Keyblade Master

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Wiseman
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Keyblade Master

Post by Wiseman »

Keyblade Master
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The keyblade is a mystical weapon, capable of bringing about both good and evil. It's wielders are legendary warriors, traveling from world to world, fighting against dark threats. The possess a broad range of magical and martial abilities.

Abilities: A Keyblade Master benefits best from focusing on both a mental stat and a physical stat. Con is also beneficial for almost all charactes.

Races: Anyone can become a Keyblade Master. The flexible abilities used make it adaptable to anyone.

Alignment: Most Keyblade Masters are good, though nothing requires them to be.

Hit Die: d8
Saves: All Good
BAB: Good
Skills: 4+int

Weapons and Armor: A Keyblade Master is proficient in simple and martial weapons, as well as all armor. They are not proficient with shields. They are also automatically proficient with any keyblade they wield.

Spells: A Keyblade Master casts Arcane spells. They have the same spells per day as a Bard plus 2 additional spells of each level they can cast, and know every spell on their list. Their Spell DC's and Bonus spells are determined by the highest of their Int, Wis, or Cha. At each level, they may add one spell from the cleric, wizard, or druid spell list of a level they can cast. Alternatively, they may learn maneuvers from any discipline of an equal level. They may only learn these spells if they're level is equal to (2xspell level)-1.

The levels learnable from and the Keyblade Master level they apply to are as follows:
0th=0th
1st=1st
2nd =2nd
3rd-4th=3rd
5th=4th
6th-7th=5th
8th=6th

Armored Casting: A Keyblade Master suffers no penalty to casting in armor when casting Keyblade Master spells.

Keyblade: Each Keyblade Master is in possession of a mystical weapon called a Keyblade. This is an exotic 1-handed weapon that deals 2d6 base damage that is either slashing, piercing, or bludgeoning at the wielders option. The wielder may use the higher of their Str or Dex for attack and damage.

Though a keyblade can possess a wide variety of abilities, there are some that they all share. A Keyblade has a +1 enhancement bonus per 3 levels of the wielder (round up). It may be summoned or dismissed as a free action. The keyblade may also open or close any lock or seal within close range as a standard action, no matter the DC or magical enchantments placed upon it. It may also duplicate the effects of Open/Close at will. It can likewise seal portals and locks, duplicating the effects of Arcane Lock. However, the break DC is increased by 20, and the DC to Dispel it is increased by 10.
Finally, the keyblade can serve as a conduit for magic. When casting a spell, the wielder may ignore any material, focus or divine focus component that costs 50gp or less. Finally, a keyblade ignores any DR, Hardness, or Regeneration that a Heartless may possess.

At third level, the Keyblade gains an enchantment of the wielders choice, every four levels after that, it gains another enchantment, to a maximum of 4. With an hour of downtime, these enchantments may be changed.

Reaction Command (Ex): At 2nd level, a Keyblade Master deals double damage on an attack of opportunity. If they choose to use a combat maneuver, they gain a +2 bonus to rolls with it.

Detect (Su): Again at 2nd level, Keyblade Master can use any detect (alignment) spell at will.

Flowmotion (Su): At 3rd level, the Keyblade Master gains the ability known as flowmotion, channeling their magical energy to improve their mobility as they grow in level.
3: All Jump DC's are halved, and they are not limited by their height. They also do not suffer fall damage.
6: The Keyblade Master can run up even seemingly sheer surfaces, like walls, however, they must end their movement on something that can support them or they will fall.
9: The Keyblade Master gains a Brachiation speed equal to their land speed +20 and may use it anywhere there is sufficient material to bounce off of.

Dodge Roll (Ex): At 4th level, a Keyblade Master may take a 5 foot step as an immediate action.

Bonus Feat: Also at 4th level, a Keyblade Master recieves a bonus feat. This may be any feat they meet the prerequisites for. Every three levels after 4th they gain another bonus feat.

Drive (Su): At 5th level, a Keyblade Master gains access to the Drive ability, allowing them to assume more powerful forms temporarily as a free action. At first, they only have access to two forms. A form lasts for 1 round/level, after which another Drive form cannot be assumed for 1 hour.
Valor Form: While in this form, the Keyblade Master gains a +4 bonus to Str, Dex, and Con, and may make one extra attack at full BAB as part of a standard or full attack. Their move speed doubles. While in this form, the Keyblade Master cannot perform any action that requires concentration.
Wisdom Form: While in this form the Keyblade Master gains a +4 bonus to Int, Wis, and Cha. In place of melee attacks, they may make a ranged touch attacks out to close range as an attack action. These deal their base weapon damage minus any ability or enhancement bonuses. When casting a spell, the Keyblade Master may apply any metamagic feat they know to the spell spontaneously, to a maximum of 1 metamagic level per four class levels with no increase in level.

