Hail, in addition to being an obstacle for Perception, can also be quite dangerous, not just because it physically batters those caught in it
but it also makes for uneasy footing. Because of this, in an area affected by hail, any creature that moves on foot at faster than half their
regular walking speed must make a DR 16 Reflex save to avoid slipping and falling
prone on a loose chunk of ice.
Additionally, affected creatures take varying amounts of freeze/physical damage at the start of their turn depending on the intensity of the hail,
as given in the following table. This damage is reduced only by the affected creature's Armor score.
d4 |
Hail Intensity |
Damage |
Visibility |
1 |
Light |
1d6 |
1km |
2 |
Moderate |
2d6 |
250m |
3 |
Thick |
3d6 |
30m |
4 |
Severe |
4d6 |
5m |
Skill Checks
Navigation. In addition to being a painful nuisance, the clouds and snow that come with hail also make it difficult to navigate through.
For each level of hail intensity, the Navigation check DR increases by 3.
Perception. While hail doesn't affect smell-based Perception checks, it does affect one's ability to see and hear. Sight- and sound-based
Perception checks made to perceive something within half of the given visibility are made normally, while those between half of the given
visibility and the full given visibility are made at disadvantage. Outside the range of the given visibility, sight- and sound-based Perception
checks automatically fail.
Survival. Survival checks in Mild and Moderate, and Thick hail are unaffected, while Survival checks in Severe hail are made at disadvantage.
Attacks
Melee. Melee attacks made in Mild and Moderate hail are unaffected, whilst in Thick and Severe hail, they are made at disadvantage.
Ranged. In Light and Moderate hail, ranged attacks are made normally if they are against a target within the hail's given visibility. In
Thick and Severe hail, ranged attacks are made with disadvantage inside the range of the hail's visibility, and outside of that range have another instance
of disadvantage applied, causing all of the damage dice to be automatically taken at their minimum value.