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<blockquote data-quote="Cleon" data-source="post: 5247697" data-attributes="member: 57383"><p>I can go along with 2d12 damage.</p><p></p><p>I think I'll rework the text to make the knocking prone bit clearer.</p><p></p><p></p><p></p><p>Dang it, I thought I'd got them all.</p><p></p><p>Better stamp on them before they start tolling.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>Revising...</p><p></p><p>EDIT: Upon reflection, I prefer something like 2d4 for the second round and 2d8 for the third or 2d6/2d12. That way the ratio of the damage stays consistent as we increase the number of beetles. :ENDEDIT</p><p></p><p><strong>Shake the Earth (Ex):</strong> A jishin mushi beetle can create a localized earthquake by rhythmically striking the ground with its abdomen as a standard action. This process takes up to three rounds. Buildings take double damage from shake the earth unless they are specially designed to resist earth tremors.</p><p> </p><p>On the first round a jishin mushi uses shake the earth, any creature standing within 10 feet of the jishin mushi (except for another jishin mushi) must make a DC 20 Reflex save or fall prone as the ground lurches and buckles beneath it.</p><p></p><p>On the second round, the jishin mushi creates destructive vibrations that do 2d6 sonic damage to all creatures and objects within range (except other jishin mushi), with a DC 20 Fortitude save for half damage. Furthermore, standing creatures must make Reflex saves or fall prone (as per the first round's effects).</p><p> </p><p>On the third round, the jishin mushi cracks the earth open, doing 2d12 damage to all creatures within range that are on the ground (DC 20 Reflex save for half damage), those that fail this Reflex save are also knocked prone (as per the first round's effects). The jishin mushi is not immune to this damage, so will fly away before the mini-quake strikes. It will only take damage if it unable to flee.</p><p> </p><p>If multiple jishin mushi use their shake the earth ability in the same round, the radius and intensity of the effect expands as the resonance in the ground combines. For every jishin mushi within 5 feet using shake the earth, the radius of the effect expands by another 5 feet. In addition, for every two additional beetles the damage done increases by one dice. Thus, three jishin mushi within 5 feet using the ability would generate an effect that affects all creatures within 20 feet of any one of the jishin mushi and does 3d6 sonic damage on the second round and 3d12 damage on the third.</p><p> </p><p>Creatures with stability or that are considered stable against trip attempts receive a bonus on their Reflex save as if they were being tripped (so a dwarf would receive the +4 bonus on the save to resist being knocked prone). The save DC is Strength-based.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5247697, member: 57383"] I can go along with 2d12 damage. I think I'll rework the text to make the knocking prone bit clearer. Dang it, I thought I'd got them all. Better stamp on them before they start tolling.:p Revising... EDIT: Upon reflection, I prefer something like 2d4 for the second round and 2d8 for the third or 2d6/2d12. That way the ratio of the damage stays consistent as we increase the number of beetles. :ENDEDIT [B]Shake the Earth (Ex):[/B] A jishin mushi beetle can create a localized earthquake by rhythmically striking the ground with its abdomen as a standard action. This process takes up to three rounds. Buildings take double damage from shake the earth unless they are specially designed to resist earth tremors. On the first round a jishin mushi uses shake the earth, any creature standing within 10 feet of the jishin mushi (except for another jishin mushi) must make a DC 20 Reflex save or fall prone as the ground lurches and buckles beneath it. On the second round, the jishin mushi creates destructive vibrations that do 2d6 sonic damage to all creatures and objects within range (except other jishin mushi), with a DC 20 Fortitude save for half damage. Furthermore, standing creatures must make Reflex saves or fall prone (as per the first round's effects). On the third round, the jishin mushi cracks the earth open, doing 2d12 damage to all creatures within range that are on the ground (DC 20 Reflex save for half damage), those that fail this Reflex save are also knocked prone (as per the first round's effects). The jishin mushi is not immune to this damage, so will fly away before the mini-quake strikes. It will only take damage if it unable to flee. If multiple jishin mushi use their shake the earth ability in the same round, the radius and intensity of the effect expands as the resonance in the ground combines. For every jishin mushi within 5 feet using shake the earth, the radius of the effect expands by another 5 feet. In addition, for every two additional beetles the damage done increases by one dice. Thus, three jishin mushi within 5 feet using the ability would generate an effect that affects all creatures within 20 feet of any one of the jishin mushi and does 3d6 sonic damage on the second round and 3d12 damage on the third. Creatures with stability or that are considered stable against trip attempts receive a bonus on their Reflex save as if they were being tripped (so a dwarf would receive the +4 bonus on the save to resist being knocked prone). The save DC is Strength-based. [/QUOTE]
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