Blitzball Ace (3.5e Feat)

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Author: Primordial Elder Dragon (talk)
Date Created: 03/27/18
Status: Complete
Editing: Clarity edits only please
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Combat [Blitzball] Your skills as Blitzball Player and Fighter rise higher and higher as you grow, making you an Ace of the sport and felling enemies with the weaponPrerequisites: Exotic Weapon Proficiency (Blitzball) Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: Stamina Gauge & Wither Shot
  • Stamina Gauge= Blitzball is a very demanding sport. It a full body affair and it takes years of training to build up the stamina and strength to play it correctly. It takes even more to be able use one as an effective weapon and those who do it well can find themselves more physically fit than normal. Because of this, a Blitzball user and Master will find that they can push the limits of their form to achieve some very amazing things. You now have a Stamina Point Pool. The pool is equal to 1 + Character Level + Your Constitution Modifier. These points recover at the rate of 1 point per 2 rounds. These stamina points are used to activate your skills and special attacks that being a Blitzball user affords you. If you have other Maneuver-like abilities from the other Blitzball feats, you can even use Stamina Points to empower the abilities there even further. Each Shot takes a standard Action to complete. Also if you pour an extra 3 Stamina into any of the shots you can also benefit from the Bliztball's natural Spell/power Channeling Ability added onto the Shot.
  • Wither Shot= The key to winning any Blitzball game is wearing down your enemies by any means you can to whittle their strength to make easier to score against them. In battle the concept is frighteningly the same. The Wither Shot is a tool for such a job as it can be used to sap your opponents of their strength and movement speed. Once you initiate attack for a Wither Shot you toss your Blitzball high into air, only to jump after is and slam your shin into the ball, sending to screaming towards your enemy. The attack allows for a reflex save ( 10 + BAB + Your Dex Mod). If the make the save, the attack missed. If the hit is successful, they must make a Fortitude Save ( 10 + BAB + Your Con Mod). If they fail, they take 1d4 Temporarily Damage to Strength and to Dexterity that lasts for 1d4 Rounds. If your attack is a Critical, they have a 50% chance to have there movement speed cut in half for the duration. The Strength and Dexterity Damage does not stack but the movement speed stolen does if you are lucky enough to score subsequent criticals. This takes 2 Stamina Points to use.
  • +1: Nap Shot & Volley Shot & Venom Shot
  • Nap Shot=Where as the Wither Shot aims to slow down opponents, the Nap Shot aims to take an enemy out of the fight for a while completely. As you prepare to perform a Nap Shot, you drop the Blitzball to the ground and jump back only to run forward and kick it towards an enemy's head with brutal force. The ball speeds towards them without spinning to make sure that the full brunt of the attack is delivered in waves to the targets skull. This attack affords a reflex save, same as the Wither shot. If the attack is successful the enemies takes the initial damage and must roll a Fortitude save or be knocked out for 2 rounds. Upon waking up they must roll a second Fort Save or be dazed for an additional 1d4. The Stamina Cost is 3 points.
  • Volley Shot=The Volley Shot is an attack that makes it hard for an enemy to dodge your attacks as your use the gravity defying bounce properties of a Blitzball to your advantage. As you initiate your attack. you quickly strike at an opponent. They are allowed reflex save for each one you levy against them. Volley Shot allows to to make a flurry of attacks with your Blitzball with your lowest BAB but with a -2 to them up to your dex modifier. But for each attack that lands and hits it's mark, the damage for them goes up by a d4 due to the increase in momentum and speed with each attack that follows until the end as you punch, knee, elbow and kick your blitzball in a martial arts flurry of a dance. This costs 3 Stamina Points.
  • Venom Shot=Venom Shot functions much like Wither Shot in it's mechanics except that instead of sapping people of their strength it tries to slowly eat them from the inside out. As you initiate your attack you toss your blitzball into the air and as it comes down you roll a concentration check with your attack ( 10 + BAB + Con Modifier) to charge your arm with vile energy. Once it comes down you strike it with a powerful blow at your foe. As the others, a reflex save is allowed. If they fail, they must roll a fort save or become infected with a magical poison that saps at their INT and Con for 1d4 Temporary Damage for 1d4 rounds. Each turn the fail their fort save to shake off the poison, the lose 1 point of each. Subsequent Venom Shots do not stack the damage. However, failing a fort save when hit by one when already infected extend the duration by a round. This costs 4 Stamina Points.
