Difference between revisions of "Blitzball (3.5e Equipment)"
m |
m |
||
Line 50: | Line 50: | ||
* '''Amethyst Weave''' = (Cost raise = 10,000) = This deep purple fabric has the abilities to break through Magic and Psionics and cut through it like a knife through butter. When a Amethyst Blitzball strikes someone with a magical/psionic effect on their form or against a magical/psionic effect like a Wall of Force or Elemental Energy, you can roll a concentration check against the magical effect to literally blast through or blast it away. The Check is a DC of 10 + Level of the Spell/Power + the enemies Cha Mod. You may only do this once per encounter. | * '''Amethyst Weave''' = (Cost raise = 10,000) = This deep purple fabric has the abilities to break through Magic and Psionics and cut through it like a knife through butter. When a Amethyst Blitzball strikes someone with a magical/psionic effect on their form or against a magical/psionic effect like a Wall of Force or Elemental Energy, you can roll a concentration check against the magical effect to literally blast through or blast it away. The Check is a DC of 10 + Level of the Spell/Power + the enemies Cha Mod. You may only do this once per encounter. | ||
* '''Black Tourmaline Weave''' = (Cost raise = 2,500) = This gleaming black fabric confers the power to channel and harness the power of lightning. Black tourmaline weave is impervious to electricity, and can stop the propagation of lightning and electricity effects or even be used as way to bounce it around. Black Tourmaline Blitzball has the power to empower lightning and Electrical Damage by 2 points of damage for every Enhancement bonus of the weapon. Aslo if you were to get Any form a Lightning Enchantment on the Ball, it's costs half as much. Enchantments such as Shock, Shock Bursting, Energy Brand, Greater Energy Brand, Lightning Blast, Lightning Slice. | * '''Black Tourmaline Weave''' = (Cost raise = 2,500) = This gleaming black fabric confers the power to channel and harness the power of lightning. Black tourmaline weave is impervious to electricity, and can stop the propagation of lightning and electricity effects or even be used as way to bounce it around. Black Tourmaline Blitzball has the power to empower lightning and Electrical Damage by 2 points of damage for every Enhancement bonus of the weapon. Aslo if you were to get Any form a Lightning Enchantment on the Ball, it's costs half as much. Enchantments such as Shock, Shock Bursting, Energy Brand, Greater Energy Brand, Lightning Blast, Lightning Slice. | ||
− | * '''Citrine Weave''' = (Cost raise = 5,000) = This bright orange fabric increases the wearer's luck in myriad small but noticeable ways. One way is the fact that with a Citrine Blitzball has the ability to bounce and rebound of enemies and objects to hit other targets. If you make a concentration check ( 10 + BAB + Int Mod) before attacking with a Citrine Blitzball, after it has successfully hit an enemy, miss, or hit an object you can have the option to roll a second ranged attack roll for the Blitzball to bounce from the point of impact and attack another target within it's max range. This can only be done in combat 1 + Int Mod times. Outside of combat? DM's Discretion. | + | * '''Citrine Weave''' = (Cost raise = 5,000) = This bright orange fabric increases the wearer's luck in myriad small but noticeable ways. One way is the fact that with a Citrine Blitzball has the ability to bounce and rebound of enemies and objects to hit other targets. If you make a concentration check ( 10 + BAB + Int Mod) before attacking with a Citrine Blitzball, after it has successfully hit an enemy, miss, or hit an object you can have the option to roll a second ranged attack roll for the Blitzball to bounce from the point of impact and attack another target within it's max range. This can only be done in combat 1 + Int Mod times. Outside of combat? DM's Discretion. Also users of a Citrine Blitzball can have their luck play out when it comes to critical hits. instead of doubling it's crit range like you would with a Keening weapon, if you score a critical hit with a Citrine Blitzball, you have 5% change to have it's Damage Multiplier Double from x3 to x6. |
* '''Diamond Weave''' = (Cost raise = 10,000) = | * '''Diamond Weave''' = (Cost raise = 10,000) = | ||
* '''Emerald Weave''' = (Cost raise = 2,500) = | * '''Emerald Weave''' = (Cost raise = 2,500) = |
Revision as of 15:49, 26 March 2018
| |||||||||
Rate this article Discuss this article |
Blizball
Exotic Thrown Melee
Cost: | 5500/varies gp |
---|---|
Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 18-20x3 |
Range Increment: | 60' |
Weight2: | 10 lbs |
Type3: | Bludgeoning |
HP4: | 15 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
The Blitzball is a piece of sporting equipment for a game of the same name. It is a spherically-studded ball about thirty centimeters in diameter utilized in a sport unique to another universe where it is the main available form of entertainment. It can also be used as a weapon. Although blitzballs appear resilient against the powerful kicks of blitzball contenders, and the various hides of enemies : they are light; the material comprising the blitzball lacks the density to sink on its own, and even flies in an upward curve after receiving powerful enough strike.
