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User:Luigifan18:Viewtiful Warrior (3.5e Class)

2,777 bytes added, 17:13, 18 June 2022
Hold up, Air Raid obviously deals electricity damage…
|date_created=November 8, 2012
|status=Playable; working on lore,<br/>refining to match the games
|editing=Please help me refine<br/>the connections to the<br/><u>Viewtiful Joe </u> franchise!
|balance=Very High
}}
All of the following are class features of the Viewtiful Warrior.
'''Weapon and Armor Proficiency:''' Viewtiful Warriors are proficient with all simple weapons, four martial weapons, and one exotic weapon, but most prefer not to use them. [[#Unarmed Mastery|Unarmed combat ]] is the primary style of most, with a few Viewtiful Warriors choosing to supplement this with some sort of ranged weapon or sword (or staves, in a few cases). Viewtiful Warriors are not proficient with any armor or shields. A hero doesn't block, he dodges with style!
'''{{Anchor|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 &mdash; slowly at first, but eventually at a respectable rate. His VFX powers drain VFX for as long as they remain in use, with the rate decided by the VFX power in question. VFX upkeep costs are paid at the start of the Viewtiful Warrior's turn, before he can take any actions (even free actions). 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 (3.5e Prestige Class)|edgemaster]], or [[Surge Fighter (3.5e Class)|surge fighter]]), but if it runs out completely, he's reduced to a mere warrior (and a fairly frail one at that) until at least 4 points of VFX have recharged. This is ''very'' annoying at higher levels and outright '''''devastating''''' at lower levels, so be careful!
<span style="color:Red; ">VFX does ''not'' recharge while '''any''' VFX power ([[#VFX Slow|Slow]], [[#VFX Mach Speed|Mach Speed]], [[#VFX Replay|Replay]], [[#VFX Zoom|Zoom]], and other long-term VFX powers granted by feats or prestige classes) is in use!!!</span> For Viewtiful Warriors below 10th level without sufficient levels in prestige classes to enhance their recharge rate, the interval between regaining VFX points is paused, not restarted, while a long-term VFX power is in use.
All long-term VFX powers require a free or immediate action to begin or end, depending on whether or not it's the Viewtiful Warrior's turn, unless otherwise stated. (Yes, a Viewtiful Warrior can toggle VFX powers on and off repeatedly during his turn, but he uses up 1 point of VFX every 2 times he does this &mdash; even small VFX expenditures can add up when done in quick succession.) All VFX powers can be used in conjunction with each other, and their effects stack (the only exception is [[#VFX Slow|Slow]] and [[#VFX Mach Speed|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).
Some VFX powers granted by feats or prestige classes may be instantaneous or only require a VFX cost upon initiation (the "pure" Viewtiful Warrior has only two such powers &mdash; [[#Air Raid|Air Raid]], which only counts as a "long-term" power if its ''dimension door'' ability is used, and [[#Viewtiful Forever|Viewtiful Forever]], which is performed as a reaction to a [[#Narrow Dodge|narrow dodge]] and consumes all remaining VFX upon use). These VFX powers cannot be used at all if the Viewtiful Warrior has insufficient VFX to pay their VFX cost. Whether or not the Viewtiful Warrior can use them if he has ''exactly'' enough VFX to pay for them depends on the power (the power power’s description will tell you whether or not a surplus is required). If he can, and he elects to do so, he is considered to have run out of VFX until he recharges at least 4 VFX points.
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) or Knowledge (psionics) check, in order to notice that a VFX power is in effect. (The DC depends on the subtlety of the effect, as described below.)
*[[#VFX Mach Speed|Mach Speed]]: DC 10 - It's pretty obvious that the Viewtiful Warrior's sped himself up somehow. And when the fire aura shows up, that's a sure sign that Slow isn't being used(assuming the observer knows enough about VFX powers to be aware of the fire aura).
*[[#VFX Slow|Slow]]: DC 20 - From the perspective of everyone else, the Viewtiful Warrior just sped himself up. It takes a keen eye to notice that he doesn't seem to possess the blistering attack speed he possesses under Mach Speed. Of course, the Viewtiful Warrior [[#Rock On!|punching someone across the room]] is a dead giveaway.
*[[#Replay|Replay]]: DC 15 - Onlookers can't necessarily see the action being replayed (you need the ability to sense psionic effects for that), but as soon as the lightning aura appears, the jig's pretty much up... well, at least as far as anyone who knows enough about VFX to know what's going on is concerned.
*[[#Zoom|Zoom]]: DC 30 - You don't have to be a Viewtiful Warrior to perform a [http://en.wikipedia.org/wiki/Straight_blast straightblast punch] or to [http://tvtropes.org/pmwiki/pmwiki.php/Main/AssKicksYou slam into someone with your shoulder and buttocks]. [[#Hurricane Kick|Whirling about like a <s>top</s> windmill with your feet outstretched]] or [[#Rocket Jump|spinning like a drill whenever you jump]], on the other hand... well, at the very least, the Viewtiful Warrior will be mistaken for a monk.
At 4th level, the Viewtiful Warrior's unarmed strikes are treated as magic weapons for the purpose of penetrating damage reduction.
At 10th level, as per the monk's progression, the Viewtiful Warrior's unarmed strikes gain an alignment component for penetrating damage reduction. The alignment components of the Viewtiful Warrior's unarmed strike matches those of his own alignment. If his alignment changes, the damage reduction penetration of his unarmed strike changes with it. If he is true neutral, he must choose one of lawful, good, chaotic, or evil for his unarmed strike to be aligned with. This choice, once made, cannot be made changed unless the Viewtiful Warrior's own alignment changes.
At 16th level, the Viewtiful Warrior's unarmed strikes are treated as adamantine weapons for the purpose of penetrating damage reduction and hardness.
