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*The dodge bonus from [[#Viewtiful Dodge|Viewtiful Dodge]] is doubled, and the Viewtiful Warrior gains improved uncanny dodge while VFX Slow is in effect. With everything slowed down, even the most rapid attack is outrageously slow and easy to see coming.
 
*The dodge bonus from [[#Viewtiful Dodge|Viewtiful Dodge]] is doubled, and the Viewtiful Warrior gains improved uncanny dodge while VFX Slow is in effect. With everything slowed down, even the most rapid attack is outrageously slow and easy to see coming.
 
*The Viewtiful Warrior can dodge just about ''anything'', but at a price. As long as VFX Slow remains in effect, the Viewtiful Warrior gains a +20 dodge bonus to AC and Reflex saves (in addition to the . However, anything that misses him by 20 or less is not subject to the "You're Too Slow!" ability and immediately costs him a move action from his next round (which he spends performing Matrix-style acrobatics) and 4 VFX points (or all of his VFX points if he has less than that remaining). The move action and VFX cost for a narrow dodge can only be incurred once per round. If he runs out of VFX, VFX Slow immediately ends.
 
*The Viewtiful Warrior can dodge just about ''anything'', but at a price. As long as VFX Slow remains in effect, the Viewtiful Warrior gains a +20 dodge bonus to AC and Reflex saves (in addition to the . However, anything that misses him by 20 or less is not subject to the "You're Too Slow!" ability and immediately costs him a move action from his next round (which he spends performing Matrix-style acrobatics) and 4 VFX points (or all of his VFX points if he has less than that remaining). The move action and VFX cost for a narrow dodge can only be incurred once per round. If he runs out of VFX, VFX Slow immediately ends.
* The Viewtiful Warrior can, with good timing, strike a projectile (such as a bullet or arrow) to send it in the opposite direction. To pull this off, he must make an attack roll that equals or exceeds the attack roll result of the projectile attack (this can be done as an immediate action, a swift action, or an attack action (a standard action or part of a full attack)). The projectile's trajectory depends on how he strikes it. If he punches the projectile, it goes back the way it came. If he kicks it, it flies upwards at a 45-degree angle. If he uses a [[#Red Hot Kick|Red Hot Kick], it flies downward at a 45-degree angle. The redirected projectile is even more dangerous than it was originally. It uses the Viewtiful Warrior's attack roll as its new attack roll, the Viewtiful Warrior's Charisma modifier is added to its damage (in addition to his Charisma modifier being added to all damage sustained within the VFX Slow effect, and if the redirected projectile strikes any enemy (''especially'' the one who originally launched it), it stuns its victim (as a [[SRD:Stunning Fist|stunning fist]] attack) for 1 round with no save allowed.
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* The Viewtiful Warrior can, with good timing, strike a projectile (such as a bullet or arrow) to send it in the opposite direction. To pull this off, he must make an attack roll that equals or exceeds the attack roll result of the projectile attack (this can be done as an immediate action, a swift action, or an attack action (a standard action or part of a full attack)). The projectile's trajectory depends on how he strikes it. If he punches the projectile, it goes back the way it came. If he kicks it, it flies upwards at a 45-degree angle. If he hits it with an uppercut, it flies upwards at a 90-degree angle (that is, straight up). If he hits it with a [[#Red Hot Kick|Red Hot Kick], it flies downward at a 45-degree angle. The redirected projectile is even more dangerous than it was originally. It uses the Viewtiful Warrior's attack roll as its new attack roll, the Viewtiful Warrior's Charisma modifier is added to its damage (in addition to his Charisma modifier being added to all damage sustained within the VFX Slow effect, and if the redirected projectile strikes any enemy (''especially'' the one who originally launched it), it stuns its victim (as a [[SRD:Stunning Fist|stunning fist]] attack) for 1 round with no save allowed.
 
* The Viewtiful Warrior's falling speed is reduced threefold while VFX Slow is in effect.
 
* The Viewtiful Warrior's falling speed is reduced threefold while VFX Slow is in effect.
* Explosions in the area of VFX Slow become bigger and more dramatic, and do more damage as a result. The area and damage of all explosions subjected to a VFX slow effect is doubled (damage is doubled before the Viewtiful Warrior's Charisma modifier is applied). Needless to say, ''fireball'" and related spells subjected to this effect become ludicrously deadly. However, timed explosives are delayed by VFX Slow, just like everything else; the time until detonation is effectively doubled.
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* Explosions in the area of VFX Slow become bigger and more dramatic, and do more damage as a result. The area and damage of all explosions subjected to a VFX Slow effect are doubled (damage is doubled before the Viewtiful Warrior's Charisma modifier is applied). Needless to say, ''fireball'" and related spells subjected to this effect become ludicrously deadly. However, timed explosives are delayed by VFX Slow, just like everything else; the time until detonation is effectively doubled.
 
* Propellers are slowed down and stop generating lift. Anything dependent on a propeller to fly is brought down to the ground (or at least loses a lot of altitude). This effect ends when VFX Slow does, allowing the object or creature to return to its original altitude.
 
* Propellers are slowed down and stop generating lift. Anything dependent on a propeller to fly is brought down to the ground (or at least loses a lot of altitude). This effect ends when VFX Slow does, allowing the object or creature to return to its original altitude.
* Liquids expand in volume, causing the level of a body of water to rise. A pool of liquid can expand to cover up to 50 additional cubic feet per Viewtiful Warrior level. The liquid shrinks down to its original volume when the VFX Slow effect ends. Very large liquid bodies, such as an ocean, aren't strongly affected by this.
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* Liquids expand in volume, causing the level of a body of water or other liquid to rise. A pool of liquid can expand to cover up to 50 additional cubic feet per Viewtiful Warrior level. The liquid shrinks down to its original volume when the VFX Slow effect ends. Very large liquid bodies, such as an ocean, aren't strongly affected by this.
 
* Balloons swell up (yet somehow never burst as a result of this), and anything being carried by said balloons is hoisted higher up into the air. When VFX Slow ends, the balloons return to their original proportions and altitude.
 