Combo Master (Ex): At 6th level a Keyblade Master may make a full attack as a standard action.

Combo Finisher: At 8th level, should the Keyblade Master strike a foe at least twice in a round, they may perform one of the following actions once as a free action.
Cast a spell with a casting time of one standard action or less that targets the foe or include them in it's area of effect.
Use a spell-like ability with the same parameters.
Initiate a maneuver with the same parameters.
Perform a combat maneuver on that foe or another target within the keyblade masters reach.
Make an attack that deals maximized damage. This is at their full BAB and has an additional +3 bonus to hit.

The combo finisher may only be used 1/round. If the opponent is dropped with the two attacks required to activate this ability, the Keyblade Master may shift their target to another within their reach.

Reaction Commands 2: Reaction Command Harder (Ex): At 9th level, an opponent missing a melee attack against a Keyblade Master provokes an attack of opportunity.

Master Form: At 10th level, a Keyblade Master may assume a variety of forms with their Drive Ability, mixing martial and magical combat. They gain a +4 bonus to both a physical and mental ability score of their choice, and gain additional abilities depending on what style they choose. All save DC's are 10+1/2level+casting modifier. Any ability with a duration other than instantaneous ends when the form ends.
Firestorm: The Keyblade masters weapon attacks add 1d6/3 levels (round up) fire damage. Gain Scorching Column, Scorching Ray, and Burning Hands as at will spell-like abilities. As a combo finisher, the Keyblade Master may cause everything within their threatened area to take 1d6/level fire damage (reflex half). As a standard action they may throw fire in a 20ft sphere out to long range. This deals 1d6/level fire damage, reflex half, and all creatures in the area who fail their saves catch fire, taking 1d6/3levels fire damage (round up) each round for 10 rounds. Doing this ends the form.
Thunderbolt: The keyblade masters weapon attacks add 1d6/3 levels (round up) electricity damage. The keyblade master gains Lightning Bolt, Scintilating Sphere and Orb of Electricity as at will spell-like abilities. As a combo finisher, the keyblade master may make a melee touch attack, dealing their normal keyblade damage +1d6/2 levels electricity damage. The creature struck must make a fort save or be numbed for 1 round per level of the keyblade master. As a standard action, the Keyblade Master may release a blast of lightning affecting all enemies within their reach, dealing 1d6/level damage, Fort half. Creatures who fail their saves are stunned for 1d4 rounds. Doing this ends the form.
Diamond Dust: The Keyblade Masters weapon attacks add 1d6/3 levels (round up) cold damge. The Keyblade Master gains Sleet Storm, Wall of Ice and Ice Storm as at will spell like abilities. As a combo finisher, the keyblade master make fire a ranged attack out to close range. The target struck takes 1d6/level cold damage and must make a fort save or become entangled. As a standard action, the Keyblade Master may unlease a wave of freezing cold in a cone burst out to 30ft, dealing 1d6/2 levels. All creatures in this area must make a fort save or become frozen solid, being considered helpless. At the beginnings of their turns they may make a Strength or Escape Artist check at the same DC to break free. Activating this ability ends the form.
Cyclone: Everytime the Keyblade Master hits with a melee attack, they may make a free trip attempt. If they fail, their opponent may not attempt to trip them back. They gain Gale Force, Control Winds, and Whirlwind as at will spell-like abilities. As a combo finisher, the Keyblade master may blast all opponents within their melee reach back with a huge burst of wind. A fort save negates this. If they fail, they go flying back 5 feet per point by which they failed the save and land prone. (Insert finishing move)
Rock Breaker: Whenever the Keyblade master hits with a melee attack, the victim has their armor class and any DR they possess reduced by 2 for 1 minute from the last time they were affected by this ability. The Keyblade Master gains Tremors and Spike Stone as at will spell like abilities. They gain Earth Power as a spell like ability usable 2/form. As a combo finisher, they may encase their blade in stone and make a melee attack at their full bab with an additiona +3 bonus. This ignores any DR or Hardness the target may possess, bypasses any regeneration and deals full damage to objects, as well as dealing 1d6/2 levels additional damage. As a standard action, they may duplicate the effects of Earthquake at a caster level equal to their level. Doing this ends the form.
Ghost Drive: Whenever the keyblade master moves at least 5 feet, they may turn invisible and leave an after image in their place (treat as persistant image lasting for the duration of the form). As a free action, the Keyblade master may gain or loose the [Incorporeal] subtype. All their attacks are made as if having the Ghost Touch property. As a standard action, the Keyblade Master may designate one opponent within close range. That creature must make a will save or be planeshifted to the astral plane, right in the middle of an psychic storm (MoP 51). The effects of the storm bypass any immunities they might possess. Doing this ends the form.

