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View Full Version : The Blitzer, first time PEACH



Crenshaw
2013-02-21, 01:38 AM
Hello everyone. Long time viewer, first time poster. I was curious about a prestige class for a monk that was a "speedster" of sorts. Or a monk on crack, if you please. Trading off his flurry-of-blows for something a little different. Be gentle...

The Blitzer

A man walks two children down the road, both of them covered in dirt and tears streaming down their faces, they look up at the man with pouted lips and large, wet eyes.
“Oh no,” said the man in simple clothes and tattered cloak, “don’t you give me that look. I only retrieved you from the goblins’ nest as a courtesy for your mother and father; they will decide your punishment for wandering off in the first place.”
Their lips quiver, and their eyes well up further; but before they start to wail, he gives them a big, warm smile and says, “I’m glad both of you are sa…”
“You there,” says the voice of a gruff looking man stepping out from behind a near-by tree in front of them, “I apologize, but you are going to need to pay if you wish to continue further down this road.”
Two other men appeared as well, with knives pulled; sliding their blade up and down the palms of their hands; one looks at the children and snickers, “you don’t want to put the little ones in harm’s way, do ya? We suggest you mind the toll.”
The cloaked man gives out a long sigh, “I really do not have time for this.” He puts his arms out and back to corral the children safely behind him. Then gets down in a fighting posture, but does not draw any weapons.
All three of the men look on guard, the closest one yells out, “what are you, stupid?! It’s three against one!”
One of the children pokes his head out from around the man and sniffles, “mister, I wouldn’t call him stu…”
Before he could finish the sentence the man was gone from in front of the children and appeared directly in front of the first highwayman, with his palm outstretched, at the exact same moment that same highwayman suddenly flew backwards an incredible distance before smacking into a tree and falling limp to the ground.
“Nevermind,” the child finished, as he sat on the ground, not concerned at all with what was happening in front of him.
The two remaining highwaymen, shocked, could not react fast enough. The man came upon the first robber, striking him, and a split second later, was over at the second robber striking him, then bounced back to the first, then back to the second. All the children could see was a blur of the man’s tattered cloak and simple clothes. The two men stood their delirious of the assault that just took place as the man crouched between them; his body began to vibrate and with a loud utterance, a wave of pressure released from his body and flung the two thieves off of the path and onto the ground unconscious.
The man stood up, looked around, and patted the dirt off his tattered cloak. The children ran over to him and they grabbed his hands and all three began walking down the path again, laughing and smiling the whole way home.

Description: The Blitzer is a monk that learns to use the energy stored within its body, the same engery used to incapacitate foes with their stunning fist ability to perform feats of great speed and striking. They use the forces of kinetic energy to bounce around the battlefield like a pinball, striking multiple targets with blazing succession, or a single opponent and using the build-up of momentum to rebound off of them and land safely back with their party. They can also stop at and merely touch their enemy to transfer the remaining energy into them, sending them sailing, or they can release it all at once to create a wave of force that knocks over anything nearby.

Requirements:
BAB +3
Skills: Balance 8 ranks, Tumble 8 ranks
Feats: Improved Unarmed Strike, Stunning Fist, Ability Focus (Stunning Fist), Lightning Reflexes, Improved Initiative
Special: Must have used all of your Stunning Fist attempts for a day without being in combat, each one at least 15 minutes apart, meditating on its effects on the body and redirecting it’s energies. This must be done a total of 7 days, no more than two days apart from one another.

HD: d8

Blitzer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0| Monk Abilities, Blitz, Inertial Force

2nd|
+2|
+3|
+3|
+0| Twisting Iron, Strike First, Strike Often

3rd|
+3|
+3|
+3|
+1| Twitch (AC)

4th|
+4|
+4|
+4|
+1| Rebound

5th|
+5|
+4|
+4|
+1| Kinetic Transfer

6th|
+6|
+5|
+5|
+2| Bounce, Twitch (20%)

7th|
+7|
+5|
+5|
+2| Wound like a Spring

8th|
+8|
+6|
+6|
+2| Kinetic Potential

9th|
+9|
+6|
+6|
+3| Kinetic Wave, Twitch (50%)

10th|
+10|
+7|
+7|
+3| Lightning Assault [/table]

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).

Skill Points per level: 4 + Int modifier

Class Abilities:

Weapon and Armor Proficiencies: The Blitzer gains no proficiencies with any weapons or armor.

