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Countermeasures against PC Earth Elemental
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<blockquote data-quote="RangerWickett" data-source="post: 6113524" data-attributes="member: 63"><p>Burning Sky's inquisitors should be able to righteously mess him up. What adventure are you on?</p><p></p><p>They make it sound like Move Earth is an option, but it takes 10 minutes or more to cast: <a href="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Earth-Glide-Ex-" target="_blank">http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Earth-Glide-Ex-</a></p><p></p><p>The obvious go-to is dispel magic. Lower level than stone to flesh, and every inquisitor can fire off a few with their rebuke magic ability. You'd suddenly have a PC restrained by solid rock -- perhaps not enough to coup de grace, but certainly sufficient to count as entangled. And if the PC tries to just wild shape again to get out, counterspell it.</p><p></p><p>For something more precisely-targeted, . . . I <em>wish</em> stone to flesh wasn't so precisely worded about having to affect a cylinder, otherwise it'd be a hoot to transmute a few inches of the ground into flesh, over a large area, in order to trap the earth elemental underground beneath a disgusting flesh tarp. Still, I'd say that if you transmute him into a flesh elemental, he'd have to spend an action ending the original wild shape so he can revert to his normal human form before he can try to change back into an earth elemental. Or maybe give him a new save each time he re-activates wild-shape?</p><p></p><p>Telekinesis also has that silly restriction on weight, so no pulling the PC out of the ground and leaving him to flail helplessly in the air.</p><p></p><p>Hrm, damn. All of the earth spells in the core rules make a point to say they don't affect earth creatures. You can't soften earth and stone to make him vulnerable to attacks. You can't stone shape him to cause damage. You can't transmute him to mud to make him more like a jello elemental. Dear whoever wrote these spells back in 3rd edition, where's the fun in creative spell use? Depending on how comfortable you and your players are with bending the rules, maybe try some of those tactics. Barring that, it looks like flying opponents really are about the limit to tailored countermeasures.</p><p></p><p>Oh, how about some friendly wraiths? Touch attacks, and they can go chase the elemental underground.</p><p></p><p>(Finally, if you think it's abusive and want to stop the player, its probably justifiable to say that, since he's an earth elemental, any attack that hits the earth in the square he's occupying hurts him. Unlike 'incorporeal,' neither earth glide nor burrow makes mention of attacking from the ground. So if you just want to stop the tactic, you might rule that he either has to take a miss chance by attacking blindly from inside the stone -- which will just motivate him to get tremorsense *grin* -- or has to end his movement fully exposed in order to attack. But I think it's fair to let the PC have his fun, getting maybe a +2 cover bonus to AC as long as he's in an area with rocky terrain.)</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6113524, member: 63"] Burning Sky's inquisitors should be able to righteously mess him up. What adventure are you on? They make it sound like Move Earth is an option, but it takes 10 minutes or more to cast: [url]http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Earth-Glide-Ex-[/url] The obvious go-to is dispel magic. Lower level than stone to flesh, and every inquisitor can fire off a few with their rebuke magic ability. You'd suddenly have a PC restrained by solid rock -- perhaps not enough to coup de grace, but certainly sufficient to count as entangled. And if the PC tries to just wild shape again to get out, counterspell it. For something more precisely-targeted, . . . I [i]wish[/i] stone to flesh wasn't so precisely worded about having to affect a cylinder, otherwise it'd be a hoot to transmute a few inches of the ground into flesh, over a large area, in order to trap the earth elemental underground beneath a disgusting flesh tarp. Still, I'd say that if you transmute him into a flesh elemental, he'd have to spend an action ending the original wild shape so he can revert to his normal human form before he can try to change back into an earth elemental. Or maybe give him a new save each time he re-activates wild-shape? Telekinesis also has that silly restriction on weight, so no pulling the PC out of the ground and leaving him to flail helplessly in the air. Hrm, damn. All of the earth spells in the core rules make a point to say they don't affect earth creatures. You can't soften earth and stone to make him vulnerable to attacks. You can't stone shape him to cause damage. You can't transmute him to mud to make him more like a jello elemental. Dear whoever wrote these spells back in 3rd edition, where's the fun in creative spell use? Depending on how comfortable you and your players are with bending the rules, maybe try some of those tactics. Barring that, it looks like flying opponents really are about the limit to tailored countermeasures. Oh, how about some friendly wraiths? Touch attacks, and they can go chase the elemental underground. (Finally, if you think it's abusive and want to stop the player, its probably justifiable to say that, since he's an earth elemental, any attack that hits the earth in the square he's occupying hurts him. Unlike 'incorporeal,' neither earth glide nor burrow makes mention of attacking from the ground. So if you just want to stop the tactic, you might rule that he either has to take a miss chance by attacking blindly from inside the stone -- which will just motivate him to get tremorsense *grin* -- or has to end his movement fully exposed in order to attack. But I think it's fair to let the PC have his fun, getting maybe a +2 cover bonus to AC as long as he's in an area with rocky terrain.) [/QUOTE]
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