freyar
Extradimensional Explorer
So we could have something like this (my suggestion in red):
Sound of Death: A caprine with a resonance score of 101 or more can play a terrible cacophany on a musical instrument that lasts 10 rounds. This heart-wrenching sound starts harmful vibrations in any living creature who hears the tune and is within 40 feet of the caprine when it starts to play. Starting sound of death is a standard action that requires concentration. The caprine must sing or play a musical instrument each round they maintain the sound, this is a free action that doesn't require concentration.
The caprine can tune sound of death so it affects or spares particular creatures, specifying what individuals, races or species the sound harms or does not harm. At the end of each round, the caprine takes 1d8 hit points of damage, and all creatures affected by the sound's initial vibrations that are within earshot of the tune (a 300 ft. spread) take 2d8 damage. However, this damage cannot reduce the affected creature below 0 hit points. At the end of the final tenth round, all creatures affected by sound of death (apart from the caprine) will automatically die (no save) if they are at 0 or negative hit points, or die if they fail a Fortitude saving throw (DC 10 plus half the caprine's HD plus its Charisma modifier) if they have positive hit points.
If the caprine is forced to stop playing the sound of death before the tune finished on the 10th round, the caprine takes 1d3 Constitution drain damage with no saving throw.
During the 10 rounds that the caprine performs the sound of death, bardic countersong prevents hp damage if the bard's Perform check matches or exceeds a Perform check by the caprine (which is part of the caprine's free action to maintain the sound of death). On the final round, any victim with positive hit points gains a bonus to their Fort save equal to the amount by which the bard's Perform check exceeds the caprine. If a bard is performing a countersong on the final round, a victim with 0 or negative hp may make a Fort save to stabilize at -9 hp.
Sound of Death is a sonic death effect.
Sound of Death: A caprine with a resonance score of 101 or more can play a terrible cacophany on a musical instrument that lasts 10 rounds. This heart-wrenching sound starts harmful vibrations in any living creature who hears the tune and is within 40 feet of the caprine when it starts to play. Starting sound of death is a standard action that requires concentration. The caprine must sing or play a musical instrument each round they maintain the sound, this is a free action that doesn't require concentration.
The caprine can tune sound of death so it affects or spares particular creatures, specifying what individuals, races or species the sound harms or does not harm. At the end of each round, the caprine takes 1d8 hit points of damage, and all creatures affected by the sound's initial vibrations that are within earshot of the tune (a 300 ft. spread) take 2d8 damage. However, this damage cannot reduce the affected creature below 0 hit points. At the end of the final tenth round, all creatures affected by sound of death (apart from the caprine) will automatically die (no save) if they are at 0 or negative hit points, or die if they fail a Fortitude saving throw (DC 10 plus half the caprine's HD plus its Charisma modifier) if they have positive hit points.
If the caprine is forced to stop playing the sound of death before the tune finished on the 10th round, the caprine takes 1d3 Constitution drain damage with no saving throw.
During the 10 rounds that the caprine performs the sound of death, bardic countersong prevents hp damage if the bard's Perform check matches or exceeds a Perform check by the caprine (which is part of the caprine's free action to maintain the sound of death). On the final round, any victim with positive hit points gains a bonus to their Fort save equal to the amount by which the bard's Perform check exceeds the caprine. If a bard is performing a countersong on the final round, a victim with 0 or negative hp may make a Fort save to stabilize at -9 hp.
Sound of Death is a sonic death effect.