'''{{Anchor|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 [[SRD:Wisdom|Wisdom]] modifier or ½ his class level (rounded down), whichever is higher. He also gains a bonus to attack and damage rolls against [[SRD:Dazed|dazed]], [[SRD:Stunned|stunned]], or [[SRD:Paralyzed|paralyzed]] opponents equal to this dodge bonus. The dodge bonus granted by Viewtiful Dodge is reduced to ¼ his [[SRD:Wisdom|Wisdom]] modifier (rounded down) or ⅛ his class level (rounded down) if the Viewtiful Warrior has run out of VFX &mdash; 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 (he still adds the full dodge bonus he'd otherwise gain from this class feature to his attack and damage rolls against dazed, stunned, or paralyzed opponents). Whether he has VFX or not, the Viewtiful Warrior can't gain a dodge bonus from Viewtiful Dodge while carrying a heavy load (but he still gets to add the dodge bonus he would receive from this class feature to attack and damage rolls against dazed, stunned, or paralyzed opponents).
'''{{Anchor|You're Too Slow!}} {{Ex}}:''' Any creature that misses the Viewtiful Warrior with all of the attacks it attempts on the Viewtiful Warrior in melee during its turn is [[SRD:Stunned|stunned]] for 1 round. For instance, a creature entitled to 4 attacks per round will be stunned if it attempts 3 attacks on the Viewtiful Warrior and misses on all 3; whether or not its 4th attack hit or missed its chosen target doesn't matter. However, if the creature attempts 4 attacks on the Viewtiful Warrior and hits once, it will not be stunned, even though the other 3 attacks missed. [[SRD:Attacks of Opportunity|Attacks of opportunity ]] are not taken into consideration for this ability; the Viewtiful Warrior can't stun enemies by provoking and dodging attacks of opportunity. On the other hand, an opponent that misses the Viewtiful Warrior with all of its attacks on its turn will be stunned as soon as the last attack whiffs, and will be unable to take any action, including attacks of opportunity, until its next turn. If a creature has missed all of its attacks it has attempted on the Viewtiful Warrior so far during that turn and has exactly 1 attack left, and uses its last attack on a creature other than the Viewtiful Warrior, it is stunned after its attack is resolved, regardless of the result. This class ability is ''not'' lost if the Viewtiful Warrior runs out of VFX (though it might be harder to use).
'''{{Anchor|Double Jump}} (VFX):''' A Viewtiful Warrior may [[Double Jump (3.5e Creature Ability)|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, effectively doubling his jump height. The second jump requires a second [[SRD:Jump Skill|Jump]] check, made independently from the first one; effectively, the Viewtiful Warrior combines both check results to determine his total height and distance. If falling, using this ability reduces resets [[SRD:Falling|falling damage ]] to only apply from the point the midair 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.
'''{{Anchor|Costume Swap}} {{Sp}}:''' A Viewtiful Warrior 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. This ability is performed as a move action (which means that it takes enough time to provoke an [[SRD:Attack of Opportunity|attack of opportunity]]) and is the equivalent of a 0-level spell. 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). This ability 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 the Viewtiful Warrior's position &mdash; certainly an inconvenience during those rare moments when he ''doesn't'' want to be seen.
At 4th level, Costume Swap becomes a swift action and no longer provokes attacks of opportunity. At 7th level, it becomes a free action. Its spell level doesn't rise as a result of this action cost reduction (, as it's still really only useful for lampshading costume design changes, applying a flimsy disguise to yourself on the fly, or quickly changing your outfit to fit into a given social setting).
'''{{Anchor|VFX Slow}} (VFX):''' 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. This has the following effects:
*Time itself slows down &mdash; objects fall slower, projectiles move slower, creatures move slower, ''everything'' moves slower. One second under VFX Slow is equivalent to several seconds of normal time &mdash; the exact factor is hard to determine, but it's perfectly possible to react to bullets traveling several hundred feet per second (or miles per hour) under VFX Slow's effects, and supersonic jets are slowed down so much that they might as well be flying through molasses. The Viewtiful Warrior himself loses 10 feet of movement speed while this power is in effect, but ''everything'' around him behaves as if ''[[SRD:Slow|slowed]]'', even if otherwise immune to such effects. Except where otherwise noted, this doesn't affect the "actual" movement speed of anything significantly enough to alter its inertia; for instance, a flying creature continues flying even if reduced to less than its minimum flight speed.
**Starting from class level 7, the slowdown from VFX Slow becomes more extreme. Creatures and characters other than the Viewtiful Warrior have their movement speed reduced by 40 feet plus 5 feet per two character levels past 7th, to a maximum of 60 feet at 15th level, or to ½ of their movement speed, whichever is less, relative to the Viewtiful Warrior, and the penalty to [[SRD:Attack Roll|attack rolls]], [[SRD:Armor Class|AC]], and [[Reflex]] saves worsens to &minus;2. Starting from 17th class level, VFX Slow reduces the movement speed of creatures and characters other than the Viewtiful Warrior by 70 feet (to a minimum of 5 feet) or to ¼ of their normal speed, whichever is less, relative to the Viewtiful Warrior, and the penalty to [[SRD:Attack Roll|attack rolls]], [[SRD:Armor Class|AC]], and [[Reflex]] saves worsens to &minus;4.*The Viewtiful Warrior's attacks become more dramatic, and therefore more powerful. He adds his [[SRD:Charisma|Charisma]] modifier (minimum +1) to all attack and damage rolls that he himself makes or which stem from sources that he is directly or indirectly responsible for (including spell-like effects, [[#Rock On!|launched ]] or [[#Yamaarashi|thrown]] opponents, [[#Reflect Projectiles|redirected projectiles]], and environmental hazards (such as cave-ins) that the Viewtiful Warrior sets off).
*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.
