Djinn Whirlwind...What can it do?


3.5/d20/OGL


From the SRD...

Whirlwind (Su)
A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.(60 ft Perfect)
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.
Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds,{/B] automatically taking 1d8 points of damage each round. [B]A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make 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 djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni 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 must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Question 1: It says that creatures witha Fly speed may escape the Whirlwind with a save roll...Does this mean that non flying creatures can not escape?

Question 2: If the whirlwind moves into a PCs square, the PC must save vs damage, and save vs being picked up. If the PC gets picked up, then the Whirlwind can eject the PC "Whenever" it wants. Does the PC just get spun out of the Whirlwind and left in the last square the Whirlwind left, or the square it is in?

Question 3: Can the Whirlwind eject the PC from a height so that the PC takes falling damage based on the height of the Whirlwind?

Question 4: If a PC is ejected from the Whirlwind in the same turn that the Whirlwind picked up the PC, can the Whirlwind (Perfect fly 60 ft) re-enter the PCs square and force them to make the two saves again? Possibbly picking them up and ejecting them again?

Question 5: If A whirlwind is killed, do the PCs it was carring fall for damage?

ASEO out


All great questions.

As for question one, I'd think that a creature with no ability to fly would have trouble creating enough propulsion to wiggle their way out of a vortex. You've got a strength of 45? Big deal, start dog paddling. Moshing around in the whirlind you'd have no better chance than the flailing toad next to you. Then again, if a sheet of wood was there with you, you could angle it like a sail and probably find a way to twist it just right, launching you out to a hard landing.


Still looking for some thoughts on this...

ASEO out


Still no takers?

ASEO out


ASEO wrote:

From the SRD...

Whirlwind (Su)
A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.(60 ft Perfect)
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.
Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds,{/B] automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make 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 djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni 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 must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Question 1: It says that creatures witha Fly speed may escape the Whirlwind with a save roll...Does this mean that non flying creatures can not escape?

I'm going with Jade on this one, so yes.

ASEO wrote:
Question 2: If the whirlwind moves into a PCs square, the PC must save vs damage, and save vs being picked up. If the PC gets picked up, then the Whirlwind can eject the PC "Whenever" it wants. Does the PC just get spun out of the Whirlwind and left in the last square the Whirlwind left, or the square it is in?

"Whenever" sounds like a free action to me. "Happens to be" sounds like the same area. If we treat it like "Drop an item" it should go like this: "Dropping an item in your space or an adjacent square is a free action" (PH 144). That's what I would go with.

ASEO wrote:
Question 3: Can the Whirlwind eject the PC from a height so that the PC takes falling damage based on the height of the Whirlwind?

Based on the following two lines: yes

"The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall."

"Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air."

Were a storm giant to lift a character and toss them over hand they would probably be twenty feet up.

ASEO wrote:
Question 4: If a PC is ejected from the Whirlwind in the same turn that the Whirlwind picked up the PC, can the Whirlwind (Perfect fly 60 ft) re-enter the PCs square and force them to make the two saves again? Possibbly picking them up and ejecting them again?

I will defer to the Sage on that one. Personally I would tend to say if the whirlwind ejects them into itself (same square) it hasn't actually "ejected" them. They are just still inside. If the whirlwind ejects them in an adjacent square from the top of the cone (for maximum impact) the whirlwind's base might not next to the character anymore (remember the cone could be 30 ft. wide) so a move action might be required. There is also the Free Action rule to consider; "The DM puts reasonable limits on what you can really do for free." (PH 139). This is a nice way of saying "It's your fault if it's broken." But it probably does take some time to move the character to the top again and drop them, say like picking up or manipulating an item. Both are move actions as far as time spent on them goes.

ASEO wrote:
Question 5: If A whirlwind is killed, do the PCs it was carring fall for damage?

I would assume so, though you might randomize the height depending on the scene.

GGG


Great Green God wrote:
...it probably does take some time to move the character to the top again and drop them, ...

That is a good point. It may take a bit of time to move the PC from the bottom to the top of the whirlwind, and then drop them. Picking up and ejecting are free actions. In doing this, the Whirlwind may only be able to give the PC the rough and tumble treatment maybe 3 times in say a 60 ft move. Still, this is a DC20 Ref or take 3d6 + a DC 20 Ref or be picked up +1d8 for being aloft + 3d6 fall from 30 feet if they are ejected. Followed by the same (minus the 1d8 aloft damage since that only happens once each round)...still a bad Ref Save could leave you with taking 3d6 x 6 +1d8...on a single move action by the whirlwind...now, if it double moves...

When my party encountered a couple of Djinn this became a problem, because, looking at the rules like you did I came to the same conclusion, that a Whirlwind can pick up and drop characters several times in a single round, subjecting them to damage of different sorts (debris cloud/internal debirs/falling). You may not have had to worry about this yet, but odds are good that you will in the coming months.

ASEO out


Not only does it take time for the whirlwind to transport a "victim" from the bottom of the cone to the top and eject him, but don't forget the victim doesn't instantly hit the ground. It takes a bit of time to plummet screaming to the pavement. There have been Sage Advice questions in the past about how long it actually takes for a character to fall from a "decent" height. I'm not ready to swear to this, but I think the answer was that the default time is a full round. So under those guidelines, regardless of how fast the djinn whirlwind was becomes moot - it wouldn't be any benefit to try to pluck a victim up before he's actually hit the ground (snatching him in mid-air might be a neat trick but there's probably minimal/no damage to the victim that way - unless you count mental distress!!).
Anyway, just something else to consider.


SirMarcus wrote:
Not only does it take time for the whirlwind to transport a "victim" from the bottom of the cone to the top and eject him, but don't forget the victim doesn't instantly hit the ground. It takes a bit of time to plummet screaming to the pavement..

True. I found something in the DMG that sets the rate of plumeting as 150 ft/round. so I think a couple 30ft drops is entirely possible.

ASEO Out


DMG II, pg. 47:

"A falling character reaches terminal velocity (roughly 130 miles per hour, or nearly 200 feet per second), within the first round of a long fall. That means a character falls roughly 670 feet in the first round. After that, a character falls about 1150 feet each round."

Contributor

Saern wrote:

DMG II, pg. 47:

"A falling character reaches terminal velocity (roughly 130 miles per hour, or nearly 200 feet per second), within the first round of a long fall. That means a character falls roughly 670 feet in the first round. After that, a character falls about 1150 feet each round."

Yeah, that maximum 50 ft. height isn't going to take more than a couple seconds to hit the ground from, if that.

An Air Elemental uses the same kind of rules. IMO, moving through a PC's squaure and thus picking up the PC, ejecting it for falling damage, moving through where it landed, and thus picking it up again is totally legit. Its the ejecting part that I would steer away from doing more than once maybe twice per round. It goes back to the rule about free actions that reads, "...You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free."

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