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I linked to Klonoa's page on his own wiki. This ''is'' '''his''' signature move, after all. Other wind mages using it are pretenders.
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{{#set:Summary=Grab an enemy with your [[Wind Mage (3.5e Class)#Wind Bullet|''wind bullet'']] and hoist them over your head, then use them as a platform to double-jump, just like [https://klonoa.fandom.com/wiki/Klonoa_(character) Klonoa!]}}
When your ''wind bullet'' hits an enemy, instead of pushing them back, it attempts to grab them, making a [[SRD:Grapple|grapple]] check. The ''wind bullet''<nowiki>'</nowiki>s modifier to its grapple check is equal to your [[SRD:Caster Level|caster level]] plus your [[Charisma]] modifier. If you win the grapple check, the ''wind bullet'' grabs the enemy and pulls them to you, and you automatically pick them up and hoist them over your head (unless picking up the enemy would cause you to exceed your maximum load, in which case you drop the enemy in front of you automatically). Once you are carrying the enemy, you can do one of two things with them as a free action:
*You can throw them, as ''mighty throw''<ref name="tob">[[Publication:Tome of Battle|Tome of Battle: Book of Nine Swords]]</ref>.
*You can perform a [[Viewtiful Warrior (3.5e Class)#Double Jump|double jump]], just like a [[Viewtiful Warrior (3.5e Class)|Viewtiful Warrior]]. To make the midair jump, you throw the enemy you're carrying directly towards the ground, using the recoil to propel yourself upwards. The enemy takes [[SRD:Falling Damage|falling damage ]] as appropriate upon hitting the ground. (If you can somehow use this invocation on another creature and grab it before hitting the ground, you can perform another midair jump; theoretically, you can do this forever as long as you have creatures to grab, but in practice, you'll probably run out of actions and be forced to hit the ground rather quickly.)
You don't have to throw the enemy right away; you can carry them for as long as you want. However, if you do not throw the enemy on the same round that you grab it, throwing it is a standard action. The enemy is effectively [[SRD:Pinned|pinned]] while you carry them. However, the enemy is entitled to a grapple check (opposed by your ''actual'' grapple check modifiers, namely your base attack bonus plus your [[Strength]] modifier plus your size modifier) each round on its turn to escape.