*''{{Anchor|Narrow Dodge}} (VFX, [[Ex]]):'' 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 [[SRD:Reflex|Reflex]] saves (in addition to the bonuses from [[#Viewtiful Dodge|Viewtiful Dodge]]). However, anything that misses him by 20 or less (i.e. due solely to this +20 dodge bonus) is not subject to the "[[#You're Too Slow!|You're Too Slow!]]" ability (which means that he can't [[SRD:Stunned|stun ]] that foe on that roundvia "You're Too Slow!") and immediately costs him a [[SRD:Move Actions|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 the Viewtiful Warrior runs out of VFX, his powers are suppressed and VFX Slow immediately ends (but if he has [[#Viewtiful Forever|Viewtiful Forever]] and an [[SRD:Immediate Actions|immediate action ]] to spare, he can immediately use [[#VFX Zoom|Zoom In]] and perform [[#Viewtiful Forever|Viewtiful Forever]] before he actually loses his powers).*''{{Anchor|Reflect Projectiles}} (VFX, [[Ex]]):'' The Under the effects of VFX Slow, the Viewtiful Warrior can, with good timing, strike a physical projectile (such as a bullet or arrow) to send it in the opposite direction. To pull this offpassing through his threatened area; if he successfully does so, he must make an attack roll that equals or exceeds the attack roll result or Reflex save DC +10 of sends the projectile attackback where it came from. A redirection attempt can be performed as Attempting to redirect a projectile in this fashion requires the Viewtiful Warrior to spend either an immediate action or an [[SRD:Attacks of Opportunity|attack of opportunity ]] &mdash; whatever the Viewtiful Warrior feels like he can comfortably spare. &mdash; if the projectile could reach its target within 1 round (If even when slowed down); if the projectile is slow enough still traveling to not hit its target during its owneron the Viewtiful Warrior's turn, the Viewtiful Warrior he can use instead spend an attack action on his turn to redirect the projectile if it's within his reach; make a redirection attempt (but this is more likely than it sounds considering VFX Slow's primary effect, but still probably not something worth worrying about very unlikely unless the current combat location of the battle is exorbitantly large and the projectile-user is in very far away from their target). To successfully redirect a very large areaprojectile, the Viewtiful Warrior must make an [[SRD:Attack Roll|attack roll]] that equals or exceeds the attack roll result or Reflex save DC +10 of the projectile attack.) If the Viewtiful Warrior misses on his attack, that means he messed up the timing; the projectile's trajectory is unaffected, and if the Viewtiful Warrior is in that projectile's way(regardless of whether or not he's its actual target), he takes a &minus;10 penalty to AC and Reflex saves against it (he can technically still dodge it if he has enough time, and even if he doesn't, he may be able to pull off a [[#Narrow Dodge|narrow dodge]] anyways, but there's a limit to how fast he can react even with VFX Slow, and the failed attempt to redirect the projectile has subtracted a lot of precious time from his window of opportunity to get out of the way). If the Viewtiful Warrior hits, he has successfully redirected the projectile. The projectile's trajectory depends on how the Viewtiful Warrior strikes it. If he punches, shoots, or slashes the projectile, it goes back the way it came at a 0-degree angle (parallel to level ground). If he kicks it, it flies upwards the way it came 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 the way it came 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 or save DC (a save DC is the attack roll &minus;10), the Viewtiful Warrior's [[SRD:Charisma|Charisma]] modifier is added to its damage, and if the redirected projectile strikes any enemy (''especially'' the one who originally launched it), it [[SRD:Stunned|stuns]] its victim (as a [[SRD:Stunning Fist|stunning fist]] attack) for 1 [[SRD:Round|round]] with no save allowed. Projectiles whose size is equal to or greater than the Viewtiful Warrior (such as a boulder thrown by a giant) and projectiles that are not actually tangible (such as a magical ray) cannot be reflected with VFX Slow.*''{{Anchor|Rock On!}} (VFX, [[Ex]]):'' Whenever the Viewtiful Warrior strikes a [[SRD:Dazed|dazed]], [[SRD:Stunned|stunned]], or [[SRD:Paralyzed|paralyzed]] creature, that creature is launched away from the sheer force of the drama (the Viewtiful Warrior sees it slowly fly away, but to everyone else, the victim flies away at mach speed). The hapless creature is launched along the same trajectory as a [[#Reflect Projectiles|reflected projectile]], and continues traveling for 50 feet per level unless it hits a solid obstacle first. All other creatures in the way must succeed on a [[SRD:Reflex|Reflex]] save (DC = 15 10 + ½ the Viewtiful Warrior's class level + the Viewtiful Warrior's [[SRD:Strength|Strength]] or [[SRD:Charisma|Charisma]] modifier, whichever is higher + the launched creature's size modifier to grapple checks) to get out of the way; failure means that the creature is struck, and both the launched creature and the creature it struck take 2d8 damage + 1d8 damage for every three class levels the Viewtiful Warrior has. The launched creature travels right through other creatures in its path(even if any of those creatures are subtantially larger than it is), regardless of whether or not they dodge it. If the launched creature strikes a solid obstacle that can stop its movement, it takes 1d6 damage for every 20 feet it had left to travel. Once one stunned creature has been launched in this way, all creatures that the Viewtiful Warrior strikes are launched in a similar fashion until the VFX Slow effect ends.**At level 20, the Viewtiful Warrior has mastered the art of hitting things so hard they get launched into the horizon. Creatures launched by being hit during VFX Slow (whether due to being [[SRD:Dazed|dazed]], [[SRD:Stunned|stunned]], or [[SRD:Paralyzed|paralyzed ]] or the Viewtiful Warrior having already hit a [[SRD:Dazed|dazed]], [[SRD:Stunned|stunned]], or [[SRD:Paralyzed|paralyzed ]] creature during that usage of VFX Slow) continue flying out to the edge of the VFX Slow radius unless they hit a solid obstacle first.*The Viewtiful Warrior's falling speed is reduced fivefold while VFX Slow is in effect. This can (and usually does) reduce [[SRD:Falling|falling damage ]] sustained (every 50 feet fallen is treated as 10 feet).
