| Post/Author/DateTime | Post |
|---|---|
| tibicen01-13-05, 12:35 PM | I'm a level 5 elven rogue. I'm trapped (or rather: hiding) in some kind of pool of water, and a fire elemental is standing beside the pool or whatever, waiting for me to get out. I don't have any equipment to speak of, eccept for a morningstar. I'm okay as long as i can stay awake, I guess, and don't have to eat or anything, but my party doesn't know where I am, so I'm on my own. It's been a while since last time we played, and I've had a long time to think of something, but the best thing I've come up with so far is going religious and praying for some kind of divine intervention. Help..? |
| MattHawk01-13-05, 12:51 PM | Start splashing the fire elemental till it gets annoyed and goes away? How far is the party - is there anything metal nearby you could hit the morningstar on to try to get their attention? Are they looking for you and just don't know where, or do they even realize you're gone? |
| Aramil_silverwind01-13-05, 01:45 PM | yep, I would say splash it. Depending on what you're wearing, you might even be able to use some of your clothes kinda like a improv. bucket to douse the elemental. Also, depending on how nice your DM is the walls may be a bit rough, with protrusions here and there. If you desperately need to sleep, get yourself onto one of those, or at the very least find somewhere to let your own bodyweight brace you from falling. Then you can wait it out indefinately. I'm still with the splashing idea myself.... I mean if your party dosn't find you, they may just give you up for dead. In which case you're REALLY screwed. |
| Derren S.01-13-05, 01:56 PM | Must be a small/dumb elemental. Otherwise it would just stand near the water so that it starts boiling. |
| Ricky01-13-05, 02:03 PM | How are you able to breathe underwater? |
| Gereli01-13-05, 02:11 PM | How are you able to breathe underwater? It appears that he is not in fact underwater, merely floating in the water. |
| Cole01-13-05, 03:01 PM | How long is it that you have been hiding and therefore how long has the elemental known you were in the vacinity? Is it actually searching for you or just standing watch over the area? If you have sucessfully hidden from it for this long, what's stopping you from sneaking past the creature and reuniting with your party? |
| moustache guy01-13-05, 03:38 PM | I think the fire elemental knows the rogue is in the water, and is waiting for him to get out. Well, you're safe where you are, even if the fire elemental can see you. He can't get past the water. Unless your DM has given a ranged weapon or spells to this elemental, he doesn't have any ranged attack either. So you could splash him untill he leaves. You could try diplomacy to talk to him if you know Ignan. You could also bluff him to create a diversion to hide, and then hide. Then you could slowly sneak out of the room. You could also ask for combat rounds. First, you need to sneak to an edge of the pool without the elemental noticing. Then you need to beat him at initiative, or refocus for a 20 init if he beats you. Refocus, just in case. That way, he can't ready an attack to hit you. Then just make a run for the door. True, his base speed is higher than yours, but if you run the full 120, he will be required to run to keep up, and he can't attack you. You could also splash him to get him to back off. Then make a run for it. Must be a small/dumb elemental. Otherwise it would just stand near the water so that it starts boiling. That would take a really long time to happen. Even if he did 2d8 points of fire damage per round to the water, it would take a long time to boil an entire pool. |
| pres_man01-13-05, 03:38 PM | Go underwater till you get to the edge, bust out and run for your life. Unless you really low on hit points, in which case, sucks to be you. You might also check to see if there is a source where the water is coming from (or going to) and try to swim up stream (or down). |
| tibicen01-13-05, 03:55 PM | Well, I don't know why it isn't making the water boil. Could be the DM just hasn't thought about it. Given the circumstances, I'm not too eager to give him any ideas. It does know I'm in there, it was the only place I could go, allready having tried to fight it, and failing miserably... I'm rather low on HP. I did try to splash it a little, and the water just went ffft... I suppose I could try it again. The pool is quite shallow, so I have to crouch in order to stay out of reach. I tried to springout of the water, splashing it and grasping some air in the process, then ducking again before it could react. Atacking fire elementals with water seems like a good idea (and fairly obvious), but I don't know that much about them. I don't have the MM. The others will find me eventually I guess, but they're fighting some other baddies (I forget what kind) so I'm basically screwed if the water just keeps evaporating. And I suppose the chances of a god intervening because of some last-minute prair from a life-long atheist are rather slim... |
