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View Full Version : UPDATED: Melee Keyblade Wielder (3.5 Base Class) PEACH!



demonickin0
2012-05-10, 06:42 PM
This is a project and associate and I have been working on and would like some feedback. Basically we went back to the drawing board and try to take out all the magic of a keyblade wielder and focused on the physical abilities they acquired throughout the kingdom hearts games.
http://i105.photobucket.com/albums/m231/goingcrazy20/KH%20Artwork/4f0ascd.jpg

Keyblade Wielder (Melee) (3.5 Class)
Requirements: Keyblade Wielder may not use any feature of this class without using a Keyblade.
Abilities: The two main Abilities for this class are Strength and Charisma. Strength covering the Keyblade Wielder's Melee Combat. Wisdom would be a great help in later levels, this is the deciding factor for a few magic like features.
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 may be Keyblade Wielders.
Alignment: Any
Starting Gold: 3d4x10 (75 gp)
Starting Age: Usually Simple or younger.
Hit Die: d8

Melee Keyblade Wielder
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+1|
+0| Exotic Weapon Proficiency Keyblade, Keyblade

2nd|
+2|
+3|
+1|
+0|Dodge, Scan

3rd|
+3|
+3|
+2|
+1| Combat Style, Unseal

4th|
+4|
+4|
+3|
+1| Strike to the Sky

5th|
+5|
+4|
+3|
+1| Over the Horizon

6th|
+6/+1|
+5|
+4|
+2|Raid

7th|
+7/+2|
+5|
+5|
+2| Aerial Strike

8th|
+8/+3|
+6|
+6|
+2| Second Chance

9th|
+9/+4|
+6|
+6|
+3| Improved Combat Style, Glide

10th|
+10/+5|
+7|
+7|
+3| Mark of Mastery, Leadership

11th|
+11/+6/+1|
+7|
+7|
+3| Ars Arcanum (-1)

12th|
+12/+7/+2|
+8|
+8|
+4|Keyblade Morph

13th|
+13/+8/+3|
+8|
+8|
+4| Ragnarok

14th|
+14/+9/+4|
+9|
+9|
+4| Ars Arcanum (-0)

15th|
+15/+10/+5|
+9|
+9|
+5| Greater Combat Style

16th|
+16/+11/+6/+1|
+10|
+10|
+5| Blitz of Valor

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Wisdon’s Shots

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Master Vortex

19th|
+19/+14/+9/+4|
+11|
+11|
+6|

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Final Fury[/table]

The Keyblade Wielder’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wks), Open Lock (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Sense Motive (Wis), and Swim (Str) .
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features:

Weapons and Armor Proficiency: A keyblade wielder is proficient with all simple and martial weapons, light armor and medium armor, but not with shields (except tower shields).

Keyblade (Ex): 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 Medium Keyblade will have a damage roll of 1d6, this increases to 2d6 at level 6, 3d6 at level 12, 4d6 at level 18. ( The Small Keyblade will have a damage roll of 1d4, this increases to 2d4 at level 6, 3d4 at level 12, 4d4 at level 18. The Large Keyblade will have a damage roll of 1d8, this increases to 2d8 at level 6, 3d8 at level 12, 4d8 at level 18.)

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.

Keyblade (One-Handed) (S)
Crit: x3
Type: Piercing, Slashing, or Bludgening
Damage: 1d4
Weight: 5lbs

Keyblade (One-Handed) (M)
Crit: x3
Type: Piercing, Slashing, or Bludgening
Damage: 1d6
Weight: 5lbs

Keyblade (One-Handed) (L)
Crit: x3
Type: Piercing, Slashing, or Bludgening
Damage: 1d8
Weight: 5lbs

http://media.giantbomb.com/uploads/0/3742/185920-keyblade_large.jpg

Dodge : You gain Dodge as a bonus feat.

Scan (Ex): A 2nd level Keyblade wielder has a sharp eye for causing damage. As a standard action, 3/day, you can tell how many remaining hit points a creature has till it reaches 0.

