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Converting Epic Level Creatures
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<blockquote data-quote="Cleon" data-source="post: 5514402" data-attributes="member: 57383"><p>I suppose we'd better confirm this bit before starting on the feats:</p><p></p><p></p><p></p><p>The vortex is currently "10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemaster controls the exact height, but it must be at least 20 feet", does 4d6 damage and affects creatures up to Huge size.</p><p></p><p>Since the Elemaster's Size Change allows it to freely change from Fine to Colossal I'd think it makes sense if it can create a Vortex of any size it likes up to a certain maximum. Since it can become a size larger than a Gargantuan Monolith I wonder whether its Vortex ought to be bigger. Although, if we do that, we should also increase the size of the Air Elemaster's Whirlwind.</p><p></p><p>Speaking of the Air Elemaster's Whirlwind, we gave that 4d8 damage so we ought to give the Water's Vortex the same damage:</p><p></p><p> Oh, and a standard elemental whirlwind/vortex attack affects creatures 1 or more sizes smaller, so I'd rather not have the "sine ne ultra" on elementals' have a vortex limited to 2 or more sizes smaller.<p style="margin-left: 20px"><strong>Vortex (Su):</strong> A water elemaster can transform itself into a whirlpool as a standard action, provided it is underwater. It can remain in that form for as long as it likes. In vortex form, a water elemaster can move through the water or along the bottom at its swim speed.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: Red"> The vortex is up to 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The elemaster controls the exact dimensions, but the vortex must be at least 5 feet wide and 10 feet tall.</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A water elemaster's movement while in vortex form does not provoke attacks of opportunity, even if the elemaster enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemaster moves into or through the creature’s space.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: Red"> Gargantuan</span> or smaller creatures take damage when caught in a vortex and may be swept up by it. An affected creature must succeed on a DC x Reflex save when it comes into contact with a vortex or take <span style="color: Red">4d8</span> points of damage. It must also succeed on a second DC x Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A creature trapped in a vortex cannot move except to go where the water elemaster carries it or to escape the vortex. It can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity and a –2 penalty on attack rolls. A water elemaster can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A water elemaster can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If the vortex's base touches the surface beneath a body of water, it creates a swirling cloud of debris. This cloud is centered on the elemaster 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 make a Concentration check (DC 15 + spell level) to cast a spell.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A water elemaster in vortex form cannot make slam attacks and does not threaten the area around it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"> The Concentration check and save DCs are Strength-based.</p> <p style="margin-left: 20px"></p><p>If those changes are OK by you, the Air Elemaster should change to:<p style="margin-left: 20px"><strong>Whirlwind (Su):</strong> An <span style="color: Red">air elemaster</span> can transform itself into a whirlwind. In this form, the <span style="color: Red">elemaster</span> can move through the air or along a surface at its fly speed. <span style="color: Red">It can remain in whirlwind form for as long as it likes</span>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="color: Red">The whirlwind is up to 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The elemaster controls the exact dimensions, but the whirlwind must be at least 5 feet wide and 10 feet tall.</span></p> <p style="margin-left: 20px"><span style="color: Red"></span></p> <p style="margin-left: 20px">Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 66) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 66) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 66) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The <span style="color: Red">elemaster</span> can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned <span style="color: Red">elemaster</span> always ejects trapped creatures before returning to its home plane.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 66) to cast a spell.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The Concentration check and save DCs are Strength-based.</p> <p style="margin-left: 20px"></p><p>That OK?</p></blockquote><p></p>
[QUOTE="Cleon, post: 5514402, member: 57383"] I suppose we'd better confirm this bit before starting on the feats: The vortex is currently "10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemaster controls the exact height, but it must be at least 20 feet", does 4d6 damage and affects creatures up to Huge size. Since the Elemaster's Size Change allows it to freely change from Fine to Colossal I'd think it makes sense if it can create a Vortex of any size it likes up to a certain maximum. Since it can become a size larger than a Gargantuan Monolith I wonder whether its Vortex ought to be bigger. Although, if we do that, we should also increase the size of the Air Elemaster's Whirlwind. Speaking of the Air Elemaster's Whirlwind, we gave that 4d8 damage so we ought to give the Water's Vortex the same damage: Oh, and a standard elemental whirlwind/vortex attack affects creatures 1 or more sizes smaller, so I'd rather not have the "sine ne ultra" on elementals' have a vortex limited to 2 or more sizes smaller.[INDENT][B]Vortex (Su):[/B] A water elemaster can transform itself into a whirlpool as a standard action, provided it is underwater. It can remain in that form for as long as it likes. In vortex form, a water elemaster can move through the water or along the bottom at its swim speed. [COLOR=Red] The vortex is up to 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The elemaster controls the exact dimensions, but the vortex must be at least 5 feet wide and 10 feet tall.[/COLOR] A water elemaster's movement while in vortex form does not provoke attacks of opportunity, even if the elemaster enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemaster moves into or through the creature’s space. [COLOR=Red] Gargantuan[/COLOR] or smaller creatures take damage when caught in a vortex and may be swept up by it. An affected creature must succeed on a DC x Reflex save when it comes into contact with a vortex or take [COLOR=Red]4d8[/COLOR] points of damage. It must also succeed on a second DC x Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. A creature trapped in a vortex cannot move except to go where the water elemaster carries it or to escape the vortex. It can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity and a –2 penalty on attack rolls. A water elemaster can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. A water elemaster can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. If the vortex's base touches the surface beneath a body of water, it creates a swirling cloud of debris. This cloud is centered on the elemaster 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 make a Concentration check (DC 15 + spell level) to cast a spell. A water elemaster in vortex form cannot make slam attacks and does not threaten the area around it. [/INDENT][INDENT] The Concentration check and save DCs are Strength-based. [/INDENT]If those changes are OK by you, the Air Elemaster should change to:[INDENT][B]Whirlwind (Su):[/B] An [COLOR=Red]air elemaster[/COLOR] can transform itself into a whirlwind. In this form, the [COLOR=Red]elemaster[/COLOR] can move through the air or along a surface at its fly speed. [COLOR=Red]It can remain in whirlwind form for as long as it likes[/COLOR]. [COLOR=Red]The whirlwind is up to 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The elemaster controls the exact dimensions, but the whirlwind must be at least 5 feet wide and 10 feet tall. [/COLOR] Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 66) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 66) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 66) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The [COLOR=Red]elemaster[/COLOR] can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned [COLOR=Red]elemaster[/COLOR] 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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 66) to cast a spell. The Concentration check and save DCs are Strength-based. [/INDENT]That OK? [/QUOTE]
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