Amakule
2012-04-21, 07:28 AM
The Blitzer
http://i36.photobucket.com/albums/e4/kamekazibum/the_merciless_by_perzo.jpg
Adventures: The main reason blitzers adventure is to face bigger challenges. Many leave home solely for the sake of the freedom, preferring not to be tied down in a town. Most blitzers do not like adventuring into underground or inclosed places, as they are not able to run freely in such environments.
Characteristics: Though dangerous in combat, a blitzer is mostly a one-trick pony. One should be sure to cover a blitzer's weaknesses. Its skills surpass a fighter, but that's about it.
Alignment: Most blitzers are obviously chaotic, and while lawful ones are rare, they do occur. In the decision of good vs evil, most are neutral to evil, as their aggressive nature does not lend itself well to good deeds.
Religion: Kord is the preferred deity of most blitzers, but gods that cover freedom, travel, and contest are also frequent.
Background: Many blitzers have participated in arenas, either by choice or force. This could mean they were/are criminals of some sort, or just eager for battle. Others are ex-soldiers, likely discharged due to their reckless nature. Most are self-taught, even growing up in the wilderness. Their speed capabilities are helpful in chasing down prey and cowards.
Races: The most common core race to become a blitzer are half-orcs, since their strength bonus lends itself to the blitzer's abilities. Humans also often become blitzers, since they are feat-dependant and often multiclass. Goliaths most frequently become blitzers because of their love of challenge.
Game Rule Information
Abilities: Strength is obviously the most important ability to a blitzer, with the obvious dexterity and constitution following up. A wisdom score is probably the most helpful mental score, to compensate for a poor will save and a few skills.
Alignment: No restrictions
Hit Die: 1d12
Starting Age: As fighter
Starting Gold: 5d4 x 10
Class Skills
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Craft, Intimidate, Jump, Listen, Profession, Spot, Survival, Swim, and Tumble
Blitzer
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|Speed|Skirmish
1st|+1|
+2|
+2|
+0|Battle Weave, Skirmish|
+0ft|
+1d6|
2nd|+2|
+3|
+3|
+0|Improved Bull Rush, Improved Overrun|
+0ft|
+1d6|
3rd|+3|
+3|
+3|
+1||
+10ft|
+1d6/+1|
4th|+4|
+4|
+4|
+1|Undersized Force|
+10ft|
+1d6/+1|
5th|+5|
+4|
+4|
+1|Flawless Stride, Spring Attack|
+10ft|
+2d6/+1|
6th|+6/+1|
+5|
+5|
+2|Wall Run|
+20ft|
+2d6/+1|
7th|+7/+2|
+5|
+5|
+2|Opportunist|
+20ft|
+2d6/+2|
8th|+8/+3|
+6|
+6|
+2|Knockover Charge|
+20ft|
+2d6/+2|
9th|+9/+4|
+6|
+6|
+3|Trample|
+30ft|
+3d6/+2|
10th|+10/+5|
+7|
+7|
+3|Improved Undersized Force, Water Run|
+30ft|
+3d6/+2|
11th|+11/+6/+1|
+7|
+7|
+3|Knockback|
+30ft|
+3d6/+3|
12th|+12/+7/+2|
+8|
+8|
+4||
+40ft|
+3d6/+3|
13th|+13/+8/+3|
+8|
+8|
+4|Freedom of Movement|
+40ft|
+4d6/+3|
14th|+14/+9/+4|
+9|
+9|
+4|Interdimensional Charge 1/round, Improved Trample|
+40ft|
+4d6/+3|
15th|+15/+10/+5|
+9|
+9|
+5||
+50ft|
+4d6/+4|
16th|+16/+11/+6/+1|
+10|
+10|
+5|Interdimensional Charge 2/round, Greater Knockback|
+50ft|
+4d6/+4|
17th|+17/+12/+7/+2|
+10|
+10|
+5|Master Opportunist|
+50ft|
+5d6/+4|
18th|+18/+13/+8/+3|
+11|
+11|
+6|Interdimensional Charge 3/round|
+60ft|
+5d6/+4|
19th|+19/+14/+9/+4|
+11|
+11|
+6||
+60ft|
+5d6/+5|
20th|+20/+15/+10/+5|
+12|
+12|
+6|Interdimensional Charge 4/round|
+60ft|
+5d6/+5|[/table]
Weapon and Armor proficiencies: A blitzer is proficient with all simple and martial weapons, all light and medium armor, but no shields.
