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<blockquote data-quote="Qwillion" data-source="post: 2253670" data-attributes="member: 14641"><p><strong>Insubstantial Not Incoporeal</strong></p><p></p><p>Now this is important, they are INSUBSTANTIAL NOT INCOPOREAL, all attacks still hit them they just have damage reduction, this means all undead touch Special attacks work (energy drain and ability drain) as long as you get through the damage reduction. Also spells have full effect. So let a few undead bypass the damage reduction, heck the armored fighter and clerics ac got worse. </p><p></p><p>"Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like."</p><p></p><p>I don't think in region N they are going to be mistaken for clouds, they would more likely be mistaken for a vampire in gaseous form. </p><p></p><p>"Each change to and from vaporous form takes 5 rounds" and "It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. " </p><p></p><p>So kick the hell out of them for 5 rounds because at 10 feet per round and no running a speed of 30 feet can chase them and hit them (they can dismiss the spell). </p><p></p><p>Dispel magic or greater dispel magic a scout, a glyph can do this, and you don't get feather fall like fly does. A creature can use dispel magic, magical traps still treat you as a creature. </p><p></p><p>Now a few traps to deal with this</p><p></p><p>Glyph of Control Vapor: origional designed to Hold a vampire, this goes off and summons a nearby mosnter who can hit magical creatures. All of your players will be held (no save) and it will take five rounds for them to change while the monster brings the beat down (unless they dismiss the spell). </p><p></p><p>Pit trap glyph: designed to trap flyers, this is a large pit with two glyphs of greater dispel magic, going off one after another, dropping the flyer into the pit, if your fealing evil put a monster at the bottom. </p><p></p><p>Whirlwind as the Djinn, as mist they get no save against it and they take full damage each round no damage reduction (takes 5 rounds to transform unless they dismiss the spell)</p><p></p><p>A hallway has a continous gust of wind. </p><p>A room has a magicly warded air tight door.</p><p>A bellows sucks the party into a small container (dismiss it now, venture boy!)</p><p>Anti magic shell, with any mechanical trap. </p><p>A few changes to the breathstealer undead from MMII and I think you could own the vaporous party. </p><p></p><p></p><p>But do not be a scrouge, make andencounter that requires that they be in gaseous form. Also create an encounter that requries them to be in physical form (they cannot manipulate an object, especially a antimagic object.) </p><p></p><p></p><p>If you are looking for something more or different let me know.</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2253670, member: 14641"] [b]Insubstantial Not Incoporeal[/b] Now this is important, they are INSUBSTANTIAL NOT INCOPOREAL, all attacks still hit them they just have damage reduction, this means all undead touch Special attacks work (energy drain and ability drain) as long as you get through the damage reduction. Also spells have full effect. So let a few undead bypass the damage reduction, heck the armored fighter and clerics ac got worse. "Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like." I don't think in region N they are going to be mistaken for clouds, they would more likely be mistaken for a vampire in gaseous form. "Each change to and from vaporous form takes 5 rounds" and "It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. " So kick the hell out of them for 5 rounds because at 10 feet per round and no running a speed of 30 feet can chase them and hit them (they can dismiss the spell). Dispel magic or greater dispel magic a scout, a glyph can do this, and you don't get feather fall like fly does. A creature can use dispel magic, magical traps still treat you as a creature. Now a few traps to deal with this Glyph of Control Vapor: origional designed to Hold a vampire, this goes off and summons a nearby mosnter who can hit magical creatures. All of your players will be held (no save) and it will take five rounds for them to change while the monster brings the beat down (unless they dismiss the spell). Pit trap glyph: designed to trap flyers, this is a large pit with two glyphs of greater dispel magic, going off one after another, dropping the flyer into the pit, if your fealing evil put a monster at the bottom. Whirlwind as the Djinn, as mist they get no save against it and they take full damage each round no damage reduction (takes 5 rounds to transform unless they dismiss the spell) A hallway has a continous gust of wind. A room has a magicly warded air tight door. A bellows sucks the party into a small container (dismiss it now, venture boy!) Anti magic shell, with any mechanical trap. A few changes to the breathstealer undead from MMII and I think you could own the vaporous party. But do not be a scrouge, make andencounter that requires that they be in gaseous form. Also create an encounter that requries them to be in physical form (they cannot manipulate an object, especially a antimagic object.) If you are looking for something more or different let me know. [/QUOTE]
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