*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 (if the Viewtiful Warrior himself caused the explosion or tampered with the explosive before it went off, the damage is doubled before the Viewtiful Warrior's [[SRD:Charisma|Charisma]] modifier is applied). Needless to say, [[SRD:Fireball|''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 (2 rounds are counted as 1).
*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.
[[SRD:Time Stop|''Time stop'']], [[SRD:Haste|''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. (Many casino owners who know about Viewtiful Warriors have ''haste'' cast on their slot machines so that Viewtiful Warriors can't cheat them.) VFX Slow is [[Time Descriptor (3.5e Other)|a [Time] effect]].
'''{{Anchor|Voomerang}}:''' At 2nd level, the Viewtiful Warrior gains the ability to craft Voomerangs. The Voomerang is a V-shaped shuriken-like weapon that the Viewtiful Warrior is automatically proficient with. The Viewtiful Warrior throws it a Voomerang as a standard action that provokes [[SRD:Attacks of Opportunity|attacks of opportunity]], making a ranged attack roll, and it hits everything in its path whose AC it beats for 2d8 slashing damage. The Voomerang alters its flight path to hit as many creatures as it can, as many times as it can, with average maneuverability, but it's worn out after it's flown 300 total feet. Alternatively, the Viewtiful Warrior may use a full-round action when throwing the Voomerang to extend two more blades from its frame before throwing, increasing its damage to 4d8, its maneuverability to good, and its range /flight distance to 600 feet. A single Voomerang takes 5 minutes and costs 150 gp for a Viewtiful Warrior to create.
A Viewtiful Warrior who prefers swords is proficient with at least one type of martial or exotic sword may instead elect to use '''{{Anchor|Round Trip}} {{Sp}}'''. He Upon casting Round Trip, the Viewtiful Warrior generates one blade of force per Viewtiful Warrior level as a full-round actionwhich provokes attacks of opportunity, then launches them one at a time during the following rounds (one blade per round). Each sword flies at a single creature or object within 300 feet and attacks, as if it was the Viewtiful Warrior himself attacking with his own weapon. The Viewtiful Warrior must concentrate on this attack as a standard action each round, or it ends and the remaining blades are wasted. Round Trip may not be used for 5 rounds after it is concluded, and is the equivalent of a 2nd-level spell. The Viewtiful Warrior's [[caster level]] for this effect is equal to his Viewtiful Warrior class level. A Viewtiful Warrior who selects Round Trip can still use [[#Voomerang|Voomerang]]s, but he cannot craft them himself, nor is he proficient with them.
The Viewiful Warrior cannot initiate Round Trip in the area of effect of an [[SRD:Antimagic Field|''antmagic field'']], but he can continue to concentrate on a Round Trip in progress while within an ''antimagic field'' (however, the blades themselves can't enter the ''antimagic field'', which may thwart his attempts to launch them; this wastes the blades in question but doesn't end the attack).
'''{{Anchor|Shocking Pink}}:''' At 2nd level, the Viewtiful Warrior gains the ability to craft Shocking Pinks. These are small explosives that pack just enough of a punch to break stubborn objects and tear mooks apart. The Viewtiful Warrior is automatically proficient with his Shocking Pinks. Deploying a Shocking Pink is a standard action that provokes [[SRD:Attacks of Opportunity|attacks of opportunity]], and the Shocking Pink can be tossed out to a range of 30 feet. A Shocking Pink explodes in 3 rounds and does 5d6 fire damage to all except the Viewtiful Warrior himself within a 10-foot radius (Reflex save for half, DC = 10 + ½ of the Viewtiful Warrior's class levels + the Viewtiful Warrior's Charisma modifier). The Viewtiful Warrior can strike the Shocking Pink before it explodes to reposition it, moving it up to 5 feet per 3 points of damage the attack would have dealt (this distance can be modified by his VFX powers). A single Shocking Pink takes 5 minutes and costs 200 gp for a Viewtiful Warrior to create.
'''{{Anchor|Evasion}} {{Ex}}:''' A Viewtiful Warrior of 3rd level or higher is highly skilled at dodging attacks &mdash; 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|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, nor can he use it if he wears heavy armor or carries a heavy load.
'''{{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. Even without 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 &mdash; 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. If the Viewtiful Warrior can [[SRD:Fly|fly]], then this class feature is superseded by the Viewtiful Warrior's flight capabilities. The Viewtiful Warrior cannot use Air Pummel if he runs out of VFX.
'''{{Anchor|One-Two}} {{Ex}}:''' Starting at 3rd level, each time the Viewtiful Warrior 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 the Viewtiful Warrior 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 the Viewtiful Warrior is fighting multiple opponents at the same time, this ability is applied independently to each opponent; the Viewtiful Warrior can't get bonuses against one creature by roughing up another one. This ability is not lost if the Viewtiful Warrior runs out of VFX.
'''{{Anchor|Improved Trip}}:''' At 3rd level, a Viewtiful Warrior gains [[SRD:Improved Trip|Improved Trip]] as a bonus feat. He does not need to meet the prerequisites for it.
'''{{Anchor|Red Hot Kick}} {{Ex}}:''' The signature move of the Viewtiful Warrior (other than his VFX), this fanciful move, earned at 5th 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 and uses a melee attack roll to make contact. Once impact against the target is made, the Viewtiful Warrior bounces off the target , gaining roughly four feet of height, and may perform the attack again. Red Hot Kick may only be performed 2 times before the Viewtiful Warrior needs to restabilize himself (in the same way that he restabilizes himself for the [[#Double Jump|Double Jump]], which usually 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|double 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 is the Red Hot Kick if the Viewtiful Warrior develops [[#VFX Mach Speed|VFX Mach Speed]], but it can also be known as the {{Anchor|Cool Blue Kick}} if the Viewtiful Warrior chooses to develop the [[#VFX Replay|Replay]] power. That choice isn't made until 6th level. Whether the move is the Red Hot Kick or Cool Blue Kick is unimportant until [[#VFX Zoom|VFX Zoom]] is developed (at 8th level).