Battle Weave (Ex): You are an adept at moving through the battlefield. Few foes can follow your movements close enough to strike when you are running past.
You do not provoke attacks of opportunity from any enemies while performing a Charge, Bull Rush, or Overrun action unless you (or the opponent) have an ability/feat that says otherwise.
Skirmish (Ex): See the scout class feature on page 12 of Complete Adventurer.
Improved Bull Rush: At 2nd level, you gain the feat Improved Bull Rush as a bonus feat, even if you don't meet the prerequisites for it.
Improved Overrun: At 2nd level, you gain the feat Improved Overrun as a bonus feat, even if you don't meet the prerequisites for it.
Fast Movement (Ex): At 3rd level, you gain an enhancement bonus to your speed, as shown on the table above. When wearing medium armor or carrying a medium load, the bonus is halved to the nearest 5ft, rounding down.
Undersized Force (Ex):You learn to be more effective with how you throw your weight around.
At 4th level, you count as one size category larger when making a bullrush or overrun attempt for all purposes.
This increases to two size categories larger at 10th level.
Flawless Stride (Ex): Starting at 5th level, you can move through any sort of terrain that has not been magically altered, that slows movement at your normal speed without suffering any impairment or damage as long as you wear armor no heavier than light, and carry no more than a light load. This does not allow you to move any more quickly through terrain that requires a Climb, Swim, or similar check to navigate.
Spring Attack: At 2nd level, you gain the feat Spring Attack as a bonus feat, even if you don't meet the prerequisites for it.
Wall Run (Ex): Beginning at 6th level, as a move action, you can run across (up, down, left, or right) a vertical surface a total distance equal to your speed bonus without making a Climb check. You are not able to turn or change direction while on a wall, even if you have a feat or ability that says you can while running. You can use this ability only once per round (so you can't make a double move along a wall).
If you do not reach the top of the vertical surface or find a suitable hand/foot hold, you must make a Climb check appropriate to the surface. If you succeed on the check, you can use this ability again in the next round. Otherwise, you fall or make no progress, as determined by the check result.
This ability only works on vertical surfaces, not surfaces such as a ceiling.
Opportunist (Ex): Whenever you charge a foe you may make an extra attack at any time during the charge at your highest attack bonus -5 against any foe you move within reach of during the movement (this includes the original target of the charge).
At 17th level, when you charge, you are able to make a single attack against a number of foes equal to your Dexterity modifier, as long as they are within reach. You still have the original extra attack as well.
Knockover Charge (Ex): You don't allow anyone to stand in your way and will push through all obstacles to reach your goal.
Upon reaching 8th level, you gain the ability to overrun multiple opponents in a turn, but you take a cumulative -4 penalty on each opposed strength check after the first when doing so.
Trample (Ex): Starting at 9th level, when you perform an overrun attack, you may attempt to trample the target, dealing 1d8 (for a medium creature) + 1+1/2 your Str modifier in bludgeoning damage.
Trampled opponents can attempt an attack of opportunity, but these attacks take a -4 penalty if you are the same size as the foe or larger. If they do not make attacks of opportunity, trampled opponents can attempt a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + half your blitzer class level, + the damage dealt.
If a target's space is larger than 5 feet, it is only considered trampled if you move over all squares it occupies. If you accidentally end your movement in an illegal space, you return to the last legal position you occupied.
