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Creature Catalogue Overhaul Project Revisited
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<blockquote data-quote="Cleon" data-source="post: 6931240" data-attributes="member: 57383"><p>I vaguely remember me giving in and dropping the save-for-half damage of the 3.0 version, so I'll go along with that.</p><p></p><p></p><p></p><p>Wouldn't that mean it sunders everything that a target creature has on their person, since Swarm attacks affect everything in a space.</p><p></p><p>How about we do auto damage but have the Reflex save to avoid an object being sundered?</p><p></p><p>i.e.:</p><p></p><p><strong>Whiz-Bang (Ex):</strong> As a full-round action, a swarm of whiz-bang beetles can move up to twice its flying speed (600 ft.) like a living storm of sling pellets. Any creature or object whose space the swarm moves into takes 2d6 damage. The beetle swarm must be flying to make whiz-bang attacks. A whiz-bang beetle swarm can use its perfect maneuverability to fly around a target or stop in its space without inflicting whiz-bang damage if it wish to do so.</p><p></p><p><span style="color: #00ffff">In addition, creatures that are carrying equipment or other objects when hit by a whiz-bang attack must succeed at a DC 17 Reflex save or one of their carried objects is affected as if the whiz-bang beetle's swarm attack had made both a disarm attack and sunder attack against it. There is no size adjusment to either check, so the whiz-bang beetle swarm has a +<span style="color: #FF0000">4</span> modifier to these special disarm and sunder checks<span style="color: #FF0000">, including a +2 racial bonus</span>. The swarm always targets objects that produce fire or heat with the disarm and sunder effect if such are present. If the target isn't carrying a torch, <em>flaming sword</em> or similar item, determine the affected item randomly from among their most exposed items (armor, shield, readied weapon, other held items, <em>et cetera</em>).</span></p><p></p><p>The ramming point of a whiz-bang beetle's carapace is so hard it allows its whiz-bang attack to ignore hardness less than 8 when sundering weapons or attacking objects. The save DC is Dexterity-based.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6931240, member: 57383"] I vaguely remember me giving in and dropping the save-for-half damage of the 3.0 version, so I'll go along with that. Wouldn't that mean it sunders everything that a target creature has on their person, since Swarm attacks affect everything in a space. How about we do auto damage but have the Reflex save to avoid an object being sundered? i.e.: [B]Whiz-Bang (Ex):[/B] As a full-round action, a swarm of whiz-bang beetles can move up to twice its flying speed (600 ft.) like a living storm of sling pellets. Any creature or object whose space the swarm moves into takes 2d6 damage. The beetle swarm must be flying to make whiz-bang attacks. A whiz-bang beetle swarm can use its perfect maneuverability to fly around a target or stop in its space without inflicting whiz-bang damage if it wish to do so. [COLOR=#00ffff]In addition, creatures that are carrying equipment or other objects when hit by a whiz-bang attack must succeed at a DC 17 Reflex save or one of their carried objects is affected as if the whiz-bang beetle's swarm attack had made both a disarm attack and sunder attack against it. There is no size adjusment to either check, so the whiz-bang beetle swarm has a +[COLOR=#FF0000]4[/COLOR] modifier to these special disarm and sunder checks[COLOR=#FF0000], including a +2 racial bonus[/COLOR]. The swarm always targets objects that produce fire or heat with the disarm and sunder effect if such are present. If the target isn't carrying a torch, [I]flaming sword[/I] or similar item, determine the affected item randomly from among their most exposed items (armor, shield, readied weapon, other held items, [I]et cetera[/I]).[/COLOR] The ramming point of a whiz-bang beetle's carapace is so hard it allows its whiz-bang attack to ignore hardness less than 8 when sundering weapons or attacking objects. The save DC is Dexterity-based. [/QUOTE]
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