'''{{Anchor|VFX Mach Speed}} (VFX):''' The Viewtiful Warrior speeds everything (but '''''especially''''' himself) up. VFX Mach Speed requires 2 VFX points per round to maintain. VFX Mach Speed has the following effects:
*The Viewtiful Warrior gains a 100-foot enhancement bonus to [[SRD:Speed|movement speed]]. This enhancement bonus is increased by +10 feet per class level. (At 6th level, the enhancement bonus is +160 feet.)
*If the Viewtiful Warrior doesn't have the [[SRD:Run (Feat)|Run]] feat, he is treated as though he has it (without requiring its prerequisites) while VFX Mach Speed is in effect. If he does have it, his running speed multiplier is increased by 1 (&times;6 if unencumbered, &times;5 if in heavy armor or carrying a heavy load) while using VFX Mach Speed.
*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|Red Hot Kick]], nor does it allow for multiple [[#Voomerang|Voomerangs]] to be thrown with a single action. With [[#Red Hot One Hundred|Red Hot One Hundred]], the Viewtiful Warrior can get four extra attacks at his full BAB if attacking with a standard action, or twelve extra attacks at his full BAB if making a full attack action (this isn't possible until 8th level, and only applies to unarmed attacks).*The Viewtiful Warrior falls five times as quickly as usual. Strangely, this doesn't increase the [[SRD:Falling|falling damage ]] he takes (but doesn't decrease it, either).*''{{Anchor|Fire Aura}} (VFX, [[Su]]):'' When the Viewtiful Warrior connects with four or more attacks in a single roundunder the effects of VFX Mach Speed, 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 [[Energy Anti-Resistance (3.5e Creature Ability)|fire anti-resistance]] equal to 5&times; 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 (at least until its duration runs out). If he runs out of VFX, the fire aura is immediately dispelled. The Viewtiful Warrior must be attacking ''something'' to generate or refresh the fire aura, but that something doesn't have to be a creature &mdash; it 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|Shocking Pink]]).*''{{Anchor|Afterimage Assault}} (VFX):'' When the Viewtiful Warrior connects with four or more attacks in a single roundduring Mach Speed, 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 (using the Viewtiful Warrior's own modifiers), then vanishes. The Viewtiful Warrior makes two 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 doesn't have to be a creature &mdash; it 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|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 10th level, the Viewtiful Warrior generates 4 clones per round and they can move out to as much as 300 feet away. At 13th level, the Viewtiful Warrior generates 6 clones per round and they can move out to as much as 450 feet away.*If the Viewtiful Warrior is [[Burning (3.5e Condition)SRD:Environment#Catching on Fire|on fire]], he can put himself out simply by activating Mach Speed. He cannot be set on fire while Mach Speed is active. However, this is only as effective as jumping into water, so it may not be helpful against supernatural fires (such as the ''blackfire''<ref name="spc">[[Publication:Spell Compendium|Spell Compendium]]</ref> spell). Mach Speed also grants no fire resistance in and of itself (that requires the [[#Fire Aura|fire aura]]).
*The following effects occur within a radius of 100 feet per class level:
**Propellers are sped up, causing anything using them to fly to gain altitude. When VFX Mach Speed ends, the propellers return to their original speed and altitude.
At 7th level, the Viewtiful Warrior chooses either [[#Yamaarashi|Yamaarashi]], [[#Desperado|Desperado]], or [[#Stinger|Stinger]].
'''{{Anchor|Yamaarashi}} {{Ex}}:''' As a full-round action that provokes [[SRD:Attacks of Opportunity|attacks of opportunity]], the Viewtiful Warrior cloaks himself in an orange glow, then lunges forward and makes 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, the Viewtiful Warrior [[SRD:Grappling|grabs the foe ]] and hurls tosses them over his shoulder, hurling the opponent 120 feet away and dealing triple his unarmed strike damage. The opponent must be the same size category as the Viewtiful Warrior or smaller for Yamaarashi to work properly. If the foe is one size category larger, the Viewtiful Warrior takes a &minus;4 penalty on the attack roll. If the foe is two or more size categories larger, the Viewtiful Warrior takes a &minus;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).
When grabbed and thrown with Yamaarashi, the foe hits the ground after flying 20 feet, then rolls the rest of the way and falls [[SRD:Prone|prone]] at the end of its movement. It is considered to have fallen [[SRD:Prone|prone]] at the moment it hits the ground for the purposes of abilities that can negate falling [[SRD:Prone|prone]] (such as [[Ukemi (3.5e Feat)|Ukemi]]), and provokes [[SRD:Attack of Opportunity|attacks of opportunity]] while rolling. It may attempt a [[SRD:Tumble Skill|Tumble]] check (DC equal to the damage inflicted by Yamaarashi) after the first 10 feet and every 30 feet of rolling afterwards to stop itself, but it still falls prone when its movement ends. If it hits another creature, the consequences are the same as if [[#Rock On!|it had been whacked into that creature]] via [[#VFX Slow|VFX Slow]]; the Reflex save DC for the other creature to get out of the way before impact is 10 + ½ the Viewtiful Warrior's class level + the Viewtiful Warrior's Strength modifier + the thrown creature's modifier to grapple checks. If the thrown creature hits a wall, it takes 1d6 points of damage for every 10 feet it had left to travel.