Reaction Command 3: Revenge of the Reaction Command: At 12th level, on an attack of opportunity, the Keyblade Master may use any action they could perform as a Combo Finisher.

Final Form (Su): At level 15, the Keyblade Master gains their last form. They gain +2 to all ability scores, gain a fly speed equal to twice their land speed with perfect maneuverability and [insert some other stuff here]. This drive form only lasts for 1 round/2 levels.


Spells:
0- Cure Wounds, Prestidigitation, Mage Hand, Produce Flame, Light, Dancing Lights, Magic Missile, Protection from (Alignment), Bless, Greater Dispel Magic
1- Polar Ray, Call Lightning, Shield, Lesser Orb of Fire, Lesser Orb of Cold, Lesser Orb of Acid, Lesser Orb of Electricity, Gust of Wind, Searing Light, Bless Weapon, Darkness, Nightshield, Produce Flame, Chill Touch,
2- Resist Energy, Magic Circle, Call Lightning Storm, Planar Tolerance, Aid, Daylight, Deeper Darkness, Consecrate, Desecrate, Summon Monster (level of the spell equals the highest spell level the keyblade master may add to their list, Analyze Portal, Slow, Blindness/Deafness, Confusion, Poison, Bull's Strength, Cat's Grace, Bear's Endurance, Fox's Cunning, Owl's Wisdom, Eagle's Splendor, Wind Wall, Deep Slumber, Haste,
3: Orb of Fire, Orb of Cold, Orb of Electricity, Orb of Acid, Heroism, Whirlwind, Planeshift (Willing targets only), Protection From Energy, Fireball, Lightning Bolt, Cone of Cold, Celestial Brilliance, Death Ward, Telekinesis, Holy Smite, Unholy Blight, Order's Wrath, Chaos Hammer, Dimension Door, Espoir,
4: Freedom of Movement, Heal, Holy Sword, Magnetic Pulse, Reverse Gravity, Lightning Strike, Control Winds, Chain Lightning,
5: Sunbeam, Sunburst, True Seeing, Holy Word, Dictum, Blasphemy, Word of Chaos, Word of Balance, Meteor Swarm
6: Disjunction, Freedom, Binding,


Feats and Stuff

Synch Blade [General]
Because of some plot-related BS, you can wield two keyblades. There, you can stop bothering me about this.
Prerequisites: Keyblade Class Feature
Benefits: You can wield a second keyblade. You are afforded as many BAB related attacks with your secondary keyblade as with your primary. You don't suffer any penalties to attacks when wielding two keyblades.


Keyblade Armor
Will Sora ever get keyblade armor?
Prerequisites: Keyblade Class Feature
Benefits: Choose a set of heavy armor. You may summon that armor equipped to yourself as an immediate action and dismiss it as a free action. Keyblade armor has several benefits.
Protection from Darkness: Keyblade armor is always treated as if having the Sanctified enhancement and additionally granting resistance 10 to divine, hellfire, unholy and vile damage. Finally, they are unaffected by being on a Evil-Aligned plane.
The armor has a +1 enhancement bonus per 3 character levels (round up). Starting at level 3, the armor may be given any one non-epic armor property of the owners choice, every four levels after that, it gains another enchantment, to a maximum of 4. With 24 hours of downtime, these enchantments may be changed.

Formchange [General]
Prerequisites: Keyblade Class Feature
Benefits: Choose any man-portable Simple, Martial, or Exotic weapon. As a move equivilent action, you may transform your keyblade into that weapon. It retains all applicable weapon enhancements the keyblade has and you are proficient with that weapon if you weren't already. If the weapon is a ranged weapon or otherwise requires ammunition, then it is automagically created for it when needed.
Special: You may take this feat multiple times, choosing a different weapon each time.

Sliding Dash [Fighter]
When performing a charge attack, you do not suffer a -2 penalty to AC and may Charge as a swift action.

Leaf Bracer [Spellcasting]
Benefits: You do not provoke attacks of opportunity for casting spells of the [Healing] subschool. You automatically succeed on concentration checks to cast such spells.
Last edited by Wiseman on Fri May 31, 2019 5:36 pm, edited 14 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by maglag »

Eeerr, is this serious?

