Sense Motive (Wis)
Swim (Str)
1: Buster I, Keen Blitzing +2
2: Bonus Feat / Mag Bauble x2
3: Blitzer Training / Keen Blitzing +4
4: Bonus Talent / Buster II
5: Aim Booster / Mag Bauble x2
6: Keen Blitzing +6
7: Bonus Feat / Mag Bauble x2
8: Buster III
9: Bonus Talent / Keen Blitzing +8
10: Buster IV / Mag Bauble x2
At 1st level, you can charge 1 ranged attack with a blinding magic; if this ranged attack hits, then your opponent is rendered Blind (see Status Effects: Blind) for the next X rounds; your opponent must make a Fortitude save (DC10 + your class level + your Charisma modifier) to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round; this ability costs 5CP to use
X=1(lv1) 2(lv4) 3(lv7) 4(lv10)
Your dedication to the sport of Blitzball affords you a +Y insight bonus to all Blitzball-related statistics (except Hitpoints & Speed, see Blitzball);
Y=2(lv1) 4(lv3) 6(lv6) 8(lv9)
Your blitzer Training improves your ability to hold your breath and swim outside of the arena as well.
In blitzball the game mechanics state that for every 10 ranks in swim the blitzer moves 5 feet faster, this bonus is retained outside of the blitz-sphere.
Hold Breath rules
You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. Blitzers gain +1 increase to the base for every 2 levels of a blitzer class they possess, this means that at 10th level they can hold their breath for a number of rounds equal to 7 times its constitution score.
At 4th level, you can charge 1 ranged attack with a silencing magic; if this ranged attack hits, then your opponent is rendered Mute (see Status Effects: Mute) for the next X rounds; your opponent must make a Fortitude save (DC10 + your class level + your Charisma modifier) to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round; this ability costs 5CP to use
At 5th level, you can boost the accuracy of your party’s attacks; this ability grants all allies within 30’ (including yourself) a +2 competence bonus to attack rolls for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a cursed effect, or die (even if they are revived during the same encounter); this ability costs 5CP to use
At 7th level, you can charge 1 ranged attack with a sleeping magic; if this ranged attack hits, then your opponent is rendered unconscious (see Status Effects: Sleep) for the next X rounds; your opponent must make a Fortitude save (DC10 + your class level + your Charisma modifier) to resist; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round; this ability costs 5CP to use
At 10th level, you can spend 20CP in order to combine Dark, Silence, & Sleep Buster all into a single crippling strike; if this ranged attack hits, then your opponent is rendered Blind, Mute & unconscious (see Status Effects) for the next X rounds; your opponent must make a Fortitude save (DC10 + your class level + your Charisma modifier) to resist each effect individually; charging your ranged weapon is a swift action that does not provoke attacks of opportunity (although the ranged attack does provoke as normal); a ranged weapon remains charged for 1 round; this ability costs 20CP to use
Class Notes:
*blitzers have the same issue as hunters with ranged weapons, only a weapon held in hand can receive a charge, a blitzer can charge any ranged weapon held in hand before being thrown even a slasher if they have access to one, however they primarily use the blitzball.