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User:Luigifan18:Viewtiful Warrior (3.5e Class)

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Class Features: Link-making
'''{{Anchor|Improved Unarmed Strike}}:''' Viewtiful Warriors (usually) disdain weaponry — 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|Double Jump}} (VFX):''' 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.
'''{{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 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. Using this ability emits a brief flash of light that, while short-lived, may be enough to give away the Viewtiful Warrior's position - 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|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 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 [[#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 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 — 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 — 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.
'''{{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, 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).
'''{{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 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).
*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.]] 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.
*''{{Anchor|Fire Aura}} (VFX, [[Su]]):'' 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 (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 - 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 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 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 - 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 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.
**Anything that gets sent flying by an attack or thrown by a creature only travels half of the distance it otherwise would. (This doesn't apply to anything that's "fired", such as an arrow from a bow.)
VFX Mach Speed's effects and costs are greatly reduced when used in combination with [[#VFX Slow|VFX Slow]]; the only effect of VFX Mach Speed during VFX Slow 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, the Viewtiful Warrior uses 2 VFX per round.) VFX Mach Speed doesn't stack with [[SRD:Haste|''haste'']] or similar effects. Also, VFX Mach Speed cancels out [[SRD:Slow|''slow'']] and other such effects; however, these effects also cancel VFX Mach Speed.
'''{{Anchor|VFX Replay}} (VFX):''' 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 the Viewtiful Warrior lands a successful attack or is struck by an attack, 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, critical hit status, etc.), but VFX Replay can force a target to make 3 saves or opposed rolls to avoid an effect. Effectively, VFX Replay triples damage (including damage from critical hits) and makes secondary effects of attacks 3 times more likely to happen (or can triple their effects, if the effects can stack and the target is really unlucky).
*''{{Anchor|Lightning Aura}} (VFX, [[Su]]):'' If the Viewtiful Warrior himself directly made the attack that got tripled by VFX Replay, 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. He does not lose the aura if he stops using Replay (at least, not until its duration runs out). However, if he runs out of VFX, he immediately loses the lightning aura. The Viewtiful Warrior must attack ''something'' to generate or maintain the lightning aura, but that something doesn't have to be a creature - 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|VFX Critical Replay}}:'' At 10th level, a Viewtiful Warrior who chose VFX Replay increases his threat range and critical multiplier by 1 (for example, from 20/×2 to 19-20/×3) while using VFX Replay. The threat range increase stacks with any other effects that increase threat range, such as [[SRD:Improved Critical|Improved Critical]], and is applied after effects that multiply threat range (such as [[SRD:Keen Edge|''keen edge'']]). At 13th level, a Viewtiful Warrior who threatens a critical hit while using VFX Replay automatically confirms said critical hit.
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 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 grabs the foe and hurls 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 −4 penalty on the attack roll. If the foe is two or more size categories larger, the Viewtiful Warrior takes a −4 penalty on the attack roll and is unable to grab the foe, instead simply dealing his standard unarmed strike damage (his attack is still considered a touch attack, and thus bypasses armor and natural armor bonuses to AC).
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. If the thrown creature hits a wall, it takes 1d6 points of damage for every 10 feet it had left to travel.
At 15th level, [[#Yamaarashi|Yamaarashi]] becomes '''{{Anchor|Improved Yaamarashi}}'''. While it still provokes attacks of opportunity, the Viewtiful Warrior has 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 −4 penalty when grabbing an opponent two or more sizes larger than himself with Yamaarashi, and he makes a melee touch attack at a −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 far enough to take 10d6 or more falling damage, 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 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 within range, then fire. All four shots are made at the 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 - the Dexterity bonus is simply ignored - 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 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, as long as he meets the other prerequisites (including having [[SRD:Weapon Focus|Weapon Focus]] for that sword type).
'''{{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 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 damage. (True to its name, Air Raid is intended to be used from midair.) Targets 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:
*All enemies with HD equal to or less than the Viewtiful Warrior's class level &minus;6 that wind 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 [[SRD:Charisma|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. This is a [Fear, Mind-Affecting] effect.
*The Viewtiful Warrior changes his upper-body unarmed attacks to one of the following, chosen at 8th level. This choice cannot be changed once it's made. The change is only in effect during VFX Zoom.
**''{{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 these attacks must be unarmed attacks and each pair of attacks must be made against the same target. In addition, the Viewtiful Warrior's unarmed attacks made via RHOH are treated as though the Viewtiful Warrior was 1 size category larger.**''{{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 be entitled to for a full attack. (It can be executed as a standard action if using [[#VFX Mach Speed|VFX Mach Speed]].) ...On second thought, the mental image of a male performing this move is slightly disturbing.*''{{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. The change is only in effect during VFX Zoom.*''{{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 attack.*''{{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 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 through 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 flat-footed AC is greater than the Spiral Dragon Kick's attack roll result can allow the Viewtiful Warrior to harmlessly collide with its armor, causing the Viewtiful Warrior to bounce off and provoke an attack of opportunity. The creature which deflected the Viewtiful Warrior takes 5 energy damage, but gains a +2 circumstance bonus to the 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 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 even after running out of daily uses, but each use beyond his daily limit costs him 4 VFX points. (Because of this, [[SRD:Wisdom|Wisdom]] isn't as important for a Viewtiful Warrior as it would be for a monk.)
'''{{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 -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:Conditions|negative status afflictions]] (including [[SRD:Negative Levels|negative levels]], 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 - if he does, the last thing he hears is bound to be "Cut! Cut! Cut!"
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