Cleon
Legend
He must've gone dancing.![]()
I am now visualizing someone imitating John Travolta in Saturday Night Fever.
Note that I didn't say anything about it being a good or bad imitation...

He must've gone dancing.![]()
John Travolta with very heavy boots?
This is what happens when we have so many active conversions -- can't keep up!
Here we go....
Quakedancing (Ex): As a full-round action, a quakedancer can shift its weight back and forth, gradually building up subsonic waves in the ground. After one full round, any creature within range must make a Fortitude save or be stunned for 2d4 rounds. Creatures with more HD than the quakedancer are immune to this effect. Unaffected creatures within range must continue to save as long as the quakedancer continues dancing. This is a sonic effect.
I feel like this needs work, but I don't have time to do more right now....
What does Shade think about HD vs size limits?
Quakedancing (Ex): As a full-round action, a quakedancer can shift its weight back and forth, gradually building up subsonic waves in the ground. After one full round, any creature within range must make a Fortitude save or be stunned for 2d4 rounds. (Radius and save DC vary depending on the quakedancer's age, as given in the table below.) Creatures with more HD than the quakedancer are immune to this effect. Unaffected creatures within range must continue to save as long as the quakedancer continues dancing. This is a sonic effect.
I guess it's a spread, though, as it stands, it's just "anything in range" without worrying about line of effect. I think since it's Su, we can leave it as is.
I'd rather say it's sonic and therefore affects everything in range, including airborne critters. But I wouldn't be averse to giving them a bonus on the save, I guess.
Should be Str-based DCs, don't you think?
Let's try this out.
Quakedancing (Ex): As a full-round action, a quakedancer can shift its weight back and forth, gradually building up subsonic waves in the ground. After one full round, any creature within range must make a Fortitude save or be stunned for 2d4 rounds. (Radius and save DC vary depending on the quakedancer's age, as given in the table below.) Creatures with more HD than the quakedancer are immune to this effect, and flying creatures within range receive a +2 circumstance bonus on their Fortitude save. Unaffected creatures within range must continue to save as long as the quakedancer continues dancing. This is a sonic effect. The save DC is Strength-based.
I'm afraid Con- or Dex-based seems like a bit of a stretch to me. Let's see what Shade thinks.
+4 to saves for flying critters would be fine.
I prefer Str-based. It makes the most sense. Besides, I like creatures to be good at their namesake abilities.![]()