Keyblade Wielder (3.5e Class)
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- 1 Keyblade Wielder
- 1.1 Making a Keyblade Wielder
- 1.2 Campaign Information
A fighter type based on the Keyblade Bearer from the Kingdom Hearts Series (Kingdom Hearts and related terms (C) Disney and Square Enix).
Making a Keyblade Wielder
Keyblade Wielders make decent attackers and seemingly natural wielders. Their abilities are similar to a Warmage or a Paladin in most respects.
Abilities: Strength or Dexterity would be the key ability score. The former being for the natural ability of the Keyblade. Whereas the later with Weapon Finesse, decent AC bonuses, and Reflex Save. The next best ability score is Charisma, as it dictates the maximum Spell level cast.
Races: Given the lore behind a Keyblade Wielder, practically any race has a chance to become a keyblade wielder.
Hit Die:: d8
Starting Gold: 4d6×10 gp (140 gp).
|Saving Throws||Special||Spells per Day|
|1st||+1||+0||+0||+2||Keyblade, Bonus Feat||5||3||—||—||—||—||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Improved Evasion, Summon (3/day)||6||6||6||6||6||5||3||—||—||—|
|16th||+8/+3||+5||+5||+10||Bonus Feat, Summon (4/day)||6||6||6||6||6||6||6||5||3||—|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Class features are themed based off of persistent capabilities of the series and some creative interpretations, along with correct adaptations to the standard 3.5e mechanics. All of the following are class features of the Keyblade Wielder.
Weapon and Armor Proficiency: Keyblade (Detailed below), all simple weapons, all light and medium armors, no shields.
Spells: Keyblade Wielders cast spells from their own spell list below with a particular alteration: The Focus and Material Components are replaced by the Keyblade, Gestures wearing armor the Keyblade Wielder is proficient in do not incur the arcane spell failure chance since the spell's gestures are modified through using the Keyblade as a medium of casting the spells. Otherwise the Verbal and Somatic Components remain necessary as per the spell's descriptor.
0—Cure Minor Wounds, Inflict Minor Wounds, Acid Splash, Light, Ray of Frost, Disrupt Undead.
1st—Cure Light Wounds, Inflict Light Wounds, Mage Armor, Burning Hands, Magic Missile, Shocking Grasp, Chill Touch, Ray of Enfeeblement, Reduce Person.
2nd—Cure Moderate Wounds, Inflict Moderate Wounds, Darkness, Flame Blade, Sound Burst, Arcane Lock, Flaming Sphere, Scorching Ray, Darkvision, Knock.
3rd—Continual Flame, Daylight, Deeper Darkness, Cure Serious Wounds, Inflict Serious Wounds, Searing Light, Explosive Runes, Fireball, Lightning Bolt, Wind Wall, Vampiric Touch, Haste, Slow.
4th—Cure Critical Wounds, Inflict Critical Wounds, Neutralize Poison, Poison, Restoration, Remove Curse, Stone Skin, Dimension Door, Fire Shield, Ice Storm, Shout, Wall of Fire, Wall of Ice, Reduce Person, Mass.
5th—Break Enchantment, Cure Light Wounds Mass, Inflict Light Wounds Mass, Cone of Cold, Wall of Force.
6th—Harm, Heal, Cure Moderate Wounds Mass, Inflict Moderate Wounds Mass, Acid Fog, Chain Lightning, Freezing Sphere, Undeath to Death.
7th—Cure Serious Wounds Mass, Inflict Serious Wounds Mass, Regenerate, Resurrection, Spell Turning, Delayed Blast Fireball, Force Cage, Mage's Sword, Finger of Death, Reverse Gravity.
8th—Cure Critical Wounds Mass, Inflict Critical Wounds Mass, Dimensional Lock, Protection from Spells, Incendiary Cloud, Trap the Soul, Polar Ray, Greater Shout, Sunburst, Horrid Wilting, Temporal Stasis.
9th—Energy Drain, Heal Mass, Implosion, Miracle, True Resurrection, Crushing Hand, Meteor Swarm, Wail of the Banshee, Time Stop.
The Keyblade Wielder begins play with all 0 level spells and 3 1st level spells. The Keyblade Wielder also starts off with additional 1st level spells equal to their Charisma Modifier. At each new level, a Keyblade Wielder gains 2 Additional Spells up to the Keyblade Wielder's maximum spell level (As indicated on 'Table:The Keyblade Wielder'). Likewise the number of spells per day is indicated in 'Table:The Keyblade Wielder' also increases by Charisma modifier for 1st level spells and higher (Where and when appropriate). A Keyblade Wielder prepares the spell from memory and knows all of their spells by heart. Preparing spells happens at the beginning of the day and takes 1 hour to do so.
Keyblade: The Keyblade Wielder begins play with their base weapon transformed into a Keyblade. The weapon is bound to the Keyblade Wielder unless some other potential bearer manages to grasp the weapon. The weapon can be summoned/banished at will. This requires a move action or a Swift Action as part of an Attack Action. While banished, the weapon is stored in a pocket extradimensional space only large enough for the weapon and nothing else. All spells are channeled through the Keyblade but can be cast without it at one lower caster level.