* Balloons swell up (yet somehow never burst as a result of this), and anything being carried by said balloons is hoisted higher up into the air. When VFX Slow ends, the balloons return to their original proportions and altitude.
  
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'''{{Anchor|You're Too Slow!}} {{Ex}}:''' Any creature that misses the Viewtiful Warrior with all of its attacks in the round in melee is stunned for 1 round. This class ability is ''not'' lost if the Viewtiful Warrior runs out of VFX.
 
'''{{Anchor|You're Too Slow!}} {{Ex}}:''' Any creature that misses the Viewtiful Warrior with all of its attacks in the round in melee is stunned for 1 round. This class ability is ''not'' lost if the Viewtiful Warrior runs out of VFX.
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'''{{Anchor|Voomerang}}:'''
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'''{{Anchor|Shocking Pink}}:'''
  
 
'''{{Anchor|Evasion}} (Ex):''' A Viewtiful Warrior of 3rd level or higher is highly skilled at dodging attacks - even moreso than he was at 1st level, which says a ''lot''. If subject to an effect that would ordinarily allow a [[SRD:Reflex|Reflex]] save for half damage, he instead takes no damage on a successful save. If he already had evasion, he gains improved evasion instead; if he already had improved evasion, his Viewtiful Dodge bonus is increased by +2. The Viewtiful Warrior does not gain the benefit of evasion if he's lost his VFX due to overuse.
 
'''{{Anchor|Evasion}} (Ex):''' A Viewtiful Warrior of 3rd level or higher is highly skilled at dodging attacks - even moreso than he was at 1st level, which says a ''lot''. If subject to an effect that would ordinarily allow a [[SRD:Reflex|Reflex]] save for half damage, he instead takes no damage on a successful save. If he already had evasion, he gains improved evasion instead; if he already had improved evasion, his Viewtiful Dodge bonus is increased by +2. The Viewtiful Warrior does not gain the benefit of evasion if he's lost his VFX due to overuse.
  
 
'''{{Anchor|Air Pummel}} (Ex):''' Starting at 3rd level, a Viewtiful Warrior is just as skilled at launching multiple attacks in the air as he is on the ground. 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 cannot move from the square he occupies.
 
'''{{Anchor|Air Pummel}} (Ex):''' Starting at 3rd level, a Viewtiful Warrior is just as skilled at launching multiple attacks in the air as he is on the ground. 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 cannot move from the square he occupies.
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'''{{Anchor|Improved Trip}}''': At 3rd level, a Viewtiful Warrior gains [[SRD:Improved Trip|Improved Trip]] as a bonus feat.
  
 
'''{{Anchor|Red Hot Kick}} (Ex):''' The signature move of the Viewtiful Warrior (other than his VFX), this fanciful move, earned at 4th level, 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. Once impact against the target is made, the Viewtiful Warrior bounces off the target and may perform the attack again. Red Hot Kick may only be performed 3 times before the Viewtiful Warrior needs to restabilize himself (in the same way that he restabilizes himself for the [[#Double Jump|Double Jump]]). A Red Hot Kick may be canceled at any point before impact by performing any other attack action, a [[#Double Jump|midair jump]], or by restabilizing himself. Compared to any other unarmed attack, a Red Hot Kick does damage as though the Viewtiful Warrior is two sizes larger than he actually is.
 
'''{{Anchor|Red Hot Kick}} (Ex):''' The signature move of the Viewtiful Warrior (other than his VFX), this fanciful move, earned at 4th level, 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. Once impact against the target is made, the Viewtiful Warrior bounces off the target and may perform the attack again. Red Hot Kick may only be performed 3 times before the Viewtiful Warrior needs to restabilize himself (in the same way that he restabilizes himself for the [[#Double Jump|Double Jump]]). A Red Hot Kick may be canceled at any point before impact by performing any other attack action, a [[#Double Jump|midair jump]], or by restabilizing himself. Compared to any other unarmed attack, a Red Hot Kick does damage as though the Viewtiful Warrior is two sizes larger than he actually is.
  
This move can also be known as the Cool Blue Kick if the Viewtiful Warrior chooses to develop the [[#VFX Replay|Replay]] power, but that choice isn't made until 5th level. Whether the move is the Red Hot Kick or Cool Blue Kick is unimportant until [[#VFX Zoom|VFX Zoom]] is developed.
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This move can also be known as the Cool Blue Kick if the Viewtiful Warrior chooses to develop the [[#VFX Replay|Replay]] power, but that choice isn't made until 5th level. Whether the move is the Red Hot Kick or Cool Blue Kick is unimportant until [[#VFX Zoom|VFX Zoom]] is developed (at 7th level).
  
 
At 5th level, the Viewtiful Warrior chooses either VFX Mach Speed or VFX Replay. This choice impacts some of his future class features.
 
At 5th level, the Viewtiful Warrior chooses either VFX Mach Speed or VFX Replay. This choice impacts some of his future class features.
  
'''{{Anchor|VFX Mach Speed}}:''' The VFX speeds everything (but '''especially''' himself) up. Mach Speed can be started or ended with an immediate action, and requires 2 VFX points per round (paid at the start of the Viewtiful Warrior's turn) to maintain. VFX Mach Speed has the following effects:
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'''{{Anchor|VFX Mach Speed}}:''' The Viewtiful Warrior speeds everything (but '''especially''' himself) up. VFX Mach Speed requires 2 VFX points per round (paid at the start of the Viewtiful Warrior's turn) to maintain. VFX Mach Speed has the following effects:
  
 
*The Viewtiful Warrior gains a 100-foot enhancement bonus to movement speed. This enhancement bonus is increased by +10 feet per class level. (At 5th level, the enhancement bonus is +150 feet.)
 
*The Viewtiful Warrior gains a 100-foot enhancement bonus to movement speed. This enhancement bonus is increased by +10 feet per class level. (At 5th level, the enhancement bonus is +150 feet.)
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**Liquids contract and recede, losing up to 50 cubic feet of volume per class level. This reverses itself when VFX Mach Speed ends.
 
**Liquids contract and recede, losing up to 50 cubic feet of volume per class level. This reverses itself when VFX Mach Speed ends.
 
