B-Baller (3.5e Class)
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B-Ballers are seen by many as the pinnacle of their respective races, and revered by followers called 'Fans'. Roaming B-Ballers often look for fresh courts to slam in and new crowds to jam with.
Making a B-Baller
B-Ballers work best with others, because there is no "I" in team.
Abilities: Depending on what play style you choose, your attributes will differ. Strength and Constitution are important for player who prefer to dunk on their opponents or throw balls really hard at people they don't like. Charisma is important for the team Captain as he tries to create openings and raise his teams morale.
Alignment: B-Ballers can be any alignment. Lawful B-Ballers tend to stick to the plan and value victory, while Chaotic players only care about how flashy they look while they play. Good B-Ballers always play by the rules and up hold a sense of honor, Evil B-Ballers use underhanded tactics when the ref isn't looking in order to gain an advantage.
Starting Gold: 6d4 x 10 (150gp)
Starting Age: Simple
|1st||+1||+0||+2||+0||Skill Focus (Jump), Play Style, Rivalry|
|2nd||+2||+0||+3||+0||Play Style 2nd Level|
|5th||+ 5||+1||+4||+1||Play Style 3rd Lvl, Rivalry +1|
|6th||+6/+1||+2||+5||+2||Elemental Zone, Bonus Feat|
|7th||+7/+2||+2||+5||+2||Armor Mastery (Light)|
|8th||+8/+3||+2||+6||+2||Play Style 4th Lvl|
|9th||+9/+4||+3||+6||+3||Rivalry +1, The Zone +1, Bonus Feat|
|10th||+10/+5||+3||+7||+3||Aspect of the Wild|
|11th||+11/+6/+1||+3||+7||+3||Play Style 5th Lvl|
|12th||+12/+7/+2||+4||+8||+4||Elemental Zone Increase, Bonus Feat|
|13th||+13/+8/+3||+4||+8||+4||The Zone +1, Rivalry +1|
|14th||+14/+9/+4||+4||+9||+4||Play Style Final Lvl|
|16th||+16/+11/+6/+1||+5||+10||+5||Armor Mastery (Medium)|
|17th||+17/+12/+7/+2||+5||+10||+5||The Zone +1, Rivarly +1|
|18th||+18/+13/+8/+3||+6||+11||+6||Elemental Zone Increase, Deep Zone|
|20th||+20/+15/+10/+5||+6||+12||+6||The Zone +1, Rivalry +1, Ascended Zone|
Class Skills ( 4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: B-Ballers are condition to only wear light armor, usually something that doesn't get in the way of their skills. As for weapons they are proficient with Exotic Weapon (Ball) and any Improvised Spherical Object.
All of the following are class features of the B-Baller.
Rivalry(Ex): B-Ballers may choose a region in which their Rivals with. When fighting people who are from the Rival team or fans of the Rival team, the B-Baller gains +1 to Attack Rolls. To see if the opponent is a member/fan of the Rival team, the B-baller may make a Knowledge(Local) check. This bonus increases by +1 at 5th,9th,13th,17th,20th Level.(This is a Misc Bonus that stacks with others)
Skill Focus(Jump): All B-Ballers are required to train to jump higher in order to gain the advantage in the air. B-Ballers gets this feat for free at Level 1.
Play Style(Ex): At Level 1 all B-Ballers must choose one of the three play styles below. Special: This class feature only works when using a ball or sphere shaped object as your primary weapon.
- Point Guard
- At Level 1 Point Guards are Treated as having Precise Shot, as long as they use a ball or sphere shaped object.
- At Level 2 Point Guards are Treated as having Brutal Throw, as long as they use a ball or sphere shaped object. (Feat Found in Complete Adventurer)
- At Level 5 Point Guards are Treated as having Far Shot, as long as they use a ball or sphere shaped object.
- At Level 8 Point Guards gain Fade Away (Ex). When an enemy is adjacent to you, as a Full Round Action the Point Guard can jump 10 feet back and make an attack. Doing this does not provoke Attacks of Opportunities. The Point Guard can use this ability (1/2 B-Baller Level) per day.
