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Keyblade Master

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Keyblade Master

Postby Dragonexx » Sat Jul 09, 2016 2:48 am

Keyblade Master

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: d10
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. 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-1st=0th
2nd-3rd=2nd
4th-5th=3rd
6th=4th
7th-8th=5th
9th=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. 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.

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.

Grace: At 2nd level, Keyblade Master adds their highest mental ability score as a bonus to saving throws. This does not stack with similar abilities (like a paladin's divine grace).

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

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 to the spell spontaneously, to a maximum of 1 metamagic level per four class levels (round up).

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
Use a spell-like ability.
Activate a maneuver
Perform a combat maneuver
Make an attack that deals maximized damage.

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, 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.
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).

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,
2- Resist Energy, Magic Circle, Call Lightning Storm, Planar Tolerance, Aid, Daylight, Deeper Darkness, Consecrate, Desecrate, Summon Monster, 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,
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, 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
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