**Balloons leak air and shrink, causing anything using them to fly to lose altitude or even hit the ground. A balloon that wasn't completely deflated will reinflate when VFX Mach Speed ends.
 
**Balloons leak air and shrink, causing anything using them to fly to lose altitude or even hit the ground. A balloon that wasn't completely deflated will reinflate when VFX Mach Speed ends.
**Explosions become rather... pathetic. The area and damage of all explosion effects in range of VFX Mach Speed are halved.
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**Explosions become rather small and pathetic. The area and damage of all explosion effects in range of VFX Mach Speed are halved.
  
 
VFX Mach Speed's effects and costs are greatly reduced when used in combination with [[#VFX Slow|VFX Slow]]; the only effect is that the Viewtiful Warrior's movement speed is not reduced, and VFX Mach Speed only costs 1 VFX point per round to maintain when used in combination with VFX Slow. (In total, he uses 2 VFX per round.) VFX Mach Speed doesn't stack with ''haste'' or similar effects.
 
VFX Mach Speed's effects and costs are greatly reduced when used in combination with [[#VFX Slow|VFX Slow]]; the only effect is that the Viewtiful Warrior's movement speed is not reduced, and VFX Mach Speed only costs 1 VFX point per round to maintain when used in combination with VFX Slow. (In total, he uses 2 VFX per round.) VFX Mach Speed doesn't stack with ''haste'' or similar effects.
  
'''{{Anchor|VFX Replay}}:''' This power takes a free or immediate action to begin or terminate and costs 1 VFX point every round to maintain. Whenever anything within 100 feet per class level of the Viewtiful Warrior (including the Viewtiful Warrior himself) is attacked successfully, that attack is repeated 2 times and the Viewtiful Warrior spends 1 point of VFX (the Viewtiful Warrior cannot choose whether or not this happens). Attacks that miss or otherwise fail to have any effect are not repeated by VFX Replay. If the Viewtiful Warrior runs out of VFX at any point, the Replay power immediately ends and the Viewtiful Warrior suffers the usual consequences of running out of VFX. The variables of the repeated attacks are the same as the original (attack roll result, damage roll result, etc.), but VFX Replay can force a target to make 3 saves or opposed rolls to avoid an effect. Effectively, VFX Replay triples damage and makes secondary effects of attacks 3 times more likely to happen. If the Viewtiful Warrior himself directly made the attack that got tripled, he gains a lightning aura for 5 rounds. This lightning aura adds an additional 2d6 electricity damage to the Viewtiful Warrior's attacks, and he gains immunity to electricity and electricity anti-resistance equal to 5× his class level that can overcome electricity immunity and electricity absorption. He can refresh the duration of his lightning aura by successfully making another Replay-enhanced attack. However, if he runs out of VFX, he immediately loses the lightning aura.
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'''{{Anchor|VFX Replay}}:''' This power records the action around the Viewtiful Warrior and repeats big moments for the audience's viewing pleasure. It costs 1 VFX point every round to maintain. While VFX Replay is in effect, whenever anything within 100 feet per class level of the Viewtiful Warrior (including the Viewtiful Warrior himself) is attacked successfully, that attack is repeated 2 times and the Viewtiful Warrior spends 1 point of VFX (the Viewtiful Warrior cannot choose whether or not this happens). Attacks that miss or otherwise fail to have any effect are not repeated by VFX Replay. If the Viewtiful Warrior runs out of VFX at any point, the Replay power immediately ends and the Viewtiful Warrior suffers the usual consequences of running out of VFX. The variables of the repeated attacks are the same as the original (attack roll result, damage roll result, etc.), but VFX Replay can force a target to make 3 saves or opposed rolls to avoid an effect. Effectively, VFX Replay triples damage and makes secondary effects of attacks 3 times more likely to happen. If the Viewtiful Warrior himself directly made the attack that got tripled, he gains a lightning aura for 5 rounds. This lightning aura adds an additional 2d6 electricity damage to the Viewtiful Warrior's attacks, and he gains immunity to electricity and electricity anti-resistance equal to 5× his class level that can overcome electricity immunity and electricity absorption. He can refresh the duration of his lightning aura by successfully making another Replay-enhanced attack. However, if he runs out of VFX, he immediately loses the lightning aura.
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At 6th level, the Viewtiful Warrior chooses either [[#Yatagashiri|Yatagashiri]] or [[#Desperado|Desperado]].
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'''{{Anchor|Yatagashiri}} (Ex):''' As a full-round action that provokes attacks of opportunity, the Viewtiful Warrior cloaks himself in an orange glow, then lunges forward and makes a melee touch attack. If it hits, he grabs the foe and hurls them over his shoulder, hurling the opponent 20 feet away and dealing triple his unarmed strike damage. The opponent must be the same size category of the Viewtiful Warrior or smaller for Yatagashiri to work properly. If the foe is one size category larger, the Viewtiful Warrior takes a -4 penalty on the attack roll. If the foe is two or more size categories larger, the Viewtiful Warrior takes a -4 penalty on his 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).
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At 8th level, if the Viewtiful Warrior chose [[#Yatagashiri|Yatagashiri]] at 6th level, he gains [[SRD:Improved Grapple|Improved Grapple]] as a bonus feat. (Yatagashiri still provokes attacks of opportunity.)
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At 12th level, Yatagashiri is improved. While it still provokes attacks of opportunity, the Viewtiful Warrior has damage reduction 20/adamantine while performing the attack.
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'''{{Anchor|Desperado}} (Su):''' A Viewtiful Warrior must have proficiency in ranged weapons to take this class feature. As a full-round action that provokes attacks of opportunity, the Viewtiful Warrior may charge up power and prepare up to four shots against any target within range, then fire. All four shots are made at the full base attack bonus, and they also home in on targets, therefore ignoring Dexterity and dodge bonuses to AC. (The targets aren't actually denied their Dexterity bonus to AC, so Desperado can't be used to sneak attack unless the targets would be denied their Dexterity bonus to AC for some other reason.)
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At 8th level, the Viewtiful Warrior can fire six shots in this attack. At 12th level, the Viewtiful Warrior can fire eight shots in this attack.
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'''{{Anchor|VFX Zoom}}:''' This VFX power (also called Zoom In) is a straight-up boost, gained at level 7, that zooms in the camera to emphasize how cool the Viewtiful Warrior is. It requires 2 VFX per round to maintain. VFX Zoom provides the following effects:
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*The Viewtiful Warrior adds 1 and 1/2 times his Charisma bonus to all of his attack rolls and damage rolls by infusing it with drama. This stacks with the bonuses granted by [[#VFX Slow|VFX Slow]].
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*The Viewtiful Warrior adds 1 and 1/2 times his Charisma bonus to all damage sustained by anything other than himself or his allies from any source within the area of effect (20 feet × his class level), simply by making it more dramatic. This stacks with the effects of [[#VFX Slow|VFX Slow]].
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*All enemies with HD equal to or less than the Viewtiful Warrior's class level −6 that winds up within Zoom In's area of effect must succeed on a [[SRD:Will|Will]] save (DC = 10 + ½ the Viewtiful Warrior's class level + the Viewtiful Warrior's Charisma modifier) or become frozen in fear. As long as the Zoom In effect remains, enemies that fail this Will save helplessly cower in fear.
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*The Viewtiful Warrior changes his upper-body unarmed attacks to one of the following, chosen at 7th level. This choice cannot be changed once it's made.
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**''{{Anchor|Red-Hot One Hundred}} (Ex):'' The Viewtiful Warrior is capable of performing high-powered rapid-fire punches. The Viewtiful Warrior is able to make two attacks for each one attack he would otherwise be entitled to, but each pair of attacks must be made against the same target. In addition, the Viewtiful Warrior's unarmed attacks are treated as though the Viewtiful Warrior was 1 size category larger.
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**''{{Anchor|Heavy Heart Shoulder Slam}} (Ex):'' The Viewtiful Warrior makes a single unarmed attack that deals 10 times the damage of a normal unarmed attack. This is a full-round action that replaces all of the attacks he would normally
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*The Viewtiful Warrior changes his lower-body unarmed attacks to a whirlwind kick. He may make a Whirlwind Attack as a regular attack action (which means that he may do so multiple times per round and interchangeably with RHOH attacks), but each Whirlwind Attack must be an unarmed attack, and he cannot combine this attack with either of the attack options presented above.
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*When the Viewtiful Warrior jumps while zoomed in, he becomes a twirling drill of destruction. Anything he collides with while ascending takes damage equivalent to that of his unarmed attack, but is allowed a [[SRD:Reflex|Reflex]] save (DC = 10 + ½ the Viewtiful Warrior's class level + the Viewtiful Warrior's Strength or Charisma modifier, whichever is higher) to halve the damage.
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*When the Viewtiful Warrior Zooms In while falling, he becomes a piledriver of doom. Anything he collides with on the way down takes unarmed strike damage, with a Reflex save allowed for half (same DC as the leaping drill). When he hits the ground, he generates a shockwave with a radius of 30 feet that does unarmed strike damage as if the Viewtiful Warrior was one size category larger and knocks victims prone. A Reflex save (same DC as above) halves the damage and negates being knocked prone.
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*The [[#Red Hot Kick|Red Hot Kick]] and Cool Blue Kick become Spiral Dragon Kicks if Zoom In is initiated during the attack. These attacks blow through everything in their path with a single attack roll, though they can't be canceled once initiated. Anything they hit takes unarmed strike damage as though the Viewtiful Warrior was three sizes larger, plus 3d8 energy damage. The Red Hot Spiral Dragon Kick deals fire damage, while the Cool Blue Spiral Dragon Kick deals electricity damage.
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'''{{Anchor|Stunning Fist}}:''' Starting at 10th level, a Viewtiful Warrior can stun enemies simply by punching them really, really hard. He gains Stunning Fist as a bonus feat, even if he doesn't meet the prerequisites. Viewtiful Warrior levels are equivalent to monk levels for determining how many times Stunning Fistcan be used per day. A Viewtiful Warrior can still use Stunning Fist even after running out of daily uses, but each use beyond his daily limit costs him 3 VFX points.
  