Combat Style (Ex): A Keyblade wielder is a combat specialist, able to understand and wield a weapon in unique ways that a normal warrior could never understand. At 3rd level, a Keyblade wielder selects a specific type of fighting that will become the focus of his career. Once he selects this, he may not change it. He receives bonus based on his selection.

Dual Keyblade Fighting- A 3rd level Keyblade wielder who chooses to specialize on fighting with a Keyblade in each hand reduces the penalty on all his attack rolls by 2. (To a total penalty of -, if he has the Two-Weapon Fighting feat and a light weapon in his off hand). You now have an additional Keyblade that appears during battle that lasts until the end of the engagement.

Two-Handed Fighting- A 3rd level Keyblade wielder who chooses to specialize in fighting with a Keyblade held in both hands adds twice his strength modifier to his damage rolls with that weapon, instead of 1.5 times his Strength Modifier.

One Weapon- A 3rd level Keyblade wielder who chooses to fight with one keyblade held in one hand and nothing in the other receives a +1 dodge bonus to his AC equal to half his Keyblade Wielder level, rounded down.

Unseal : A 3rd Keyblade wielder is capable of using the keyblade's energy to assist in unlocking objects. Add your Wis modifier to your open lock checks as an insight bonus.

Strike to the Sky (Ex): A 4th level Keyblade Wielder, once per encounter after making a successful hit you my roll a d20 +Str with a +4 circumstance bonus, you're opponent is then flung that many feet into the air, if the opponent is attacked in the air, he is considered flat-footed.

Over the Horizon (Ex): Once per encounter as a standard action, during combat, your character may leap up to 15 feet towards a target and make a full attack.

Raid (Ex): As a full round action you may throw your Keyblade at a target as a ranged attack and it returns to you as if it had the returning enchantment. (Range 20ft)

Aerial Strike (Ex): Upon making a successful Strike to the Sky, you may immediately attempt a Jump check, with a DC equal to the distance you knocked your foe into the air. On a success, you jump into the air after them and deliver a terrific blow, inflicting 1d6 damage per two class levels, and doubling any falling damage the foe might take. You land safely on your feet, taking no damage and provoking no attacks of opportunity.

Second Chance (Su): Once per day if your character would fall below 0 Hit Point you are only reduced down to 1.

Improved Combat Style (Ex): At level 9, a Keyblade Wielder receives his next power-boost from his choice style.

Dual Keyblade Fighting: A 9th level Keyblade wielder who specializes in Dual Keyblade Fighting is able to hit with both Keyblades as a standard action.

Two-Handed Fighting: A 9th level Keyblade Wielder who specializes in fighting with a Keyblade held in both hands deals 3 points of damage for every 1 point he subtracts from his attack rolls when using the Power Attack feat (This supercedes the normal damage bonus provided by the Power Attack feat). If the Keyblade Wielder does not have the Power Attack feat, he instead deals damage as if his weapon were one Size category larger.

One Weapon: A 9th level Keyblade wielder who fights with a Keyblade held in one hand and nothing in the other hand gains the ability to deliver a focused blow. As a standard action, the Keyblade Wielder may make a single attack at his highest attack bonus. If he hits, the when is considered to have the Keen enchantment.

Glide (Su): You have become a powerful Keyblade wielder and from this you can rise to the occasion. As a standard action you may hover a foot off the ground and increase your movement speed by 5 for any number of minutes equal to the Keyblade wielders Wisdom Modifier x 4.

Mark of Mastery: A level 10 Keyblade wielder is considered a master of his weapon and is able to share his knowledge. At this level you may gain a companion that is willing to learn the ways of the Keyblade wielder and from that point on that cohort begins to level up as a Keyblade wielder until it is a level 20 Keyblade Wielder. You may only have a maximum of 1 Keyblade Wielder apprentice at level 10 and a maximum of 3 Keyblade Wielder Apprentices at level 20.