Monk Abilities: The blitzer’s class levels stack with his monk levels when determining his unarmed damage, AC bonus, and Stunning Fist attempts. His class levels do not apply to other monk abilities such as flurry of blows, unarmored speed, slow fall, ki strike, and so on. Like a Monk, if a Blitzer wears any armor, they lose access to all abilities granted by this prestige class.

Blitz (Su): At 1st level, the Blitzer can close the gap between himself and an enemy in the blink of an eye. When making a charge, the Blitzer can use one of his Stunning Fist attempts per day to propel forward at tremendous velocity up to a maximum of 30 ft in a straight line to his target. A Blitzer may blitz less than the maximum amount; but every Blitz, no matter how small, is considered 10 ft and the distance covered is measured by 10 ft increments, rounded up, e.g. if the opponent is 15 ft away and he uses his Blitz to get their, it would count as 20 ft. This attack is so fast that he is not hindered by any difficult terrain nor does he provoke any attacks of opportunity from enemies he threatens on his way to his target. This ability increases the distance traveled by 10 ft per Blitzer level, up to 120 ft at 10th level. Any distance unused in the round in lost at the end of the round, until he gains the Kinetic Potential ability at level 8.

Inertial Force (Ex): When the Blitzer uses their blitz to attack, they learn to put the built up momentum behind their strike as it connects with their opponent. At 1st level, as long as the he uses a Blitz that is at least 20 ft to reach their target, they receive a +1 bonus to attack and damage this round. This bonus increases by 1 for every 20 ft the Blitzer jumps.

Twisting Iron (Ex): At 2nd level, the Blitzer realizes that he doesn’t need a battering ram, when he is a battering ram, since can use his momentum to break objects with ease. When Blitzing at least 20 ft while attempting to break an object, the Blitzer gets a +2 bonus to Str checks to see if he succeeds. This bonus increases by 1 for every additional 20 ft jumped in a single Blitz.

Strike First, Strike Often (Ex): When threatened with a conflict, the Blitzer does not back down; instead they wish to get into the fray as soon as possible, and with gusto. The kinetic energy stored inside their body as well as their clarity of mind gives them almost a sixth sense on when a fight is going to break out. At 2nd level, as long as the Blitzer has all of his Stunning Fist attempts left for the day, he can add his Blitzer class level to his initiative check. This bonus stacks with that of The Improved Initiative feat.
In addition, if the Blitzer is the first one to act in the first round of combat and he uses his Blitz ability, he can catch his opponents off-guard and are considered flat-footed for his attack.

Twitch (Ex): The build-up of kinetic energy in the Blitzer’s body begins to have strange side effects on him. At 3rd level, as long as he has 1 attempt of his Stunning Fist left for the day, he adds half of his Blitzer class level to his AC. At 6th level, the Blitzer’s body begins to shift extremely small distances at random, all within his 5 ft square he currently occupies. If the Blitzer has at least half of his attempts of Stunning Fists left for the day, he gains 20% concealment against ranged and melee attacks. This increases to 50% concealment at 9th level.

Rebound (Su): At 4 level, the Blitzer can spring back in the opposite direction after making a successful attack with a Blitz, he can rebound as little as 10 ft and as much as the amount of his initial Blitz. The amount he rebounds counts towards the total he can Blitz in a round.

Kinetic Transfer (Su): At 5 level, the Blitzer begins to realize that he can impart his kinetic energy into his target with assaulting him, with just as serious results. The Blitzer may build up his momentum and transfer it out through his hands to an opponent during a single burst. In conjunction with a Blitz, the Blitzer may expend a second use of his Stunning Fist. After finishing the movement, the defender must make a Reflex save (Stunning Fist DC) or else be pushed back as if he had just failed a bull rush attempt. For every additional 20 ft jumped, the DC increases by two. The Blitzer does not move with the defender like a normal bull rush. The defender is pushed back an amount of space equal to half the distance moved during the Blitz to get to the defender, plus an addition 5 feet for every 2 points he failed the Reflex save by. If the defender hits a surface during this bull rush, he takes 1d6 points of damage for every 10 ft traveled (maximum 20d6) and stops moving. Once the defender stops moving he falls to the ground and is prone. This may only be done once per attack and cannot be used in conjunction with the Bounce ability.

Bounce (Ex): At 6th level, the Blitzer may use his Blitz more than once per round. After his initial Blitz, if he still has any distance left in his total he has not traveled, he may take a second Blitz immediately after finishing his first action. If the Blitzer misses an attack roll on any subsequent Blitz, they stop next to that opponent (roll the adjacent square at random) and the Bounce ends and the remaining distance is lost. Each jump, no matter how small, it is considered 10 feet. The Blitzer may use this ability as many times as he wishes during an round, but cannot exceed his maximum distance he can travel gained from his Blitz ability.

