User:Luigifan18/Super Smash Assault (3.5e Maneuver)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Luigifan18 (talk)
Date Created: October 22, 2015
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article


Super Smash Assault
Setting Sun, Sovereign Storm (Strike) [X-Discipline]
Level: 6
Prerequisite: Two Setting Sun maneuvers, one Sovereign Storm maneuver
Initiation Action: Standard
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

SUUUUUUPPPPPPEEEEEEERRRRRRRR SMMMMMMAAAAAAASSSSSSHHHHHHH BROTHERRRRRRSSSSSSS!!!!!!!!!!!!!!!!!!

As part of this maneuver, make a single melee or ranged attack. If your attack hits, your victim is launched into the air along a 45-degree arc of effect (maximum height equals half of the horizontal travel distance, reached halfway through the horizontal distance). The distance this invocation launches opponents is highly variable, and depends on the following formula. All values dependent on division are rounded down to the nearest whole number before the final calculation is performed.

Launch distance (in feet) = 5 × (((Initiator's initiator level + Initiator's maneuver ability modifier) ÷ 5) + (Size Factor) + ((Nonlethal damage + (Maximum hp − current hp) + Vile damage[1]) ÷ 3) + (((Constitution damage, drain, burn, and penalties) + (Sum of damage, drain, burn, and penalties to Strength & Dexterity ÷ 2)) ÷ 2) + (Negative levels) + (Condition Value))

  • Initiator level and the relevant ability modifier are self-explanatory. The stronger the initiator is, the further this maneuver launches its target. However, the launching power is not very strongly affected by initiator level and initating power; the initiator's power is important, but not as much as the condition of the victim.
  • Size factor is a static value which depends on the size category of the victim. The victim's size modifier to attack rolls and AC is added to the formula; small creatures can be launched farther, while big creatures can't be launched as far.
  • The primary determinant of how far this maneuver launches enemies is how heavily injured they are. Nonlethal damage, lethal damage, and vile damage[1] are all added up to contribute to the formula. While the three classes of hit point damage usually have a clear pecking order of seriousness (nonlethal < lethal < vile), this formula ignores the pecking order and treats them all equally for the sake of not being even more complicated than it already is. Note that this formula uses the victim's damage after this attack's damage has been deducted from its hit points, not beforehand.
  • Ability score reductions are also factored into the knockback formula, but only the physical ability scores are included. Constitution, being the measure of resilience, is weighted more heavily in the formula than Strength and Dexterity. While ability score reductions usually have a clear pecking order of seriousness (penalties < damage < burn < drain), this formula ignores the pecking order and treats them all equally for the sake of not being even more complicated than it already is.
  • Negative levels represent being weakened and drained of vital energy, and as such are another form of damage. As such, they are included in the formula.
  • Condition value is a value based on conditions afflicting the victim. Some status conditions render victims more vulnerable to knockback, while others reduce vulnerability. Add up the sum of the condition values for all conditions on the creature (with certain exceptions; see the table below). A table of common status conditions affecting vulnerability to knockback can be found below this explanation of the formula.
Table: Condition Factor
Condition1 Condition Factor Value
Aura Seal ±0
Blinded +1
Burned +12
Confused +1
Cowering +43
Dazed +24, 5
Dazzled +15
Deafened +1
Disabled +86
Dying +106
Entangled +6
Exhausted +47
Fascinated +2
Fatigued +27
Flat-footed +3
Frightened +23
Frozen solid8 −5
Headache +19
Immobilized +34
Migraine +29
Nauseated +310
Numbed +111
On fire +32, 12
Panicked +33
Paralyzed +64, 11
Petrified −20
Prone −2
Shaken +13
Sickened +110
Staggered +86
Stunned +44
Susceptible +2
Uncentered +1
Unconscious +106
  1. Conditions not included on the table are up to DM arbitration.
    The exceptions are ability damage, burn, and drain and negative levels,
    which are accounted for in the formula itself.
  2. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as burned and on fire); simply use the highest value.
  3. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as shaken, frightened, panicked, and cowering); simply use the highest value.
  4. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as dazed, immobilized, stunned, and paralyzed); simply use the highest value.
  5. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as dazzled and dazed); simply use the highest value.
  6. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as disabled, dying, staggered, and unconscious); simply use the highest value.
  7. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as fatigued and exhausted); simply use the highest value.
  8. While there is no page on this wiki explaining the condition, being frozen solid is precisely what it sounds like — being encased
    in a big chunk of ice. One example of an effect that can do this is the freeze[2] spell.
  9. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as headache and migraine); simply use the highest value.
  10. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as sickened and nauseated); simply use the highest value.
  11. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as numbed and paralyzed); simply use the highest value.
  12. The condition factor increase for being on fire is further increased by +2 (to a total of +5) if the fire is supernatural
    and resistant to being put out by normal means, such as blackfire[2] or a pyromaniac's unquenchable flame.

If this maneuver launches a creature into a wall, ceiling, or other obstacle, both the victim and the obstacle take 1 damage for every 10 feet remaining in the victim's forced movement, and unless the obstacle is destroyed, the creature bounces off at a 45° angle and continues flying outward until it has exhausted its entire forced movement. (The victim's forced movement distance is not recalculated once it has already been launched, so taking collision damage does not cause it to fly farther.) If the victim has an ability that allows it to absorb momentum from a collision, such as Ukemi, it is entitled to use it upon a collision to attempt to negate its remaining forced movement.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesSetting Sun

Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesSovereign Storm

Luigifan18's Homebrew (383 Articles)
Luigifan18v