Keyblade Wielder, Remake (3.5e Class)
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[edit] Making a Keyblade Wielder
The Keyblade Wielder is a balance between casting and melee combat. He uses the weapon forged by his heart to destroy his enemy's. Accompanied by an alli chosen by the player, this class is perfect for being in the front lines, or staying back and shooting fire at the enemy.
Lets Start out with the strong points. First, a keyblade can never be lost, or knocked away from the wielder. They have different forms that they can assume. An example would be "Valor". This increases the speed of the character, and gives the wielder a second, temporary Keyblade. Now lets go to the bad. First, a person of stronger will can take a Keyblade from its Wielder. Without this the wielder can not cast spells, or assume any of their forms. All in all the Keyblade and its wielder have a advantage being part fighter part mage.
Abilities: The two main Abilities for this class are Especially Dexterity,Strength and Charisma.Dexterity is used mainly for handling of the Keyblade and these incredible reflex, Strength covering the Keyblade Wielder's Melee Combat abilities and charisma governing their caster capabilities.
Races: Any Race may become a Keyblade Wielder so long as they're strong of heart and have a soul. This means that no constructs & undead may be Keyblade Wielders.
Alignment: Any
Starting Gold: 2d4×10 gp (40g)
Starting Age: Moderate.
| Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | 1st | 2nd | 3rd | 4th | 5th | ||||||||||||||||||||||||||||||||||
| 1st | +1 | +0 | +2 | +0 | Keyblade, Unique Ally | 3 | — | — | — | — | |||||||||||||||||||||||||||||||
| 2nd | +2 | +1 | +4 | +1 | Keyblade Ability I | 4 | 1 | — | — | — | |||||||||||||||||||||||||||||||
| 3rd | +3 | +2 | +6 | +2 | 5 | 2 | — | — | — | ||||||||||||||||||||||||||||||||
| 4th | +4 | +2 | +7 | +3 | Bonus Feat | 6 | 3 | — | — | — | |||||||||||||||||||||||||||||||
| 5th | +5 | +3 | +8 | +3 | Limit Form, Anti-Form, Drive gauge | 7 | 4 | 1 | — | — | |||||||||||||||||||||||||||||||
| 6th | +6/+1 | +3 | +10 | +4 | Keyblade Ability II | 8 | 5 | 2 | — | — | |||||||||||||||||||||||||||||||
| 7th | +7/+2 | +4 | +11 | +4 | 8 | 6 | 3 | — | — | ||||||||||||||||||||||||||||||||
| 8th | +8/+3 | +5 | +12 | +5 | Bonus Feat | 8 | 7 | 4 | 1 | — | |||||||||||||||||||||||||||||||
| 9th | +9/+4 | +5 | +12 | +6 | 8 | 8 | 4 | 1 | — | ||||||||||||||||||||||||||||||||
| 10th | +10/+5 | +6 | +14 | +6 | Limit Form, Unique Ally II | 9 | 8 | 5 | 2 | — | |||||||||||||||||||||||||||||||
| 11th | +11/+6/+1 | +6 | +15 | +6 | Keyblade Ability III | 9 | 8 | 6 | 3 | — | |||||||||||||||||||||||||||||||
| 12th | +12/+6/+2 | +6 | +16 | +6 | Bonus Feat | 9 | 8 | 7 | 4 | 1 | |||||||||||||||||||||||||||||||
| 13th | +13/+7/+3 | +6 | +16 | +7 | 9 | 9 | 8 | 5 | 1 | ||||||||||||||||||||||||||||||||
| 14th | +14/+7/+4 | +7 | +17 | +7 | Bonus Feat | 9 | 9 | 8 | 5 | 2 | |||||||||||||||||||||||||||||||
| 15th | +15/+8/+4/+1 | +7 | +18 | +7 | Keyblade Ability IV, Limit Form | 10 | 9 | 8 | 6 | 2 | |||||||||||||||||||||||||||||||
| 16th | +16/+9/+6/+2 | +8 | +19 | +9 | Bonus Feat | 10 | 9 | 9 | 7 | 3 | |||||||||||||||||||||||||||||||
| 17th | +17/+10/+7/+3 | +9 | +19 | +9 | 10 | 10 | 9 | 8 | 3 | ||||||||||||||||||||||||||||||||
| 18th | +18/+12/+10/+3 | +10 | +20 | +10 | Bonus Feat | 10 | 10 | 9 | 9 | 4 | |||||||||||||||||||||||||||||||
| 19th | +19/+12/+12/+4 | +10 | +20 | +11 | 10 | 10 | 10 | 10 | 4 | ||||||||||||||||||||||||||||||||
| 20th | +20/+14/+13/+5 | +11 | +21 | +11 | Keyblade Ability V, Limit Form | 10 | 10 | 10 | 10 | 5 | |||||||||||||||||||||||||||||||
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Class Skills (2 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
<-fluff about class features->. All of the following are class features of the Keyblade Wielder.
