| Mercurial |
I wasn't sure what forum to put this in, so I figured here would be serve well enough.
Water Elementals are fairly gimped when trying to use them on land - and understandably so - but in a purely submarine environment, shouldn't they have SOME sort of advantages? Apart from 3-dimensional movement (which all have) and a paltry +1 attack and damage that is...
After talking with my group, we've decided that we would grant the Water Elemental the effect of a Blur spell (Concealment, 20% miss chance) to represent its advantages in water... that should present a nice advantage, an appropriate one, but not one that was over-powered. The argument could be made for Invisibility instead, but Air Elementals aren't invisible in the air, so... Blur's flavor text seems the ideal fit:
The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment.
I'd love to know what others think should be considered. It could be fairly important with an elemental-summoning Master Summoner about to embark on the Skull and Shackles Adventure Path.
| Mercurial |
Our GM had us fight water elementals while underwater. He essentially had them be invisible until they were directly adjacent, and then they had 50% concealment.
It seemed pretty reasonable to us, and the fight was quite challenging. But nobody complained.
I thought about simply flipping the penalty they get for fighting on land (-4 on attack and damage rolls) but it didn't seem to have enough flavor... maybe granting that 50% concealment would do the trick, without the invisibility.
Keep in mind though, that this will benefit an already powerful and superbly played Master Summoner rather than present a challenge to the party...
| Dosgamer |
I ran a water elemental against my level 5ish heroes and they had a heckuva time against it straight up. Fighting in the water is hard for heroes (constant swim checks in armor that makes it more difficult, lack of movement due to having to swim, etc.). Fighting a water elemental in the water (when you're being whirled around by its vortex) is enough to give some would-be heroes hydrophobia. *grin*
The big advantage water elementals have is that you are generally fighting them on their terms and in their element. The environment is often the biggest disadvantage PC's have. YMMV.
| Mercurial |
I ran a water elemental against my level 5ish heroes and they had a heckuva time against it straight up. Fighting in the water is hard for heroes (constant swim checks in armor that makes it more difficult, lack of movement due to having to swim, etc.). Fighting a water elemental in the water (when you're being whirled around by its vortex) is enough to give some would-be heroes hydrophobia. *grin*
The big advantage water elementals have is that you are generally fighting them on their terms and in their element. The environment is often the biggest disadvantage PC's have. YMMV.
I agree with all this - the issue will be water elementals summoned by my characters in an aquatic campaign and how to make them more appropriately effective than shown... it stands to reason that whatever I decide they might have to overcome they should also be able to use to their advantage... just trying to figure out where to draw the line.