Elemental Body(Wild Shape) II


Rules Questions

Sczarni

I'm a little confused on the extra abilities granted by the forms. If someone could clarify for me... it'd help me a great deal.

1.) Fire Elemental Medium -
Burn (Ex)
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Format: burn (2d6, DC 15); Location: Special Attacks and individual attacks.

~~~How much extra fire damage is dealt with a melee attack?
~~~Do they potentially catch on fire after that fire damage is dealt?
~~~If I miss can they still catch on fire or does the fire damage still apply?
~~~Does the extra fire damage and potentially catching on fire apply when using a combat maneuver?

2.) Air Elemental Medium -
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 of 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 a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind 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 to escape the whirlwind. The creature still takes damage 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 on 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. The whirlwind can eject any carried creatures whenever it wishes as a free action, 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.

~~~Could someone please explain what dimensions I would effectively cover in whirlwind form?
~~~How many total creatures could potentially be carried/caught in my whirlwind form?

I think that's all I have for now. Many thanks for anyone to offers their knowledge and/or interpretation. I desperately need it D:

Sovereign Court RPG Superstar 2011 Top 32

Look at the elemental creature entries in the bestiary-stats for things like burn are included, and vary with the size of the elemental. You get whatever version mathces the size you turn into.

Sczarni

ryric wrote:
Look at the elemental creature entries in the bestiary-stats for things like burn are included, and vary with the size of the elemental. You get whatever version mathces the size you turn into.

So it would be my melee of let's say, 1d6+4, plus 1d6(burn), plus 1d4(each round) if they happen to catch fire?


Answers in bold

Kazumetsa Raijin wrote:
  • How much extra fire damage is dealt with a melee attack? Whatever the burn damage listed is in the fire elemental's "Special Attack" section
  • Do they potentially catch on fire after that fire damage is dealt? Yes, if they fail the reflex save (DC is listed with the Special Attack)
  • If I miss can they still catch on fire or does the fire damage still apply? No. You must "successfully hit in melee".
  • Does the extra fire damage and potentially catching on fire apply when using a combat maneuver? Good question, I would say yes.

  • Could someone please explain what dimensions I would effectively cover in whirlwind form? It's space on the ground remains the same, it's height is variable by size, as listed in the Air Elemental Chart (Whirlwind/Vortex height)
  • How many total creatures could potentially be carried/caught in my whirlwind form? As many as fit in the space - a 20' tall Large Air Elemental in whirlwind form could hold 16 medium creatures (10'x10' base x 20' height is 2x2x4 5'cubes. Unless they were particularly tall medium creatures.

  • Kazumetsa Raijin wrote:
    So it would be my melee of let's say, 1d6+4, plus 1d6(burn), plus 1d4(each round) if they happen to catch fire?

    No, 1d6+4, plus 1d6(burn), plus 1d6(burn) each round for 1d4 rounds.

    Sczarni

    Fantastic answers Majuba! Thank you very, very much. Starring this post for quick reference later.

    I'll have to ask the DM about Burn/Combat Maneuvers when the time comes.


    Quite welcome.


    Majuba wrote:
    •How many total creatures could potentially be carried/caught in my whirlwind form? As many as fit in the space - a 20' tall Large Air Elemental in whirlwind form could hold 16 medium creatures (10'x10' base x 20' height is 2x2x4 5'cubes. Unless they were particularly tall medium creatures.

    Slightly wrong, let me help.

    A whirlwinds dimensions always follow the formula: 5 foot base, then vortex width at the top is always 1/2 the height.

    Small 4 ft. 1 lb. 12 10–20 ft.
    Medium 8 ft. 2 lbs. 14 10–30 ft.
    Large 16 ft. 4 lbs. 18 10–40 ft.
    Huge 32 ft. 8 lbs. 22 10–50 ft.
    Greater 36 ft. 10 lbs. 23 10–60 ft.
    Elder 40 ft. 12 lbs. 27 10–60 ft.

    So a small air elemental can make a whirlwind anywhere from 10 to 20 feet high. (10 is always the minimum height)

    So dimensions for a small air elementals whirlwind would be 5 foot base, 20 feet high, and 10 foot width at the top. (It makes a funnel with the wide part at the top)

    And you can only fit as many creatures as will fit in the whirlwinds width at its top. (10X10 foot at the top, so 4 medium creatures)

    For your medium air elemental its whirlwind would be 5 foot base, 30 feet high, and 15 foot width at the top. So it could hold 9 medium creatures or 1 large and 5 medium.

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