Monday, March 13, 2017

Blitzball Class Creation: First Draft

Here is the first pass on the proposed Blitzball Player Class from my last post. The class is intended to be compatible with the Pathfinder role-playing game. This version has not yet undergone any play-testing. Feedback is appreciated as always...


The Blitzer


Sports are a common and popular entertainment across the world. Most of these are fairly mundane: races, wrestling, various things involving throwing or catching balls. One sport though stands out from the crowd. Blitzball.

Recently introduced in Spain, and quickly spreading to other Hapsburg holdings, Blitzball is not a “nice” game. Rather, it is a magically enhanced, no-holds-barred slug-fest, with heavy balls (often with added spikes or blades) as the weapons of choice. Also it all happens underwater. Players compete in five-minute rounds, attempting to get the ball into a net past a number of defenders. Body checks, grappling, choking, blinding, and even poisoning opponents are all legal. It is a nasty, brutal sport with very few rules…
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unsurprisingly, many of its practitioners either come from, or end up in, adventuring careers.

Characteristics: Blitzers bring the unique skills of their sport to their adventuring lives — from ranged attacks with the signature weapon of their sport, to magically-enhanced attacks designed to debilitate or incapacitate an opponent. Similarly, Blitzball is very much a team sport (anyone failing to coordinate with their teammates soon ends up dead), and Blitzers bring that same team spirit to any fight, cheering on their allies and trying to fill similar roles on the battlefield to their position on the playing field. Their excellent swimming skills also tend to come in handy.

Alignment: Although Blitzers are good team players, and used to taking instruction, theirs is a free-wheeling and violent sport. A good Blitzer needs to be able to think on his feet, improvise, and adapt. Thus, must Blitzers tend to be neutral-aligned with regards to the Law. They may be either Good, with a strong sense of fair play, or Evil, with a willingness to use any means within the (fairly loose) rules of the game to get their way. Even such extreme measures as kidnapping rival players have happened without a reaction from the governing bodies of the sport.

Background: People from any walk of life can become Blitzers, though, of course, those with more substantial leisure time and with ready access to water are the most common. Likewise a certain level of courage or desperation is necessary to take up this dangerous past-time. Thus, many Blitzers come from either the very lowest, or very highest runs of society. Destitute sons of fishermen who see no other way to improve their lot in life, or wealthy dilettantes looking for a thrill.

Races: Given the relative newness of the sport, the majority of its practitioners are human, or else under the effects of the Glamour. Though, unsurprisingly, a great many of the less fortunate Blitzers have already joined the ranks of the Drowned. Given the sport’s freewheeling nature, it is only a matter of time before it spreads to the realm of Faerie.

Other Classes: Blitzers are team players, and respect the need for diverse skills on a team, and thus tend to get along well with members of any class.

Game Rule Information:
Blitzers have the following game statistics.
Alignment: Any.
Hit Die: d10.
Base Attack Bonus: Good.
Base Fortitude Saves: Good.
Base Reflex Saves: Good.
Base Will Saves: Poor.
Starting Wealth: 5d4 x10gp
Starting Age: Trained.

Table 1-n: The Blitzer
Level Special
1 Position, Blitz, Expert Swimmer
2 Position Feat, Cheer +2
3 Blitz
4 Blitzer’s Talent
5 Blitz
6 Position Feat, Like a Porpoise
7 Blitz, Cheer +3
8 Blitzer’s Talent
9 Blitz, Double Trouble
10 Position Feat
11 Blitz, Like a Fish
12 Blitzer’s Talent, Cheer +4
13 Blitz
14 Position Feat
15 Blitz
16 Blitzer’s Talent
17 Blitz, Cheer +5
18 Position Feat, Triple Foul
19 Blitz
20 Blitz Ace

Class Skills:
A Blitzer’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Perform (Cha), Profession (Wis), and Swim (Str).


Skill Points per Level: 2 + Int modifier.

Class Features:
The following are class features of the Blitzer.