The aquatic sport is played on spherical stadia filled with pyrefly-infused water. According to legends, the sphere pool utilizes pyreflies to congeal the water into a sphere. Blitzball players can stay active underwater for extended periods of time because they are supported by the pyreflies contained in the water that feed oxygen into them through the skin. The game is for all intents and purposes, underwater soccer (football).
The blitzball can be thrown by hand or, as it usually is, kicked forcefully into opponents and enemies. Upon contact the ball strikes with a bludgeoning force, knocking into them like a small battering ram. The stronger the kick. The more powerful the strike. Those who are not proficient with a blitzball and try to use it as weapon not only get a minus -3 to their attack rolls with it but the shots can go wild with a 30% chance to veer off course with how Blitzballs move through air instead of water. If fighting underwater, the Blitzball veer percentage change lowers to 10%. Also when using a blitz ball the ways of adding bonuses to attack rolls and damage are different depending on your preferred method of attacking with one. Throwing a blitzball, you add your Dex Mod. Kicking one? Your Str instead as if you were making a jump check. Blitzballs also benefit from ranged attack feats.
Price: | as above, but also varies on the Weave |
---|---|
Body Slot: | Held |
Caster Level: | Varies |
Aura: | Strong Evocation |
Activation: | Use-Activated |
Weight: | 10 |
Blitzballs are made from a combination of Dordweave and sometimes even Mineral Weave skin meshes. The woven mesh of several layers covers over a layer of impact absorbing foam and with a core of Spellshocked Wood. It is because of this the Blitzball has been seen used as not only a weapon but a focus for spells, powers and elemental energy. Whenever a Blitzball is used in a strike, it automatically returns to the user, arcing through the air and functioning as a and enchanted Returning weapon but coming back immediately instead of at the end of the round. Blitzballs made for fighting are also made with the Collision enchantment already on them.
The utilize the spell and power channeling of a blitzball, The user must make a concentration check of 10 + The level of Spell or Power + Their CHA mod to successfully channel the energy into the ball. Once this is done, the ball can be thrown or kicked and immediate the spell or power flares up, coating the ball in the energy of the spell/power like an Aura and once it makes a successful attack, the spell fires off as if the ball is using the wand striking ability. Once a spell has been channeled you have to wait 1d4 rounds before attempting it again.
Blitzballs can also be made of Mineral Weave as I stated before. But since Mineral Weave is mostly made for armored clothing, the way it works for Blitzballs is a little different as I will list below. The ball's outer layers of skin are not totally all Mineral Weave either, to be clear. Rather than that, it is alternating layers of the Mineral Weave, then Dord, then Mineral again until the last and finally layer, the one you hold onto is a mixed mesh of both.