Weapon and Armor Proficiency: All Keyblade Wielders gain proficiency with their own Keyblade and all armors but no shields.
Spells: Keyblade Wielders choose their spells from the following list:
1st— Aero, Blizzard, Cure, Fire, Haste, Stop, Thunder, (don't forget reflect)
2nd— Aera, Armor Magic, Bio, Blizzara, Blizzard Barrage Cura Fira, Hastera,, Somni Stopra, Thundara
3rd— Aeroga, Aeroga Outburst, Blizzaga, Curaga, Firaga, Hastega, Stopga, Thundaga
4th— Dark Firaga, Thundaja, Firaga Fusion, Triple Firaga, Fire Creeping, Triple Blizzaga, Triple Thundaga, Sudden explosion
| Level | Spells Known | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | ||||||
| 1st | 1 | — | — | — | — | |||||
| 2nd | 2 | 1 | — | — | — | |||||
| 3rd | 3 | 2 | 1 | — | — | |||||
| 4th | 4 | 3 | 2 | — | — | |||||
| 5th | 5 | 3 | 2 | — | — | |||||
| 6th | 6 | 3 | 3 | — | ||||||
| 7th | 6 | 4 | 3 | — | — | |||||
| 8th | 6 | 4 | 3 | 1 | — | |||||
| 9th | 6 | 5 | 3 | 1 | — | |||||
| 10th | 6 | 5 | 3 | 1 | — | |||||
| 11th | 6 | 6 | 4 | 1 | — | |||||
| 12th | 6 | 6 | 4 | 2 | — | |||||
| 13th | 6 | 6 | 4 | 2 | — | |||||
| 14th | 6 | 6 | 4 | 2 | — | |||||
| 15th | 6 | 6 | 5 | 3 | — | |||||
| 16th | 6 | 6 | 6 | 3 | — | |||||
| 17th | 6 | 6 | 6 | 3 | 1 | |||||
| 18th | 6 | 6 | 6 | 4 | 1 | |||||
| 19th | 6 | 6 | 6 | 5 | 2 | |||||
| 20th | 6 | 6 | 6 | 6 | 3 | |||||
Keyblade Keyblade Every keyblade wielder begins with a Keyblade that has a weight of aproximatly 5 pounds (For medium characters). The player will decide what type of attack the keyblade will have Slashing, Bludgeoning, or Piercing. Regardless the blade will appear to be key-shaped to some extent. The player may make aesthetic changes to the keyblade, such as a woodlike appearence or a particular color.
The Keyblade will have a damage roll of 1d6, this increases to 2d6 at level 3, 4d6 at level 6, 6d6 at level 9, 8d6 at Level 12, 10d6 at level 15 and 12d6 at level 19.
The Keyblade Wielder may summon his keyblade to his main hand as a swift action. The Keyblade has a hardness of 15 with a 15 hitpoints. If the keyblade is broken it vanishes. It can be summoned again 2d6 rounds with half-health after being broken or full health after 6d6 rounds.
Unique Ally Every Keyblade wielder begins his journey with an ally to aid him/her in their journey. For example for Rikku had Mickey and Sora had both Donald and Goofy. Note that this table is of Character stereotypes ad not of individual characters. Will work on these. In addition all Unique allies’ bodies do not decay or rot. Though there is no limit on the amount of Xp a Unique Ally can obtain their level may not exceed the Keyblade Wielder’s Class Level unless the Keyblade Wielder’s Class Level exceeds thirty.