Leadership: A level 10 Keyblade wielder gains Leadership as a feat.

Ars Arcanum : With partial inaccuracy an 11th level Keyblade Wielder may release a flurry of attacks. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –1 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Keyblade Wielder might make before her next action. When a Keyblade Wielder reaches 14th level, the penalty disappears. A Keyblade Wielder must use a full attack action to strike with Ars Arcanum.
When using Ars Arcanum, a Keyblade Wielder may attack only with his Keyblade.
When a Keyblade Wielder reaches 14th level, his Ars Arcanum ability improves. In addition to the standard single extra attack he gets from Ars Arcanum, he gets a second extra attack at her full base attack bonus.

Keyblade Morph (Sp): At level 12 and every 2 level after, you may transform your Keyblade into one of the select choices and back 4 times per day:
• Glider: You have the ability to change your Keyblade into a basic surf board like vehicle which allows you to travel 2.5x your movement speed.
• Keyblade Expansion: During combat your Keyblade expands on impact to 2 category sizes larger, dealing appropriate size damage with additional bonuses.
• Machinae Wings: Your Keyblade takes shape around you as a set of machine like wings that give you flight, with a flight movement speed of 60 ft

Ragnarok : [Work In Progress]. As a standard action, 5 missiles of magical energy fire forth from your Keyblade and strikes its target, dealing 2d4+1 points of force damage. You may select multiple targets, one for each missile or multiple missiles per target.

Greater Combat Style (Ex): A 15th level Keyblade Wielder has mastered his chosen Style, and receives a great benefit for doing so.

Dual Keyblade Fighting: A 15th level Keyblade wielder who specializes in fighting with two-keyblades now deals full Strength damage with his off-hand weapon and whenever a foe provokes an attack of opportunity from him, the Keyblade wielder may use that attack of opportunity to deliver a full-round attack, using as many iterative attacks as his BAB and feats let him.

Two-Handed Fighting: A 15th level Keyblade wielder who specializes in fighting with a Keyblade held in both hands may make full attacks at the end of a charge. Additionally, any foe the Keyblade Wielder hits at least twice in the same round must make a Fortitude save (DC= total damage dealt) or die instantly as if the Keyblade Wielder had cou’de’graced them. Creatures immune to death effects are immune to this effect.

One Weapon: A 15th level Keyblade wielder who specializes in fighting with a Keyblade in one hand and nothing in the other never provokes an attack of opportunity for any type of movement and also gains the ability to deliver two separate full-round attacks by consuming one full-round action. To do this, he must threaten at least two creatures, and must target the same creature for every attack in each full attack, but different creatures for the two full attacks themselves.

Blitz of Valor (Ex): A 16th level Keyblade has a burning since of valor. Once per day during an encounter your weapons deal an additional x3 strength modifier. When doing so, the Keyblade wielder may make two extra attacks in a round at your highest base attack bonus, but this attack takes a -2 penalty and a -4 to your 2nd additional attack. “Red electricity arcs around your fists and Keyblade, and in a flash of red light you unleash a hell storm of blows.

Wisdom’s Shots (Ex): A 17th level Keyblade wielder understands the importance of wisdom. Once per day during an encounter, you may consider all of your attacks as ranged touch attacks. Add your wisdom modifier to damage rolls. “Blue energy encompasses your body and it flashes and arcs around you and your attacks are blasts of blue energy that fire out of your Keyblade as ranged touch attacks.”

Master Vortex (Ex): An 18th level Keyblade wielder has master his emotions in combat and is able as a final attack in a full attack once per encounter forces all enemy creatures in a 20ft radius to be drawn into a threatened square. Any creature with a larger size category than the Keyblade Wielder may roll a DC 25 fortitude save to resist. You may make a final attack at your highest attack bonus plus the number of enemies threatened against all enemies drawn in. Enemy that were hit by the final attack may roll a DC 20 fortitude save or be thrown backwards 10 ft.“ Yellow light shines brightly like an aura around you. After a final swing you spin in place like a tornado and strike all enemies close to you.”

