Changes

Jump to: navigation, search

User:Luigifan18:Viewtiful Warrior (3.5e Class)

1,163 bytes added, 02:01, 21 September 2015
Class Features: Expanding on the Viewtiful Warrior's unarmed capabilities and how they relate to a monk's, and expanding the list of conditions the Viewtiful Warrior can exploit to include dazing
'''{{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! (Then again, there's very little that ''isn't'' completely superior to a monk...) 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) &mdash; 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]]; in fact, Viewtiful Warrior levels stack with levels in monk and other classes following the same progression, such as enlightened fist<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref>. He loses this enhanced damage and damage reduction penetration if he runs out of VFX, but retains all other aspects of his Unarmed Mastery.(If multiclassed, he only loses his Viewtiful Warrior levels for the purpose of enhanced damage upon running out of VFX; levels in monk and other such classes still have their full effect.)
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...)Viewtiful Warriors also don't have many of the monk's class features, such as the monk's AC bonus, [[SRD:Monk#Slow Fall|slow fall]], fast movement, [[SRD:Monk#Quivering Palm|quivering palm]], [[SRD:Monk#Diamond Body|diamond body]], etc., and class levels in Viewtiful Warrior don't stack with monk levels for the class features they don't directly share (read: everything but Unarmed Mastery)... but that's okay, those class features suck anyways, and the Viewtiful Warrior has [[#Viewtiful Dodge|an AC bonus]], [[#VFX Slow|slow fall]], and [[#VFX Mach Speed|fast movement]] of his own that blow the monk's out of the water!
'''{{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 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). 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.
*''{{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. 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 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, 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 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 dazed, 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 dazed, stunned , or paralyzed or the Viewtiful Warrior having already hit a dazed, 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).
9,692
edits

Navigation menu