At 12th level, if the Viewtiful Warrior chose [[#Yamaarashi|Yamaarashi]] at 7th level, he gains [[SRD:Improved Grapple|Improved Grapple]] as a bonus feat. He does not need to meet the prerequisites. (Yamaarashi still provokes attacks of opportunity.) If he already has Improved Grapple, he can pick any other feat that pertains to grappling or unarmed attacks as a bonus feat, though he must still meet the prerequisites.
At 15th level, [[#Yamaarashi|Yamaarashi]] becomes '''{{Anchor|Improved Yaamarashi}}'''. While it still provokes attacks of opportunity, the Viewtiful Warrior has [[SRD:Damage Reduction|damage reduction ]] 20/adamantine while performing the attack, and he can grab opponents up to one size larger than himself without penalty. He takes a &minus;4 penalty when grabbing an opponent two or more sizes larger than himself with Yamaarashi, and he makes a melee touch attack at a &minus;4 penalty to deal standard unarmed strike damage (rather than actually managing to grab the foe) if the target is three or more size categories larger. A foe tossed by Improved Yamaarashi continues rolling until it is made to stop by another creature (for example, using the [[SRD:Stand Still|Stand Still]] feat), it succeeds on a [[SRD:Tumble Skill|Tumble]] check to right itself, 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 [[SRD:Tumble Skill|Tumble]] check to stop rolling. Once it hits a wall, the victim takes 1d12 points of damage for each class level the Viewtiful Warrior has. In any case, it falls [[SRD:Prone|prone]] when it stops.
'''{{Anchor|Desperado}} {{Su}}:''' A Viewtiful Warrior must have proficiency in a martial or exotic ranged weapon to take this class feature. As a full-round action that provokes [[SRD:Attacks of Opportunity|attacks of opportunity ]] (even if his regular ranged attacks do not), the Viewtiful Warrior may charge up power within himself and his ranged weapon and prepare up to four shots against any target or targets within Medium range, then fire. All four shots are made at the Viewtiful Warrior's full base attack bonus, and they also home in on targets, therefore ignoring [[SRD:Dexterity|Dexterity]] and dodge bonuses to AC. (The targets aren't actually denied their [[SRD:Dexterity|Dexterity]] bonus to AC &mdash; the Dexterity bonus is simply ignored &mdash; 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 12th level, the Viewtiful Warrior can fire up to six shots in this attack. At 15th level, the Viewtiful Warrior can fire up to eight shots in this attack.
'''{{Anchor|Stinger}} {{Ex}}:''' A Viewtiful Warrior must have proficiency with a martial or exotic sword to take this class feature. The Viewtiful Warrior may [[SRD:Charge|charge ]] and move up to twice his speed as a standard action, and he gains a +4 bonus to both the attack and damage roll (instead of the usual +2 bonus), even when not limited to only a standard or move action, as long as he uses a sword to execute his attack at the end of the charge.
At 12th level, if the Viewtiful Warrior took [[#Stinger|Stinger]] at 7th level, he gains [[Publication:Grim-N-Gritty/Appendix 4/Improved Charge (3.5e Feat)|Improved Charge]] as a bonus feat. He does not need to meet the prerequisites. If he already has Improved Charge, he may instead select any feat that pertains to charging or using a sword, as long as he meets the prerequisites. However, he may take [[SRD:Weapon Specialization|Weapon Specialization]] for any sword type in this way even if he has no levels in fighter (using his 12 levels of Viewtiful Warrior as a substitute prerequisite), as long as he meets the other prerequisites (including having [[SRD:Weapon Focus|Weapon Focus]] for that sword type). (This only applies for taking Weapon Specialization as a bonus feat at 12th level due to having taken Stinger at 7th level and already having Improved Charge by 12th level. If he wants to get Weapon Specialization for any other weapon, or misses this chance to get it as a bonus feat, then he has to meet the ''real'' prerequisites for it, including levels in fighter or an equivalent class.)
'''{{Anchor|Air Raid}} {{Sp}}''': This class feature is gained at 15th level, but only if the Viewtiful Warrior took [[#Stinger|Stinger]] at 7th level. The By casting Air Raid, the Viewtiful Warrior launches a 120-foot line of lightning down at a 45-degree angle from his position as a standard action, dealing 6d8 points of electricity damage. (True to its name, Air Raid is intended to be used from midairagainst a target on the ground.) Targets Creatures in the line's path are entitled to a [[SRD:Reflex|Reflex]] save (DC = 16 + the Viewtiful Warrior's [[SRD:Charisma|Charisma]] modifier) for half damage. The Viewtiful Warrior may fire a number of lightning bolts equal to half his Viewtiful Warrior class level, rounded down. He launches one bolt per round as a standard action (the attack immediately ends if he elects not to fire the bolt, and all remaining bolts are lost), and after the attack is done, he must wait a number of rounds equal to half the number of bolts he fired (minimum 1 round) to use the attack again. Air Raid is the equivalent of a 6th-level spell (caster level equal to the Viewtiful Warrior's class level), has the [Electricity] descriptor, and costs 1 point of VFX to use (this cost is for the ability as a whole, not for each bolt, and Air Raid may not be used if the Viewtiful Warrior has only 1 point of VFX remaining). While using Air Raid, the Viewtiful Warrior may spend 1 VFX point to use [[SRD:Dimension Door|''dimension door'']] as a move action once per round (this doesn't automatically end his turn), which enables him to reposition himself with great precision (the cost for using ''dimension door'' '''is''' paid once per round). If he does so, his VFX stops recharging, and he must refrain from using ''dimension door'' for at least 1 round before his VFX will begin recharging again. The ''dimension door'' ability is considered to be part of the Air Raid ability, not a spell-like ability in and of itself, so it has no spell level of its own and its caster level is equal to the caster level of the Air Raid ability.