Weapon and Armor Proficiency: Blitzers are proficient with all simple weapons and martial weapons, and with the Orcish Shotput (which they refer to as a Blitzball). They are proficient with light armor and with bucklers.

Position: A Blitzball team has three distinct positions, each with a unique set of talents. At 1st level, a Blitzer must choose to specialize in one of these four positions: Striker, Tackler, or Defender.
  • Striker: A Striker’s job on the team is scoring. Strikers specialize in throwing the ball. At 1st level they gain Point Blank Shot as a bonus feat. A Striker can use his Blitzer’s Strike ability with any thrown weapon attack.
  • Tackler: A Tackler’s job on the team is to intercept and incapacitate opponents. They seldom handle the ball, instead using fists, elbows, grabs, or full-body tackles to damage, restrain, or relocate the other players. At 1st level, they gain Improved Unarmed Strike as a bonus feat, and are treated as one size category larger for determining their base unarmed damage. A Tackler can use his Blitzer’s Strike ability with any unarmed combat maneuver.
  • Defender: A Defender’s job is to keep things, whether the ball or other players, from moving past him. He moves quickly to intercept balls and interpose himself between his opponent and the goal he is defending. At 1st level, he gains Combat Reflexes as a bonus feat. A Defender can use his Blitzer’s Strike ability with any attack of opportunity he makes.
Expert Swimmer (Ex): Blitzers must spend extended periods of time under the water, and much of their initial training is spent simply learning to hold their breath long enough to complete a match. Blitzers add their class level to their Constitution score for determining how long they can hold their breath, and taking a standard or full-round action does not reduce the duration they can hold their breath. In addition, they gain a bonus equal to their class level on all Swim skill checks, and can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. A Blitzer can swim up to half his land speed as a move action, or his full land speed as a full-round action.

Blitzers are so comfortable in the water that they suffer only half the normal penalties on attack rolls with slashing or bludgeoning weapons used underwater. A Blitzer can used thrown weapons underwater (normally impossible) out to one range increment, without incurring additional penalties.


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Blitz (Su): The key thing that sets Blizball apart from other sports is the Blitzer’s use of magically augmented shots, passes, and tackles. While not spellcasters, Blitzers have a unique talent to imbue his attacks with various debilitating effects.

Because of the high-level of specialization inherent in the sport, each Blitzer is only able to augment certain types of attacks, as determined by his Position (above). Imbuing an attack with a Blitz is a free action, which can be done with any attack allowed by his Position, including attacks performed as an attack of opportunity, where appropriate. A Blitzer can use his Blitzes a number of times per day (in any combination) equal to his Blitzer level plus his Charisma modifier. Each time he augments an attack, it counts against his daily limit. The save DC for a Blitz is equal to 10 + 1/2 the Blitzer’s class level + the Blitzer’s Dexterity modifier. No more than one Blitz may be applied to any single attack.