- Alexandrite Weave = (Cost raise = 10,000) This strange fabric seems to change color depending on the type of light that hits it. If used on a Blitzball, when an attack is levied against something the ball has 30% chance to phase out, becoming invisible during the attack during mid-flight. If it does, the strike can incur a sneak attack bonuses dealing an extra 1d4 points of damage per 10ft travelled before impact. Because of this, the enemy gets a reflex save (DC = 10 + BAB + Dex Mod) to narrowly dodge out of the way as it phases back into normal visible light right before striking them.
- Amethyst Weave = (Cost raise = 10,000) = This deep purple fabric has the abilities to break through Magic and Psionics and cut through it like a knife through butter. When a Amethyst Blitzball strikes someone with a magical/psionic effect on their form or against a magical/psionic effect like a Wall of Force or Elemental Energy, you can roll a concentration check against the magical effect to literally blast through or blast it away. The Check is a DC of 10 + Level of the Spell/Power + the enemies Cha Mod. You may only do this once per encounter.
- Black Tourmaline Weave = (Cost raise = 2,500) = This gleaming black fabric confers the power to channel and harness the power of lightning. Black tourmaline weave is impervious to electricity, and can stop the propagation of lightning and electricity effects or even be used as way to bounce it around. Black Tourmaline Blitzball has the power to empower lightning and Electrical Damage by 2 points of damage for every Enhancement bonus of the weapon. Aslo if you were to get Any form a Lightning Enchantment on the Ball, it's costs half as much. Enchantments such as Shock, Shock Bursting, Energy Brand, Greater Energy Brand, Lightning Blast, Lightning Slice.
- Citrine Weave = (Cost raise = 5,000) = This bright orange fabric increases the wearer's luck in myriad small but noticeable ways. One way is the fact that with a Citrine Blitzball has the ability to bounce and rebound of enemies and objects to hit other targets. If you make a concentration check ( 10 + BAB + Int Mod) before attacking with a Citrine Blitzball, after it has successfully hit an enemy, miss, or hit an object you can have the option to roll a second ranged attack roll for the Blitzball to bounce from the point of impact and attack another target within it's max range. This can only be done in combat 1 + Int Mod times. Outside of combat? DM's Discretion. Also users of a Citrine Blitzball can have their luck play out when it comes to critical hits. instead of doubling it's crit range like you would with a Keening weapon, if you score a critical hit with a Citrine Blitzball, you have 5% change to have it's Damage Multiplier Double from x3 to x6.
- Diamond Weave = (Cost raise = 10,000) =
- Emerald Weave = (Cost raise = 2,500) =
- Mystic Topaz Weave = (Cost raise = 5,000) =
- Peridot Weave = (Cost raise = 10,000) =
- Ruby Weave = (Cost raise = 2,500) =
- Sapphire Weave = (Cost raise = 2,500) =
Special Blitzballs
- Switch Hitter = (Cost raise = Varies/Combine two of the ones above) =
- Triple Foul = (Cost raise = Varies/Combine three of the ones above) =
- Rainbow World Champion = (Cost raise = Incalculable. Can only be found.) =
Prerequisites: Craft Magic Arms and Armor, greater magic weapon, Craft Psionic Arms and Armor, matter manipulation.
Cost to Create: 3,000 gp, 640 EXP, 10 days. Cost Also varies if you have used a Mineral Weave.
Back to Main Page → 3.5e Homebrew → Equipment → Magic Weapons
Author | Primordial Elder Dragon + |
Body Slot | Held + |
Class | Thrown + and Melee + |
Cost | 5500/varies gp + and as above, but also varies on the Weave + |
Critical | 18-20x3 + |
Damage | 1d8 + |
Damage Type | Bludgeoning + |
Hardness | 10 + |
Hit Points | 15 + |
Identifier | 3.5e Equipment + |
Proficiency | Exotic + |
Range | 60 + |
Rating | Undiscussed + |
Summary | A unique sports ball that is just as effective as a powerful ranged melee weapon. + |
Title | Blitzball + |
Weight | 10 + |