- At Level 11 Point Guards gain Formless Shot(Ex). The Point Guard can shoot from any position without taking any penalties so long as he has 1 arm free. Example: Being prone or Hanging off a cliff.
- At Level 15 Point Guards gain Unlimited Range(Su). You have achieved more than the average B-baller in your career, this has been noticed by Charles Barkley himself. He has blessed you with Unlimited range, if you can see the target you can hit him from anywhere. Special If you Scry a target and see him, you can throw your ball and it will find your target, however if there are obstructions in the way such as a roof or a mountain, the ball may not hit the target.
- Dunk Master
- At Level 1 Dunk Masters are Treated as having Battle Jump, as long as they use a ball or sphere shaped object. (Feat found in Unapproachable East)
- At Level 2 Dunk Masters gain Skill Focus(Tumble) as a bonus feat.
- At Level 5 Dunk Masters gain Mobility as a Bonus Feat, even if the B-Baller doesn't meet the Prerequisites.
- At Level 8 Dunk Masters gain Meteor Jam(Ex). If a Dunk Master makes a Charge Attack he may declare to use Meteor Jam. If the Dunk Master hits, he will do double damage. When he charges with Meteor Jam the Dunk Master must make a Jump check (DC 25), if he fails then the attack is treated as normal.
- At Level 11 Dunk Masters gain Aura of Control(Ex). Squares within 10ft. of you are considered rough terrain for your enemies.
- At Level 15 Dunk Masters gain Chaos Dunk(Su). Charles Barkley see how you love to Slam and grants you the power of his signature technique. Once per day as a full round action, you can call all Balls and Sphere Shaped objects within 30 ft to slam your target. Each ball that hits the target will deal its weapon damage plus the Dunk Masters Strength.
- Team Captain
- At Level 1 The Team Captain gains Inspiring Presence(Ex). Being within 30 feet of the Team Captain, he raises his allies morale giving +1 on Attack Rolls, Skill checks, and Saves. (This does not stack with other Morale Bonuses)
- At Level 2 The Team Captain gains Game Changing Play(Ex). Whenever the Team Captain confirms a Critical Hit, his allies gain a circumstance bonus giving them (1/2 B-Baller Level + Cha Bonus) to their attacks for the rest of the encounter. (This does not stack with other Circumstance Bonuses)
- At Level 5 The Team Captain gains Redirection(Ex). As a Full Round Action a Team Captain can attempt a Feint on, (1/2 Cha Bonus) targets within 30 feet, at a range. If the Feint attempt succeeds, the targets AC will be treated as Flat-Footed from the next attack done by anyone.
- At Level 8 The Team Captain gains Redirection Overflow(Ex). Once per encounter, if a team mate moves through an enemy threatened square, as an Immediate Action the Team Captain can force an enemy to miss an attack of opportunity on his team mates. Special The Team Captain can use this ability after a hit is confirmed.
- At Level 11 The Team Captain gains Demoralizing Aura(Ex). Whenever the Team Captain enters The Zone he gains an aura of fear. Enemies must make a will save, (DC = the Team Captains intimidate check), or be shaken til the Team Captain leaves The Zone or if he falls unconscious/dies.
- At Level 15 The Team Captain gains Team Zone(Su). Charles Barkley sees how you lead your team, he grants you the ability to empower your whole team with the power of The Zone, even if they are not B-Ballers. You can enter the zone without meeting any of the Perquisites to enter. When you enter The Zone every member of your team will enter The Zone as well. They gain the benefits of The Zone equal to the Team Captains Zone Benefits.Special The effect of The Zone and Team Zone do not stack, but when determining which Zone you benefit from, you take the better one.
Bonus Feat: B-Ballers work so physically hard, its not suprise that they would pick a a few tricks here and there. B-Ballers get Bonus feats based off the Fighter Bonus Feats.
The Zone(Ex): B-Ballers who have trained long and hard are able to enter The Zone, while in The Zone, The B-Baller enters a state of hyper-concentration where the only thing that matters is victory. As an Immediate action, a B-Baller may enter The Zone, as long as one of the prerequisites are met.