 
====Ex-Viewtiful Warrior====
 
====Ex-Viewtiful Warrior====

Revision as of 05:13, 10 November 2012

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Author: Luigifan18 (talk)
Date Created: November 8, 2012
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A fleet-footed fighter who draws his or her strength from theatrics. 20 Good Poor Good Good Other Full



Viewtiful Warrior

There are many sources one can turn to for power. Some use magic to empower themselves, unlocking the secrets of the universe through study, inborn power, or faith in a deity or in nature. Some use their ki to empower themselves. Some use the power of their mind to break their enemies. Some simply master weapons, some get incredibly angry, and some use fancy special techniques. The Viewtiful Warrior is none of these (well, okay, he's kind of the last one, but those who follow the Sublime Way might be insulted by the comparison). No, the Viewtiful Warrior gets his strength from the force known only as "Viewtiful Effects", or "VFX". He fights with style, and this is his strength.

Making a Viewtiful Warrior

The Viewtiful Warrior uses VFX to enhance his effectiveness and do things that nobody else can. But he must do so judiciously, for VFX has its limits. If used too much, the VFX will temporarily leave him, and then he becomes vulnerable. He can fight well enough on his own, but he appreciates having friends to watch his back while he recharges, as regaining his power tends to take him a while.

Abilities: Charisma is by far the Viewtiful Warrior's most important ability, as many of his class abilities depend on it (his strength stems from living his life in the spotlight, after all). After that, he needs Dexterity to enhance his dodging abilities, and Strength to enhance his melee damage and chances of hitting. Constitution is (as always) useful for hit points, as the Viewtiful Warrior's hit die is a little small for a melee fighter. Last in the order of importance is Wisdom (for Will saves) and Intelligence (for skill points).

Races: Humans, with their love of being the center of attention, are very likely to pursue this path if they find they have the talent for it. Gnomes also find this path quite appealing, as it melds well with their natural abilities. Dwarves and elves don't quite get it - they find Viewtiful Warriors a bit showoffish (which they are, and that's an understatement) and distasteful (which is a matter of opinion).

