Joe Black (3.5e NPC)
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Male Human Viewtiful Warrior 20 | |
CG Medium Humanoid | |
Init/Senses | +5/Listen +2, Spot +2 |
Languages | Common |
AC | 27, touch 25, flat-footed 12; VFX Slow (+20 dodge AC and +1 AC vs. spinning-based attacks while active, narrow dodge), Viewtiful Dodge (+10 dodge AC), Skirmisher Scarf (+2 dodge AC while moving at least 10 feet), Viewtiful Forever (+10 deflection AC for 1 round after use) (+5 Dex, +10 dodge, +2 armor) |
hp | 129 (20d8+40 HD); Ukemi |
Resist | improved evasion |
Fort/Ref/Will | +8/+17/+14 |
Speed | 30 ft.+10 ft.; VFX Mach Speed, Double Jump |
Melee | Unarmed strike (VFX-empowered magic, chaotic, good, and adamantine) +24 melee (2d10+4) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +20/+26 |
Atk Options | Red Hot One Hundred, Hurricane Kick, Stunning Fist, Red Hot Kick, Swift Attack, Combo Mastery, Stand Still |
Special Actions | Combat Reflexes, VFX Slow, VFX Mach Speed, VFX Zoom, VFX Scratch, You're Too Slow!, Voomerang, Shocking Pink, Air Pummel, Red Hot Kick, Yamaarashi, Stunning Fist, Viewtiful Forever, Swift Attack, Combo Mastery, Stand Still, skirmish attack +2d6 |
Combat Gear | Voomerang ×60, Shocking Pink ×60 |
Abilities | Str 18, Dex 20, Con 14, Int 11, Wis 14, Cha 22 |
SQ | VFX (max VFX = 16 + 5 enhancement bonus, recharge rate = 2/round), VFX Split, Viewtiful Dodge, Double Jump, improved evasion, Ukemi, Take 2 |
Feats | Combat Reflexes, Ability Training (Charisma), Improved Unarmed Strike, Blitz, Improved Trip, VFX Scratch, VFX Split, Stunning Fist, Ukemi, Deft Opportunist, Improved Grapple, Danger Sense, Combo Mastery, Stand Still |
Skills | Balance 23 ranks, Jump 23 ranks, Knowledge (theatrics) 23 ranks, Search 23 ranks, Tumble 23 ranks |
Possessions | combat gear plus VFX Helm (+5 enhancement bonus to max VFX), Skirmisher Scarf (+2 dodge bonus to AC and +2d6 damage if at least 10 feet moved, +10-ft. bonus to movement speed) |
VFX | Being a Viewtiful Warrior, Joe Black can tap into the mystical force known as "VFX" to empower himself. He has five major VFX powers — VFX Slow, VFX Mach Speed, VFX Zoom, VFX Scratch, and VFX Split. Joe Black can have a maximum of 21 VFX points at any one time, and regains 2 VFX points at the start of his turn on each round as long as he is not currently using a long-term VFX power. If he runs out of VFX, then he loses most of his Viewtiful Warrior abilities and their benefits until his VFX pool has recharged to at least 4 VFX points.
VFX Slow (VFX): Joe Black's most basic, but most potent VFX power is VFX Slow. Using this power, Joe can tap into his VFX to slow down the world around him, out to a radius of 2000 feet. VFX Slow costs 1 VFX point per round that it remains in effect. This has the following effects:
VFX Mach Speed (VFX): By activating this power, Joe 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 Scratch (VFX): In addition to the standard VFX powers, Joe has learned how to use VFX to make the sky fall down. Seriously. While VFX Scratch is in effect, Joe is immobile, hovering roughly a foot above the ground, but the world around him rumbles and quakes. This induces various blunt objects to fall down from out of nowhere to conk his enemies on the head. These objects have a weight of 350 pounds and are treated as having fallen 175 feet. Each enemy is struck with four objects on Joe's turn. The objects always fall down at the perfect position and trajectory to strike their targets, so no attack roll is necessary; however, enemies can dodge the objects with a Reflex save (DC = 26, Charisma-based), but must make a separate save for each object. Objects positioned in precarious locations (such as a boulder on a tall, narrow spire, or simply partially hanging over the edge of a cliff) can be induced to fall down by using VFX Scratch. VFX Scratch has a radius of 2000 feet. VFX Scratch costs 2 VFX points per round to maintain (and also stops VFX from recharging while in use), and automatically ends if Joe gets knocked prone (even if he negates it with Ukemi), becomes stunned, or gets afflicted with any other status condition. Joe loses his dodge bonus from Viewtiful Dodge while using VFX Scratch, though he still gets other dodge bonuses (including the dodge bonus granted by VFX Slow, if he's also using that power). The usual Viewtiful Dodge bonus to damage against dazed, stunned, or paralyzed opponents still applies. In addition to all this, while using VFX Scratch, Joe continuously generates an earthquake with a radius equal to that of VFX Scratch itself; this earthquake does not affect Joe himself. VFX Split (VFX): Joe has also learned how to use the power known as VFX Split. This allows him to distort space 3 feet above his head so that everything above that cross-section of horizontal space may be shifted up to 120 feet away from its actual location in any horizontal direction. Everything below the distortion in space remains where it is. This distortion in space is, for the most part, temporary. For example, if Joe used VFX Split to move part of a wall, that part of the wall would remain in midair as if it was still being supported by the wall beneath it, but if the wall was less than 120 feet thick, it could open up a gap for Joe (and his friends) to pass through. Upon the cessation of VFX Split, the wall would snap back into place. Joe could also open up a hollow space using VFX Split, which would return to normal after he was done. Likewise, he could pull a high ledge across a gap to shorten the jumping distance, then end the power so the ledge would return to its original position. VFX Split can also be used to reposition attacks from above (such as flame strike or call lightning) so that they strike an entirely different location. He can also perform such feats as positioning a fire over a geyser to put it out. VFX Split does have some permanent effects. If one or more object(s) sit(s) on top of another, VFX Split can be used to move the object(s) on top over empty space, which will cause them to fall down. Such objects will remain at their new (lower) elevation after VFX Split ends. VFX Split can also sever ropes, chains, and other such things that objects might dangle from, resulting in said objects dropping to the ground. VFX Split costs 1 VFX point per round to maintain. As it is a long-term VFX power, VFX does not recharge while VFX Split is in use. VFX Split's center of effect does not move as Joe does, and the effect ends if he moves more than 120 feet from the location where he activated it (snapping the landscape back into place). |
Unarmed Mastery | As long as he has VFX, Joe's unarmed attacks are equal to those of a 20th-level Medium monk, both in terms of damage dice and ability to penetrate damage reduction. That is, his unarmed strikes do 2d10 damage on a hit (before considering any bonuses from Joe's Strength, VFX, and other modifiers) and can penetrate damage reduction and hardness as though they were magic, chaotic and good-aligned, adamantine 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, Joe 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 | Joe Black has a +10 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 +10 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 Joe Black with an attack on its turn, even once, will be stunned at the end of its turn, with no save, unless it hit Joe with at least one of its attacks. |
Double Jump | Joe 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 Joe has run out of VFX. |
Costume Swap | As a spell-like ability performed as a free action, Joe 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 Joe's position — certainly an inconvenience during those rare moments when he doesn't want to be seen. |
Air Pummel | Joe 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. Joe can't use Air Pummel if he has run out of VFX. |
