User:Luigifan18/Jet Black (3.5e NPC)
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Male Human Viewtiful Warrior 8, Viewtiful Shogun 10, Boss 2 | |
LG Medium Humanoid | |
Init/Senses | +4/Listen +2, Spot +2 |
Languages | Common, Infernal, Abyssal |
AC | , touch , flat-footed ; VFX Slow (+4 Dex, +9 dodge) |
hp | ((8d8+10d10+36)×3 HD); VFX Auras (fire, electricity, dark) |
Fort/Ref/Will | +/+/+ |
Speed | 30 ft., 30 feet hover; VFX Mach Speed, Double Jump, VFX Warp, VFX Shift |
Melee | Unarmed strike (VFX-empowered magic) +24 melee (1d10+4) or |
Melee | +5 mithril katana +29 melee (1d10+6, 18-20/×2) |
Ranged | VFX Bubble |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +20/+ |
Atk Options | Red Hot One Hundred, Hurricane Kick, Red Hot Kick, VFX Bubble, Wave Strike, Tokusatsu Leap, Issen (Long Issen), Dark Slash |
Special Actions | VFX (VFX Slow, VFX Mach Speed, VFX Zoom, VFX Gravity), VFX Bubble, VFX Giga Bubble, VFX Orbitar (4 orbitars max., Double Orbitar, Rapid Orbitar), Tokusatsu Leap, VFX Drain, Issen (Long Issen), Dark Slash, VFX Dragons, VFX Doom Dragons, VFX Warp, VFX Shift, VFX Banish |
Abilities | Str 19, Dex 18, Con 15, Int 12, Wis 15, Cha 21 |
SQ | VFX (Spit Upon The Ground), VFX Auras (attack, defense, perception, fire, electricity, dark) |
Feats | Combat Reflexes (1 HD), Weapon Focus (katana) (3 HD), Improved Trip (2nd-level Viewtiful Warrior), Leadership (6 HD), Wave Strike (2nd-level Viewtiful Shogun) |
Possessions | +5 mithril katana, VFX Helm (+5 enhancement bonus to max VFX) |
VFX | As a Viewtiful Shogun, Jet Black is a master of the mysterious energy of drama known as VFX. He has five major long-term VFX powers — VFX Slow, VFX Mach Speed, VFX Zoom In, VFX Hover, and VFX Gravity — and numerous instant-use VFX abilities.
VFX Slow (VFX): Jet Black's most basic VFX power is VFX Slow. Using this power, Jet can tap into his VFX to slow down the world around him, out to a radius of 1800 feet. VFX Slow costs 1 VFX point per round that it remains in effect. This has the following effects:
Time stop, haste, and other effects that temporally accelerate a creature can cancel out VFX Slow (and are likewise canceled out by VFX Slow), but only for the creatures or objects under said effects. VFX Slow is a [Time] effect. VFX Mach Speed (VFX): By activating this power, Jet Black speeds everything (but especially himself) up. VFX Mach Speed requires 2 VFX points per round to maintain. VFX Mach Speed has the following effects:
VFX Zoom (VFX): This VFX power (also called Zoom In) is a straight-up boost that zooms in the camera to emphasize how
VFX Bubble (Ps, VFX): As a Viewtiful Shogun, Jet Black's primary attack, aside from his trusty katana, is the ability to tap into his VFX to launch small orbs of psionic force at enemies. |
Unarmed Mastery | While his primary weapons are his sword and psionic bubbles, Jet Black still packs quite the punch (pun intended) with his fists and feet. As long as he has VFX, Jet's unarmed attacks are equal to those of a 8th-level Medium monk, both in terms of damage dice and ability to penetrate damage reduction. That is, his unarmed strikes do 1d10 damage on a hit (before considering any bonuses from Jet's Strength, VFX, and other modifiers) and can penetrate damage reduction and hardness as though they were magic weapons. If he runs out of VFX, only this enhanced damage is lost, and only until his VFX recharges. Whether he has his VFX or not, Jet can freely choose to do lethal or nonlethal damage with his unarmed strikes without taking a penalty to attack rolls for either. He is capable of attacking with either hand interchangeably, or with his elbows, feet, and knees; there is no such thing as an off-hand unarmed strike for him, and he may therefore apply his full Strength bonus to any unarmed strike he makes, and make unarmed strikes even if his hands are full. His unarmed strikes count as both manufactured and natural weapons for the purpose of effects and spells that enhance or improve either manufactured weapons or natural weapons. |
Viewtiful Dodge | Jet Black has a +9 dodge bonus to his AC unless he runs out of VFX or is carrying a heavy load. If he carries a heavy load, he forfeits his dodge bonus outright, while if he runs out of VFX, his dodge bonus is reduced to +2. Furthermore, he gains a +9 bonus to damage whenever he attacks a creature that is currently dazed, stunned, or paralyzed (this is not reduced by carrying a heavy load or running out of VFX). |
You're Too Slow! | Any creature that attempts to strike Jet Black with an attack on its turn, even once, will be stunned at the end of its turn, with no save, unless it hit Jet with at least one of its attacks. |
Double Jump | Jet Black may jump while in the air. This works just like jumping from the ground. Once he does so, he must somehow stabilize his weight (typically by resting it on the ground, but anything that would allow him to use a movement speed he actually has works) before doing so again. When jumping from the ground, he may wait for the peak of his jump before jumping again, which effectively lets him make two Jump checks and combine them. If falling, using this ability resets falling damage to only apply from the point the jump was made from (which can negate it entirely, if Joe jumps close to the ground). This is a VFX ability, but does not actually consume any VFX points. Nonetheless, it can't be used if Jet has run out of VFX. |
