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Yorae
2011-11-02, 01:10 PM
I saw a reference today in the Stormcaster PrC to negating penalties incurred due to fighting in high winds - namely, penalties to ranged attacks and listen checks. Try as a might, I can't seem to find what exactly these penalties are normally. Do these apply to ranged touch attacks as well? Are Eldritch Blasts affected by a windstorm?

MesiDoomstalker
2011-11-02, 01:24 PM
I saw a reference today in the Stormcaster PrC to negating penalties incurred due to fighting in high winds - namely, penalties to ranged attacks and listen checks. Try as a might, I can't seem to find what exactly these penalties are normally. Do these apply to ranged touch attacks as well? Are Eldritch Blasts affected by a windstorm?

By RAW, yes as they are still ranged attacks. But RAI, probably not since they aren't arrows and shouldn't be affected by wind. Arrow spells, like Melf's, should still have issues with wind.

Mooncrow
2011-11-02, 01:24 PM
DMG page 95

Light Wind:
A gentle breeze, having little or no game effect.
Moderate Wind:
A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
Strong Wind:
Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Listen checks.
Severe Wind:
In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
Windstorm:
Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Listen checks are at a –8 penalty due to the howling of the wind.
Hurricane-Force Wind:
All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
Tornado (CR 10):
All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table 3–24: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.

So RAW, a -2 at strong winds, and impossible at hurricane force.

edit: The Rule Compendium uses more precise wording:

"LIGHT WIND
Light wind has no game effect.
MODERATE WIND
Moderate wind has a 50% chance of extinguishing small, unprotected flames, such as candles.
STRONG WIND
Strong wind includes gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged weapon attack rolls and on Listen checks.
SEVERE WIND
In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attack rolls and Listen checks take a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
WINDSTORM
Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons take a –4 penalty on attack rolls. The howling of the wind imposes a –8 penalty on Listen checks.
HURRICANE-FORCE WIND
In such raging winds all flames are extinguished. Ranged weapon attacks are impossible (except with siege weapons, which take a –8 penalty on attack rolls). All creatures can hear is the roaring of the wind. Hurricane-force winds often fell trees.
TORNADO
All flames are extinguished. All ranged weapon attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away, creatures in close proximity to a tornado who fail their Fortitude save are
sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage
might apply). Although a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. Tornadoes are very short-lived
(1d6×10 minutes)."

So, according to this, it wouldn't affect ranged touch attacks at all.

Yorae
2011-11-02, 02:26 PM
Thanks guys!

Whew, that's a relief - was afraid my warlock's stormcaster buddy was going to play havoc with my attacks. =)

Psyren
2011-11-02, 05:04 PM
Were you worried he might blow your laser off course? :smalltongue: