entries
Sorted A-Z
Hazards

Smoke-Filled Hallway

Level 2

commonComplexEnvironmental

Stealth +0 (noticing the smoke is automatic)

Disable While a spell like gust of wind can temporarily clear a path through the smoke, the hazard returns at the start of the next round as long as the fires in area A17 continue to burn; DC 18 Survival to know how best to cover your nose and mouth with a wet cloth to help alleviate the choking effects of the smoke.

Choke [Reaction]

Critical Success The creature is unaffected by the smoke.

Success The creature is sickened 1 by the smoke.

Failure The creature is sickened 1 and takes 1d6 nonlethal damage from choking on the smoke. A creature that falls unconscious from the nonlethal damage begins to suffocate in 1d4+1 rounds if not dragged to safety.

Level 2 · Complexity Complex

Stealth +0 (noticing the smoke is automatic)

Disable Survival DC 18 — to know how best to cover your nose and mouth with a wet cloth to help alleviate the choking effects of the smoke.

Trigger A creature that isn't holding their breath walks into the hallway or starts their turn in the hallway

Effect The triggering creature must attempt a DC 18 Fortitude save.

Reset The smoke continues to affect anyone who enters area A16 until the fires in area A17 are extinguished.

Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

License terms