Droogami

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7 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

I wanted to know if a wizard that is conjuration sub-school teleportation could use the feat bellow with Shift. My guess is no because its not abundant step or dimension door, but it is "...as if using dimension door." So that is what gets me.

Feat:
Dimensional Agility
Teleportation does not faze you.

Prerequisites: Ability to use the abundant step class feature or cast dimension door.

Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


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I <3 you dragon lol


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(reference text is provided bellow)
My first question is with regards to elemental attacks. Specifically whirlwind for an air elemental. As I understand it from the text a small air elemental(whirlwind attack) has a base width of 5 ft but when it comes to the width at the top or as it raises from the base I am led to believe the width increases. I know the parameters are at least 10 ft high and 5 ft wide from base to top. I also know the height can change. Next is as to the number of uses for whirlwind, the description says 3/day but does a wild shaped druid have that many? Also the description does not have any restrictions for what can be trapped in the whirlwind, outside of that creates volume being grater than the whirlwind, but would a large creature cannot fit in a small elemental's whirlwind after all its total volume could be greater than the creatures size...?<- I would assume no on this one. Is whirlwind capable of picking people up off the ground? If so a lot of people could fit in it. Final am i to assume because a small elemental does not list any damage under special attack that for a small air elemental whirlwind does no damage but still delivers all the normal affects? If damage does occur is it the normal damage di or do the modifiers apply as well? Does magic fang have any effect on elemental forms? Because of this ability it seems to me that air elemental's are far stronger elemental forms than the others, though the other forms are not without their purposes.

(text)
Whirlwind (Su)

Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster’s HD + the monster’s Strength modifier) or take damage as if it were hit by the whirlwind creature’s slam attack. 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 on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.