'''{{Anchor|VFX Zoom}} (VFX):''' This VFX power (also called Zoom In) is a straight-up boost, gained at level 8, that zooms in the camera to emphasize how <s>''awesome''</s> <s>''sexy''</s> ''viewtiful'' the Viewtiful Warrior is. It requires 2 VFX per round to maintain. VFX Zoom provides the following effects:
*''{{Anchor|Hurricane Kick}} {{Ex}}:'' 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 [[#Red-Hot One Hundred|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. The Viewtiful Warrior can do this even if he lacks the [[SRD:Whirlwind Attack|Whirlwind Attack]] feat. This ability can only be used while VFX Zoom is active. If the Viewtiful Warrior is unable to make unarmed attacks with his feet (feet are disabled, missing, bound, etc.), he cannot use Hurricane Kick.
*''{{Anchor|Rocket Jump}} {{Ex}}:'' When the Viewtiful Warrior jumps while zoomed in, he becomes a twirling drill of destruction. He makes an attack roll as he jumps, and anything he collides with while ascending whose AC is defeated by his attack roll takes damage equivalent to that of his unarmed strike.
*''{{Anchor|Rocket Impact}} {{Ex}}:'' When the Viewtiful Warrior Zooms In while falling, he becomes a piledriver of doom. He makes an attack roll when he begins his dive, and anything he collides with on the way down whose [[AC]] is defeated by his attack roll takes damage equivalent to that of his unarmed strike damage. When he hits the ground, he generates a shockwave with a radius of 40 feet centered on himself that affects all creatures in range other than the Viewtiful Warrior himself. This shockwave does unarmed strike damage as if the Viewtiful Warrior was one size category larger and knocks victims [[SRD:Prone|prone]]. A [[SRD:Reflex|Reflex]] save (DC = 10 + ½ the Viewtiful Warrior's class level + the Viewtiful Warrior's [[SRD:Strength|Strength]] or [[SRD:Charisma|Charisma]] modifier, whichever is higher) halves the damage and negates being knocked prone.*'''{{Anchor|Spiral Dragon Kick}} {{Su}}:''' The [[#Red Hot Kick|Red Hot Kick]] and [[#Cool Blue Kick|Cool Blue Kick]] become Spiral Dragon Kicks if Zoom In is activated during the attack. These attacks blow pierce through just about everything in their path with a single attack roll, though they can't be (voluntarily) 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. (This is the only difference between the Red Hot Kick and Cool Blue Kick.) The energy damage is in addition to energy damage from a fire aura from [[#VFX Mach Speed|VFX Mach Speed]] or a lightning aura from [[#VFX Replay|VFX Replay]].**A Spiral Dragon Kick isn't ''completely'' unstoppable. A creature in the Spiral Dragon Kick's path whose [[SRD:Flat-footed|flat-footed ]] AC is greater than the Spiral Dragon Kick's attack roll result can allow the Viewtiful Warrior to (mostly) harmlessly collide with its armor, causing the Viewtiful Warrior to bounce off and provoke an [[SRD:Attacks of Opportunity|attack of opportunity]]. The creature which deflected the Viewtiful Warrior takes 5 energy damage, but gains a +2 circumstance bonus to the its attack roll for its attack of opportunity against the Viewtiful Warrior, should it choose to take it. A creature whose AC is greater than the Spiral Dragon Kick's attack roll but whose flat-footed AC would be defeated by said attack roll must let the Viewtiful Warrior past (and if it's [[SRD:Flat-Footedfooted|flat-footed]] or otherwise unable to use its Dexterity and dodge bonuses to AC, it gets hit instead). A creature must have a "standard" AC greater than its flat-footed AC to be able to choose whether to let the Viewtiful Warrior past or to deflect him; if its flat-footed AC equals its "standard" AC, it must deflect the Viewtiful Warrior.
'''{{Anchor|Improved Evasion}} {{Ex}}:''' By the time he reaches 9th level, a Viewtiful Warrior has made smooth, slick dodging into a mesmerizing art form. He has improved evasion from level 9 onwards. Improved evasion is like [[#Evasion|evasion]], except that even on a failed saving throw, the Viewtiful Warrior takes only half damage. If the Viewtiful Warrior already had improved evasion, his [[#Viewtiful Dodge|Viewtiful Dodge]] bonus increases by +2 (this stacks with the potential increase from 3rd level). The Viewtiful Warrior 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.
'''{{Anchor|Stunning Fist}}:''' Starting at 10th level, a Viewtiful Warrior can stun enemies simply by punching them really, really hard. He gains [[SRD:Stunning Fist|Stunning Fist]] as a bonus feat, even if he doesn't meet the prerequisites. Viewtiful Warrior levels are equivalent to [[SRD:Monk|monk]] levels for determining how many times Stunning Fist can be used per day. A Viewtiful Warrior 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; he can use Stunning Fist in this fashion if he has exactly 4 VFX points remaining, but doing so causes his VFX to be suppressed until it recharges. (Because of this, [[SRD:Wisdom|Wisdom]] isn't as important for a Viewtiful Warrior as it would be for a monk.)
If the Viewtiful Warrior already has Stunning Fist, he may instead select any other [[SRD:Unarmed Strike|unarmed strike]]-related feat for which he meets the prerequisites.
'''{{Anchor|Ukemi}}:''' A Viewtiful Warrior gains [[Ukemi (3.5e Feat)|Ukemi]] as a bonus feat at 11th level, even if he doesn't meet the prerequisites. However, unless he meets the prerequisites, he cannot use Ukemi while wearing heavy armor, while carrying a heavy load, or while out of VFX. <!-- In the <u>Viewtiful Joe</u> games, you have to initiate Zoom In at the precise moment that you hit the ground in order to use Ukemi. I didn't know how to translate that into <u>D&D</u>, so I'm just leaving it out. The need for precise timing is already embodied by the fact that you have to succeed on a Reflex save to utilize the feat. -->
If the Viewtiful Warrior already has Ukemi, he instead gains [[SRD:Dodge|Dodge]], another feat that counts as Dodge for the purpose of feat prerequisites, or a feat that has Dodge as a prerequisite. Dodge can be gained even if the Viewtiful Warrior doesn't meet the prerequisites, but he must meet the prerequisites of any other feat he may choose to gain at this level.