Unique Ally II Upon gaining the Unique Ally II, the Wielder chooses a second Unique Ally, this ally is the same level as the previous Unique Ally however whilst in combat one of the Unique Allies vanishes allowing one Unique Ally to be in combat at a time, this does mean that when entering a Limit Form when the ally that is required vanishes the ally that is not appears and continues to fight, otherwise the Unique Ally II follows the same rules as the first Unique Ally.
| Character Stereotype | Usual Alignment | Character Based Upon | Series |
|---|---|---|---|
| Arranacar | Any Evil | Jaegerjaquez Grimmjow[1] | BLEACH |
| Black Mage | Any | Vivi[2] | Final Fantasy |
| Combat Shinigami | Any | Madarame Ikkaku[3] | BLEACH |
| Death Knight | LN or LE | Death Knights | Warcraft |
| Defender | Any | Goofy | Kingdom Hearts |
| Gunslinger | Any | Braig | Kingdom Hearts |
| Kido Shinigami | Any | Hinamori Momo[4] | BLEACH |
| Swordmaster | Any | Zack Fair/ Cloud Strife | Final Fantasy |
| White Mage | Any | Aeris Gainsborough | Final Fantasy |
| Invoker | Any | Rydia of Mist | Final Fantasy |
| Nobody, Beserker | Any Chaotic | Beserker [5] | Kingdom Hearts |
| Nobody, Sniper | Any Chaotic | Sniper [6] | Kingdom Hearts |
| Quincey | Any Lawful | Ishida Uryū[7] | BLEACH |
| Shadow | CE | Guardian [8] and Grado | Kingdom Hearts and Ral Ω Grad |
Keyblade Ability I: The Keyblade Wielder gains one of the following qualities added to their keyblade.
- Durable Blade: Grants the Keyblade 1 additional hitpoint.
- Empower Fire: Fire based spells cast through this keyblade deal 1 additional fire damage.
- Empower Frost: Cold based spells cast through this keyblade deal 1 additional cold damage.
- Empower Shadows: Darkness based spells cast through this keyblade deal 1 additional dark damage.
- Lengthen Haste: Increases the duration of Haste, Hastera, and Hastega
- Unlocking: Grants a +3 bonus to all lock picking attempt checks while wielding the key blade.
- Empower Blade: Grants the Keyblade an addition 1d4 to damage rolls.
- Shadow Blade: Grants the Keyblade +1 shadow damage to damage rolls.
- Fire Blade: Grants the Keyblade +1 fire damage to damage rolls.
Drive Gauge:The drive gauge determines how often a wielder may assume a limit form and for how long it will last. When the Wielder first achieves his drive gauge it is equal to his charisma modify + 3. After using a limit form the Wielder's Drive Gauge is depleted to 0. When using a Limit Form each form has a Drive Point cost, keep in mind you do not subtract the cost from your total Drive Gauge points when using that form but that the cost is the minimum amount of Drive Gauge points you must have in order to change into that form. the Wielder may regain his Drive Gauge by killing enemies, for every enemy killed the Wielder retrieves 1 Drive Gauge point. The Drive Gauge upgrades further at Levels 10, 15, and 20 by whatever the current Charisma modifier of the Wielder minimum of 1.
Limit Forms:Alternate temporary states that the keyblade wielder may assume as often as his drive gauge allows, while in this form the Wielder's ally dissapears as it does whenever one of the keyblade wielder's summon is activated. The Wielder may wait to choose this class ability until they deem it nescecary. Each Keyblade Wieder may only pick one alternate form per time "Limit Form" is available in his leveling progression. This form last for rounds equal to the Wielders Drive Gauge. Upon choosing to use a limit form the Wielder must first roll 1d10 the Wielder will always go into a limit form however anti-points can determine if the Wielder goes into anti-form instead. While in Limit Forms the Wielder's Unique Ally vanishes until the Limit Form is reverted.
:Anti Form: Cost: 3 Drive points. Ally required: Any. The Keyblade Wielder may never choose to enter this form willingly, upon choosing to enter a limit form the Wielder gains 1 anti-point when rolling upon entering a limit form look at the amount of anti-points the Wielder currently has if the Wielder has one anti-point rolling a "1" on 1d10 will send the Wielder into anti-form rather than the intended Limit form, the progression continues as follows, 2 anti-points 1-2 becomes anti-form 3 anti-points 1-3 becomes anti form etc. this pattern continues on all the way to ten. Also when a Wielder has become anti form subtract 5 anti-points from the Wielder's total. For the duration of this ability the keyblade wielder receives double his normal base land speed, a climb speed equal to his base land speed, for the duration the keyblade dissipates, however the character receives a "claw" attack with the same attack dice as the keyblade plus 3d6, this increases to 5d6 at Lv 10, 7d6 at Lv 15, and 9d6 at Lv 20, and treated as one size category higher, while in this form the Wielder's speed has increased so dramatically that he is allowed a second attack per action phase as if holding two weapons but with no penalty, and a appearance of darkness that grants a +2 bonus against spot checks whilst in the dark. However this form does have drawbacks. If in an illuminated area the Keyblade wielder takes a penalty of 6 to spot checks made against him also the user may only use one half of his armor class, the wielder cannot cast spells, and heals cannot be received for the duration of the form. At level 10 the bonus against spot checks whilst in the dark is raised to +6. At level 15 the climb speed is increased to 1 ½ the base land speed. At level 20 the claw attack is treated as being three size categories larger instead.