  • +6: Sphere Shot Mark I & Jecht Shot Mark I
  • Sphere Shot Mark I= The Sphere Shot is a crowd favorite in the Blitzball Sphere Pool Arenas, but also a powerful tool against enemies. As you initiate a Sphere shot you make strong volleyball serve to knock your Blitzball into the air. Afterward you make a jump check (10 + BAB + Your Str Mod) to leap high into the air after it. As you rise you flip your body upside down, twisting with the momentum to deliver a powerful Bicycle Kick with your shin to the Blitzball and send it crashing down upon your enemy like a meteor from the sky! From this point the enemy is afforded a reflex save like the others. The secondary properties is that this shot has it's damage randomized. Roll a d100. lover that 33% = The damage of it is normal. 33 to 66% = It rises to a d12. 66 to 99% = It becomes 3d6. Once hit by this the enemy must also roll a secondary reflex save to not be knocked prone by the blow. This takes 5 Stamina Points.
  • Jecht Shot Mark I= The Jecht Shot, named after the man who invented it, is one of the most widely known, Iconic, and famous Blitzball techniques known to man and one of the hardest to pull off. But for those who can, they will not only find themselves at the top of the leaderboards in the sport but also indispensable in battle. The Jecht Shot can be used up to three enemies/objects in one full round action. You initiate your attack by kicking the blitzball into one. As it lands, it will rebound off the first as you immediate roll to attack the second. If the attacks land the first two enemies must make a fortitude save or be shaken and unable to act for the duration of your turn. The last attack levied at the third and finally enemy as the Blitzball pops unto the air after hitting the second enemy or object. You roll a jump check as you would for a Sphere Shot and you rise into the air as the ball comes up to meet you. You begin to spin your body, the winds whipping around you as you end the spin with a Earth-Shattering Kick to the last enemy/object in your targeting order. The Ball comes down screaming down from the sky at the last target. This attack does an additional 1d8 for each successful enemy you hit before the final shot and has the ability to blow the final target away, knocking them prone. The last target is afforded a reflex save for both the final attack and the knockback. This takes 6 Stamina Points.
  • +11: Sphere Shot Mark II & Jecht Shot Mark II
  • Sphere Shot Mark II= This functions the same as the Mark I, But in turn you can roll a concentration check to add on the effect of a Wither Shot to it's effect as well. Also The damage of the Mark II does 1.5x after rolling for it's random Damage Roll. This takes 8 Stamina Points.
  • Jecht Shot Mark II= This functions the same as the Mark I, except now you can target up to 4 enemies/objects in turn. The Additional Damage to the final hit from previous targets rises to a d10 and the DC for both the reflex save and the knockback rises by 1. Also like the Mark II for Sphere shot, you make add on the effect of a Wither Shot as well. This takes 10 Stamina Points.
  • +16: Ultimate Sphere Shot Mark III & Ultimate Jecht Shot Mark III
  • Ultimate Sphere Shot Mark III= The Ultimate form of the Sphere Shot. It functions the same as the Mark I and Mark II but taken to the highest Level. Once the attack from the Sphere Shot Mark II hits the enemy it can cause a shockwave that spreads out from the enemy hit by it, dealing 1d6 for every 10 feet traveled for a 30 ft burst in all directions. This can be reflex saved for half. Even if the attack misses, they are still subject to the shockwave. If you add on the Wither Shot effect, they too must roll for the save against being weakened. This costs 12 Stamina Points.
  • Ultimate Jecht Shot Mark III= The Ultimate form of the Jecht Shot. It functions the same as the Mark I and Mark II but taken to the highest Level. You can now target up to 5 enemies/objects. The The Additional Damage to the final hit from previous targets rises to a d12 and the DC for both the reflex save and the knockback rises by 2. This Ultimate form of the Jecht shot also has the shockwave effect of the Ultimate Sphere Shot. This takes a whopping 20 Stamina Points.



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Article BalanceHigh +
AuthorPrimordial Elder Dragon +
Identifier3.5e Feat +
PrerequisiteExotic Weapon Proficiency (Blitzball) +
RatingUndiscussed +
SummaryYour skills as Blitzball Player and Fighter rise higher and higher as you grow, making you an Ace of the sport and felling enemies with the weapon +
TitleBlitzball Ace +
TypeBlitzball +