At 14th level, the damage increases by one size category, creatures of all size take the -4 penalty to the attacks of opportunity, and no matter the size of the creature being trampled, you can trample them, as if you covered all of the creature.
Water Run (Ex): You are skilled at moving the right way for each terrain. With this ability, you are able to move a distance equal to your speed bonus over liquid surfaces no less dense than water. If you end your movement on the liquid, you fall in as normal.
When running on dangerous surfaces such as lava or acid, you take no damage as long as you remain on the surface, thanks to the flawless stride ability.
This ability only works on the surface of water, not underneath it.
Knockback (Ex): Your blows now carry great weight, sending foes backwards. Once per round, you may make a special bullrush attempt after making a successful attack against a foe you can bullrush. If you win the check, the foe is pushed back up to 10 feet, but you do not move with it. You choose the direction the target is pushed in.
Starting at 16th level, there is no longer a limit to how many times a knockback attack can be performed, there is no longer a limit on the distance the target can be pushed back, there is no longer a limit to the size of your target, you gain a +10 competence bonus on the check, and your foe takes 1d6 points of damage for every 10ft they move. A Reflex save (DC 10 + 1/2 class level + 1/10ft moved) reduces the damage by half.
Freedom of Movement (Sp): At 13th level, you can move as if under the effects of the Freedom of Movement spell at all times.
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow breathing.
Interdimensional Charge (Su):At 14th level, your movement can send you through the fabric of reality. As part of a charge, or while running, you can teleport a distance equal to your blitzer speed bonus, carrying your momentum with you. Teleporting this way does not provoke attacks of opportunity. You can carry up to a medium load, and no living creatures when teleporting this way.
At 16th level and every two levels after, you gain additional uses of this ability per round. This means that (at 16th level) you can move, teleport up to 50ft, run/move up to your total land speed minus what you've run/moved so far ((not counting teleporting), teleport again up to 50ft, and run/move up to your total land speed minus what you've run/moved so far (again not counting teleporting as movement).
http://i36.photobucket.com/albums/e4/kamekazibum/the_merciless_by_perzo.jpg
Adventures: The main reason blitzers adventure is to face bigger challenges. Many leave home solely for the sake of the freedom, preferring not to be tied down in a town. Most blitzers do not like adventuring into underground or inclosed places, as they are not able to run freely in such environments.
Characteristics: Though dangerous in combat, a blitzer is mostly a one-trick pony. One should be sure to cover a blitzer's weaknesses. Its skills surpass a fighter, but that's about it.
Alignment: Most blitzers are obviously chaotic, and while lawful ones are rare, they do occur. In the decision of good vs evil, most are neutral to evil, as their aggressive nature does not lend itself well to good deeds.
Religion: Kord is the preferred deity of most blitzers, but gods that cover freedom, travel, and contest are also frequent.
Background: Many blitzers have participated in arenas, either by choice or force. This could mean they were/are criminals of some sort, or just eager for battle. Others are ex-soldiers, likely discharged due to their reckless nature. Most are self-taught, even growing up in the wilderness. Their speed capabilities are helpful in chasing down prey and cowards.
Races: The most common core race to become a blitzer are half-orcs, since their strength bonus lends itself to the blitzer's abilities. Humans also often become blitzers, since they are feat-dependant and often multiclass. Goliaths most frequently become blitzers because of their love of challenge.
Game Rule Information
Abilities: Strength is obviously the most important ability to a blitzer, with the obvious dexterity and constitution following up. A wisdom score is probably the most helpful mental score, to compensate for a poor will save and a few skills.
