User:Luigifan18/Super Smash Assault (3.5e Maneuver)
| |||||||||
| |||||||||
Rating box not supported outside of the main namespace. | |||||||||
Rate this article Discuss this article |
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 maneuver 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.
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 |
|
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.