Final Fury (Ex):At 20th level a Keyblade wielder has become the perfect warrior. Once per encounter you may roll a single attack roll against every enemy within 400ft + 40/class level, as a full attack action. “In a flash of white light your clothing and armor becomes white and you race around the battlefield at the speed of light slashing your Keyblade through your enemies.”

Marc_In_Da_Room
2012-05-11, 10:45 AM
This looks good, i've been wondering when someone was going to make d20 stuff from Kingdom Hearts :smallbiggrin:. one thing i have noticed, why state that you must have a keyblade before joining the class only to gain one at 1st level?

demonickin0
2012-05-11, 02:35 PM
True that is redundant, thanks for catching that, and thanks for the reply! We kept coming across keyblade wielders that tried to focus on both magic and melee and it seems none of them could capture the true essence of it so that is what we tried to do for the melee part.

Marc_In_Da_Room
2012-05-12, 07:42 AM
Couple of more things i've noticed, the wording in the Strike to the Sky ability is confusing, possibly needs simplifying. Also, the Summon Keyblade ability needs to have a space between it and the ability above, as well as the ability name to be in bold.

Have you thought about making a Keyblade Mage base class?

demonickin0
2012-05-12, 09:55 AM
It has crossed my mind, perhaps this summer I will put more thought into it, I feel if I did it would resemble a a sort of an arcane paladin.

demonickin0
2012-05-13, 10:30 PM
Any Feedback Anyone? I'd Appreciate It.

Gemini Lupus
2012-05-14, 03:37 PM
Can you have your Keyblade enchanted with standard weapon enhancements, such as keen, flaming, etc? I see that you add a d6 to the base damage of the keyblade every six levels, which I like, but am not sure why it does so and what is the crit range and multiplier of the keyblade? It's really a nice class, but could use more options. All in all, I think this is a decent class and amongst the best keyblade wielding classes I've seen, base or prestige.

demonickin0
2012-05-14, 03:50 PM
Can you have your Keyblade enchanted with standard weapon enhancements, such as keen, flaming, etc? I see that you add a d6 to the base damage of the keyblade every six levels, which I like, but am not sure why it does so and what is the crit range and multiplier of the keyblade? It's really a nice class, but could use more options. All in all, I think this is a decent class and amongst the best keyblade wielding classes I've seen, base or prestige.

Thank you very much, I will definitely add the Keyblade weapons stats, and I don't see why the Keyblade couldn't be enchanted. We and my associate are also working on how to obtain keychains to change the keyblade's forms. Most obvious idea, is that at every milestone (DM descretion) you would obtain a better or different Keyblade.

Reluctance
2012-05-14, 04:12 PM
If you can find Weapons of Legacy, the whole point is characters who use weapons that grow in power with them. Here (http://www.d20srd.org/srd/variant/magic/legendaryWeapons.htm) is the shorter, SRD version from UA. If you're locking the character into one weapon, it should gain appropriate enchants as the character levels up. Handing your keyblade over to the wizard to gain enchants seems counterproductive. (Keychains can serve as another stand-in for enchants, but understand that you need to offer up something appropriate to level-equivalent weapons. When the fighter is walking around with a +1 weapon with +9 worth of special abilities and GMW to get the bonus up to par, a single special function isn't going to cut it.)

You make regular mention to fighter level, and under the one-weapon fighting style say "receives a +1 dodge bonus to his AC equal to half his fighter level". Needs cleanup.

The capstone is remarkably meh. Slapping everything on the battlefield for 4d6 is nothing at those levels. Even normal magic weapon bonuses don't make this work. The only thing that brings it up to par is when combined with holding a keyblade in two hands, which is charge cheese on crack.

ThirdEmperor
2012-05-14, 05:10 PM
Not really knowing much about kingdom hearts,
Keyblade (Ex): 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.