One-Two | Each time Joe 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 Joe 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 Joe is fighting multiple opponents, this ability applies independently to each of them; Joe can't get bonuses against one creature by roughing up another one. This ability is not lost if Joe 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, Joe Black bounces off the target and may perform the attack again. Red Hot Kick may only be performed 2 times before Joe 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 Joe is two sizes larger than he actually is (meaning that it does 6d8+4 damage rather than 2d10+4, before applying VFX and other bonuses). A Red-Hot Kick cannot be performed if Joe has run out of VFX. |
Evasion | Joe Black has made dodging into a slick, mesmerizing art form; in game terms, he has improved evasion. Improved evasion is like evasion, except that even on a failed saving throw, Joe Black takes only half damage. Joe cannot benefit from improved evasion if he runs out of VFX, wears heavy armor, or carries a heavy load, and it's downgraded to regular evasion if he carries a medium load. |
Yamaarashi | As a full-round action that provokes attacks of opportunity, Joe 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.) He has damage reduction 20/adamantine while performing this attack. If Yamaarashi hits, Joe grabs the foe and hurls them over his shoulder, hurling the opponent away and dealing triple his unarmed strike damage (6d10+12 before VFX modifiers are applied). The opponent must be Large or smaller for Yamaarashi to work properly. If the foe is Huge, Joe takes a −4 penalty on the attack roll. If the foe is Gargantuan or larger, Joe 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 until it is made to stop by another creature (for example, using the Stand Still feat), it succeeds on a Tumble check to right itself (DC = damage dealt by Yamaarashi), it falls at least 100 feet, or it hits a wall. Until then, it moves 120 feet per round on the Viewtiful Warrior's turn, moving in a straight line, and can do nothing on its own turn except for attempt a Tumble check to stop rolling. 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 24 + the thrown creature's modifier to grapple checks (the save DC is Strength-based). Once it hits a wall, the victim takes 20d12 points of damage. 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 Joe); if the foe successfully avoids being knocked prone, it doesn't even start rolling. |
Stunning Fist | Joe Black can stun enemies simply by punching them really, really hard. He can use Stunning Fist 20 times per day for free. He can still use Stunning Fist (or an ability that would consume uses of Stunning Fist) even after running out of daily uses, but each use beyond his daily limit costs him 4 VFX points. |
Ukemi | Whenever Joe Black would be knocked prone or launched into a wall, he is entitled to a Reflex save to mitigate the effect. See the Ukemi feat for details. He cannot use Ukemi while wearing heavy armor, carrying a heavy load, or while out of VFX. |
Viewtiful Forever | When Joe Black performs a narrow dodge (usually, but not always, when his Armor Class beats a foe's attack roll by 20 or less while he's using VFX Slow), if he's also using VFX Zoom, then he may spend a standard action (from his next turn if necessary) and all of his remaining VFX to strike a pose that unleashes a torrent of raw awesomeness that overwhelms everything. Viewtiful Forever does 2d10 typeless damage to all creatures and objects within the range of VFX Slow, other than Joe Black and his allies. This damage is increased by 1d10 for every point of VFX that he spent to activate the effect. A Will save (DC = 26, Charisma-based) is allowed to halve the damage. All creatures damaged by Viewtiful Forever are also knocked prone with no save allowed. Since he spends all of his VFX to perform this attack, Joe is left vulnerable afterwards, but he has a +10 deflection bonus to AC for 1 round after using Viewtiful Forever to help him cope. |
Swift Attack | Joe Black may make one extra attack when using a standard action to attack, but the second attack is made at a −5 penalty (just as it would be if he were making that second attack in a full attack; thus, feats, variant rules, etc. that reduce secondary attack penalties during a full attack do the same for this attack). This extra attack is made in addition to the extra attacks granted by Mach Speed, and can be repeated as normal when using the Red Hot One Hundred. |
Take 2 | Should Joe Black fall in battle (or anywhere else, really), he gets one last chance to clean up his act. Whenever Joe is incapacitated for an indefinite duration in any way (including being killed, knocked unconscious, or petrified, but not any sort of immobilization that lasts for an indefinite duration but allows a saving throw at least once every two rounds to break free (such as galaxy stop)), he immediately regains all of his hp, loses all nonlethal damage, and is cured of all negative status afflictions (including negative levels, ability damage, ability burn, and ability drain). However, Take 2 only functions once per week, so Joe needs to make sure that he doesn't screw up again — if he does, the last thing he hears is bound to be "Cut! Cut! Cut!"
Take 2 functions even if Joe Black is out of VFX. It does not allow him to avoid death due to old age. |
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Luigifan18v |
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Author | Luigifan18 + |
Challenge Rating | 20 + |
Identifier | 3.5e NPC + |
Name | Joe Black + |
Race | Human + |
Rating | Undiscussed + |
Size | Medium + |
Summary | The man, the myth, the legend... it's none other than Viewtiful Joe himself, three-time savior of Movieland! (Maybe four-time... it's kinda tough to tell.) + |
Title | Joe Black + |
Type | Humanoid + |