The weapon can be improved with a ritual requiring 12 uninterrupted hours of meditation and prayer. Anything that breaks the concentration causes the sacrifice to fail and the Keyblade Wielder will have to restart the meditation and prayer when possible. The items of tribute can be used again as they are not sacrificed unless the ritual is completed successfully. The item/gold to be sacrificed as tribute is to be placed on the Keyblade. Refer to the Following Table for keyblade related improvements.
|Change Material||2 Weapons of the intended Material|
|Imbue Masterwork Quality||5 Masterwork Weapons|
|Use in Open Lock Checks||Masterwork Thief's Tools|
|Use in Turn/Rebuke Undead Checks*||Silver Holy Symbol|
|Restore Keyblade to original statistics||100 GP/Keyblade Wielder Level|
Enchanting a keyblade falls under special rulling as well, as nobody other than the wielder can enchant it. The keyblade must be of Masterwork quality (as per the norm of enchanting weapons), then refer to the table 'Enchantments' (below) for prerequisites for enchanting the keyblade.
|Weapon Bonus||Total Sacrifice||Minimum Level|
|+11 or more*||bonus squared x 2,000 GP||+6 levels for each Weapon Bonus over 10|
Example: A Keyblade Wielder who has a +4 Keyblade can transform it into a +4 Shock Keyblade with a sacrifice of 18,000 GP as Shock is a +1 bonus cost.
The Items/Gold offered as tribute disappear in such a way that it cannot be retrieved in any way short of a Wish spell. The Keyblade CANNOT be enchanted by other means. This excludes temporary enchantments from spells cast on the weapon which have a duration (Such as the spell Magic Weapon).
Form Transformation (Su): At 3rd Level, a Keyblade Wielder gains access to a special transformation. This form transformation possesses qualities depending on what is selected.
Melee- While in this newer form, you are under the effect of the haste spell for the duration, a second Keyblade appears, this second weapon has the statistics of a Short Sword styled Keyblade. The character is treated as if possessing the Two-Weapon Fighting Feat. If the character already possesses the Feat, the Keyblade Wielder instead is treated as having the Feat Two Weapon Defense. The main Keyblade does 1 extra die of damage while in this form. However, no spells can be cast while in this form. Finally for the Duration of the 'Form', the Keyblade Wielder has a slight red aura about his clothes and armor.
Magic- While in this newer form,you are under the effect of the levitate spell but you only hover 1ft of the ground and can't be dispelled, your speed is doubled, you have access to the spell Magic Missle and can cast it 5 times without using your spells per day while in this form and all spells cast are treated as if the Quicken Spell Feat had been applied, if applicable. Spells not applicable are treated as being cast 1 caster level higher instead. For the Duration of the 'Form', the Keyblade Wielder has a slight blue aura about his clothes and armor.
This feature can be used a number of times per day equal to their Charisma Modifier (Minimum 1/day). This transformation can be activated as either a free action or before making an attack action. The Form can be maintained 1 round/2 Keyblade Wielder levels (Rounded Down, Maximum 5 rounds).
Summon (Sp): At 4th level, the Keyblade Wielder is able to cast Summon Monster I, Summon Monster II, Summon Natures Ally I, or Summon Nature's Ally II 1/day as a spell-like ability. At 8th level, this improves to 2/day and also Summon Monster III, Summon Monster IV, Summon Natures Ally III, and Summon Natures Ally IV added to the selection. At 12th level, 3/day and also Summon Monster V, Summon Monster VI, Summon Nature's Ally V, and Summon Nature's Ally VI added. At 16th level, 4/day and also Summon Monster VII, Summon Monster VIII, Summon Nature's Ally VII, and Summon Nature's Ally VIII added. Finally at 20th level: 5/day and all 'Summon Monster', and 'Summon Nature's Ally' available. Each time a 'Summon Monster' or 'Summon Nature's Ally' spell is used, it counts against the number of times per day.
Evasion (Ex): At 6th level, when the Keyblade Wielder succeeds on a Save, the Keyblade Wielder instead takes no damage.
Form Evolution: At 10th level, the Keyblade Wielder's Form Transformation goes through its own Transformation.
Melee- In addition to prior,the bonuses to your attack roll, AC, and Reflex save from Haste increase by 1 and again at 15th level by an additional 1, the offhand Keyblade also gains 1 extra die of damage. Also, the restriction of casting spells is lifted. Finally, the aura changes to a plesant yellow color.
Magic- In addition to prior, all spells cast are treated as if under the effect of the Maximize Spell Feat for spells that qualify. Otherwise the spell is cast at 2 caster levels higher. Finally, the aura changes to a metallic silver color.
Improved Evasion (Ex): At 12th level, the Keyblade Wielder only takes half damage on a failed Save. A successful save still negates damage as per 'Evasion' class feature.