At 1st-level, a Blitzer learns one Blitz of his choice from the following list. At 3rd level, and every odd level thereafter, he learns one additional Blitz of his choice. A given Blitz may not be learned more than once.
  • Dark Blitz: On a successful hit, the target of the Blitzer’s attack must make a Fortitude save or be blinded for one round per level of the Blitzer. The target is allowed to make a new save at the end of each of its turns to remove the effect.
  • Dark Buster: On a successful hit, the target is blinded for one round (no save). The Blitzer must know Dark Blitz before learning Dark Buster.
  • Delay Blitz: On a successful hit, the target must make a Will save or suffer a penalty to their Initiative equal to the Blitzer’s level. This functions as if the target had taken the Delay action, and the new initiative applies for the remainder of the combat.
  • Drain Blitz: On a successful hit, the Blitzer heals a number of hit points equal to one-half the damage dealt by his attack.
  • Mute Blitz: On a successful hit, the target of the Blitzer’s attack must make a Will save or be affected as if by a Silence spell for one round per level of the Blitzer. The silence affects only the target, and does not extend past their space. The target is allowed to make a new save at the end of each of its turns to remove the effect.
  • Mute Buster: On a successful hit, the target is affected as if by a Silence spell for one round (no save). The silence affects only the target, and does not extend past their space. The Blitzer must know Mute Blitz before learning Mute Buster.
  • Nap Blitz: On a successful hit, the target of the Blitzer’s attack must make a Will save or be put to sleep, as per the Sleep spell, for a number of rounds equal to one-half the Blitzer’s level (minimum 1 round). The Blitzer must be at least 3rd level to select this Blitz.
  • Nap Buster: On a successful hit, the target is put to sleep, as per the Sleep spell, for one round (no save). The Blitzer must know Nap Blitz before learning Nap Buster.
  • Venom Blitz: On a successful hit, the target of the Blitzer’s attack must make a Fortitude save or become poisoned. The poison lasts for a number of rounds equal to one-half the Blitzer’s level (minimum 1). Dealing 1d6 points of damage each round, unless the target succeeds on a save. A successful save ends the effect.
  • Venom Blitz, Improved: On a successful hit, the target of the Blitzer’s attack must make a Fortitude save or become poisoned. The poison lasts for a number of rounds equal to one-half the Blitzer’s level (minimum 1). Dealing 2d6 points of damage each round, unless the target succeeds on a save. A successful save ends the effect. The Blitzer must be at least 7th level and must have already learned Venom Blitz to select this Blitz.
  • Venom Blitz, Greater: On a successful hit, the target of the Blitzer’s attack must make a Fortitude save or become poisoned. The poison lasts for a number of rounds equal to one-half the Blitzer’s level (minimum 1). Dealing 3d6 points of damage each round, unless the target succeeds on a save. A successful save ends the effect. The Blitzer must be at least 12th level and must have already learned Improved Venom Blitz to select this Blitz.
  • Wither Blitz: On a successful hit, the target of the Blitzer’s attack must make a Fortitude save or suffer 1d4 points of damage to a random ability score (roll 1d6: 1—Str, 2—Int, 3—Dex, 4—Wis, 5—Con, 6—Cha). This functions as and can be healed as normal ability damage. The Blitzer must be at least 5th level to select this Blitz.
  • Wither Blitz, Improved: On a successful hit, the target of the Blitzer’s attack must make a Fortitude save or suffer 2d4 points of damage to a random ability score (roll 1d6: 1—Str, 2—Int, 3—Dex, 4—Wis, 5—Con, 6—Cha). This functions as and can be healed as normal ability damage. The Blitzer must be at least 10th level and must have already learned Wither Blitz to select this Blitz.
  • Wither Blitz, Greater: On a successful hit, the target of the Blitzer’s attack must make a Fortitude save or suffer 2d6 points of damage to a random ability score (roll 1d6: 1—Str, 2—Int, 3—Dex, 4—Wis, 5—Con, 6—Cha). This functions as and can be healed as normal ability damage. The Blitzer must be at least 15th level and must have already learned Improved Wither Blitz to select this Blitz.
  • Zombie Blitz: On a successful hit, the target of the Blitzer’s attack must make a Will save or be treated as if they were undead for the purposes of positive or negative energy—positive energy harms it, while negative energy heals it. This lasts for a number of rounds equal to one-half the Blitzer’s level (minimum 1 round). The Blitzer must be at least 5th level to select this Blitz.
Cheer (Ex): A 2nd-level Blitzer can use inspiring cheers and shouts of encourangement to bolster his allies and improve their combat abilities. As a standard action, he can expend one of his daily uses of Blitz to grant all allies who are able to see and hear him a +2 morale bonus on to rolls of a specific kind. He may choose to affect either attack rolls, damage rolls, Reflex saves, Will saves, Fortitude saves, or caster level checks. The bonus lasts for a number of rounds equal to one-half the Blitzer’s level (minimum 1 round). An ally can be affected by multiple cheers at once, but cheers affecting the same type of roll do not stack with each other.

