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Old 04-21-2012, 07:28 AM   Top  -  End  -  #1
Amakule
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Default [3.5 Base Class] The Blitzer

The Blitzer


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
LevelBase Attack BonusFortRefWillSpecialSpeedSkirmish
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

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.
Spoiler


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).

Last edited by Amakule : 04-25-2012 at 09:19 AM.
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Old 04-21-2012, 10:23 AM   Top  -  End  -  #2
nonsi
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Join Date: Apr 2010
Default Re: [3.5 Base Class] The Blitzer

Nice concept, and what's in it is not half bad.
But it's a bit thin on features.
Add Spring Attack, Bounding Assault, Rapid Blitz, TWF, TWD and the Tempest PrC's Two-Weapon Spring Attack. This will make this class much more round and complete.

Also, Interdimensional Charge comes way way too late to count for something. Drop it to level 13 and push Freedom of Movement 2 or 3 levels forward.

This sort of class also merits good Reflex saves. It'll need it for some lasting power on the battlefield.

When donning medium armor or carrying medium load, I'd cut the speed boost by half.
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Old 04-21-2012, 10:55 AM   Top  -  End  -  #3
Grod_The_Giant
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Default Re: [3.5 Base Class] The Blitzer

Quote:
Originally Posted by nonsi View Post
Nice concept, and what's in it is not half bad.
But it's a bit thin on features.
Agreed. The spring attack feats are an excellent idea. You might also look at some mobility-enhancing abilities, such as the ability to run on walls, or water, or even air.

The skirmish damage is awfully low-- the Scout's progression is +1 AC or +1d6 every other level, to a maximum of +5d6/+5 AC.
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Old 04-21-2012, 02:12 PM   Top  -  End  -  #4
Xechon
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Default Re: [3.5 Base Class] The Blitzer

I agree with the above. I see this as what the barbarian should have been, so I suggest looking at the possibility of rage or rage-like mechanics. Also, with all of the abilities suggested, a powerful build might fit right in here.
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Old 04-21-2012, 02:32 PM   Top  -  End  -  #5
Empedocles
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Post Re: [3.5 Base Class] The Blitzer

Just a few things...(will add more later)

In the "Abilities" section you recommend a high wisdom to compensate for skills...intelligence is what adds skills.

A good reflex save would be appropriate here. Otherwise, everything in the chassis looks good.

Just go ahead and give it full scout skirmish, or it's sort of obsolete.

How about an ability that lets him change direction while charging or bull rushing?

Powerful build, as previously stated, would be appropriate here.

Interdimensional charge comes too late. This was also addressed earlier. This issue with it though, is that it kind of changes how you play the blitzer...at 20th level. Capstones should be cool, but they shouldn't change how the class is played.

A rage, or even something more similar to ki frenzy with the speed bonus (from the sohei in Oriental Adventures) would be cool to have.

Finally, you have way too many dead levels.
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Old 04-21-2012, 03:29 PM   Top  -  End  -  #6
DeathOfAMailman
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Default Re: [3.5 Base Class] The Blitzer

Neat concept, but I'll second the general consensus: Not only does it need more abilities to reduce dead level woes, but it needs more unique abilities.

As a charger/runner class, I'd suggest giving it some unique battlefield movement capabilities; let it jump around more, give it interesting bullrush options, let it actively influence the battlefield.

I would avoid just giving it bonus feats that pertain to its role; rather, give it active, interesting abilities that allow it to do what it's supposed to better. As of now, all it does is charge in places other people can't charge.
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Old 04-22-2012, 06:00 AM   Top  -  End  -  #7
Amakule
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Default Re: [3.5 Base Class] The Blitzer

I aimed to balance the class against the PHB ones, but everyone so far agrees that it's underpowered. I would like to point out that the only dead level is 19. There's always either a gain in skirmish and speed, or a pre-existing class feature being improved. I've edited the table to show all of the abilities improving.

To prevent a wall of text, I've sectioned off each response into spoilers.

Nonsi
Spoiler


Grod_The_Giant
Spoiler


Xechon
Spoiler


Vilpich
Spoiler


DeathOfAMailman
Spoiler



Changes
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Old 04-22-2012, 08:47 AM   Top  -  End  -  #8
nonsi
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Default Re: [3.5 Base Class] The Blitzer

Ok, I get what you're saying regarding TWF/TWD, but this class is called Blitzer - this one is practically begging for Rapid Blitz

Regarding "Interdimensional Charge" - you changed it from [practically never gonna happen] to teleportation crazyness. Just make it per encounter and only once per round and leave some room for battlefield tactics on the players' part.