Alignment: Any.

Starting Gold: 6d6×10 gp (210 gp).

Starting Age: Simple.

Table: The Viewtiful Warrior

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Maximum VFX Points VFX Recharge Rate
Fort Ref Will
1st +1 +0 +2 +2 VFX, Improved Unarmed Strike, Unarmed Mastery, Viewtiful Dodge, You're Too Slow!, Double Jump, VFX Slow 8 1/3 rounds
2nd +2 +0 +3 +3 Voomerang, Shocking Pink 9 1/3 rounds
3rd +3 +1 +3 +3 Evasion, Air Pummel, Improved Trip 10 1/3 rounds
4th +4 +1 +4 +4 Red Hot Kick 11 1/2 rounds
5th +5 +1 +4 +4 VFX Mach Speed or VFX Replay 12 1/2 rounds
6th +6/+1 +2 +5 +5 Yatagarashi or Desperado 13 1/2 rounds
7th +7/+2 +2 +5 +5 VFX Zoom 14 1/2 rounds
8th +8/+3 +2 +6 +6 VFX Mach Speed Level 2 and/or Desperado Level 2 or Improved Grapple 15 1/round
9th +9/+4 +3 +6 +6 Improved Evasion 16 1/round
10th +10/+5 +3 +7 +7 Stunning Fist 17 1/round
11th +11/+6/+1 +3 +7 +7 Ukemi 18 1/round
12th +12/+7/+2 +4 +8 +8 VFX Mach Speed Level 3 and/or Desperado Level 3 19 1/round
13th +13/+8/+3 +4 +8 +8 20 1/round
14th +14/+9/+4 +4 +9 +9 Viewtiful Forever 21 1/round
15th +15/+10/+5 +5 +9 +9 22 1/round
16th +16/+11/+6/+1 +5 +10 +10 23 2/round
17th +17/+12/+7/+1 +5 +10 +10 Fighter Bonus Feat 24 2/round
18th +18/+13/+8/+2 +6 +11 +11 25 2/round
19th +19/+14/+9/+4 +6 +11 +11 26 2/round
20th +20/+15/+10/+5 +6 +12 +12 Take 2 28 2/round

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Iajitsu Focus (), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Theater) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Viewtiful Warrior.

Weapon and Armor Proficiency: Viewtiful Warriors are proficient with all simple weapons and three martial weapons, but most prefer not to use them. Viewtiful Warriors are not proficient with any armor or shields. A hero doesn't block, he dodges with style!

VFX: VFX is what suffuses the Viewtiful Warrior's being and grants him his powers. This mystical energy is born from the essence of drama and style. A Viewtiful Warrior has a pool of VFX that recharges over time - slowly at first, but eventually at a respectable rate. So long as he retains at least 1 point of VFX, a Viewtiful Warrior has abilities that easily match or exceed any other melee class (except perhaps for a martial adept or edgemaster), but if it runs out completely, he's reduced to a mere warrior (and a fairly frail one at that) until at least 8 points of VFX have recharged. This is very annoying at higher levels and outright devastating at lower levels, so be careful!

VFX does not recharge while ANY VFX power (Slow, Mach Speed, Replay, Zoom) is in use!!!

All VFX powers require a free or immediate action to begin or end, depending on whether or not it's the Viewtiful Warrior's turn. All VFX powers can be used in conjunction with each other, and their effects stack (the only exception is Slow and Mach Speed, which interact in a very limited way). However, using multiple VFX powers in conjunction requires the Viewtiful Warrior to pay all of their upkeep costs on each round, and if he cannot, he loses all of his remaining VFX (and suffers the previously-mentioned consequences). It's not immediately obvious to outside observers that a VFX power is in effect. Creatures must observe how the interactions between the Viewtiful Warrior and the world around him are changed, then succeed on a Knowledge (theatrics) check, to notice that a VFX power is in effect. (The DC depends on the subtlety of the effect. For instance, Mach Speed tends to have a very low DC, while Zoom In tends to have a relatively high DC.)

Improved Unarmed Strike: Viewtiful Warriors disdain weaponry - their fists and feet are all they need. A Viewtiful Warrior gains Improved Unarmed Strike as a bonus feat at 1st level. He retains this even if he runs out of VFX.

Unarmed Mastery (Ex): Viewtiful Warriors are natural experts at unarmed combat. In fact, their unarmed attack ability is equal to a monk's! A Viewtiful Warrior is considered armed when making unarmed attacks and does not provoke attacks of opportunity. His unarmed attack damage and ability to penetrate damage reduction is equal to a monk of the same size category and class level. However, he does lose this enhanced damage if he runs out of VFX.

VFX Slow: The first (and arguably most potent) VFX power a Viewtiful Warrior develops is VFX Slow. Using this power, the Viewtiful Warrior can tap into his VFX to slow down the world around him, out to a radius of 100 feet per level. VFX Slow costs 1 VFX point per round that it remains in effect (paid at the beginning of the Viewtiful Warrior's turn). This has the following effects:

  • Time itself slows down - objects fall slower, projectiles move slower, everything moves slower. One second under VFX Slow is equivalent to several seconds of normal time - the exact factor is hard to determine, but it's perfectly possible to react to bullets traveling several hundred miles per hour under VFX Slow's effects. The Viewtiful Warrior himself loses 10 feet of movement speed while this power is in effect, but everything around him behaves as if slowed, even if otherwise immune to such effects. In fact, the effects of slow are exaggerated, so creatures and characters other than the Viewtiful Warrior have their movement speed reduced by 60 feet (to a minimum of 5 feet) relative to the Viewtiful Warrior.
  • The Viewtiful Warrior's attacks become more dramatic, and therefore more powerful. He adds his Charisma modifier (minimum +1) to all attack and damage rolls. In fact, he adds his Charisma modifier to all damage sustained by anything other than himself or his allies from any source, simply by making the impact more dramatic. (He adds his Charisma modifier twice to attacks that he himself makes, but if his Charisma modifier is 0 or less, this still only adds +1 to the damage roll.)
  • The dodge bonus from Viewtiful Dodge is doubled, and the Viewtiful Warrior gains improved uncanny dodge while VFX Slow is in effect. With everything slowed down, even the most rapid attack is outrageously slow and easy to see coming.
  • The Viewtiful Warrior can dodge just about anything, but at a price. As long as VFX Slow remains in effect, the Viewtiful Warrior gains a +20 dodge bonus to AC and Reflex saves (in addition to the . However, anything that misses him by 20 or less is not subject to the "You're Too Slow!" ability and immediately costs him a move action from his next round (which he spends performing Matrix-style acrobatics) and 4 VFX points (or all of his VFX points if he has less than that remaining). The move action and VFX cost for a narrow dodge can only be incurred once per round. If he runs out of VFX, VFX Slow immediately ends.
  • The Viewtiful Warrior can, with good timing, strike a projectile (such as a bullet or arrow) to send it in the opposite direction. To pull this off, he must make an attack roll that equals or exceeds the attack roll result of the projectile attack (this can be done as an immediate action, a swift action, or an attack action (a standard action or part of a full attack)). The projectile's trajectory depends on how he strikes it. If he punches the projectile, it goes back the way it came. If he kicks it, it flies upwards at a 45-degree angle. If he hits it with an uppercut, it flies upwards at a 90-degree angle (that is, straight up). If he hits it with a [[#Red Hot Kick|Red Hot Kick], it flies downward at a 45-degree angle. The redirected projectile is even more dangerous than it was originally. It uses the Viewtiful Warrior's attack roll as its new attack roll, the Viewtiful Warrior's Charisma modifier is added to its damage (in addition to his Charisma modifier being added to all damage sustained within the VFX Slow effect, and if the redirected projectile strikes any enemy (especially the one who originally launched it), it stuns its victim (as a stunning fist attack) for 1 round with no save allowed.
  • The Viewtiful Warrior's falling speed is reduced threefold while VFX Slow is in effect.
  • Explosions in the area of VFX Slow become bigger and more dramatic, and do more damage as a result. The area and damage of all explosions subjected to a VFX Slow effect are doubled (damage is doubled before the Viewtiful Warrior's Charisma modifier is applied). Needless to say, fireball'" and related spells subjected to this effect become ludicrously deadly. However, timed explosives are delayed by VFX Slow, just like everything else; the time until detonation is effectively doubled.
  • Propellers are slowed down and stop generating lift. Anything dependent on a propeller to fly is brought down to the ground (or at least loses a lot of altitude). This effect ends when VFX Slow does, allowing the object or creature to return to its original altitude.
  • Liquids expand in volume, causing the level of a body of water or other liquid to rise. A pool of liquid can expand to cover up to 50 additional cubic feet per Viewtiful Warrior level. The liquid shrinks down to its original volume when the VFX Slow effect ends. Very large liquid bodies, such as an ocean, aren't strongly affected by this.
  • Balloons swell up (yet somehow never burst as a result of this), and anything being carried by said balloons is hoisted higher up into the air. When VFX Slow ends, the balloons return to their original proportions and altitude.

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 under said effects.

Double Jump: A Viewtiful Warrior may jump while in the air. 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. If falling, using this ability reduces falling damage to only apply from the point the jump was made from (which can negate it entirely, if the Viewtiful Warrior 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 the Viewtiful Warrior has run out of VFX.

Viewtiful Dodge (Ex): A Viewtiful Warrior takes "float like a butterfly" to its logical extreme, ducking under high attacks and leaping over low attacks with utterly breathtaking agility. The Viewtiful Warrior has a dodge bonus to AC equal to his Wisdom modifier or ½ his class level (rounded down), whichever is higher. He also gains a bonus to attack and damage rolls against stunned or paralyzed opponents equal to this dodge bonus. The dodge bonus granted by Viewtiful Dodge is reduced to ¼ his Wisdom modifier (rounded down) or ⅛ his class level (rounded down) if the Viewtiful Warrior has run out of VFX - he can technically still pull it off, but it's much more difficult without his VFX to augment his reaction time and guide his motions.

You're Too Slow! (Ex): Any creature that misses the Viewtiful Warrior with all of its attacks in the round in melee is stunned for 1 round. This class ability is not lost if the Viewtiful Warrior runs out of VFX.

Voomerang:

Shocking Pink:

Evasion (Ex): A Viewtiful Warrior of 3rd level or higher is highly skilled at dodging attacks - even moreso than he was at 1st level, which says a lot. If subject to an effect that would ordinarily allow a Reflex save for half damage, he instead takes no damage on a successful save. If he already had evasion, he gains improved evasion instead; if he already had improved evasion, his Viewtiful Dodge bonus is increased by +2. The Viewtiful Warrior does not gain the benefit of evasion if he's lost his VFX due to overuse.

Air Pummel (Ex): Starting at 3rd level, a Viewtiful Warrior is just as skilled at launching multiple attacks in the air as he is on the ground. 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 cannot move from the square he occupies.

Improved Trip: At 3rd level, a Viewtiful Warrior gains Improved Trip as a bonus feat.

Red Hot Kick (Ex): The signature move of the Viewtiful Warrior (other than his VFX), this fanciful move, earned at 4th level, 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. Once impact against the target is made, the Viewtiful Warrior bounces off the target and may perform the attack again. Red Hot Kick may only be performed 3 times before the Viewtiful Warrior needs to restabilize himself (in the same way that he restabilizes himself for the Double Jump). A Red Hot Kick may be canceled at any point before impact by performing any other attack action, a midair jump, or by restabilizing himself. Compared to any other unarmed attack, a Red Hot Kick does damage as though the Viewtiful Warrior is two sizes larger than he actually is.

This move can also be known as the Cool Blue Kick if the Viewtiful Warrior chooses to develop the Replay power, but that choice isn't made until 5th level. Whether the move is the Red Hot Kick or Cool Blue Kick is unimportant until VFX Zoom is developed (at 7th level).

At 5th level, the Viewtiful Warrior chooses either VFX Mach Speed or VFX Replay. This choice impacts some of his future class features.