The Blitzer may also make a Rebound after any of his Bounces, but this action must be declared before the next attack roll in the Bounce sequence has been rolled. He must have at least 10 ft left in his Blitz to perform a rebound.

Wound like a Spring (Su): At 7th level the Blitzer realizes that he has so much kinetic energy stored in his body, he can hit like a charging Tarrasque, without actually moving like a charging Terrasque. Any of his abilities that require him to travel a certain distance to enhance the ability, such as Inertial Force or Kinetic Transfer, he can use any amount of distance he wishes to determine the variable distance for that ability, he must have at least that much distance left for the round, and after he uses it, it still counts against his total used for that round.

For example, Jubei uses his Blitz ability against a foe who is 20 ft away, but he wishes to crush him substantially this turn by adding as much extra damage as possible by means of his Inertial Force ability. His Blitzer level is 7 so he has a total of 90 ft he can travel in a single Blitz, he used 20 ft. to get to his opponent, which means he now has 70 ft left to use on his Inertial force. Since the attack and damage bonus is in increments of 20 ft, he chooses to use 60 ft on his Inertial Force ability giving him a +3 to attack and damage this round; he can use the remaining 10 ft for a bounce to a nearby foe, rebound 10 ft backwards out of harm’s way, or leave it unused.

Kinetic Potential (Su): At 8th level the Blitzer learns to conserve some of his kinetic energy he exerts on the battlefield for use later. He may expend one use of his Stunning Fist to retain some of the residual Blitz energy left behind after each use. For up to 1 round/class level, the Blitzer may store any unused Blitz movement and can expend any or all of it in any round of his choosing. He still must expend a Stunning Fist attempt to activate his Blitz ability, but he may choose to not use any of it one particular round and so all of that can be used in any subsequent round as he sees fit.

Kinetic Wave (Su): At 9th level, the Blitzer can expend half of his remaining uses of Stunning Fist (rounded up) to create a wave of kinetic force that pulses outward, pushing everything around you back. This attack works like Kinetic Transfer, except on everyone within the sphere. The diameter of the sphere, as well as the DC save bonus, and the amount of distance the opponents who fail the fortitude save move is half (rounded down) of the remaining amount you can Blitz in a round as if the Blitzer had traveled that distance to reach each opponent.

Lightning Assault (Su): At 10th level, once per day, the Blitzer may make a full attack after making any Blitz that round. What makes this ability so deadly is that this can be used in conjunction with his Bounce ability. The Lightning Assault expends all remaining uses of Stunning Fist he has for the day, for every use of Stunning Fist left, he may make a full attack action for each Bounce he performs. This ability is extremely taxing and is the Blitzer physically drained afterwards, becoming fatigued for 2 rounds. This increases by 1 round for every subsequent Blitz made during that round. He is not considered fatigued until the end of his turn.

Playing the class

Blitzer's retain their monk training and roots, they are calm and methodical, calculating and pensive. Good or neutral Blitzers will almost always try to talk their way out of a situation first, unless the fight is beyond imminent or the negotiations breakdown and turn hostile; it is at that point, we see the Blitzer truly shine, for his ability is to put down hostiles as quickly as possible, and in rapid succession. Blitzer's are not cocky, but extremely confident of their abilities, which on a scale of lawful to chaotic, they would stay father towards a chaotic stance, if they weren't always so neutral on everything. Evil Blitzers will attempt to rationalize with someone about them about to be beaten to death in a blink of an eye unless they cooperate, and if they do not, well then, they get beaten to death in the blink of an eye.

During combat, a Blitzer is, just that, a Blitz, or lightning. He goes into the think of it, makes as much chaos as possible. At later levels, he can make two or three hits on two or three enemies and then Rebound back to safety and go back in again next round. If he misses on a Blitz or a Bounce, his high tumble skill allows his to get out of danger easier, even though with his Twitch ability and monk AC bonus, he will be more than able to withstand a few attacks before getting out of the fray.

As the Blitzer advances in levels, he notices a bodily change happening to him. He begins having small tremors and quakes throughout his body. First frightened, then fascinated by them, he learns to embrace this new found energy. Other players and NPCs may find it a little disturbing to talk to a character at high enough levels that bounces around randomly 5 ft in any direction. Could make going into smaller, crowded spaces, like a general store or crowded marketplace, fun to roll play.

That's all I have for now, let me know what you think.