Yuki Akuma
2006-04-22, 04:18 AM
Keyblade (minor artifact)
Keyblades are mystical weapons designed to fight against the darkness. Each keyblade resembles (somewhat vaguely, in a few cases) a large key, around the size of longsword or bastard sword. Keyblades are attracted to hearts, and are an anethma to creatures that have lost theirs. Keyblades tend to imprint on certain individuals, and are very hard to part from them once they do.
Keyblades have many forms, and come in many shapes and sizes. All keyblades, however, have the following abilities in common:
Heartless bane: A keyblade is treated as a bane weapon when combating a creature that has lost its heart, and also bypasses any material-based damage reduction the creature has. Generally this applies to heartless and nobodies, although it can also affect undead without an intelligence score. This has no effect on creatures that didn't have a heart to start with, such as most aberrations.
Knock: A keyblade can be used to unlock (or lock, if the wielder wishes) any door, chest, portal or other opening, as per the knock spell cast by a twentieth level caster. To use this ability the wielder must tap the offending lock with the keyblade twice in rapid succession, which requires a move-equivalent action to perform correctly.
Seal plane: A keyblade can 'lock' a plane, making planar travel impossible within a small area. This functions exactly like the planar anchor psionic power, manifested by a twentieth level manifester. This ability can also be used to lock the 'heart' of a plane, making it inaccesible to Heartless.
Keyblades, in their 'default' form, are nothing more than sparkling light. A keyblade needs certain items, called keychains, in order to manifest itself physically. Any wielder with a keychain can solidify the keyblade just as if they were drawing a weapon. A keyblade in its non-physical state can still use its knock power, but not its seal plane power.
When a keyblade is swung, it 'tests' the wielders heart and soul. If it finds this heart distasteful, it teleports immediately back to the previous wielder. Keyblades generally find Good souls more tasteful; a Good-aligned creature must make a DC 10 Will save to keep the weapon after the first swing. A neutral creature has a harder time of it, requiring it to make a DC 15 Will save. Evil creatures must make a DC 20 Will save in order to keep the weapon. Once a creature has passed this save, it is forever more treated as the keyblades master. If the keyblade is ever stolen from the master, the master can call it back at any time as a full-round action. The keyblade will do its best to return, either by flying through the air or teleporting.
If two wielders have succeeded to Will save to keep a specific keyblade, they can make opposed charisma checks to win back the keyblade. Good creatures gain a +2 bonus to this check. The winner is treated as the keyblade's current master, and may call it back if the keyblade is currently in the losers possession. However, the loser can still use the keyblade without having to make further Will saves.
Keychains
Keychains are just what one would expect; chains designed to keep keys together, generally with a colourful motif. When attached to a keyblade, the keyblade takes on a physical form and gains certain properties based on the keychain used.
Kingdom
This keychain resembles a stylised mouse's head, consisting of three flat discs melded together. This is the most basic of all keychains, forming the keyblade into a +1 club strongly resembling a silver key.
Pumpkinhead
This keychain resembles a small, bright orange pumpkin. When attached to a keyblade, the weapon becomes a +2 longsword, resembling a black key apparently made out of cast iron.
Oathkeeper
This colourful keychain resembles a star or some sort of coral, and radiates calm when held. The keyblade it creatures is just as colourful, with the same star motif. Oathkeeper turns a keyblade into a +3 holy longsword, which grants a +2 bonus to either intelligence, charisma or wisdom, depending on the desires of the wielder when the keyblade is called. To change the bonus, the keychain must be detached and reatached.
Oblivion
This jet black keychain seems to suck the light out of the air around it, constantly making itself appear dull. When used on a keyblade, the weapon forms into a +3 unholy short sword, although it deals damage as if it were one size larger than it actually is (1d8 in the case of a medium-sized keyblade). Oblivion, unlike most unholy weapons, never bestows negative levels on its wielder.
Ultima
Resembling a white heart, this keychain is one of the most powerful. It forms a keyblade into a +5 keen bastard sword, and also grants a +2 bonus to one mental ability score (as Oathkeeper). Unlike most other keyblades, Ultima actually resembles a sword.
I'm planning on making more keychains, but that's the best I could do in the half hour since I saw the thread that inspired me. Heh...