At 7th level, and every five levels, the bonus granted by Cheer increases by +1, to a maximum of +5 at 17th level.

blitzball_tifa_by_gabrielptdedi-d488fu6.jpgPosition Feat: At 2nd level, and again every 4 levels thereafter, the Blitzer gains a bonus feat based on his chosen position. He may choose any feat from those available for his position, even if he does not have the normal prerequisites.
Starting at 10th level, he adds additional feats to the list of those available for his position as follows:
Blitzer’s Talent: As a Blitzer gains experience, he learns a number of talents that aid him. Starting at 4th level, a Blitzer gains one talent from the following list. He gains an additional talent for every 4 levels of Blitzer thereafter. A Blitzer cannot select an individual talent more than once (unless otherwise specified).
  • Anti-Drain: Whenever an attacker would normally be healed as part of an attack against the Blitzer (such as from another Blitzer’s Drain Blitz, the vampiric touch spell, or an undead creature’s blood drain or energy drain ability) that creature gains no healing. The Blitzer must know Drain Blitz in order to learn this talent.
  • Anti-Nap: The Blitzer gains immunity to Sleep effects. The Blitzer must know Nap Blitz in order to learn this talent.
  • Anti-Venom: The Blitzer gains immunity to Poison. The Blitzer must know Venom Blitz in order to learn this talent.
  • Anti-Wither: The Blitzer gains 1 point of ability damage resistance, reducing all ability damage dealt to him by 1 point (to a minimum of 0). This talent may be learned twice, its effects stack. The Blitzer must know Wither Blitz in order to learn this talent.
  • Brawler: The Blitzer’s reach with his unarmed attacks is increased by 5 feet. This increased reach does not apply to attacks made with any manufactured weapon. The Blitzer must have the Tackler position in order to learn this talent.
  • Elite Defense: When an opponent attempts to use acrobatics to move through the Blitzer’s space or threatened area, the DC of the check increases by an amount equal to one-half the Blitzer’s level (minimum +1). In addition, your reach is treated as 5 feet greater for determining whether or not you can aid another to increase an ally’s AC only. The Blitzer must have the Defender position in order to learn this talent.
  • Golden Arm: The Blitzer doubles the range increment of all thrown weapons he uses. This stacks with other range increasing feats and effects. The Blitzer must have the Striker position in order to learn this talent.
  • Good Morning!: When the Blitzer recovers from an effect that would render him helpless (paralyzed, sleeping, unconcious, etc.) he gains a +2 bonus on all attack rolls, damage rolls, saving throws, and skill checks for 1d4 rounds.
  • Grip Gloves: The Blitzer gains a +2 bonus on all Climb checks and Grapple combat maneuver checks. In addition, if he has the Deflect Arrows feat, he may use the feat one additional time per round. The Blitzer must have the Tackler or Defender position in order to learn this talent.
  • Hi-Risk: As a standard action, the Blitzer can expend one of his daily Blitzes to gain a +2d4 bonus to one ability score of his choice, while applying an equal penalty to one other ability score (chosen randomly). The ability score increase and penalty last for 1 minute. The Blitzer must know Wither Blitz in order to learn this talent.
  • Invisible Shot: As a standard action, the Blitzer can expend one of his daily Blitzes and make a single thrown weapon attack. Upon leaving the Blitzer’s hand, the weapon becomes invisible, reappearing only once it strikes a target. The target to be treated as flat-footed against the attack unless he is able to see invisible objects. Blitzes may be applied to this attack as if it were a normal attack. The Blitzer must have the Striker position and know Dark Blitz in order to learn this talent.
  • Pile Venom: The Blitzer’s Venom Blitzes deal an additional 1 point of damage per die each round. The Blitzer must know Improved Venom Blitz in order to learn this talent.
  • Pile Wither: The Blitzer’s Wither Blitz damages two random ability scores each time it is used. The Blitzer must know Improved Wither Blitz in order to learn this talent.
  • Regen: As a standard action, the Blitzer can expend one of his daily Blitzes to heal himself a number of hit points equal to his Blitzer level. This healing can re-attach severed members if they are present and held in place at the time it is used. The Blitzer must know Drain Blitz in order to learn this talent.
  • Sphere Shot: As a standard action, the Blitzer can expend one of his daily Blitzes and make a single thrown weapon attack. The Blitzer spins in the air, kicking the weapon at his target, adding both his Strength and Dexterity bonuses to his attack and damage rolls with the attack. Blitzes may be applied to this attack as if it were a normal attack. The Blitzer must have the Striker position to learn this talent.
  • Spin Ball: When the Blitzer makes a thrown weapon attack, the weapon spins wildly in the air. The Blitzer gains a +1 bonus on attack rolls against targets using a shield or benefiting from cover. In addition, if the target has the Deflect Arrows feat, or a similar ability, he must make a Reflex save (DC equal to the Blitzer’s Blitz DC) in order to block the attack. The Blitzer must have the Striker position in order to learn this talent.
Like a Porpoise: At 6th level, the Blitzer’s familiarity with underwater combat is such that he suffers no penalty on attacks with slashing or bludgeoning weapons used underwater, and deals full damage with all such attacks. A Blitzer that is knocked unconcious while in the water will instinctively continue to hold his breath, up to a number of rounds equal to his class level, before he risks drowning.