| e-z0r01-13-05, 03:59 PM | Just call it names and generally irritate it long enough for it to do something dumb like wade into the water in a blind rage. |
| tibicen01-13-05, 04:04 PM | Just call it names and generally irritate it long enough for it to do something dumb like wade into the water in a blind rage. That sounds like a great idea, but I don't speak 'insert language'. I could try the languages I do know, because it sounds like a lot of fun... |
| weretouched01-13-05, 04:29 PM | How big is it, if its more than medium your dm either hates you or you majorly screwed up. if you try to run for it see if your dm will reduce the heat damage from it because of all the water on you. although that rage idea actually may work.... o and by the way your dm may hate me for this....... sorry its not that easy to use.... FIRE ELEMENTAL Fire Elemental, Small Fire Elemental, Medium Fire Elemental, Large Small Elemental (Fire, Extraplanar) Medium Elemental (Fire, Extraplanar) Large Elemental (Fire, Extraplanar) Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp) Initiative: +5 +7 +9 Speed: 50 ft. (10 squares) 50 ft. (10 squares) 50 ft. (10 squares) Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13 Base Attack/Grapple: +1/–3 +3/+4 +6/+12 Attack: Slam +3 melee (1d4 plus 1d4 fire) Slam +6 melee (1d6+1 plus 1d6 fire) Slam +10 melee (2d6+2 plus 2d6 fire) Full Attack: Slam +3 melee (1d4 plus 1d4 fire) Slam +6 melee (1d6+1 plus 1d6 fire) 2 slams +10 melee (2d6+2 plus 2d6 fire) Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft. Special Attacks: Burn Burn Burn Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Saves: Fort +0, Ref +4, Will +0 Fort +3, Ref +7, Will +1 Fort +5, Ref +11, Will +2 Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11 Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6 Feats: Dodge, Improved InitiativeB, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Weapon FinesseB Dodge, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB Environment: Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire Organization: Solitary Solitary Solitary Challenge Rating: 1 3 5 Treasure: None None None Alignment: Usually neutral Usually neutral Usually neutral Advancement: 3 HD (Small) 5–7 HD (Medium) 9–15 HD (Large) Level Adjustment: — — — Fire Elemental, Huge Fire Elemental, Greater Fire Elemental, Elder Huge Elemental (Fire, Extraplanar) Huge Elemental (Fire, Extraplanar) Huge Elemental (Fire, Extraplanar) Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp) Initiative: +11 +12 +13 Speed: 60 ft. (12 squares) 60 ft. (12 squares) 60 ft. (12 squares) Armor Class: 19 (–2 size, +7 Dex, +4 natural), touch 15, flat-footed 12 24 (–2 size, +8 Dex, +8 natural), touch 16, flat-footed 16 25 (–2 size, +9 Dex, +8 natural), touch 17, flat-footed 16 Base Attack/Grapple: +12/+24 +15/+28 +18/+32 Attack: Slam +17 melee (2d8+4 plus 2d8 fire) Slam +22 melee (2d8+5 plus 2d8 fire) Slam +26 melee (2d8+6 plus 2d8 fire) Full Attack: 2 slams +17 melee (2d8+4 plus 2d8 fire) 2 slams +22 melee (2d8+5 plus 2d8 fire) 2 slams +26 melee (2d8+6 plus 2d8 fire) Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft. Special Attacks: Burn Burn Burn Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold Saves: Fort +9, Ref +17, Will +7 Fort +11, Ref +20, Will +9 Fort +14, Ref +23, Will +10 Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11 Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11 Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +28, Spot +29 Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) Environment: Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire Organization: Solitary Solitary Solitary Challenge Rating: 7 9 11 Treasure: None None None Alignment: Usually neutral Usually neutral Usually neutral Advancement: 17–20 HD (Huge) 22–23 HD (Huge) 25–48 HD (Huge) Level Adjustment: — — — A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it. Fire elementals speak Ignan, though they rarely choose to do so. Combat A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes. Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save. Fire Elemental Sizes Elemental Height Weight Burn Save DC Small 4 ft. 1 lb. 11 Medium 8 ft. 2 lb. 14 Large 16 ft. 4 lb. 17 Huge 32 ft. 8 lb. 22 Greater 36 ft. 10 lb. 24 Elder 40 ft. 12 lb. 26 my tieflings an evil dude str 14 dex 20 con 12 int 20 wis 14 cha 16 :fight!: :fight!: :fight!: :fight!: :smirk: :fight!: :fight!: :ghosted: :ghosted: :ghosted: :ghosted: :nonono: :ghosted: :eek: Light a man a fire warm him for a day Light a man on fire warm him forever |
| wcwlc01-13-05, 05:13 PM | elemental is usually summoned. The Summer monster lvl 6 says 1 rd per level of caster. |
| Benwa01-13-05, 05:46 PM | Soak your cape, cloak, shirt, etc and use it to hit elemental or keep it at bay. Kind of like swinging a torch to keep baddies away. Then run. Fast. ~B |