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Archives of Nethys
Rules Index
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GM Screen
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Player's Guide
Chapter 10: Game Mastering
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Environment
Mountain
Source
Core Rulebook pg. 513
2.0
Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.
Chasms
Source
Core Rulebook pg. 513
2.0
Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across.
Cliffs
Source
Core Rulebook pg. 513
2.0
Cliffs and rock walls require creatures to Climb to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage.
Rubble
Source
Core Rulebook pg. 513
2.0
Mountains often have extremely rocky areas or shifting, gravelly scree that makes for difficult terrain. Especially deep or pervasive rubble is uneven ground.
Slopes
Source
Core Rulebook pg. 514
2.0
Slopes vary from the gentle rises of normal terrain to difficult terrain and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes.
Undergrowth
Source
Core Rulebook pg. 514
2.0
Light undergrowth is common in mountains. It is difficult terrain and allows a character to Take Cover.