:Wisdom Form: Cost: 3 Drive points. Ally required: Black Mage, Kido Shinigami, or Quincy. For the duration of this form the Wielder's clothes take on a blue color, all attacks from the keyblade become halved but gains the ability to shoot magic homing ice-bolts with a range of 25ft, these never miss, however they will never make a critical hit as well. also while in this form the Wielder gains the ability to use spells without limit completely ignoring the amount of spells per day allowed and rules regarding preparing spells. Also while in this form the Wielder floats just above the ground and slides as though ice skating, the Wielder is allowed an extra 20ft to their base movement due to this effect.
:Valor Form: Cost: 3 Drive points. Ally Required: Defender, Vizard, Death Knight, Battle Shinigami, or Arrancar. For the duration of this ability the keblade wielder's clothing takes on a red color, while in this state the keyblade wielder cannot cast magic. Grants the Keblade 2d6 to the damage roll in addition to a offhand keyblade that appears upon the activation of this ability that has the statistics of your original unboosted keyblade. In addition to this Valor form also grants the feat Two-Weapon Fighting, if this feat is already possessed than while in valor form the wielder gains lightning reflexes and a +5ft speed bonus. At level 5 the keyblade wielder gains the improved two-weapon fighting feat whist in valor form, if already possesed the keyblade wielder gains iron will feat.
:Broken Mask Form: Cost: 8 Drive points. Ally required: Arrancar. For the duration of this ability the Keyblade Wielder has a broken mask covering part of his face, his clothing takes on a white color, and a hole in his chest where his soul chain would connect appears. This form grants a +2 to strength or charisma (designated upon obtaining this ability), this bonus increases to +4 at Lv 10, +6 at Lv 15, and +8 at Lv 20, and adding 2d6 to the Keyblade's current attack dice, this increases to 3d6 at Lv 10, 4d6 at Lv 15, and 5d6 at Lv 20, also while in this form the Wielder gains the Resurrección ability of his ally, and has equivalent hollow points of his ally.
:Masked Form: Cost: 8 Drive points. Ally required: Vizard. For the duration of the ability the keyblade wielder has a mask as if he was a vizard and his clothing takes on a black color. Also while in this form the Wielder gains access to Cero Points equal to his ally and gains the ability Cero. and +2d6 to keyblade's current attack dice, this increases to 3d6 at Lv 10, 4d6 at Lv 15, and 5d6 at Lv 20.
:Death Form: Cost: 8 Drive points. Ally required: Death Knight. for the duration of the ability the Keyblade wielder's clothing takes on a black-red color scheme, while in this form the Wielder gains an Armor Class bonus equal to 1/4th of the Wielder's Ally, and an additonal 2d6 to the Keyblade's current attack dice, this increases to 3d6 at Lv 10, 4d6 at Lv 15, and 5d6 at Lv 20, also while in this form the Wielder gains the Profane aura of his Ally.
:Combat Form: Cost: 8 Drive points. Ally required: Combat Shinigami. for the duration of the ability the Keyblade wielder's clothes change to Shinigami Robes, having the same armor class of the Ally, and adding 2d6 to the Keyblade's current attack dice, this increases to 3d6 at Lv 10, 4d6 at Lv 15, and 5d6 at Lv 20. Also the Keyblade gains an attack bonus 4, this increases to 6 at Lv 10, 8 at Lv 15, and 10 at Lv 20, and while in this form the Wielder gains the ability Flash Step.
:Kido Form: Cost: 8 Drive Points. Ally required: Kido Shinigami. for the duration of the ability the Keyblade wielder's clothes change to Shinigami Robes, having the same armor class of the Ally, and adding 1d6 to the Keyblade's current attack dice, this increases to 2d6 at Lv 10, 3d6 at Lv 15, and 4d6 at Lv 20. Also while in this form the Wielder gains the ability to use spells without limit completely ignoring the amount of spells per day allowed and rules regarding preparing spells.
