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Moving Faster than Sound
'''Sonic Boom'''- Creatures and objects within 60ft of the character's original square (including the creature moving) take 4d6 points of sonic damage and are deafened for 1d6 minutes(fort save DC 25 halves damage and negates deafness; the creature moving can save versus deafness, but always takes full damage). Creatures within 100ft must save (DC 20) versus deafness as well.
'''Drawbacks'''- If a character that is moving above the speed of sound is stopped (through Attacks of Opportunities, trip attempts, failed balance checks, etc.) abruptly, the character takes damage as if they fell from the distance travelled. For example, if a character with a 675ft movement speed and the sprint feat were to run and was tripped after travelling 100ft takes damage as if they had fallen a 100ft drop (10d6). A character attempting to stop must spend a move action to do so. In addition, creatures who are braced for a charge attack gain a +2 to attacks versus a character moving at these speeds, even if the creature is not the target of the charge or if the creature moving is not making a charge attack.
'''Special'''- A creature in water must move a great deal faster to break the sonic barrier. While underwater, use the rules shown above, except using 29,500ft as "Mach 1".
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