VFX Mach Speed: The Viewtiful Warrior speeds everything (but especially himself) up. VFX Mach Speed requires 2 VFX points per round (paid at the start of the Viewtiful Warrior's turn) to maintain. VFX Mach Speed has the following effects:

  • The Viewtiful Warrior gains a 100-foot enhancement bonus to movement speed. This enhancement bonus is increased by +10 feet per class level. (At 5th level, the enhancement bonus is +150 feet.)
  • If the Viewtiful Warrior doesn't have the Run feat, he is treated as though he has it while Mach Speed is in effect. If he does have it, his running speed multiplier is increased by 1 (×6 if unencumbered, ×5 if in heavy armor or carrying a heavy load).
  • The Viewtiful Warrior gets two extra attacks at his full BAB if attacking with a standard action, or six extra attacks at his full BAB if making a full attack action. This doesn't apply to Red Hot Kick.
  • The Viewtiful Warrior falls three times as quickly as usual.
  • When the Viewtiful Warrior manages to connect with four or more attacks in a single round, he gains a fiery aura for five rounds. While covered with this fiery aura, his attacks deal an additional 2d6 fire damage, and he gains immunity to fire and fire anti-resistance equal to 5× his class level that can overcome fire immunity and fire absorption. He can refresh the duration of his fiery aura before it vanishes simply by connecting with four or more attacks in a single round while under the effects of Mach Speed, but he does not need to continue using VFX Mach Speed to keep the fire aura active. If he runs out of VFX, the fire aura is immediately dispelled.
  • When the Viewtiful Warrior connects with four or more attacks in a single round, he rapidly emits clones of himself. These clones rush out up to 150 feet away from the Viewtiful Warrior to fight for him. Each clone makes a single attack against a single creature or object, then vanishes. The Viewtiful Warrior makes four clones per round, assuming that he connects with four or more of his own attacks. The clones preferentially attack whatever is closest, other than what the Viewtiful Warrior himself is attacking, but he can direct them to attack anything within 30 feet of their chosen target or choose the direction(s) in which the clones move out to attack. The clones actually move along the air itself; they don't need to move along the ground, and can even be used to retrieve things that are out of reach. (A clone can be directed to retrieve a single object, which is done instead of attacking a creature or object, and bring it to the Viewtiful Warrior). The Viewtiful Warrior must be attacking something to generate clones, but that something could be anything capable of taking damage or responding to being attacked (like a pillar, a chest, a wall without magical reinforcement, or even a slot machine or Shocking Pink). Likewise, the clones can attack anything that can take damage or respond to being attacked (but they won't attack something that there's no point in attacking, like a random wall).
This ability improves at later levels. At 8th level, the Viewtiful Warrior generates 6 clones per round and they can move out to 300 feet away. At 12th level, the Viewtiful Warrior generates 8 clones per round and they can move out to as much as 450 feet away. The number of clones that can be generated doesn't increase after 12th level, but the range is increased by 150 feet every 4 levels after 12th (16th, 20th).
  • The following effects occur within a radius equal to that of VFX Slow:
    • Propellers are sped up, causing anything using them to fly to gain altitude. When VFX Mach Speed ends, the propellors return to their original speed and altitude.
    • Liquids contract and recede, losing up to 50 cubic feet of volume per class level. This reverses itself when VFX Mach Speed ends.
    • Balloons leak air and shrink, causing anything using them to fly to lose altitude or even hit the ground. A balloon that wasn't completely deflated will reinflate when VFX Mach Speed ends.
    • Explosions become rather small and pathetic. The area and damage of all explosion effects in range of VFX Mach Speed are halved.

VFX Mach Speed's effects and costs are greatly reduced when used in combination with VFX Slow; the only effect is that the Viewtiful Warrior's movement speed is not reduced, and VFX Mach Speed only costs 1 VFX point per round to maintain when used in combination with VFX Slow. (In total, he uses 2 VFX per round.) VFX Mach Speed doesn't stack with haste or similar effects.

VFX Replay: This power records the action around the Viewtiful Warrior and repeats big moments for the audience's viewing pleasure. It costs 1 VFX point every round to maintain. While VFX Replay is in effect, whenever anything within 100 feet per class level of the Viewtiful Warrior (including the Viewtiful Warrior himself) is attacked successfully, that attack is repeated 2 times and the Viewtiful Warrior spends 1 point of VFX (the Viewtiful Warrior cannot choose whether or not this happens). Attacks that miss or otherwise fail to have any effect are not repeated by VFX Replay. If the Viewtiful Warrior runs out of VFX at any point, the Replay power immediately ends and the Viewtiful Warrior suffers the usual consequences of running out of VFX. The variables of the repeated attacks are the same as the original (attack roll result, damage roll result, etc.), but VFX Replay can force a target to make 3 saves or opposed rolls to avoid an effect. Effectively, VFX Replay triples damage and makes secondary effects of attacks 3 times more likely to happen. If the Viewtiful Warrior himself directly made the attack that got tripled, he gains a lightning aura for 5 rounds. This lightning aura adds an additional 2d6 electricity damage to the Viewtiful Warrior's attacks, and he gains immunity to electricity and electricity anti-resistance equal to 5× his class level that can overcome electricity immunity and electricity absorption. He can refresh the duration of his lightning aura by successfully making another Replay-enhanced attack. However, if he runs out of VFX, he immediately loses the lightning aura.

At 6th level, the Viewtiful Warrior chooses either Yatagashiri or Desperado.

Yatagashiri (Ex): As a full-round action that provokes attacks of opportunity, the Viewtiful Warrior cloaks himself in an orange glow, then lunges forward and makes a melee touch attack. If it hits, he grabs the foe and hurls them over his shoulder, hurling the opponent 20 feet away and dealing triple his unarmed strike damage. The opponent must be the same size category of the Viewtiful Warrior or smaller for Yatagashiri to work properly. If the foe is one size category larger, the Viewtiful Warrior takes a -4 penalty on the attack roll. If the foe is two or more size categories larger, the Viewtiful Warrior takes a -4 penalty on his 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).