Alignment: No restrictions
Hit Die: 1d12
Starting Age: As fighter
Starting Gold: 5d4 x 10
Class Skills
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Craft, Intimidate, Jump, Listen, Profession, Spot, Survival, Swim, and Tumble
Blitzer
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|Speed|Skirmish
1st|+1|
+2|
+2|
+0|Battle Weave, Skirmish|
+0ft|
+1d6|
2nd|+2|
+3|
+3|
+0|Improved Bull Rush, Improved Overrun|
+0ft|
+1d6|
3rd|+3|
+3|
+3|
+1||
+10ft|
+1d6/+1|
4th|+4|
+4|
+4|
+1|Undersized Force|
+10ft|
+1d6/+1|
5th|+5|
+4|
+4|
+1|Flawless Stride, Spring Attack|
+10ft|
+2d6/+1|
6th|+6/+1|
+5|
+5|
+2|Wall Run|
+20ft|
+2d6/+1|
7th|+7/+2|
+5|
+5|
+2|Opportunist|
+20ft|
+2d6/+2|
8th|+8/+3|
+6|
+6|
+2|Knockover Charge|
+20ft|
+2d6/+2|
9th|+9/+4|
+6|
+6|
+3|Trample|
+30ft|
+3d6/+2|
10th|+10/+5|
+7|
+7|
+3|Improved Undersized Force, Water Run|
+30ft|
+3d6/+2|
11th|+11/+6/+1|
+7|
+7|
+3|Knockback|
+30ft|
+3d6/+3|
12th|+12/+7/+2|
+8|
+8|
+4||
+40ft|
+3d6/+3|
13th|+13/+8/+3|
+8|
+8|
+4|Freedom of Movement|
+40ft|
+4d6/+3|
14th|+14/+9/+4|
+9|
+9|
+4|Interdimensional Charge 1/round, Improved Trample|
+40ft|
+4d6/+3|
15th|+15/+10/+5|
+9|
+9|
+5||
+50ft|
+4d6/+4|
16th|+16/+11/+6/+1|
+10|
+10|
+5|Interdimensional Charge 2/round, Greater Knockback|
+50ft|
+4d6/+4|
17th|+17/+12/+7/+2|
+10|
+10|
+5|Master Opportunist|
+50ft|
+5d6/+4|
18th|+18/+13/+8/+3|
+11|
+11|
+6|Interdimensional Charge 3/round|
+60ft|
+5d6/+4|
19th|+19/+14/+9/+4|
+11|
+11|
+6||
+60ft|
+5d6/+5|
20th|+20/+15/+10/+5|
+12|
+12|
+6|Interdimensional Charge 4/round|
+60ft|
+5d6/+5|[/table]
Weapon and Armor proficiencies: A blitzer is proficient with all simple and martial weapons, all light and medium armor, but no shields.
Battle Weave (Ex): You are an adept at moving through the battlefield. Few foes can follow your movements close enough to strike when you are running past.
You do not provoke attacks of opportunity from any enemies while performing a Charge, Bull Rush, or Overrun action unless you (or the opponent) have an ability/feat that says otherwise.
Skirmish (Ex): See the scout class feature on page 12 of Complete Adventurer.
Improved Bull Rush: At 2nd level, you gain the feat Improved Bull Rush as a bonus feat, even if you don't meet the prerequisites for it.
Improved Overrun: At 2nd level, you gain the feat Improved Overrun as a bonus feat, even if you don't meet the prerequisites for it.
Fast Movement (Ex): At 3rd level, you gain an enhancement bonus to your speed, as shown on the table above. When wearing medium armor or carrying a medium load, the bonus is halved to the nearest 5ft, rounding down.
Undersized Force (Ex):You learn to be more effective with how you throw your weight around.
At 4th level, you count as one size category larger when making a bullrush or overrun attempt for all purposes.
This increases to two size categories larger at 10th level.
Flawless Stride (Ex): Starting at 5th level, you can move through any sort of terrain that has not been magically altered, that slows movement at your normal speed without suffering any impairment or damage as long as you wear armor no heavier than light, and carry no more than a light load. This does not allow you to move any more quickly through terrain that requires a Climb, Swim, or similar check to navigate.