Keyblade (Melee)
Crit: x3
Type: Piercing, Slashing, or Bludgening
Damage: 1d6
Weight: 6lbs

Kay, in the ability description you say the keyblade weighs 5 pounds, in the actual statblock you say it weighs six. You also don't mention whether it's a two-handed, one-handed, light or even a double weapon, although I'm assuming one-handed.

You might also want to clarify whether or not it qualifies as magic for the purposes of DR and whether it can be enchanted- technically the latter should be impossible unless you make it masterwork as well.


Dodge (Ex): During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Wouldn't it just be easier to say they get the dodge feat at level one?


Combat Style (Ex): A Keyblade wielder is a combat specialist, able to understand and wield a weapon in unique ways that a normal warrior could never understand. At 3rd level, a Keyblade wielder selects a specific type of fighting that will become the focus of his career. Once he selects this, he may not change it. He receives bonus based on his selection.

Dual Keyblade Fighting- A 3rd level Keyblade wielder who chooses to specialize on fighting with a weapon in each hand reduces the penalty on all his attack rolls by 2. (To a total penalty of -, if he has the Two-Weapon Fighting feat and a light weapon in his off hand)

Two-Handed Fighting- A 3rd level Keyblade wielder who chooses to specialize in fighting with a weapon held in both hands adds twice his strength modifier to his damage rolls with that weapon, instead of 1.5 times his Strength Modifier.

One Weapon- A 3rd level Keyblade wielder who chooses to fight with one light of one-handed weapon held in one hand and nothing in the other receives a +1 dodge bonus to his AC equal to half his fighter level, rounded down.

A "+1 dodge bonus to his AC equal to half his fighter level"? Which is it? +1 or half his level, and if it's the latter, which way do we round? More importantly, I'm assuming you meant to write "Melee Keyblade Wielder" instead of "Fighter", unless you intend to force the poor dual-weapon specialists to multiclass.


Strike to the Sky (Ex): A 4th level Keyblade Wielder, once per encounter after making a successful hit you my roll a d20 +Str with a +4 circumstance bonus, you're opponent is then flung half that many feet into the air.

Seems kinda.... useless. Unless I'm mistaken falling damage is calculated per ten feet fallen, so you'd have to get a 20 or more just to deal 1d6 damage. Also, hate to be a stickler about this but once more you've forgotten to tell us which way we're supposed to round.


Summon Keyblade (Sp): If you chose Dual Keyblade Fighting Style Support, than you now have an additional Keyblade that appears during battle that lasts until the end of the engagement.

Eh, wording on this is a bit clumsy and you might wanna change the name to Summon Additional Keyblade, but otherwise it's good.


Over the Horizon (Ex): Once per encounter during combat your character may leap up to 10 feet towards a target and make a full attack, requiring a DC 20 jump check with a +4 circumstance bonus.

Another useless one. Once encounter pounce is nice and all, but the ten feet restriction makes it weaksauce. It's basically only useful against 5-foot steppers with reach or flying creature that are, for whatever inane reason, hovering just barely out of range. I'd suggest changing it to "may leap up to twice his/her ground speed".


Raid (Ex): Once per counter, as a full round action you may throw your Keyblade at a target as a ranged attack and it returns to you as if it had the returning enchantment.

Er, why only once per encounter? It's hardly a gamebreaker to use more than once in a fight, seeing as it barely deals any damage and they'll be flying around soon anyway.


Aerial Strike (Ex): Upon a successful “Strike to the Sky” you may roll a jump check and if you succeed your DM’s predetermined DC, you may then from the air attack the target forcing it to the ground doubling it’s fall damage, you may perform a tumble check when reaching the ground in order to prevent your own possible fall damage.

Also insanely weaksauce, seeing as the damage you'll be doubling is basically nill and you need to make a tumble check to avoid taking damage yourself. Also, "DM's predetermined DC"? Any chance we could get a hint as to what that would be?


Second Chance (Sp): Once per day if your character would fall below 0 Hit Point you are only reduced down to 1.