- One of your allies or you is below 50% of their max HP
- One of your allies has fallen unconscious or dies
- One of your allies or you was Critically hit
- No one on your team has hit the enemy within the first 2 rounds
The B-Baller may only enter The Zone Once per day and it last the whole encounter. The B-Baller may enter The Zone as Free Action. After the encounter is over, the B-Baller is Fatigued. The Zone provides the following buffs:
- Blurred Speed: Your focus allows you to see the quickest path from Point A to Point B. While in The Zone your movement speed is increased (10 + base movement speed), if you're over encumbered you are allowed to ignore the movement speed penalty it causes. This bonus increase by 10 at 9th, 13th, 17th, 20th Level.
- Eagle Eye: You can read your opponent like a book, seeing his next move. While in The Zone you can negate 1 attack of opportunity during the encounter. You can negate 1 more attack of opportunity at 9th, 13th, 17th, 20th Level.
- Precision: Missing is no longer an option, in order to carry your team your shots and dunks become more precise. You can +1 on your Attack rolls and +1 on Damage rolls. This bonus gains +1 at 9th, 13th, 17th, 20th Level.(This is an unnamed bonus and stacks with other bonuses)
Elemental Zone(Ex): While in the zone you feel your body take on properties of an element. When you enter the zone, you gain one of the elemental properties below. You must choose one of these elements when you reach Level 6 with the B-Baller class, once chosen you cannot change it because the element is a reflection of your play.
- Earth: You feel as tough as the earth. Your body is able to take more punishment as a result. While in The Zone the B-Baller gains DR 3/-. Also at 12th Level the bonus increases to 5/- and at 18th Level the Bonus Increases to 10/-. This bonus stacks with other forms of (N/-) DR.
- Lightning: People say, you can't hit what you can't see, when you enter the zone you find that saying to be true. While in The Zone you are under the effects of the spell Displacement, however this miss chance at 6th Level is only 10%, the miss chance increases to 20% at 12th Level and 50% at 18th Level.
- Fire: You can feel the game heating up and you feel your body heat up as well. While in The Zone you gain Fire Resistance 5 and you deal an extra 2d6 Fire damage. These effects increase to 10 Fire Resistance and 4d6 Fire Damage at 12th Level, and these effects increase to 20 Fire Resistance and 6d6 Fire damage at 18th Level. Special The extra dice of fire damage multiply with critical hits and other effects that multiply damage, unlike weapon enchantments.
- Water: You feel the flow of the game and can predict your opponents next move. Once while in The Zone you can add +2 to AC or a Save, you can declare this bonus after the roll has been made. This bonus increases to +5 at 12th Level and +10 at 18th Level.
Armor Mastery (Light)(Ex): After all the strenuous trials the B-baller goes through, he comes used to wearing armor and treats it like a second skin. Any light armor you wear no longer inflict armor check penalties and its weight is now negligible.
Aspect of the Wild(Ex):After many games of B-ball players gain an instinct for the game. Choose one of the following aspects below, once you have chosen you cannot change it because the animal is a reflection of your own feral instincts.
- Wolf: You can feel your inner beast calling out to be unleashed. Your Threatened Area and Reach increase by 5ft.
- Tiger: You become a fierce and fearless B-Baller. You become immune to fear effects and gain the ability to Pounce on your foes.
- Cheetah:You become faster than ever thought possible. You can +10 Movement Speed(Unnamed Bonus) and able to negate 1 Attack of Opportunity Every 1d4 Rounds.
Armor Master (Medium)(Ex): After B-Balling for so long in armor, your body is conditioned to have the extra weight of the armor and team on your shoulders. When you wear Medium Armor, you can ignore the armor check penalty. The weight of your medium armor is now also negligible. Also whenever you sleep in your armor you no longer become fatigued.
Deep Zone(Ex): You've been in The Zone so many times that it feels natural. You realize that your always in a state of hyper-focus. You are now always in The Zone. As a free action you can suppress or re-enable the effects of The Zone.
