second night has a -6 penalty).

Suffocation:
If a character spends more rounds in a row without air than 10 plus double their Constitution score, they start to suffocate. When a creature starts to suffocate, they take 1d6 damage on the first round; the number of dice doubles each round. This damage continues until they reach air or die.

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Heat and Cold:
Heat and cold can be very dangerous to unprotected creatures. Temperatures above 100 F or below 0 F threaten to do damage. In those conditions an unprotected character must make a Fortitude save once every 10 minutes (DC 14, +1 per previous check). Failing this check deals 1d6 damage. Wearing warm clothes gives a +4 bonus on saves due to cold, while cool clothes give a +4 to saves due to heat.

Poison:
Poisons can be very dangerous. When exposed to a poison, a creature must make a Fortitude save; the DC of this save is based on the poison. Failure means they are afflicted by the poison.

When afflicted by a poison, a creature must make a Fortitude save once every minute (10 rounds); the DC of this save is based on the poison. Failing this save results in the creature taking damage; the amount of the damage is based on the poison. If they pass the check, they take no damage; if they pass two checks in a row, they are no longer afflicted by the poison.

Some sample poisons are as follows:
Redsalt: Fort DC 10, 1d4 damage. Craft (alchemy) DC 15, 20 gp.
Blackweed: Fort DC 15, 1d6 damage. Craft (alchemy) DC 20, 25 gp.
Shadowbrew: Fort DC 10, 2d6 damage. Craft (alchemy) DC 20, 25 gp.
Deathwart: Fort DC 20, 2d6 damage. Craft (alchemy) DC 25, 45 gp.

You can put a poison on a weapon. If you do, that uses up the poison, but exposes the next creature hit with that weapon to the poison. A creature is also exposed to a poison if they ingest it.

Disease:
Diseases can drain away the power of their victims. When exposed to a disease, a creature must make a Fortitude save; the DC of this save is based on the disease. Failure means they are infected by the disease.

When infected by a disease, a creature must make a Fortitude save once every hour; the DC of this save is based on the disease. Failing this save results in the effect of the disease getting worse. The effect of a disease is a penalty to one or more ability scores. The penalty starts at -1 and increases by 1 every time the effects get worse. If an ability score is lowered to -6 or worse, the creature dies of the disease.

If they pass the check, they do not get worse; if they pass two checks in a row, they are cured and the penalty is removed.

Some sample diseases are as follows:
Weakfoot: Fort DC 10, Str.
Lockup: Fort DC 15, Dex.
Greyout: Fort DC 15, Int, Wis.

Darkness:
Darkness and light comes in three levels; bright light, shadowy darkness and pitch black darkness.

Bright light has no effect on creatures in it.

A creature in shadowy darkness has concealment and suffers a -4 penalty to all attack rolls, all skill checks based on Dex and all Perception checks.

A creature in pitch black darkness has total concealment and suffers a -14 penalty to all attack rolls, all skill checks based on Dex and all Perception checks. In addition, while in pitch black darkness, creatures can not use abilities that deal extra damage due to precision (for example, a sneak attack).

A DC 5 Perception check can cut the attack/skill penalty in half (i.e. shadowy becomes -2; pitch black becomes -7). A DC 10 Perception check removes the restriction of precision damage abilities. Both of these checks require a move action to make; the effects of these checks lasts until the creature enters bright light.

Creatures that can see in the dark do not suffer the attack/skill penalty.

Torches create bright light out to a radius of 30 feet and shadowy darkness for 30 feet past that (a torch burns for 3 hours). The sun creates bright light everywhere it shines; the moon creates shadowy darkness everywhere it shines. If an area has multiple light levels, the brightest takes effect unless noted.

Damaging Objects:
Objects such as weapons, armor and walls can be attacked to deal damage to them. The number of hit points an object has is determined by the material it is made of, as follows:

Cloth: 1 hit point
Crystal: 2 hit points
Wood: 5 hit points
Stone: 10 hit points
Metal: 20 hit points

In addition, walls, doors and any objects thicker than 2 inches thick have double the normal hit points.

Objects do not have an AC; no attack roll is needed to attack them. Weapons and armor being used by a character can not be attacked.

Mental Strain:
Different effects can inflict points of Mental Strain. A character with one or more points Mental Strain suffers a penalty to Will saving throws and skill checks equal to the points of Mental Strain. Every night that passes removes 1 point until none remains.

Children and Pregnancy:
Two characters of opposite sexes engaging in "basket-making" have a 15% chance of causing the female to become pregnant. If the characters are trying to avoid pregnancy, reduce this chance to 5%; if they are trying to cause pregnancy, increase this chance to 45%. The races of the characters does not matter (all of the races in "Rules and Races" and "Planars" can interbreed). Once pregnant, the character remains pregnant for an average of 9 months (add/subtract 1d6-4 weeks). The child is the same race as the mother.

While a child has to reach its race's starting age to get their first class level, they do have stats before then. They have their ability scores normally, and have +0 for their saves, BAB and prowess and 4 hit points. They have the racial traits of their race, but no class features, skills or feats. However, children are one size smaller than their race is normally up until half way to their starting age (e.g. a human younger than 7 is small). In the event that someone is evil enough to kill children, children are worth 0 XP.

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