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User:Luigifan18:Viewtiful Warrior (3.5e Class)

2,356 bytes added, 00:40, 26 August 2013
Class Features: Elaborating on several aspects of the Viewtiful Warrior, including VFX Slow and the interactions of prestige classes with the VFX pool
'''{{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 - 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]]), 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 levelwithout sufficient levels in prestige classes to enhance their recharge rate, the interval between regaining VFX points is paused, not restarted, while VFX 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. (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 - 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 and consumes all remaining VFX upon use). These VFX powers cannot be used at all if the Viewtiful Warrior cannot 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 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.
*[[#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 punching someone across the room is a dead giveaway.
*[[#Replay|Replay]]: DC 15 - As 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.
*[[#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]. Whirling about like a <s>top</s> windmill with your feet outstretched or 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.
Being able to use VFX counts as being able to manifest powers or psi-like abilities for the purpose of being able to take psionic feats. However, VFX use does ''not'' meet manifesting level requirements. Whether or not VFX in general is considered a psi-like ability is [[#Adaptation|up to the DM]]. If it is, then the Viewtiful Warrior's class level is treated as his manifester level for the purpose of taking Psionic feats; if not, the Viewtiful Warrior needs to acquire a psi-like ability to count as having a manifester level. If a VFX ability mimics a specific power, it can meet a prerequisite dependent upon knowing that power. VFX points are not power points, and cannot be used as such (including for feat prerequisites) unless the Viewtiful Warrior has [[A Viewtiful Mind (3.5e Feat)|a specific feat]]. Even then, VFX points are considered a separate pool of power points from the pools of any actual psionic classes the Viewtiful Warrior may also have, akin to a psicrystal or other power point storage device. VFX points also cannot be stored within any power point storage device, including psicrystals, unless the device is specifically capable of storing VFX.
'''{{Anchor|Improved Unarmed Strike}}:''' Viewtiful Warriors (usually) disdain weaponry - &mdash; their fists and feet are all they need. A Viewtiful Warrior gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat at 1st level. He does not need to meet the prerequisites. He retains this even if he runs out of VFX.
'''{{Anchor|Unarmed Mastery}} (Ex):''' Viewtiful Warriors are natural experts at unarmed combat. In fact, their unarmed attack ability is equal to (if not ''superior'' to) a monk's! A Viewtiful Warrior is considered armed when making unarmed attacks and does not provoke attacks of opportunity. He can make unarmed attacks interchangeably with either fist or with elbows, knees, and feet (''especially'' feet) - there's no such thing as an off-hand unarmed attack for a Viewtiful Warrior, so he may apply his full Strength modifier to all of his unarmed attacks, and he may use unarmed attacks even if his hands are full. He may choose whether to deal lethal or nonlethal damage for any given unarmed strike without taking a penalty for either (lethal damage is assumed to be the default), and his unarmed attacks are treated as both manufactured and natural weapons for the purposes of being enhanced by spells, maneuvers, powers, magic items, etc. A Viewtiful Warrior's unarmed attack damage and ability to penetrate [[SRD:Damage Reduction|damage reduction]] is equal to a [[SRD:Monk|monk]] of [[SRD:Monk#Table: Monk Unarmed Damage by Size|the same size category and class level]]. He loses this enhanced damage and damage reduction penetration if he runs out of VFX, but retains all other aspects of his Unarmed Mastery.
Viewtiful Warriors don't have the [[SRD:Monk#Flurry of Blows|flurry of blows]] class feature, but can more than make up for that with [[#VFX Mach Speed|VFX Mach Speed]] and [[#VFX Zoom|VFX Zoom]] (especially [[#Red-Hot One Hundred|Red Hot One Hundred]]), assuming that they are at a sufficiently high class level and choose the right class features.(...Admittedly, they can't keep it up for as long as a monk can...)
'''{{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 stunned or 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 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 stunned or paralyzed opponents).
'''{{Anchor|You're Too Slow!}} {{Ex}}:''' Any creature that misses the Viewtiful Warrior with all of its attacks for the round in melee is [[SRD:Stunned|stunned]] for 1 round. This class ability is ''not'' lost if the Viewtiful Warrior runs out of VFX (though it might be harder to use).
