Whirlpool Eddy (Shield Magic Property): Difference between revisions
(Created page with "{{Magic Property | PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}} | PlusCost|+7 (epic) }}</onlyinclude> | Description=<onlyinclude>{{#ifeq:{{{transcludesect...") |
m (Text replacement - "{{Order|7}}" to "{{Order|6}}") |
||
Line 11: | Line 11: | ||
As a standard action, the wielder of this shield may cause a whirling eddy of spinning water to manifest adjacent to their space, the whirling mass being roughly spherical or circular and fills a fifteen-foot unblocked, unoccupied square (a 3x3x3 square space). This whirling eddy occupies a space as though it were a creature, and can be moved around by Combat Maneuvers or forced movement, or it can be moved into or through by such means as [[Clamber]] checks or [[Overrun]]s. Any required checks are made against the Maneuver Defense of the wielder of the shield. | As a standard action, the wielder of this shield may cause a whirling eddy of spinning water to manifest adjacent to their space, the whirling mass being roughly spherical or circular and fills a fifteen-foot unblocked, unoccupied square (a 3x3x3 square space). This whirling eddy occupies a space as though it were a creature, and can be moved around by Combat Maneuvers or forced movement, or it can be moved into or through by such means as [[Clamber]] checks or [[Overrun]]s. Any required checks are made against the Maneuver Defense of the wielder of the shield. | ||
Any enemy creature which ends their turn adjacent to or inside the watery eddy suffers {{Order| | Any enemy creature which ends their turn adjacent to or inside the watery eddy suffers {{Order|6}} as {{Dmg|winded}} damage. | ||
As a move action, the wielder of the shield can command the mass of spinning water to move a distance equal to the wielder's Walk speed, using either [[Walk]] or [[Swim]] as its movement type. The mass of water cannot hold or manipulate anything in any way. If not commanded to move, the mass of water remains at rest, occupying a square as an ally creature of the wielder and all of their allies. | As a move action, the wielder of the shield can command the mass of spinning water to move a distance equal to the wielder's Walk speed, using either [[Walk]] or [[Swim]] as its movement type. The mass of water cannot hold or manipulate anything in any way. If not commanded to move, the mass of water remains at rest, occupying a square as an ally creature of the wielder and all of their allies. | ||
Up to once per round, as a standard action, if the wielder of the shield has line of sight to the whirling watery sphere and it is within the distance they could cover with a [[Run]] maneuver, the wielder of the shield may command the whirling eddy to pour onto and over a creature it is adjacent to. The wielder of the shield makes a [[Maneuver Offense]] check against the [[Maneuver Defense]] of the targeted creature. If successful the targeted creature suffers {{Order| | Up to once per round, as a standard action, if the wielder of the shield has line of sight to the whirling watery sphere and it is within the distance they could cover with a [[Run]] maneuver, the wielder of the shield may command the whirling eddy to pour onto and over a creature it is adjacent to. The wielder of the shield makes a [[Maneuver Offense]] check against the [[Maneuver Defense]] of the targeted creature. If successful the targeted creature suffers {{Order|6}} as {{Dmg|winded}} damage. | ||
The mass of whirling water is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the watery eddy is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. The whirling water splashes into nothingness immediately if it exceeds a distance from the shield further than a Run maneuver of the wielder.. | The mass of whirling water is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the watery eddy is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. The whirling water splashes into nothingness immediately if it exceeds a distance from the shield further than a Run maneuver of the wielder.. |
Latest revision as of 15:20, 26 September 2020
Whirlpool Eddy (Shield Magic Property)
You must be level 21 or higher to equip, wield or wear an item with this property.
A shield with this special ability is typically decorated with some sort of a watery motif. Perhaps a fanciful design with coral and seahorses, or a more abstract design of a crashing wave, or mighty maelstrom.
As a standard action, the wielder of this shield may cause a whirling eddy of spinning water to manifest adjacent to their space, the whirling mass being roughly spherical or circular and fills a fifteen-foot unblocked, unoccupied square (a 3x3x3 square space). This whirling eddy occupies a space as though it were a creature, and can be moved around by Combat Maneuvers or forced movement, or it can be moved into or through by such means as Clamber checks or Overruns. Any required checks are made against the Maneuver Defense of the wielder of the shield.
Any enemy creature which ends their turn adjacent to or inside the watery eddy suffers (Order 6 damage): 1d6+5 points of damage per character level (max 17d6+85 at character level 17) as winded (physical, uncommon) damage.
As a move action, the wielder of the shield can command the mass of spinning water to move a distance equal to the wielder's Walk speed, using either Walk or Swim as its movement type. The mass of water cannot hold or manipulate anything in any way. If not commanded to move, the mass of water remains at rest, occupying a square as an ally creature of the wielder and all of their allies.
Up to once per round, as a standard action, if the wielder of the shield has line of sight to the whirling watery sphere and it is within the distance they could cover with a Run maneuver, the wielder of the shield may command the whirling eddy to pour onto and over a creature it is adjacent to. The wielder of the shield makes a Maneuver Offense check against the Maneuver Defense of the targeted creature. If successful the targeted creature suffers (Order 6 damage): 1d6+5 points of damage per character level (max 17d6+85 at character level 17) as winded (physical, uncommon) damage.
The mass of whirling water is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the watery eddy is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. The whirling water splashes into nothingness immediately if it exceeds a distance from the shield further than a Run maneuver of the wielder..
This spinning eddy can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by the whirling watery globe are dispersed in those squares.
Obscuring spells include: Obscuring (Acid Fog (Sorcerer/Wizard Spell), Aggressive Thundercloud, Greater (Druid Spell), Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell), Aggressive Thundercloud (Druid Spell), Aggressive Thundercloud (Sorcerer/Wizard Spell), Barrow Haze (Cleric Spell), Barrow Haze (Sorcerer/Wizard Spell), Cloudkill (Sorcerer/Wizard Spell), Euphoric Cloud (Druid Spell), Euphoric Cloud (Sorcerer/Wizard Spell), Fog Cloud (Alchemist Extract), Fog Cloud (Druid Spell), Fog Cloud (Ranger Poultice), Fog Cloud (Sorcerer/Wizard Spell), Incendiary Cloud (Sorcerer/Wizard Spell), Mind Fog (Bard Spell), Mind Fog (Paladin Spell), Mind Fog (Sorcerer/Wizard Spell), Nauseating Trail (Alchemist Extract), Nauseating Trail (Druid Spell), Nauseating Trail (Sorcerer/Wizard Spell), Plague Storm (Cleric Spell), Plague Storm (Druid Spell), Plague Storm (Sorcerer/Wizard Spell), Solid Fog (Sorcerer/Wizard Spell), Stinking Cloud (Alchemist Extract), Stinking Cloud (Sorcerer/Wizard Spell), Twilight Haze (Paladin Spell), Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.
- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 57), a blazing remnant (tier 5), and an item symbolic of the enchantment.