Spring Attack: At 2nd level, you gain the feat Spring Attack as a bonus feat, even if you don't meet the prerequisites for it.
Wall Run (Ex): Beginning at 6th level, as a move action, you can run across (up, down, left, or right) a vertical surface a total distance equal to your speed bonus without making a Climb check. You are not able to turn or change direction while on a wall, even if you have a feat or ability that says you can while running. You can use this ability only once per round (so you can't make a double move along a wall).
If you do not reach the top of the vertical surface or find a suitable hand/foot hold, you must make a Climb check appropriate to the surface. If you succeed on the check, you can use this ability again in the next round. Otherwise, you fall or make no progress, as determined by the check result.
This ability only works on vertical surfaces, not surfaces such as a ceiling.
Opportunist (Ex): Whenever you charge a foe you may make an extra attack at any time during the charge at your highest attack bonus -5 against any foe you move within reach of during the movement (this includes the original target of the charge).
At 17th level, when you charge, you are able to make a single attack against a number of foes equal to your Dexterity modifier, as long as they are within reach. You still have the original extra attack as well.
Knockover Charge (Ex): You don't allow anyone to stand in your way and will push through all obstacles to reach your goal.
Upon reaching 8th level, you gain the ability to overrun multiple opponents in a turn, but you take a cumulative -4 penalty on each opposed strength check after the first when doing so.
Trample (Ex): Starting at 9th level, when you perform an overrun attack, you may attempt to trample the target, dealing 1d8 (for a medium creature) + 1+1/2 your Str modifier in bludgeoning damage.
Trampled opponents can attempt an attack of opportunity, but these attacks take a -4 penalty if you are the same size as the foe or larger. If they do not make attacks of opportunity, trampled opponents can attempt a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + half your blitzer class level, + the damage dealt.
If a target's space is larger than 5 feet, it is only considered trampled if you move over all squares it occupies. If you accidentally end your movement in an illegal space, you return to the last legal position you occupied.
At 14th level, the damage increases by one size category, creatures of all size take the -4 penalty to the attacks of opportunity, and no matter the size of the creature being trampled, you can trample them, as if you covered all of the creature.
Water Run (Ex): You are skilled at moving the right way for each terrain. With this ability, you are able to move a distance equal to your speed bonus over liquid surfaces no less dense than water. If you end your movement on the liquid, you fall in as normal.
When running on dangerous surfaces such as lava or acid, you take no damage as long as you remain on the surface, thanks to the flawless stride ability.
This ability only works on the surface of water, not underneath it.
Knockback (Ex): Your blows now carry great weight, sending foes backwards. Once per round, you may make a special bullrush attempt after making a successful attack against a foe you can bullrush. If you win the check, the foe is pushed back up to 10 feet, but you do not move with it. You choose the direction the target is pushed in.
Starting at 16th level, there is no longer a limit to how many times a knockback attack can be performed, there is no longer a limit on the distance the target can be pushed back, there is no longer a limit to the size of your target, you gain a +10 competence bonus on the check, and your foe takes 1d6 points of damage for every 10ft they move. A Reflex save (DC 10 + 1/2 class level + 1/10ft moved) reduces the damage by half.
Freedom of Movement (Sp): At 13th level, you can move as if under the effects of the Freedom of Movement spell at all times.
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow breathing.
Interdimensional Charge (Su):At 14th level, your movement can send you through the fabric of reality. As part of a charge, or while running, you can teleport a distance equal to your blitzer speed bonus, carrying your momentum with you. Teleporting this way does not provoke attacks of opportunity. You can carry up to a medium load, and no living creatures when teleporting this way.
At 16th level and every two levels after, you gain additional uses of this ability per round. This means that (at 16th level) you can move, teleport up to 50ft, run/move up to your total land speed minus what you've run/moved so far ((not counting teleporting), teleport again up to 50ft, and run/move up to your total land speed minus what you've run/moved so far (again not counting teleporting as movement).