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User:Luigifan18:Viewtiful Warrior (3.5e Class)

733 bytes added, 17:53, 29 August 2015
Class Features: Tweaks and clarification
*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 its 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 80 70 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, 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). 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}} (VFX, Ex):'' 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 projectile is slow enough to not hit its target during its owner's turn, the Viewtiful Warrior can use an attack action on his turn to redirect the projectile if it's within his reach; this is more likely than it sounds considering VFX Slow's primary effect, but still probably not something worth worrying about unless the current combat is in a very large area.) If the Viewtiful Warrior misseson 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, he takes a −10 penalty to AC and Reflex saves against that projectile 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 −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.
*''{{Anchor|Rock On!}} (VFX, Ex):'' 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.
*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 [[#Rock On!|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. However, all projectiles, whether thrown or fired, will be slowed down just like creatures and other objects.
[[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 has the [[Time Descriptor (3.5e Other)|[Time] descriptor]].
'''{{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.
'''{{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. If the Viewtiful Warrior can fly, then this class feature is superseded by the Viewtiful Warrior's flight capabilites.
'''{{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).
*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.
*If the Viewtiful Warrior is [[Burning (3.5e Condition)|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="sc">[[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]]).
**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. VFX Mach Speed is a [Time] effect.
'''{{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&times; 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 - &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|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/&times;2 to 19-20/&times;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.
'''{{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:
*The Viewtiful Warrior adds 1 and 1/2 times his [[SRD:Charisma|Charisma]] bonus (rounded down, minimum +1) to all of his attack rolls and damage rolls by infusing his attacks with drama. This stacks with the bonuses granted by [[#VFX Slow|VFX Slow]].
*The Viewtiful Warrior adds 1 and 1/2 times his [[SRD:Charisma|Charisma]] bonus (rounded down, minimum +1) to all attack rolls and damage rolls that stem from sources that he is directly or indirectly responsible for (including spell-like effects, [[#Rock On!|launched opponents]], and [[#Reflect Projectiles|redirected projectiles]], and environmental hazards (like cave-ins) that he sets off). This does ''not'' stack with the above ability.*All enemies with HD equal to or less than the Viewtiful Warrior's class level &minus;6 5 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 (and each of these two attacks is made with the same attack bonus), 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|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 (mostly) 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 [[SRF:Flat-Footed|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.
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