:Cross Form: Cost: 8 Drive Points. Ally required: Quincy. For the duration for the ability the Keyblade Wielder's clothes take on a white-blue color scheme with a large cross across the torso, while in the form the Keyblade shoots Quincy arrows from the tip with the same range as a Quincy bow, these arrows do the same damage as the damage die of the Keyblade, and ally's current Quincy bow damage die put together.
Keyblade Ability II The keyblade wielder gains one of the following qualities added to their keyblade.
- Claw Guard: Whist in the Anti Form drive form your keyblade instead of dissipating like normal may be transformed and act as a bucker attached to your wrist with a hardness and hit points equal to that of your key blade. This bucker is unaffected by the normal halving of the Anti Form’s armor.
- Greater Unlocking: Grants a +4 bonus to all lock picking attempt checks while wielding the keyblade.
- Increasingly Durable Blade: Grants the Keyblade 4 additional hitpoints.
- Further Empowering: Grants the Keyblade and addition 1d6 to damage rolls.
Keyblade Abilty III The keyblade wielder gains one of the following qualities added to their keyblade.
- Claw Guard, Greater: Whist in the Anti Form drive form your keyblade instead of dissipating like normal may be transformed and act as a +2 bucker attached to your wrist with a hardness and hit points equal to that of your key blade. This bucker is unaffected by the normal halving of the Anti Form’s armor.
- Increasingly Durable Blade: Grants the Keyblade 5 additional hitpoints.
- Duel Keyblade: Upon picking this ability the Wielder gains a off-hand keyblade as if in valor form following the same rules as the Main-hand Keyblade, however this keyblade does not gain Keyblade Abilities as the Main hand Keyblade does.
- Keyblade Type Special: Upon picking this ability the main-hand Keyblade gains an ability according to its type, if Bludgeoning upon rolling a 18, 19, or 20 to hit the keyblade strikes the enemy with such force it stuns the enemy for 1d4 rounds, if Piercing upon rolling a 18, 19, or 20 to hit the Keyblade stabs the enemy causing an addtional 2d4 damage and causing a bleed effect of 1d4 damage per round, if Slashing the Wielder slashing with a force breaking the enemies armor reducing its armor class by 1d4.
Keyblade Ability IV The Keyblade Wielder gains one of the following qualities added to their keyblade.
- Greater Empower Blade: Grants the Keyblade an additional 2d4 to damage rolls.
- Greater Durable Blade: Grants the keyblade an additional 10 hitpoints.
[edit] Ex-Keyblade Wielder
The only way for a Keyblade Wielder to leave this class is to gain the Hollow Template, Hooded Pupil Template (Libris Morris), the Corrupted Template (Dragon Magazine 350 page 44 [9]), Becoming a Lich or taking levels in the Lichbound, or looses their soul. In the event that your soul is returned to the character, his abilities granted by this class return instantly.
[edit] Epic Keyblade Wielder
| Level | Special | ||||||||||||||||||||||||||||||||||||||||
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| 21st | |||||||||||||||||||||||||||||||||||||||||
| 22nd | |||||||||||||||||||||||||||||||||||||||||
| 23rd | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
| 24th | |||||||||||||||||||||||||||||||||||||||||
| 25th | Limit Form | ||||||||||||||||||||||||||||||||||||||||
| 26th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
| 27th | |||||||||||||||||||||||||||||||||||||||||
| 28th | |||||||||||||||||||||||||||||||||||||||||
| 29th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
| 30th | Limit Form | ||||||||||||||||||||||||||||||||||||||||
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6 + Int modifier skill points per level. | |||||||||||||||||||||||||||||||||||||||||
Bonus Feats: The epic Keyblade Wielder gains a bonus feat (selected from the list of epic fighter bonus feats) every 3 levels after 20th.
[edit] Campaign Information
[edit] Playing a Keyblade Wielder
| This section needs a more complete description. For more information please look here |
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
[edit] Keyblade Wielders in the World
| This section needs a more complete description. For more information please look here |
| “ | <-Some quote from a character of this class-> | ” |
| —<-NPC name->, <-race-> <-class-> | ||
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
[edit] Keyblade Wielder Lore
| This section needs a more complete description. For more information please look here |
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 5 | <-common knowledge->. |
| 10 | <-not so common knowledge->. |
| 15 | <-rare information->. |
| 20 | <-very rare information->. |
[edit] Keyblade Wielders in the Game
| This section needs a more complete description. For more information please look here |
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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