A Challenge - How can I ride the whirlwind?


Advice


I'm looking for a way for a character to "ride the whirlwind". This could be somehow using an air elemental as a mount, or another method of fulfilling the character theme. Does anyone have any suggestions?


Elemental sorcerer air or a elemental wizard, leadership for a cohort elemental. Or you could cast fly on a horse named Whirlwind. A halfing would allow for a smaller "mount".


More info please? Why do you want to "ride the whirlwind"? What's the character's class? What kind of resources have you got to spare on the endeavour? Do you want to do it on an ongoing basis or as a one time thing?

Various spells could visually approximate riding a whirlwind if described liberally; fly, ride the winds or air walk or a high level phantom steed come to mind. Magic items that mimic such spells could do so as well if described liberally.

Having an air elemental one size larger as an exotic mount is another way to pull it off; perhaps gained as a cohort via the leadership feat.


Mr.Fishy wrote:
Elemental sorcerer air or a elemental wizard, leadership for a cohort elemental. Or you could cast fly on a horse named Whirlwind. A halfing would allow for a smaller "mount".

Yes, but how would you use the Air Elemental as a mount? Also, to do the "ride the whirlwind" thing, the air elemental would need to use it's Whirlwind ability, which causes a whole host of problems to the rider.


Okay, more specifically I would like my character (can be any class) to be able to ride around in a tornado/whirlwind. When others come in contact with the tornado/whirlwind, it acts as one. My character is able to ride around in the tornado/whirlwind safely. This can be for a character of any level 1-20.


Caedwyr wrote:
Yes, but how would you use the Air Elemental as a mount?

Climb aboard and say "giddy up"? Get an exotic saddle if you want to be fancy about it.

Caedwyr wrote:
Also, to do the "ride the whirlwind" thing, the air elemental would need to use it's Whirlwind ability, which causes a whole host of problems to the rider.

Only if you want to be literal about it and insist it adopt its whirlwind form. An air elemental in its regular shape often resembles a cyclone/whirlwind (albeit a more compact one).

Shadow Lodge

A summoner.

The eidolon would have the Wings and Mount evolutions. You could add Grab and Swallow Whole to represent opponents being taken up by the whirlwind.


Take any mount or item that enables one to Fly. Potion, magic carpet, 'Enlarge'ed harpy.

Then toss on an illusion spell. Or even a magical item that simply allows for the appropriate illsuion to be cast on the object/mount/ nun's habit.


To further refine the criteria I use in the OP, basically, I want to ride around in a tornado not just something that looks like one.

Shadow Lodge

Caedwyr wrote:
To further refine the criteria I use in the OP, basically, I want to ride around in a tornado not just something that looks like one.

RPGs are an exercise in creativity. What is the difference between something that seems like a tornado and something that is a tornado?


InVinoVeritas wrote:
Caedwyr wrote:
To further refine the criteria I use in the OP, basically, I want to ride around in a tornado not just something that looks like one.
RPGs are an exercise in creativity. What is the difference between something that seems like a tornado and something that is a tornado?

A tornado has in game effects:

Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.

Shadow Lodge

Caedwyr wrote:
InVinoVeritas wrote:
Caedwyr wrote:
To further refine the criteria I use in the OP, basically, I want to ride around in a tornado not just something that looks like one.
RPGs are an exercise in creativity. What is the difference between something that seems like a tornado and something that is a tornado?

A tornado has in game effects:

Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.

Ah, so that's the tornado you want to ride in!

Perhaps a Boreal Sorcerer at 15th level can give you some of the effect you're looking for? Heavy use of Control Winds?


Misread the thread title as "reap the whirlwind", which then made me think of gunslingers jumping out of luggage.


InVinoVeritas wrote:
Caedwyr wrote:
InVinoVeritas wrote:
Caedwyr wrote:
To further refine the criteria I use in the OP, basically, I want to ride around in a tornado not just something that looks like one.
RPGs are an exercise in creativity. What is the difference between something that seems like a tornado and something that is a tornado?

A tornado has in game effects:

Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.

Ah, so that's the tornado you want to ride in!

Perhaps a Boreal Sorcerer at 15th level can give you some of the effect you're looking for? Heavy use of Control Winds?

Yeah, I didn't narrow down what I wanted as clearly as I could have. I suppose a similiar whirlwind type effect that has effects on things other than myself would work as well (figure out some way to safely ride in an air elemental using it's whirlwind ability, or similiar creature).


the 9th level evocation : Winds of Vengence

Shadow Lodge

I definitely think the Boreal Sorcerer is the way to go. Source:

PRD wrote:

Blizzard (Sp): At 15th level, you can create a savage winter storm centered on you. This power acts as control winds, but in addition the entire area (not including the “eye” at the center of the storm) is affected as a sleet storm and all in the area are exposed to extreme cold. You may use this ability once per day.

Combine this with Overland Flight. At 15th level, you can increase the wind by 5 steps, which will take the prevailing winds from Calm to Tornado. It will be centered on you. You can fly around with this blizzard surrounding you.

Alternately, a Wind Oracle can both fly (Wings of Air) and cast Control Winds, which will give you a similar effect. A Stormborn Sorcerer can cast Whirlwind, program it to stay centered on himself, and add flight as well.


For making myself immune to the effects of the tornado, it looks like what I want is a Storm Druid

Quote:

Storm Lord (Ex)

At 13th level, a storm druid is unaffected by natural and magical wind effects. She also becomes immune to deafness and gains +2 bonus on saving throws against sonic effects.

This ability replaces a thousand faces.

Unfortunately, the Storm Druid can't select an animal companion, so I'm not sure how I'd get an air elemental/tornado mount.

Dark Archive

Researching a custom spell seems like the best way to do this before 15th level, perhaps as an Air Elementalist Wizard or Sorcerer or Weather domain Cleric or Druid.

The low level version of the spell could surround the caster with strong winds that add +5 ft. to his movement speed, +4 to his Acrobatics checks to Jump (or Fly checks) and imposes the strong wind penalties to missile fire or Fly checks by others to all within adjacent squares. As he progresses in levels, eventually the winds grow to Severe, and bonuses and penalties increase. By the time he reaches Windstorm, a size Small caster will be able to have the whirlwind pick him up and carry him, although a Medium caster will have to wait until he reaches Hurricane intensity.

Even if not checked or blown away by the intensity of the whirlwind aura, it might do damage each round from blown debris, or even provide a dust cloud like defense (partial concealment), or a distraction effect similar to a swarm attack, to those who remain within the adjacent squares, although, the more effects like this it includes, the higher level the spell should be.

He might be able to trade off some of the intensity for a larger, but weaker effect, creating a larger area of Strong wind (to blast apart some swarms, for example), rather than upgrade to Severe.

.

I vaguely recall this being possible in Al-Qadim, as one of my Shair characters flew the party around in a mid-level adventure on a Djinni Whirlwind, but I don't remember the specifics (other than that it was a Djinni power in that setting, to use their whirlwind either for a short-term destructive use or a long-term transportation function).


I can duplicate a number of the effects using the Skyborne Sorcerer Bloodline, but I don't get the nice "immune to magical/non-magical wind effects that the Storm Druid gets. Is that type of immunity available through a feat/item/long duration spell?

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