I was driven by some strange force to do this, and now all I have is confusion and a strange end result. The only rational choice is to share this with you all. Tie on your Nikes, fill up that water bottle, and meet me on the court.SLAM JAMMER
Since the dawn of time, man has engaged in millions of forms of competition. None ever invented has been as demanding, powerful, artistic, or profound as the art of b-ball. Dunks, dribbles, jukes, and jumps are all core components of the highly-complex and technically-rich gauntlet popularized by ballers and hoopers. As one of the elite athletes who has proven themself season after season, you have earned yourself the illustrious title of Slam Jammer, and with it, the potentially-divine abilities that help you demonstrate to all who doubt this one simple fact: Ball is life.
Depending on the campaign, a Slam Jammer could be...
-A former champion framed for a tragic crime, called out of retirement to investigate this misuse of Slam power and clear his name.
-A true master at the height of his game, aiding an unlikely band of heroes in a mission to defeat a threat from beyond this world.
-A dastardly wizard, whose studies of the Great Spalding Orb have resulted in his impossible abilities and ball-powered immortality.
-A nameless performer who wanders the world, searching for courts to show off the greatest set of showman skills and inspire future Slam Jammers.
-A simple villager whose unwavering belief in his coach-- who in turn believes in him-- inspires him to pierce the nets of any who stand in his way on the path to glory.
(image by SachaLefebvre @DeviantArt)
Acrobatics 6+ ranks, Athletics 6+ ranks, Basic Skill Mastery (Athlete), Hurled ProficiencyFavored Attributes:
Constitution, Strength, DexterityClass Skills:
Athletics, Acrobatics, Bluff, Impress, Notice, ResolveContinuity:
At Level 1, choose 2 skills that are class skills for any of your other classes. These become Slam Jammer class skills for you.Skill Points:
4 + Int modifier per levelVitality:
12 + Con modifier per levelBase Attack:
MediumCLASS ABILITIESGlobetrotter Technique:
You have traveled the world in search of the skill and knowledge necessary to set you above the other ballers into the legendary caste known as a Slam Jammer. As a result, you gain 5 additional tricks.Come on and Slam:
Combat and performance have no difference to you, and no matter the location, the ball is always in your court. Your hurled attacks with basketballs may be treated as melee attacks for the purpose of qualifying for tricks, feats, and other abilities specific to melee attacks.Make It, Take It:
One of the renowned rules of the Slammers and the Jammers is that the victor shall continue their streak. At Level 2, you gain the Cleave Basics feat. Also, whenever you make a successful hurled attack with a basketball you may spend an action die to immediately be armed with the basketball again.Double Dribble:
You've developed complex maneuvers to dupe the best and dazzle the rest. At Level 3, you may add 2 tricks to each basketball attack. You may apply unarmed, melee, and ranged tricks to these attacks, regardless of which type the attack is.And Welcome to the Jam:
Your mastery with a ball makes you as comfortable throwing it as you are dribbling. At Level 4, you may substitute your melee attack bonus and threat range when making hurled attacks with basketballs, and your basketball attacks ignore up to 1/2 cover.Take It, Break It:
When you get the ball rolling, there's no stopping your game. At Level 4, you gain the Cleave Mastery feat, and your first hurled basketball attack made each round gains the spread quality.Chaos Dunk:
With unquestionable, unrivaled domination of the b-ball game in your grasp, the Ancients have bestowed upon you the wisdom, power, and responsibility of the ultimate Slam Jam technique. At Level 5, when you activate a critical hit with a basketball, you may spend an additional action die to also produce the effects of an Earthquake spell. This effect is centered on you, and you are considered to be airbone for it's effects. This is considered a nonmagical effect and is not subject to spell defense. The DC for this effect is equal to 15 + the total number of Ranged, Melee, and Unarmed Combat feats you possess. This effect may only take place once per combat, no matter how many Slam Jammers are present.
Basketball: 1d4 subdual, threat:20, 20 ft. × 5, Finesse, Grip, T/1h, Soft 1, 5D, 1/2 lb., Ancient 5s