This I like, but I'd suggest giving them an option to move up to ten feet when it happens as well, that way they won't immediately get swatted by an AoO when they try to retreat with their last hitpoint.


Improved Combat Style (Ex): At level 9, a fighter receives his next power-boost from his choice style.

Dual Keyblade Fighting: A 9th level Keyblade wielder who specializes in Dual Keyblade Fighting treats both weapons he wields as if they had the keen enhancement. If a weapon already has the keen enhancement, or if the fighter has the Improved Critical feat for that weapon, the fighter instead increases the weapon’s critical multiplier by 1.

Two-Handed Fighting: A 9th level Keyblade wielder who specializes in fighting with a weapon held in both hands deals 4 points of damage for every 1 point he subtracts from his attack rolls when using the Power Attack feat (This supercedes the normal damage bonus provided by the Power Attack feat). If the fighter does not have the Power Attack feat, he instead deals damage as if his weapon were one Size category larger.

One Weapon: A 9th level Keyblade wielder who fights with a weapon held in one hand and nothing in the other hand gains the ability to deliver a focused blow. As a standard action, the fighter may make a single attack at his highest attack bonus. If he hits, he deals damage as normal and also produces another effect based on the type of damage dealt.

Holy crud are these not at all equal. Getting a slightly higher critical multiplier is magnitudes worse than doubling the damage bonus from power attack.

Also, seeing as both of the currently completed fighting styles require a feat to get any real use out of them (Improved Critical and Power Attack respectively), why not, instead of giving them a weird, pseudo-Dodge ability, let them choose between Dodge, Power Attack and Improved Critical (Keyblade) as bonus feats?


Glide (Ex): You have become a powerful Keyblade wielder and from this you can rise to the occasion. During combat only, you may hover a foot off the ground and increase your movement speed by 5.

Does this allow you to move over water, ignore difficult terrain, or what? I can't really see much reason for this, as it's only real use would be avoiding traps and yet it's combat-only.


Keyblade Morph (Sp): At level 12 and every 2 level after, you may transform your Keyblade into one of the select choices and back 4 times per day:
• Glider: You have the ability to change your Keyblade into a basic surf board like vehicle which allows you to travel 2.5x your movement speed.
• Keyblade Expansion: During combat your Keyblade expands on impact to 2 category sizes larger, dealing appropriate size damage with additional bonuses.
• Machinae Wings: Your Keyblade takes shape around you as a set of machine like wings that give you flight, with a flight movement speed of 60 ft

More clumsy wording here. Is the four times per day limit universal, or can you turn your Keyblade into the various forms four times per day each? Also, Glider is way weaker than Machinae wings due to the latter essentially already doubling your movement speed (more if you're a dwarf or small sized) and giving you flight. Finally, can you still attack with your Keyblade while it's transformed?


Greater Combat Style (Ex): A 15th level fighter has mastered his chosen Style, and receives a great benefit for doing so.

Dual Keyblade Fighting: A 15th level Keyblade wielder who specializes in fighting with two-keyblades now deals full Strength damage with his off-hand weapon and whenever a foe provokes an attack of opportunity from him, the Keyblade wielder may use that attack of opportunity to deliver a full-round attack, using as many iterative attacks as his BAB and feats let him.

Two-Handed Fighting: A 15th level Keyblade wielder who specializes in fighting with a Keyblade held in both hands may make full attacks at the end of a charge. Additionally, any foe the fighter hits at least twice in the same round must make a Fortitude save (DC= total damage dealt) or die instantly as if the fighter had cou’de’graced them. Creatures immune to death effects are immune to this effect.

One Weapon: A 15th level Keyblade wielder who specializes in fighting with a Keyblade in one hand and nothing in the other never provokes an attack of opportunity for any type of movement and also gains the ability to deliver two separate full-round attacks by consuming one full-round action. To do this, he must threaten at least two creatures, and must target the same creature for every attack in each full attack, but different creatures for the two full attacks themselves.

