Keyblade Wielder (3.5e Class)

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Keyblade Wielder
Rating: Not rated
(Rate this class)
Status: W.I.P.
Editing: Discuss First, Things not discussed will be undone,

Unless made by D.M.DemonicPanda, ElementalFlux the founders of this page.

Contents

[edit] Keyblade Wielders

[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, temperary 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(the casting spells part is wrong because when Sora lost his keyblade he could still 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 Strength and Charisma. 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 (80g)

Starting Age: Moderate.

Table: The Keyblade Wielder

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Keyblade, Unique Ally 2
2nd +1 +0 +3 +0 Keyblade Ability I 3
3rd +2 +1 +3 +1 4
4th +3 +1 +4 +1 5
5th +3 +1 +4 +1 Limit Form 6
6th +4 +2 +5 +2 Keyblade Ability II 6 1
7th +5 +2 +5 +2 6 2
8th +6/+1 +2 +6 +2 7 3
9th +6/+1 +3 +6 +3 7 4
10th +7/+2 +3 +7 +3 7 5
11th +8/+3 +3 +7 +3 Keyblade Ability III 8 6 1
12th +9/+4 +4 +8 +4 8 6 2
13th +9/+4 +4 +8 +4 8 6 3
14th +10/+5 +4 +9 +4 8 6 4
15th +11/+6/+1 +5 +9 +5 Keyblade Ability IV 8 6 5
16th +12/+7/+2 +5 +10 +5 9 6 6 1
17th +12/+7/+2 +5 +10 +5 9 7 6 2
18th +13/+8/+3 +6 +11 +6 9 7 6 3
19th +14/+9/+4 +6 +11 +6 9 7 6 4
20th +15/+10/+5 +6 +12 +6 Keyblade Ability V 9 7 6 5

Class Skills ( 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex),Climb (Str), Diplomacy (Cha), Handle Animal (Cha),Jump (Str), Open Lock (Dex), Swim (Str), and Tumble (Dex).

[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 Light armor 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, Bio, Blizzara, Blizzard Barrage Cura Fira, Hastera, Stopra, Thundara

3rd— Aeroga, Aeroga Outburst, Blizzaga, Curaga, Firaga, Hastega, Stopga, Thundaga

4th— Dark Firaga, Thundaja

Table: Keyblade Wielder Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st 1
2nd 2
3rd 3
4th 4
5th 5
6th 6 1
7th 6 2
8th 6 3
9th 6 4
10th 6 5
11th 6 6 1
12th 6 6 2
13th 6 6 3
14th 6 6 4
15th 6 6 5
16th 6 6 6 1
17th 6 6 6 2
18th 6 6 6 3
19th 6 6 6 4
20th 6 6 6 5

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 6, 3d6 at level 12, 4d6 at level 18. 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.

Table: Keyblade Wielder Allies
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
Ensouled Armor Any Elric Alphonse [4] Full Metal Alchemist
Kido Shinigami Any Hinamori Momo[5] BLEACH
Ninja, Hound Any Inuzuka Kiba[6] and Akamaru[7] Naruto
Ninja, Puppet Master Any Kankuro[8], Lady Chiyo[9], Sasori of the Red Sand[10] Naruto
Ninja, Sand Manipulator Any Garaa of the Desert[11] Naruto
Nobody, Beserker CN Beserker [12] Kingdom Hearts
Nobody, Sniper CN Sniper [13] Kingdom Hearts
Quincey Any Lawful Ishida Uryū[14] BLEACH
Shadow As Player Guardian [15] and Grado Kingdom Hearts and Ral Ω Grad
Vizard Any Hirako Shinji[16] BLEACH

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.

Limit Forms:Alternate temporary states that the keyblade wielder may assume 1/day, while in this for 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 have one alternate form. This form last for a period of 5 + the keyblade Wielder's Charisma modifier + 1/4 the Keyblade Wielder's Class Level rounds.

Anti Form: 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, a claw natural attack treated as one size larger, 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 ½ his natural armor bonus and ½ his armor bonus, also in this for the keyblade dissipates. 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.
Masked Form: For the duration of the ability the keyblade wielder has a mask as if he was a vizard grating a +4 bonus to strength or charisma (designated upon obtaining this ability),This bonus is increased to +6 at Lv 10, +8 at Lv 15, and +10 at Lv 20. To attain this ability the user must have either a vizard ally, be a vizard, or must have been working with vizards in combat(Not fighting them), for a period of at least 6 months.
Wisdom Form:
Valor Form: 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.

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.

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.

[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 [17]), 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

Table: The Epic Keyblade Wielder

Hit Die: d8

Level Special
21st
22nd
23rd Bonus Feat
24th
25th Limit Form
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

4 + Int modifier skill points per level.

Limit Forms: These are the additional abilities granted to each limit form beyond level 20.

Anti Form: At level 25 the Keyblade Wielder’s Anti Form gains a speed increase to three times the user’s base land speed replacing the times two bonus. At level 30 the Keyblade Wielder may apply his armor bonuses to your AC without penalty for wearing any armor and the Anti Form's Claw attack is treated as being five times larger than it's original.
Masked Form: At level 25 the Keyblade Wielder’s Mask grants it’s master a bonus of +14 to the chosen stat. At level 30 the Keyblade Wielder’s Mask may allow the Wielder to submit to his inner hollow and gain access to Cero points as if they were their Vizard ally granting one half their cero points, the cero Vizard ability of 7d4 , and either the concentrated cero or splitting cero ability. If they do not have a Vizard Ally they recieve 14 Cero points.

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] <-Sample race of your choice-> Keyblade Wielder Starting Package

This section needs a more complete description. For more information please look here

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a Keyblade Wielder

This section needs a more complete description. For more information please look here

Religion: Doesn't need a specific deity. Alignment needs to be good.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: Keyblade Wielders can be a good secondary melee combatant, and/or a fair secondary spellcaster wither it comes to healing, offensive, defensive, etc.

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.

<-the appropriate skills->
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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