The long-awaited Whirlwind houserules
First of all, I'd like to know why Phet's save DC is 23. The large air elemental in the SRD has a DC of 16, based on 8 HD and Str 14 (10 + 1/2 of 8 + 2). Phet's sheet says he has Str 16 with an item, but still only 8 HD. And I see no Ability Focus. So shouldn't his save DC be only 17?
This outing has been pretty interesting. Comparing Vortex to Whirlwind, it's obvious the former copy/pasted the latter (it even calls it a whirlwind in places!) and oddly...is just plain weaker. The Casting DC of being in a vortex is lower than being in its cloud of debris for some reason. And everyone gets a save to escape, not just swimmers, which makes me feel more justified in allowing all in a whirlwind to get one. Anyway...here are my changes from the original version (strikethrough = removed, bolded = added language):
[sblock]Whirlwind (Su)
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. Entering this form is a standard action, and each round while in it, the elemental must spend a standard action to either maintain or dismiss the whirlwind.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet and a maximum of 20 ft + 10 ft per size category above Small. Greater and Elder Elementals have a maximum height of 60 ft.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space. If a whirlwind contains any other creature, it moves at half speed.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on and then make a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. Creatures only need to save against these effects once per round, regardless of how many times the elemental enters and exits their space. A creature that can fly is Creatures are allowed a Reflex (DC 10 + ½ HD +Strength modifer) save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Flying creatures can fly out, others fall to the ground. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind and take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental 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.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Creatures outside the whirlwind attempting to attack any creature caught within it have a 50% chance of hitting the air elemental instead (treat this like firing into a grapple; Improved Precise Shot and Seeking weapons negate this). Creatures outside the whirlwind attempting to attack the air elemental do not suffer this miss chance.[/sblock]
Here it is all cleaned up:
[sblock]Whirlwind (Su)
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. Entering this form is a standard action, and each round while in it, the elemental must spend a standard action to either maintain or dismiss the whirlwind.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top. The elemental controls the exact height, but it must be at least 10 feet and a maximum of 20 ft + 10 ft per size category above Small. Greater and Elder Elementals have a maximum height of 60 ft.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it enters the whirlwind, or if the elemental moves into or through the creature’s space. If a whirlwind contains any other creature, it moves at half speed.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save or take the indicated damage and then make a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. Creatures only need to save against these effects once per round, regardless of how many times the elemental enters and exits their space. Creatures are allowed a Reflex (DC 10 + ½ HD +Strength modifer) save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Flying creatures can fly out, others fall to the ground.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell and take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental 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.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Creatures outside the whirlwind attempting to attack any creature caught within it have a 50% chance of hitting the air elemental instead (treat this like firing into a grapple; Improved Precise Shot and Seeking weapons negate this). Creatures outside the whirlwind attempting to attack the air elemental do not suffer this miss chance.[/sblock]
And, here is the new Vortex, changed to match Whirlwind:
[sblock]Vortex (Su)
The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every HD it has. In this form,the elemental can move through the water or along the bottom at its swim speed. Entering this form is a standard action, and each round while in it, the elemental must spend a standard action to either maintain or dismiss the vortex.
The vortex is 5 feet wide at the base, up to 30 feet wide at the top. The elemental controls the exact height, but it must be at least 10 feet and a maximum of 20 ft + 10 ft per size category above Small. Greater and Elder Elementals have a maximum height of 60 ft.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it enters the vortex, or if the elemental moves into or through the creature’s space. If a vortex contains any other creature, it moves at half speed.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save or take the indicated damage and then make a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. Creatures only need to save against these effects once per round, regardless of how many times the elemental enters and exits their space. Creatures are allowed a Reflex (DC 10 + ½ HD +Strength modifer) save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. Creatures with a swim speed can swim out, others are treated as underwater (as if they had failed a swim check by 5 or more).
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell and take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’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.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Creatures outside the vortex attempting to attack any creature caught within it have a 50% chance of hitting the water elemental instead (treat this like firing into a grapple; Improved Precise Shot and Seeking weapons negate this). Creatures outside the vortex attempting to attack the water elemental do not suffer this miss chance.[/sblock]