These would actually be fairly well balanced compared to each other, were it not for the Two-Handed Style's death attack. That's just a bit much.


Wisdom’s Shots (Ex): A 17th level Keyblade wielder understands the importance of wisdom and for a single encounter each day, you may consider all of your attacks as ranged touch attacks. Add your wisdom modifier to damage rolls. “Blue energy encompasses your body and it flashes and arcs around you and your attacks are blasts of blue energy that fire out of your Keyblade as ranged touch attacks.”

Okay, wow. This here is OP. Using the previously granted double-damage power death attacks granted by the Two-Handed Style, this ability will literally ruin pretty much any encounter. Ancient Wyrm Dragon? Bam! Ranged touch attacks to reduce it's AC to inconsequential levels, full attack using that Blitz of Valor thingy you gained last level to get six attacks, make three saves vs. all that damage you just took or die! In fact, keep doing that every round till you get a one!

Maybe reduce it's duration to a single a round and place a restriction saying you can't combine it with Blitz of Valor, Master Vortex or Final Fury? With that and the removal of the Two-Weapon Style's death attack it oughta be bearable.


Master Vortex (Ex): An 18th level Keyblade wielder has master his emotions in combat and is able as a final attack in a full attack once per encounter forces all enemy creatures in a 20ft radius to be drawn into a threatened square and you make a final attack at your highest attack bonus plus number of enemies threatened against all enemies drawn in. With knockback of 10 feet. “ Yellow light shines brightly like an aura around you. After a final swing you spin in place like a tornado and strike all enemies close to you.”

This power is bound to cause problems. Assuming the Keyblade has no reach, someone wielding one threatens eight squares. There could easily be more than eight enemies in a 20 foot radius, or multiple really big enemies. Why not simplify it and say the attack targets everyone within 20 feet and knocks anyone it hits 10 feet away from the Keyblade Wielder?

Final Fury (Ex):At 20th level a Keyblade wielder has become the perfect warrior. Once per encounter you may roll a single attack roll against every enemy in the encounter as a full attack action. “In a flash of white light your clothing and armor becomes white and you race around the battlefield at the speed of light slashing your Keyblade through your enemies.”[/QUOTE]

I must say, this is a pretty awesome idea in theory. In practice.... Well, let's start with "every enemy in the encounter". What happens when the encounter is a war? Does the Keyblade Wielder instantly mow down every soldier in the opposing side's army? What if he's in a hostile city? These are extreme examples, yes, but my point is this ability basically invalidates any use of minions and has the potential to be the next Locate City bomb.

demonickin0
2012-05-14, 05:21 PM
Third Emperor, I have looked over your main points, as infuriating as it was thanks. I have Dodge spelled out so that it's a one stop shop, so you don't have to search around for the feat descriptions. I will debate whether or not increasing attack more times per day, because I don't want this class being a solo adventurer. I will edit the discrepancies and all together I should be able to strengthen the abilities without making them too broken.

Reluctance
2012-05-14, 09:58 PM
I have Dodge spelled out so that it's a one stop shop, so you don't have to search around for the feat descriptions.

Except it's not a one-stop shop. Saying "You gain Dodge as a bonus feat" allows characters to buy other feats that Dodge is a prerequisite for. Copying the wording verbatim means that if I want to pick up Mobility, I have to waste a feat on a second copy of Dodge first.

And while this is focused more on the original feat's wording than yours, I wonder if the ability to change your target on any action is pure poor wording or a poorly worded patch. Given how free actions are allowed out of turn.

demonickin0
2012-05-15, 11:51 AM
Except it's not a one-stop shop. Saying "You gain Dodge as a bonus feat" allows characters to buy other feats that Dodge is a prerequisite for. Copying the wording verbatim means that if I want to pick up Mobility, I have to waste a feat on a second copy of Dodge first.

And while this is focused more on the original feat's wording than yours, I wonder if the ability to change your target on any action is pure poor wording or a poorly worded patch. Given how free actions are allowed out of turn.