Costume Swap | As a spell-like ability performed as a free action, Jet Black may alter the details of any mundane clothing (including nonmagical armor) he wears any time he wants to do so. For example, he could change a purple outfit into a red one, or a yellow one, or a striped one, or a polka-dotted one, or a tie-dye one... He can also add or remove any small decorations (such as pins, emblems, or buttons) in this fashion. The effect is instantaneous and can't be dispelled. The clothing is actually altered by this ability (which makes this a transmutation, not an illusion). Costume Swap cannot alter the properties of a magic item (or even a mundane suit of armor) in any way that would alter its statistics, abilities, or interactions with other game mechanics (except for altering its color). Using this ability emits a brief flash of light that, while short-lived, may be enough to give away Jet's position — certainly an inconvenience during those rare moments when he doesn't want to be seen. |
Air Pummel | Jet Black is just as skilled at launching multiple attacks in the air as he is on the ground. Even though he lacks a fly speed, he can make a full attack while in midair. Furthermore, while in midair, he can descend at a mere 5 feet per round simply by repeatedly making attacks — even if those attacks are aimed at empty space. He must use a full attack action in order to utilize this benefit, and he cannot move from the square he occupies while using this technique, even if he's able to make full attacks as a standard action or take more than a single full-round action in a round. Jet can't use Air Pummel if he has run out of VFX. |
One-Two | Each time Jet Black strikes an opponent with any attack, he gains a +1 bonus to attack and damage rolls against that opponent for the rest of the round. This bonus is not retroactively applied to the initial attack. If Jet hits the foe more than once in a round, the bonus he gains to attack and damage rolls is cumulative (+1 on the second attack, +2 on the third attack, +3 on the fourth attack, and so on and so forth). If Jet is fighting multiple opponents, this ability applies independently to each of them; Jet can't get bonuses against one creature by roughing up another one. This ability is not lost if Jet Black runs out of VFX. |
Red Hot Kick | The signature move of the Viewtiful Warrior (other than his VFX), this fanciful move is a midair kick that drops to the ground at a 45-degree angle until it reaches the ground or something that can be attacked. The attack is initiated as a standard action and uses a melee attack roll to make contact. Once impact against the target is made, Jet Black bounces off the target and may perform the attack again. Red Hot Kick may only be performed 2 times before Jet needs to restabilize himself (in the same way that he restabilizes himself for his Double Jump, which, given that he can't fly, means touching the ground). A Red Hot Kick may be canceled at any point before impact by performing any other attack action, a double jump, or by restabilizing himself. Compared to any other unarmed attack, a Red Hot Kick does damage as though Jet is two sizes larger than he actually is (meaning that it does 3d8+4 damage rather than 1d10+4, before applying VFX and other bonuses). A Red-Hot Kick cannot be performed if Jet has run out of VFX. |
Evasion | Jet Black is highly skilled at dodging attacks; in game terms, he has evasion. If subject to an effect that would ordinarily allow a Reflex save for half damage, Jet instead takes no damage on a successful save. Jet cannot benefit from evasion if he runs out of VFX, wears heavy armor, or carries a heavy load. |
Yamaarashi | As a full-round action that provokes attacks of opportunity, Jet Black can cloak himself in an orange glow, then lunge forward and make a melee touch attack on an opponent within twice his melee range. (He moves to a space adjacent to his target if he is not adjacent to them already as he performs the attack, and if anything else is between him and his target, he performs Yamaarashi on whatever got in his way instead.) If Yamaarashi hits, Jet grabs the foe and hurls them over his shoulder, hurling the opponent away and dealing triple his unarmed strike damage (3d10+12 before VFX modifiers are applied). The opponent must be Large or smaller for Yamaarashi to work properly. If the foe is Huge, Jet takes a −4 penalty on the attack roll. If the foe is Gargantuan or larger, Jet takes a −4 penalty on the attack roll and is unable to grab the foe, instead simply dealing his standard unarmed strike damage (his attack is still considered a touch attack, and thus bypasses armor and natural armor bonuses to AC).
A foe thrown by Yamaarashi hits the ground after flying 20 feet away, then continues rolling out to 120 feet. It can be made to stop early by another creature (for example, using the Stand Still feat), succeeding on a Tumble check to right itself (DC = damage dealt by Yamaarashi), falling at least 100 feet, or hitting a wall. It is entitled to one Tumble check after the first 10 feet of rolling and at every 30 feet afterwards. The thrown creature's movement provokes attacks of opportunity. If the thrown creature hits another creature, the consequences are the same as if it had been whacked into that creature via VFX Slow; the Reflex save DC for the other creature to get out of the way before impact is 23 + the thrown creature's modifier to grapple checks (the save DC is Strength-based). If the thrown creature hits a wall, it takes 1d6 damage for every 10 feet it had left to travel. In any case, it falls prone when it stops. If the foe has Ukemi or another ability that can negate being knocked prone, that ability is used when the foe hits the ground, but before it starts rolling (20 feet away from Jet); if the foe successfully avoids being knocked prone, it doesn't even start rolling. |
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