Shadow Baller(Su): Charles Barkley sees that you are close to your pinnacle of B-Balling. He grants you the power of the greats that came before you. Once per day as a standard action you can summon 1d4+1 Shadow Ballers. Theses shadow ballers appear within 20 ft of B-Baller and these ballers share your base stats, have half the B-Ballers health, and share the super-natural and extraordinaire abilities and feats. The shadow ballers can only move and mimic the attacks of the B-baller. Example: When the B-baller charges a target, his shadow ballers will also charge the same turn. Or if the B-Baller makes a full attack, the shadow ballers will also make a full attack. If the Shadow Ballers can't mimic the attacks of the B-Baller the shadow ballers will only move.
Ascended Zone(Su): You have proven to both yourself and Charles Barkley that you are strong enough to slam with the best. Its said that the great B-Ball gods once played on the material plane, but the destruction of their games caused too much damage so they moved into a different plane so they can go all out. Now that you have ascended to such a level, you have been granted permission to enter the realm of the B-Ball gods to defeat your enemies. Once per day as a standard action, while in The Zone you can pull all of your allies and enemies into the Astral Plane. While there you are placed on an astral B-Ball court and the effects of The Zone is doubled for everyone who is in The Zone.Special Those who are effect by the Team Zone will have their effects equal to the Team Captains Zone, which is doubled while in the astral plane.
Human B-Baller Starting Package
Weapons: A Spalding Standard Issue Basketball.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Power Attack.
Bonus Feats: Improved Initiative
Gear: Leather Armor, a Jersey, Protein Bars , a 5 gallon Gatorade Cooler, a portable hoop, sweat towel, B-Baller Outfit.
Gold: 6d4 x 10 (150gp).
Playing a B-Baller
Religion: B-Ballers tend to worship Charles Barkley. However, Barkley only notices those B-Ballers who are gifted or great, so everyone strives to be the best.
Other Classes: B-Ballers interact fine with other classes, often grateful to other classes that can help them play better.
Combat: B-Ballers can fill a few roles, such as melee Fighter with the Dunk Master with high mobility using Tumble to their advantage or Ranged Fighter with the Point Guard by using brutal throw to really make throws hurt. They can also assume a leadership role with the Team Captain play style rallying your team with their amazing charisma.
B-Ballers in the World
|“||If you can't slam with the best, then jam with the rest||”|
Daily Life: Workout routines, matches, voicing EA games, and signing autographs make up the majority of a B-Baller's day.
Notables: LeBron James, Michael Jordan, Larry Bird, Shaquille O'neal, and Charles Barkley are considered the best of the best.
Organizations: There are an abundance of teams, most notably the 'Lakers', the 'Miami Heat', and the 'Redskins'. All of these teams, however, belong to a master guild named 'The National Association Of Basketball', or NBA for short.
NPC Reactions: Many of the Fans will ask for merchandise, the B-Baller's personal print, or some other souvenir to remember the meeting by.
Characters with ranks in Knowledge (Local), Knowledge (History), Knowledge (Religion) can research B-Ballers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||B-Ballers are agile sportsmen who entertain crowds with feats of fitness.|
|15||B-Balling Adventurers are known to use the rush of the game and the ball in their hands as weapons.|
|20||B-Ballers often roam in groups of themselves called 'Teams', and in conflicts between 'Teams', arbiters known as 'The Refs' ensure that the rules of the court are followed|
|30||Ascended B-Ballers, or 'All-Stars', have at least 3 known cases of god-like prowess, the most famous being 'The Space Jam Incident'|
Exotic Weapon(Ball)/Improvised Sphere Shaped Objects
The DM can decide how much damage your weapon does. For improvised sphere shaped objects, you should use the weapon weight rules that are described in Complete Warrior (pg. 159) for damage.
Here are some examples my friend and I came up with. All the weapons below are considered Exotic 1-handed Melee Weapons or throwing weapon.
The Critical Range is can be decided by your DM.
Basic Basket ball: 1d4+Strength
Lead Ball: 1d6+Strength
Special:Spiked Retracting Ball: 1d10+strength. When this ball hits, it impales itself into its target. When the ball is ripped from the target (via return enchantment or another means) it deals an extra 2d6 piercing damage.
You and your DM can create other weapons depending on what you guys want to do.
Since this is a homebrewed class you and your DM can make up feats that will help your character. For example creating a rapid shot feat for throwing weapons rather than having it be limited to range weapons.