At 8th level, if the Viewtiful Warrior chose Yatagashiri at 6th level, he gains Improved Grapple as a bonus feat. (Yatagashiri still provokes attacks of opportunity.)

At 12th level, Yatagashiri is improved. While it still provokes attacks of opportunity, the Viewtiful Warrior has damage reduction 20/adamantine while performing the attack.

Desperado (Su): A Viewtiful Warrior must have proficiency in ranged weapons to take this class feature. As a full-round action that provokes attacks of opportunity, the Viewtiful Warrior may charge up power and prepare up to four shots against any target within range, then fire. All four shots are made at the full base attack bonus, and they also home in on targets, therefore ignoring Dexterity and dodge bonuses to AC. (The targets aren't actually denied their Dexterity bonus to AC, so Desperado can't be used to sneak attack unless the targets would be denied their Dexterity bonus to AC for some other reason.)

At 8th level, the Viewtiful Warrior can fire six shots in this attack. At 12th level, the Viewtiful Warrior can fire eight shots in this attack.

VFX Zoom: This VFX power (also called Zoom In) is a straight-up boost, gained at level 7, that zooms in the camera to emphasize how cool the Viewtiful Warrior is. It requires 2 VFX per round to maintain. VFX Zoom provides the following effects:

  • The Viewtiful Warrior adds 1 and 1/2 times his Charisma bonus to all of his attack rolls and damage rolls by infusing it with drama. This stacks with the bonuses granted by VFX Slow.
  • The Viewtiful Warrior adds 1 and 1/2 times his Charisma bonus to all damage sustained by anything other than himself or his allies from any source within the area of effect (20 feet × his class level), simply by making it more dramatic. This stacks with the effects of VFX Slow.
  • All enemies with HD equal to or less than the Viewtiful Warrior's class level −6 that winds up within Zoom In's area of effect must succeed on a Will save (DC = 10 + ½ the Viewtiful Warrior's class level + the Viewtiful Warrior's Charisma modifier) or become frozen in fear. As long as the Zoom In effect remains, enemies that fail this Will save helplessly cower in fear.
  • The Viewtiful Warrior changes his upper-body unarmed attacks to one of the following, chosen at 7th level. This choice cannot be changed once it's made.
    • Red-Hot One Hundred (Ex): The Viewtiful Warrior is capable of performing high-powered rapid-fire punches. The Viewtiful Warrior is able to make two attacks for each one attack he would otherwise be entitled to, but each pair of attacks must be made against the same target. In addition, the Viewtiful Warrior's unarmed attacks are treated as though the Viewtiful Warrior was 1 size category larger.
    • Heavy Heart Shoulder Slam (Ex): The Viewtiful Warrior makes a single unarmed attack that deals 10 times the damage of a normal unarmed attack. This is a full-round action that replaces all of the attacks he would normally
  • The Viewtiful Warrior changes his lower-body unarmed attacks to a whirlwind kick. He may make a Whirlwind Attack as a regular attack action (which means that he may do so multiple times per round and interchangeably with RHOH attacks), but each Whirlwind Attack must be an unarmed attack, and he cannot combine this attack with either of the attack options presented above.
  • When the Viewtiful Warrior jumps while zoomed in, he becomes a twirling drill of destruction. Anything he collides with while ascending takes damage equivalent to that of his unarmed attack, but is allowed a Reflex save (DC = 10 + ½ the Viewtiful Warrior's class level + the Viewtiful Warrior's Strength or Charisma modifier, whichever is higher) to halve the damage.
  • When the Viewtiful Warrior Zooms In while falling, he becomes a piledriver of doom. Anything he collides with on the way down takes unarmed strike damage, with a Reflex save allowed for half (same DC as the leaping drill). When he hits the ground, he generates a shockwave with a radius of 30 feet that does unarmed strike damage as if the Viewtiful Warrior was one size category larger and knocks victims prone. A Reflex save (same DC as above) halves the damage and negates being knocked prone.
  • The Red Hot Kick and Cool Blue Kick become Spiral Dragon Kicks if Zoom In is initiated during the attack. These attacks blow through everything in their path with a single attack roll, though they can't be canceled once initiated. Anything they hit takes unarmed strike damage as though the Viewtiful Warrior was three sizes larger, plus 3d8 energy damage. The Red Hot Spiral Dragon Kick deals fire damage, while the Cool Blue Spiral Dragon Kick deals electricity damage.

Stunning Fist: Starting at 10th level, a Viewtiful Warrior can stun enemies simply by punching them really, really hard. He gains Stunning Fist as a bonus feat, even if he doesn't meet the prerequisites. Viewtiful Warrior levels are equivalent to monk levels for determining how many times Stunning Fistcan be used per day. A Viewtiful Warrior can still use Stunning Fist even after running out of daily uses, but each use beyond his daily limit costs him 3 VFX points.

Ex-Viewtiful Warrior

Viewtiful Warriors temporarily lose most of their class features if they run out of VFX, but this is only until they can recharge to basic capacity. Rumor has it that a strong incursion of reality can deactivate a Viewtiful Warrior's powers unless he has a supportive audience; his powers may be suppressed in a dead magic zone. But really, it's not possible to be an ex-Viewtiful Warrior... well, not unless you somehow lose your V-Watch... but especially strong Viewtiful Warriors don't even lose their powers then. Once you can activate the power of Henshin, it's always a part of you.

Epic Viewtiful Warrior

Table: The Epic Viewtiful Warrior

Hit Die: d8

Level VFX Points Special
21st 29
22nd 30
23rd 31 Bonus Feat
24th 32
25th 33
26th 34 Bonus Feat
27th 35
28th 36
29th 37 Bonus Feat
30th 38

4 + Int modifier skill points per level.

VFX: VFX doesn't recharge any faster after 20th level, though the maximum VFX limit still increases by 1 point with each level.

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic Viewtiful Warrior gains a bonus feat (selected from the list of epic Viewtiful Warrior bonus feats) every 3 levels after 20th.

Epic Viewtiful Warrior Bonus Feat List: <-list of bonus epic feats->.

Human Viewtiful Warrior Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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