Second Keyblade: At 15th level, the Keyblade Wielder is able to forge a second keyblade with only 4 hours of uninterrupted meditation and prayer. This second Keyblade must use a light weapon as the base weapon. The Keyblade Wielder is also treated as if having the Two-Weapon Fighting Feat if the Keyblade Wielder does not have this feat already. The second Keyblade is treated with the same rules as the original and starts off with the statistics of the base weapon as this offhand Keyblade's statistics.
Counterattack (Ex): At 18th level, the Keyblade Wielder gets a free Attack of Opportunity against an opponent (s)he threatens when an opponent attempts to attack the Keyblade Wielder (Regardless of if it hits or not). The Keyblade Wielder can only attack 1 opponent and this feature can only be used once per round.
Should the Keyblade Wielder become an Undead or gain the Heartless Template, all features from the class are no longer accessible to the player and he/she cannot gain any more levels in this class.
Epic Keyblade Wielder
|24th||Evade and Counter|
2 + Int modifier skill points per level.
Bonus Feat: The epic Keyblade Wielder gains a bonus feat every 5 levels after 20th.
Evade and Counter (Ex): At 24th level, the Keyblade wielder gains the ability to better dodge and even Counterattack an enemy's attack. Before the Keyblade Wielder is attacked, (s)he may choose at their option to use their Counterattack use to temporarily increase Armor Class by +5. On a successful evasion, the wielder can counter attack as per the norm of Counterattack.
Human Keyblade Wielder Starting Package
Weapons: Keyblade (Short Sword).
Skill Selection: Pick a number of skills equal to 3 + Int modifier.
|Use Magic Device||4||Cha||-|
Feat: Weapon Focus (Keyblade) (If Strength > Dexterity) or Weapon Finesse (If Strength < Dexterity)
Bonus Feats: Improved Initiative (If Strength > Dexterity) or Weapon Focus (Keyblade) (If Strength < Dexterity)
Gear: Studded Leather Armor, backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, wooden holy symbol (Alignment or Deity appropriate, otherwise one in the shape of a heart), spell component pouch, three torches.
Playing a Keyblade Wielder
Religion: Keyblade wielders live typically by a belief of a 'Heart of All Worlds'. This is an aspect of their lore in which is unclear. The typical two theories behind this 'Heart of All Worlds' would place it in one of two planes. Either the Positive Energy Plane, or the Shadow Plane. Beyond this, religions vary by individual.
Other Classes: Clerics, Paladins, Druids, and Rangers would find their Religious beliefs unorthodox and possibly blasphemous. Sorcerers and Wizards would find Keyblade Wielders fascinating and possibly a colleague to discuss the various pursuits of knowledge and arcane studies. Warriors and Barbarians would find them as a fellow sword or possibly an interesting rival for friendly competition. Monks may find Keyblade Wielders as an occasional sparing partner. Psions and Wilders would find a mild interest in Keyblade Wielders, but overall no real difference compared to either a spellcaster or a fighter archetype.
Combat: Typically a Keyblade Wielder is in the front lines right alongside a fellow Fighter. At times they may back out to cast a spell before returning to the front lines. Other times a Keyblade Wielder draws upon their ability to cast spells and starts off with a strong spell to weaken the oposition.
Advancement: Keyblade Wielders tend to multiclass into either a Fighter or Spellcasting prestige class. They avoid any Undead themed Prestige Classes as it would nullify their Keyblade Wielder powers and abilities.
Keyblade Wielders in the World
|“||This is what Lights the Darkness. A chance to make everyone happy!||”|
|—Sora, Human Keyblade Wielder. (C)'Dream Drop Distance'|
Keyblade Wielders are not as common as they used to be, but the one thing that gives them away is their weapon. As such, just about anyone can be a Keyblade Wielder in the world.
Daily Life: Keyblade Wielders tend to wander the lands with aims to accomplish their own goals. Typically this involves their beloved 'Heart of All Worlds'.
Notables: Sora, Riku, Eraquis, Xehanort.
Organizations: Organizations at best would be sparse meetings between more experienced Keyblade Wielders and younger Keyblade Wielders, especially for those working towards a common goal.
NPC Reactions: Most would stare at the Keyblade first. Then when they see the Keyblade Wielder fight, they find the wielder an adaptive fighter.
Keyblade Wielder Lore
Characters with ranks in Knowledge (Religion) can research Keyblade Wielders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Keyblade Wielders carry around an odd Sword of varying lengths, all in the shape of a Key, attributing to its name.|
|10||Keyblade Wielders have some ties to 'The Heart of All Worlds'.|
|15||Keyblade Wielders function similar to Warmages: Limited Spell pool, memorized by heart, able to cast spells in armor.|
|20||A particular Keyblade Wielder including last known location and deed.|
Keyblade Wielders in the Game
Keblade Wielders as a character make for an effective fighter/warlock. As NPCs, they would likely be leading their own adventuring party.
Adaptation: The Spell list can be entirely replaced with the Warmage list and effectively be a flavor of Warmage. As to adaptations in campaign settings, this base class would work fine in most all settings.