'''{{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 - 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 - 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 their inertia; for instance, a flying creature continues flying even if reduced to less than its minimum flight speed.
**Starting from 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. Starting from 17th level, VFX Slow reduces the movement speed of creatures and characters other than the Viewtiful Warrior by 60 feet (to a minimum of 5 feet) or to ¼ of their normal speed, whichever is less, relative to the Viewtiful Warrior.
*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, launched opponents, and redirected projectiles).
*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}}:''' 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). However, anything that misses him by 20 or less is not subject to the "[[#You're Too Slow!|You're Too Slow!]]" ability (which means that he can't stun that foe on that round) 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 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 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}}:''' 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 or Reflex save DC +10 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)). A redirection attempt can be performed as either an immediate action or an attack of opportunity - whatever the Viewtiful Warrior feels like he can comfortably spare. If the Viewtiful Warrior misses, that means he messed up the timing; the projectile's trajectory is unaffected, and the Viewtiful Warrior takes a &minus;10 penalty to AC and Reflex saves against that projectile (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 he the Viewtiful Warrior strikes it. If he punches, shoots, or slashes the projectile, it goes back the way it cameat 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 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.*Whenever the Viewtiful Warrior strikes a stunned or 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 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 + 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, 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 stunned or paralyzed or the Viewtiful Warrior having already hit a stunned or 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 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.
*Liquids flow more slowly, potentially causing input to exceed output and causing the liquid's volume to expand. A pool of liquid can expand to cover up to 50 additional cubic feet per Viewtiful Warrior level, but only if its level is determined by some sort of input-output balance (such as a lake being fed and drained by rivers, or the water in a sewer system). 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.
*Spinning creatures or objects are drastically slowed down, to the point that the Viewtiful Warrior can perceive the object's "facing" at any given moment. For instance, he could predict which face a dreidel will land on. He also gains a +1 dodge bonus to AC against spinning-based attacks (such as [[SRD:Whirlwind Attack|Whirlwind Attack]]), and ignores bonuses to AC derived from spinning (as well as the effects of [[Barrel Roll (3.5e Maneuver)|Barrel Roll]] and its more powerful variants). [[SRD:Tumble Skill|Tumble]] checks made to avoid provoking [[SRD:Attack of Opportunity|attacks of opportunity]] from the Viewtiful Warrior while he uses VFX Slow have a +5 increase to the DC for the Viewtiful Warrior's threat only (attacks of opportunity from other characters can be avoided with the same DCs as normal).
**Another benefit of this aspect of VFX Slow is that slot machine reels slow down, with each reel advancing 1 space per round (each space being a possible reel reel result, though reel results with a higher probability than 1/X occupy a number of spaces equal to the number before the X). This lets the Viewtiful Warrior pick out any result he wants, as long as he can maintain the VFX Slow long enough (otherwise, he might have to use it multiple times, letting his VFX recharge between each Slow session). The reel result currently shown when the Viewtiful Warrior initiates VFX Slow is randomly determined as if the reel was being stopped.
*Anything that gets sent flying by an attack or thrown by a creature travels twice as far as it otherwise would. This does not apply to opponents that the Viewtiful Warrior launches by hitting them until he reaches level 20, at which point it is already accounted for in the Viewtiful Warrior's ability to launch stunned creatures by having them travel out to the edge of the Viewtiful Warrior's range. This doesn't apply to anything that's fired rather than thrown, such as an arrow from a bow.
[[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.)
'''{{Anchor|Voomerang}}:''' At 2nd level, the Viewtiful Warrior gains the ability to craft Voomerangs. The Voomerang is a V-shaped shrunkenshuriken-like weapon that the Viewtiful Warrior is automatically proficient with. The Viewtiful Warrior throws it as a standard action that provokes 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 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 may instead elect to use '''{{Anchor|Round Trip}} (Sp)'''. He generates one blade of force per Viewtiful Warrior level as a full-round action, 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 Voomerangs, but he cannot craft them himself, nor is he proficient with them.
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 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 other than the Viewtiful Warrior and his allies within range of his VFX Slow. 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.
'''{{Anchor|Fighter Bonus Feat}}:''' At 17th level, the Viewtiful Warrior may take a feat from the list of 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).
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