As for the Skirmish reduction - it's not really necessary. Anyone who prefers raw stats (+1d6 damage and +2 to AC are negligible at levels 15+) over options - especially at higher levels - is practically shooting himself in the leg.
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Old 04-22-2012, 08:55 AM   Top  -  End  -  #9
Malachei
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Default Re: [3.5 Base Class] The Blitzer

If it is a Blitz, why not give it Leap Attack and Shock Trooper as bonus feats?
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Old 04-22-2012, 11:06 AM   Top  -  End  -  #10
Empedocles
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Post Re: [3.5 Base Class] The Blitzer

By "it changes the way you play the character" (regarding interdimensional charge) I mean that the capstone opens up a slew of new options, tactically and in normal combat, that weren't available to the blitzer for the first...19 levels. IMO this ability should come in at level 10.

EDIT: I see you changed it. My bad for not catching that. I'd say that daily limits on this are pretty harsh...maybe give additional uses based on wisdom or something? Or make it once or twice per encounter.
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Last edited by Empedocles : 04-22-2012 at 11:08 AM.
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Old 04-23-2012, 11:30 AM   Top  -  End  -  #11
Amakule
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Default Re: [3.5 Base Class] The Blitzer

Again, I've put each response in spoilers to conserve page length.

Nonsi
Spoiler


Malachei
Spoiler


Vilpich
Spoiler


I now know why the books clarify things that are already written.

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Last edited by Amakule : 04-23-2012 at 11:31 AM.
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Old 04-23-2012, 11:58 AM   Top  -  End  -  #12
Morph Bark
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Default Re: [3.5 Base Class] The Blitzer

You need to put in what kind of action Interdimensional Charge takes (presumably free), because normally abilities require standard actions to use, so you couldn't use multiple Interdimensional Charge uses in the same round that way.
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Old 04-23-2012, 04:13 PM   Top  -  End  -  #13
Amakule
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Default Re: [3.5 Base Class] The Blitzer

Quote:
Originally Posted by Morph Bark View Post
You need to put in what kind of action Interdimensional Charge takes (presumably free), because normally abilities require standard actions to use, so you couldn't use multiple Interdimensional Charge uses in the same round that way.
It's as part of a charge or run action. The ability itself is not an action.
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Old 04-24-2012, 01:37 PM   Top  -  End  -  #14
nonsi
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Default Re: [3.5 Base Class] The Blitzer

Quote:
Originally Posted by Amakule View Post
What's wrong with the Opportunist ability? Its improved form is better than Rapid Blitz.
You do notice that without taking Combat Reflexes, Master Opportunist does nothing, right?
Maybe you should make it effective even without taking Combat Reflexes. Instead of AoOs, just say he's entitled to a single attack vs. any foe within his reach, up to his Dex-bonus.
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Old 04-25-2012, 09:03 AM   Top  -  End  -  #15
Amakule
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Default Re: [3.5 Base Class] The Blitzer

Quote:
Originally Posted by nonsi View Post
You do notice that without taking Combat Reflexes, Master Opportunist does nothing, right?
Maybe you should make it effective even without taking Combat Reflexes. Instead of AoOs, just say he's entitled to a single attack vs. any foe within his reach, up to his Dex-bonus.
I did, but I hadn't though of doing that for some reason.

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Old 04-25-2012, 10:39 AM   Top  -  End  -  #16
Roak Star
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Default Re: [3.5 Base Class] The Blitzer

so, i originally opened up this thread because i immediately thought of a blitzballer, from ffx, but this guy looks pretty cool too :P
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Old 04-25-2012, 02:27 PM   Top  -  End  -  #17
nonsi
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Default Re: [3.5 Base Class] The Blitzer

I just noticed something interesting.
If you swap between Trample and Knockback, then a 9th level Blitzer is Achilles from the movie Troy.
I'm saying this just because I don't remember Achilles being attributed to be having the ability to trample or run on water.
Other than those two, everything else from Knockback and south seems to fits the bill.
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