You're unlocking new spells levels ahead of actual fullcasters while acessing all their lists and having full Bab with all good saves on top because clearly wizards are bottom tier trash.

Also gaining +8 to your casting stat that stacks with everything else and also adding your spellcasting score to saves because why not. The bit where it doesn't stack with paladin's divine grace is funny though since even if it did you'll never want to multiclass out of this (maybe for a cheesing casting prc, definitely not for a non-fullcaster).
FrankTrollman wrote: Actually, our blood banking system is set up exactly the way you'd want it to be if you were a secret vampire conspiracy.
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Wiseman
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Post by Wiseman »

This is still a work in progress. I was worried about that option.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Wiseman
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Post by Wiseman »

Heartless
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When a creature's heart is lost to darkness, it transforms into a Heartless, a dark being that exists only to consume the hearts of others, transforming them into more Heartless.

Heartless is an acquired or inherited template that can be applied to any creature.
Size/Type: Size is unchanged. Type becomes Spirit with the [Evil] and [Heartless] subtypes and the new home plane is the Realm of Darkness, gaining it's previous type as an augmented subtype. Do not recalculate base attack, hit points, saves or skills.
Attack: If it lacks any other weapons, it gains either a slam or claw attack as a natural weapon (1d6 for medium).
Special Attacks: See Below
Special Qualities: Create Spawn,
Abilities: Int score becomes -.
Challenge Rating: +0
Alignment: Always Evil (See Below)

Create Spawn: A creature killed by a Heartless becomes a Heartless itself of it's own CR or lower. A creature of of evil alignment may become a heartless up to 2 CR higher than their regular CR.

The [Heartless] subtype:

Heartless
See In Darkness (Ex): Heartless can see perfectly in darkness of any kind, even that of the magical variety.
Reconstitute: Like other spirits, being killed doesn't necessarily spell the end for a heartless. Unlike other spirits, this is quicker and not dependant on plane. If a Heartless is killed, it is restored to life as per True Resurrection in the Realm of Darkness after 1 day/CR. The only thing that can destroy a heartless permanently is a Keyblade. If it is killed within one minute of being struck by a Keyblade or an attack originating from a Keyblade, then it's captive heart is set free.
Create Spawn: A creature killed by a Heartless becomes a Heartless itself of it's own CR or lower.
Pure Evil: A Heartless is Evil in it's purest form. It does not have an ethical component to it's alignment. Effects that depend on ethical alignment simply do not affect Heartless.
Last edited by Wiseman on Mon Apr 08, 2019 4:20 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

Lesser Nobody

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Size and Type: Size is unchanged. Type becomes Undead with both the [Dark-Minded] and [Unliving] subtypes.
Armor Class: Unchanged
Speed: Unchanged
Attacks: If it lacks any other natural weapons, gain either a Slam or Claw attack (1d6 for medium).
Special Attacks: -
Special Qualities: No Heart, Half-life
Abilities: Unchanged
Skills: A Nobody is able to contort it's body in bizarre and unnatural ways. It has a +20 racial bonus to escape artist checks and may make any such checks 1/round as a move action.
Environment: Any
Alignment: Any
CR: +0

No Heart: A Nobody in it's default state does not possess a soul (heart). Thus any effects that would target or effect souls have no effect (soul bind, trap the soul).

Half-Life: A Nobody is healed by both positive and negative energy, though only at half strength for each. It cannot be turned or rebuked.

Greater Nobody: Nobodies with exceptional hearts are able to retain their original forms with only minor changes. Simply replace the Escape Artist bonus with a +2 bonus to an ability score of their choice.
Last edited by Wiseman on Fri May 31, 2019 4:39 pm, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Post by Wiseman »

The Realm of Darkness
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Normal gravity.
Timeless: Age, hunger and thirst do not function in the Realm of Darkness. Creatures do not require sleep either (though the still must rest to regain abilities).
Infinite Size
Alterable morphic.
No elemental or energy traits
Strongly Evil Aligned: Non evil creatures take a -4 penalty to Int, Wis, and Cha.
Enhanced Magic: Spells and Spell-Like Abilities with the [Evil] descriptor are enhanced in the Realm of Darkness. They may be Empowered, Widened, Enlarged, and/or Quickened at the casters option.

Dark Nature: Beings of darkness are stronger here. Creatures with the [Evil] subtype gain the benefits of Greater Heroism in the Realm of Darkness.
Last edited by Wiseman on Mon Mar 18, 2019 4:13 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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