> With it's perfect fly speed of 100', is there
> anything stopping a Huge Air Elemental in
> Whirlwind form that starts adjacent to you from
> doing a little Hokey-Pokey Dance of Doom
> were it moves back and forth across you 10
> times for a potential 2d8 each time?
I wouldn't think so, as you only take the damage once a round if you
are picked up by the whirlwind.
- Justisaur
> With it's perfect fly speed of 100', is there
> anything stopping a Huge Air Elemental in
> Whirlwind form that starts adjacent to you from
> doing a little Hokey-Pokey Dance of Doom
> were it moves back and forth across you 10
> times for a potential 2d8 each time?
Justisaur is right.
>From the Whirlwind description: "..., automatically taking the
indicated damage each round." This indicates that a picked-up creature
takes the normal amount of damage (2d8) each round, and only once per
round. A picked-up creature doesn't receive 2d8 points of damage per
square moved. But it should, if your assumption would be correct. Do
you really think, that a CR3 - medium air elemental would be the utter
doom of a gnome hero of level 10?
A huge air elemental whirlwind deals only 2d8 points of damage per
round, if it touches a creature that is one or more size categories
smaller and that creature fails its saving throw.
--
LB
Glenn Dowdy - 28 Aug 2007 18:58 GMT
> A huge air elemental whirlwind deals only 2d8 points of damage per
> round, if it touches a creature that is one or more size categories
> smaller and that creature fails its saving throw.
But if at the same time it's zoom climbing each round to maximum altitude
and the riders don't have a way to avoid falling, it's not a bad tool,
especially since those inside aren't casting spells at full capability/ease.
Glenn D.
lbeulmann@aol.com - 28 Aug 2007 19:22 GMT
> <lbeulm...@aol.com> wrote in message
> But if at the same time it's zoom climbing each round to maximum altitude
> and the riders don't have a way to avoid falling, it's not a bad tool,
> especially since those inside aren't casting spells at full capability/ease.
Right.
__
LB
Patrick Baldwin - 28 Aug 2007 22:48 GMT
>> With it's perfect fly speed of 100', is there
>> anything stopping a Huge Air Elemental in
[quoted text clipped - 3 lines]
>> times for a potential 2d8 each time?
>Justisaur is right.
>>From the Whirlwind description: "..., automatically taking the
>indicated damage each round." This indicates that a picked-up creature
[quoted text clipped - 3 lines]
>you really think, that a CR3 - medium air elemental would be the utter
>doom of a gnome hero of level 10?
>A huge air elemental whirlwind deals only 2d8 points of damage per
>round, if it touches a creature that is one or more size categories
>smaller and that creature fails its saving throw.
From www.d20srd.com
"Creatures one or more size categories smaller than the elemental
might take damage when caught in the whirlwind (see table for details)
and may be lifted into the air. An affected creature must succeed on
a Reflex save when it comes into contact with the whirlwind or take
the indicated damage. It must also succeed on a second Reflex save or be
picked up bodily and held suspended in the powerful winds, automatically
taking the indicated damage each round. A creature that can fly is allowed
a Reflex save each round to escape the whirlwind. The creature still takes
damage but can leave if the save is successful. The DC for saves against
the whirlwind.s effects varies with the elemental.s size (see the table).
The save DC is Strength based."
I know that a picked up creature doesn't take damage per square
moved. However, elemental can have only as many creatures trapped
inside the whirlwind at one time as will fit inside the whirlwind's
volume. So, elemental shows up, spends a round sucking up enough
creatures to fill it's volume, stopping next to you. Next round,
it moves over you. You make 2 saves, one to see if you take damage,
one to see if you get picked up. Even if you fail the second save,
it can't suck you in, as it's full. The elmental uses a move action
to move it's full move back and forth between you and adjacent to you,
causing you to make 2 Reflex saves each time it moves over you.
Every time you fail the first save, 2d8 damage for you. Every time
you fail the second, nothing happens as the whirlwind is full.
Thus, the Hokey-Pokey Dance of Doom.
~P.