'''{{Anchor|Viewtiful Forever}} (VFX):''' From 16th level onwards, a Viewtiful Warrior may unleash a torrent of pure awesome after performing a [[#Narrow Dodge|narrow dodge]] via [[#VFX Slow|VFX Slow]]. When the Viewtiful Warrior performs a [[#Narrow Dodge|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|VFX Slow]]), if he's also using [[#VFX Zoom|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 overwhelms everything. Viewtiful Forever does 2d10 typeless damage to all creatures and objects within the range of VFX Slow, other than the Viewtiful Warrior and his allies. This damage is increased by 1d10 for every point of VFX that he spent to activate the effect. A [[SRD:Will|Will]] save (DC = 10 + ½ the Viewtiful Warrior's class level + the Viewtiful Warrior's [[SRD:Charisma|Charisma]] modifier) is allowed to halve the damage. All creatures damaged by Viewtiful Forever are also knocked [[SRD:Prone|prone]] with no save allowed. Since he spends all of his VFX to perform this attack, the Viewtiful Warrior is left vulnerable afterwards, but he has a +10 deflection bonus to AC for 1 round after using Viewtiful Forever to help him cope. It is possible to spend 0 VFX points on Viewtiful Forever if the narrow dodge used to activate it brought the Viewtiful Warrior down to 0 VFX.
'''{{Anchor|Fighter Bonus Feat}}:''' At 17th level, the Viewtiful Warrior may take a feat from the list of [[SRD:Fighter Bonus Feats|fighter bonus feats]]. He must meet the prerequisites of the feat in question in order to select it (and no, his Viewtiful Warrior levels do ''not'' count as fighter levels for this purpose).
'''{{Anchor|Swift Attack}} {{Ex}}:''' A Viewtiful Warrior attacks quite fast. Starting at 18th level, he may make one extra attack when using a standard action to attack, but the second attack is made at a &minus;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 [[#VFX Mach Speed|Mach Speed]], and can be repeated as normal when using the [[#Red Hot One Hundred|Red Hot One Hundred]].
'''{{Anchor|Take 2}} (VFX):''' At 20th level, a Viewtiful Warrior who falls in battle (or anywhere else, really) gets one last chance to clean up his act. When the Viewtiful Warrior is incapacitated for an indefinite duration in any way (including being [[SRD:Dead|killed]], knocked unconscious, or [[SRD:Petrified|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 (3.5e Spell)|''galaxy stop'']])), he immediately regains all of his [[SRD:Hit Points|hp]], loses all [[SRD:Nonlethal Damage|nonlethal damage]], and is cured of all [[:Category:ConditionsCondition|negative status afflictions]] (including [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative levels]], [[SRD:Ability Score Loss|ability damage, ability burn, and ability drain]]). However, Take 2 only functions once per week, so the Viewtiful Warrior needs to make sure that he doesn't screw up again &mdash; if he does, the last thing he hears is bound to be "Cut! Cut! Cut!"
Take 2 functions even if the Viewtiful Warrior is out of VFX. It does not allow a Viewtiful Warrior to avoid death due to old age.
'''[[#Air Raid|Air Raid]]:''' The Viewtiful Warrior can launch one bolt for every two class levels he has.
'''{{Anchor|Dramatic Presence}} ({{Ex)}}:''' A Viewtiful Warrior of 24th level or higher adds his Charisma modifier to his maximum number of VFX points. This class feature can only be gained once from any source; it does not stack with itself.
'''{{Anchor|Heroic Charisma}}:''' Upon reaching level 30, a Viewtiful Warrior's Charisma score increases by 4. This is treated as an ability score increase due to leveling up.
'''Feat:''' Combat Reflexes.
'''Bonus Feats:''' Improved Unarmed Strike (Viewtiful Warrior 1), Ability Training (Charisma) (human).
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
'''Gold:''' <-Starting gold using this package.->210 gp.
===Campaign Information===
'''Advancement:''' The abilities of the [[Combo Maker (3.5e Prestige Class)|Combo Maker]] work wonderfully with the abilities of the Viewtiful Warrior; the Viewtiful Warrior's fast attacks build up combo points really quickly, after which he can pull off some incredible battle stunts. Viewtiful Warriors who choose to use weapons often find themselves attracted to the awe-inspiring abilities available to edgemasters and martial adepts; however, the road to becoming an edgemaster is very hard for anyone who didn't start out as a fighter or warblade, so very few Viewtiful Warriors actually take that path. Viewtiful Warriors see martial maneuvers as a way to pull off stunts that otherwise would be impossible even for them; even though the path of the Sublime Way is a little hard for the Viewtiful Warrior and somewhat contrary to their nature, a somewhat small yet quite significant proportion of Viewtiful Warriors buckle down and develop a respectable measure of skill in it anyways. Viewtiful Warriors also sometimes multiclass into spellcasting classes (especially bard or sorcerer) for the same reason that they may follow the Sublime Way, though the loss of physical combat ability is something that most Viewtiful Warriors balk at.
The Viewtiful Warrior has some specialized paths of his own - &mdash; the [[Viewtiful Shogun (3.5e Prestige Class)|Viewtiful Shogun]], [[Viewtiful Captain (3.5e Prestige Class)|Viewtiful Captain]], and [[Viewtiful Monarch (3.5e Prestige Class)|Viewtiful Monarch]].
====Viewtiful Warriors in the World====
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