Double Trouble: Beginning at 9th level, a Blitzer may apply two different Blitzes to a single attack. Each Blitz applied to an attack expends one of his daily uses of the Blitz ability. He may not apply the same Blitz to a given attack more than once.

Like a Fish: At 11th level, the Blitzer is so competent in the water that he can swim up to his full land speed as a move action, or double his land speed as a full-round action. The Blitzer can use thrown weapons underwater out to a maximum of five range increments, incurring only the normal range penalties (with no additional penalties for being underwater).

Triple Foul: Beginning at 18th level, a Blitzer may apply up to three different Blitzes to a single attack. Each Blitz applied to an attack expends one of his daily uses of the Blitz ability. He may not apply the same Blitz to a given attack more than once.

Blitz Ace: At 20th level, the Blitzer reaches the pinnacle of his trade, learning techniques undreamed of by their lesser brethren. Each 20th-level Blitzer learns a single technique determined by his position:
  • Jecht Shot: As a full-round action, 20th-level Striker can expend one daily use of his Blitzes to make a single thrown weapon attack against every opponent within his weapon’s first range increment (including increases from Golden Arm, feats, or enchantments as appropriate). Each opponent struck takes normal damage from the attack, and must make a Reflex save (DC equal to the Striker’s Blitz DC) or be knocked prone from the force of the blow. Regardless of the number of opponents within range, the Blitzer needs only a single weapon to make this attack, as the weapon rebounds and deflects from one opponent to the next.
  • Auroch’s Spirit: As a full-round action, a 20th-level Tackler can expend one daily use of his Blitzes to make a Trample attack. The Tackler moves up to double his base speed in a strait line, overrunning any creature of his size category or smaller in his path. This works just like the overrun combat maneuver, but the Tackler does not need to make a combat maneuver check, automatically overrunning his opponents (so long as they are not larger than the Tackler). Every creature in his path must make a Reflex save (DC equal to the Tackler’s Blitz DC). On a failed save, the target takes damage equal to the Tackler’s unarmed strike damage and is knocked prone. On a successful save, the target takes half damage and is not knocked prone.
  • Super Goalie: A 20th-level Defender becomes an unbreakable wall. As a move action, the Defender can expend one daily use of his Blitzes to enter a Goalie’s Stance. While in this stance the Defender can make any number of attacks of opportunity each round, and automatically blocks all ranged attacks made against him, as per the Deflect Arrows feat. Once activated, the Defender can continue to maintain the Goalie’s Stance by using a move action each round. If willingly moves more than 5 feet by any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him) the Goalie’s Stance immediately ends.
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