Keyblades are mystical weapons designed to fight against the darkness. Each keyblade resembles (somewhat vaguely, in a few cases) a large key, around the size of longsword or bastard sword. Keyblades are attracted to hearts, and are an anethma to creatures that have lost theirs. Keyblades tend to imprint on certain individuals, and are very hard to part from them once they do.
Keyblades have many forms, and come in many shapes and sizes. All keyblades, however, have the following abilities in common:
Heartless bane: A keyblade is treated as a bane weapon when combating a creature that has lost its heart, and also bypasses any material-based damage reduction the creature has. Generally this applies to heartless and nobodies, although it can also affect undead without an intelligence score. This has no effect on creatures that didn't have a heart to start with, such as most aberrations.
Knock: A keyblade can be used to unlock (or lock, if the wielder wishes) any door, chest, portal or other opening, as per the knock spell cast by a twentieth level caster. To use this ability the wielder must tap the offending lock with the keyblade twice in rapid succession, which requires a move-equivalent action to perform correctly.
Seal plane: A keyblade can 'lock' a plane, making planar travel impossible within a small area. This functions exactly like the planar anchor psionic power, manifested by a twentieth level manifester. This ability can also be used to lock the 'heart' of a plane, making it inaccesible to Heartless.
Keyblades, in their 'default' form, are nothing more than sparkling light. A keyblade needs certain items, called keychains, in order to manifest itself physically. Any wielder with a keychain can solidify the keyblade just as if they were drawing a weapon. A keyblade in its non-physical state can still use its knock power, but not its seal plane power.
When a keyblade is swung, it 'tests' the wielders heart and soul. If it finds this heart distasteful, it teleports immediately back to the previous wielder. Keyblades generally find Good souls more tasteful; a Good-aligned creature must make a DC 10 Will save to keep the weapon after the first swing. A neutral creature has a harder time of it, requiring it to make a DC 15 Will save. Evil creatures must make a DC 20 Will save in order to keep the weapon. Once a creature has passed this save, it is forever more treated as the keyblades master. If the keyblade is ever stolen from the master, the master can call it back at any time as a full-round action. The keyblade will do its best to return, either by flying through the air or teleporting.
If two wielders have succeeded to Will save to keep a specific keyblade, they can make opposed charisma checks to win back the keyblade. Good creatures gain a +2 bonus to this check. The winner is treated as the keyblade's current master, and may call it back if the keyblade is currently in the losers possession. However, the loser can still use the keyblade without having to make further Will saves.
Keychains
Keychains are just what one would expect; chains designed to keep keys together, generally with a colourful motif. When attached to a keyblade, the keyblade takes on a physical form and gains certain properties based on the keychain used.
Kingdom
This keychain resembles a stylised mouse's head, consisting of three flat discs melded together. This is the most basic of all keychains, forming the keyblade into a +1 club strongly resembling a silver key.
Pumpkinhead
This keychain resembles a small, bright orange pumpkin. When attached to a keyblade, the weapon becomes a +2 longsword, resembling a black key apparently made out of cast iron.
Oathkeeper
This colourful keychain resembles a star or some sort of coral, and radiates calm when held. The keyblade it creatures is just as colourful, with the same star motif. Oathkeeper turns a keyblade into a +3 holy longsword, which grants a +2 bonus to either intelligence, charisma or wisdom, depending on the desires of the wielder when the keyblade is called. To change the bonus, the keychain must be detached and reatached.
Oblivion
This jet black keychain seems to suck the light out of the air around it, constantly making itself appear dull. When used on a keyblade, the weapon forms into a +3 unholy short sword, although it deals damage as if it were one size larger than it actually is (1d8 in the case of a medium-sized keyblade). Oblivion, unlike most unholy weapons, never bestows negative levels on its wielder.
Ultima
Resembling a white heart, this keychain is one of the most powerful. It forms a keyblade into a +5 keen bastard sword, and also grants a +2 bonus to one mental ability score (as Oathkeeper). Unlike most other keyblades, Ultima actually resembles a sword.
I'm planning on making more keychains, but that's the best I could do in the half hour since I saw the thread that inspired me. Heh...