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What happen if a fire elemental fails to make the jump over a body of water?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3562208" data-attributes="member: 20805"><p>Don't forget...the Fire Elemental could be a Wildshaped Druid PC...</p><p></p><p>My vote is to HR the offending poor rule language out of the picture,</p><p></p><p> Delete the reference to water being an impassible barrier and replace it with:</p><p></p><p>Entering normal water causes the water to boil and steam. The elemental takes damage based on how deeply immersed they are and must make a WILL Save vs DC 20 + damage taken. Failure causes them to flee the water by the fastest means possible to the exclusion of any other activity.</p><p></p><p>Ankle Deep or being splashed with a 8 gallons of water: 1D6 damage, steam cloud has no mechanical effect</p><p></p><p>Knee Deep or being splashed with a 16 gallons water: 5D6 damage, steam cloud obscures vision, providing an effect similar to the Blur spell</p><p></p><p>Waist deep, or being splashed with a 24 gallons of water: 10D6 damage, steam cloud obscures vision, providing an effect similar to the Obscuring Mist spell that dissapates in 1D4 rounds</p><p></p><p>Neck Deep, or being splashed with a 32 gallons of water: 15D6 damage, Steam cloud provides an effect similar to Obscuring Mist that dissapates in 2D4 rounds</p><p></p><p>Full immersion or being splashed with 40 gallons of water: 20D6 damage, Steam cloud provides an effect similar to Obscuring Mist that dissapates in 2D6 rounds</p><p></p><p></p><p>Once the Elemental has been damaged for half of its max hit points by immersion in water, it loses one size catagory. Another quarter damage reduces it a further step.</p><p></p><p></p><p>In this manner a Fire Elemental brave enough to risk a jump may find itself in mortal danger, but its not an insta-kill or a silly "Waa-waa-waa" effect.</p><p></p><p>{Depth of immersion based on the Wildscape hazard measurements}</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3562208, member: 20805"] Don't forget...the Fire Elemental could be a Wildshaped Druid PC... My vote is to HR the offending poor rule language out of the picture, Delete the reference to water being an impassible barrier and replace it with: Entering normal water causes the water to boil and steam. The elemental takes damage based on how deeply immersed they are and must make a WILL Save vs DC 20 + damage taken. Failure causes them to flee the water by the fastest means possible to the exclusion of any other activity. Ankle Deep or being splashed with a 8 gallons of water: 1D6 damage, steam cloud has no mechanical effect Knee Deep or being splashed with a 16 gallons water: 5D6 damage, steam cloud obscures vision, providing an effect similar to the Blur spell Waist deep, or being splashed with a 24 gallons of water: 10D6 damage, steam cloud obscures vision, providing an effect similar to the Obscuring Mist spell that dissapates in 1D4 rounds Neck Deep, or being splashed with a 32 gallons of water: 15D6 damage, Steam cloud provides an effect similar to Obscuring Mist that dissapates in 2D4 rounds Full immersion or being splashed with 40 gallons of water: 20D6 damage, Steam cloud provides an effect similar to Obscuring Mist that dissapates in 2D6 rounds Once the Elemental has been damaged for half of its max hit points by immersion in water, it loses one size catagory. Another quarter damage reduces it a further step. In this manner a Fire Elemental brave enough to risk a jump may find itself in mortal danger, but its not an insta-kill or a silly "Waa-waa-waa" effect. {Depth of immersion based on the Wildscape hazard measurements} [/QUOTE]
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What happen if a fire elemental fails to make the jump over a body of water?
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