Seriously throwing a fit about Dodge being Dodge is really not what I was looking for, I need to be critiqued on what could improve it not word choice, thanks. You get the picture.

Togath
2012-05-15, 12:06 PM
Final Fury (Ex):At 20th level a Keyblade wielder has become the perfect warrior. Once per encounter you may roll a single attack roll against every enemy in the encounter as a full attack action. “In a flash of white light your clothing and armor becomes white and you race around the battlefield at the speed of light slashing your Keyblade through your enemies.”

I must say, this is a pretty awesome idea in theory. In practice.... Well, let's start with "every enemy in the encounter". What happens when the encounter is a war? Does the Keyblade Wielder instantly mow down every soldier in the opposing side's army? What if he's in a hostile city? These are extreme examples, yes, but my point is this ability basically invalidates any use of minions and has the potential to be the next Locate City bomb.

It isn't really that powerful, as a bloodstorm blade can do it once per round, five levels sooner

Gemini Lupus
2012-05-15, 04:19 PM
Another point, you have given this class some of the active abilities of Sora, such as aerial strike and raid, but left off others such as ragnarok, sonic blade, or ars arcanum. I must ask why this is, as they were some of Sora's best attacks. Also, the more I look at this class, the more I see it as a combat specialist, with little to do outside of combat. It's got detect secret doors and knock, but not much else.

demonickin0
2012-05-15, 04:41 PM
Another point, you have given this class some of the active abilities of Sora, such as aerial strike and raid, but left off others such as ragnarok, sonic blade, or ars arcanum. I must ask why this is, as they were some of Sora's best attacks. Also, the more I look at this class, the more I see it as a combat specialist, with little to do outside of combat. It's got detect secret doors and knock, but not much else.

The reason I haven't added certain abilities is because I am currently reflecting on how to go about it properly. I DID mean to make this a combat specialist because that is the one part of the Keyblade Master I have never seen a class for so I created one, being that this is my first class I have ever created I chose something addressed, but not properly introduced, see my meaning? I want this class to be one that can be played without it causing the "Hero Syndrom", I would hate to have a class that would make the plot focus around them, so all in all you see what I am working for, thanks for commenting, excellent questions

Grod_The_Giant
2012-05-19, 11:32 PM
Alright, as requested... I'll offer as a disclaimer that I've never played the Kingdom Hearts games, so I'll be going mostly by crunch here.


Requirements: Keyblade Wielder may not use any feature of this class without using a Keyblade.
Abilities: The two main Abilities for this class are Strength and Charisma. Strength covering the Keyblade Wielder's Melee Combat.
EDIT: Just noticed the Requirement, sorry. This isn't the usual place for a restriction like that; instead, make a note in the Keyblade ability description that you can't use class features without it. As for the abilities, I don't believe that Charisma is used at any point in the class beyond Diplomacy and Handle Animal.


The Keyblade Wielder’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wks), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). .
Skill Points at 1st Level: (5 + Int modifier) × 4.
Skill Points at Each Additional Level: 5 + Int modifier.
A somewhat eclectic mix of skills here, but I assume there's a fluff reason to have both nature and arcane skills? Also, I'd round the points to either 4 or 6 per level-- by convention, it's always an even number. He could use some more social skills, too-- at the very least, Sense Motive, to go along with Diplomacy.


Class FeaturesWeapons and Armor Proficiency: A Keyblade wielder is proficient in simple, and martial weapons. Proficient in armors up to medium.
I'd copy the "official" wording-- "A keyblade wielder is proficient with all simple and martial weapons, light armor and medium armor, but not with shields (except tower shields)."


Keyblade (Ex): 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.

Keyblade (Melee)
Crit: x3
Type: Piercing, Slashing, or Bludgening
Damage: 1d6
Weight: 5lbs

1-handed or 2-handed? The damage scaling is a bit slow-- it should start at 1d8 for a one-handed weapon or 2d6 for a two-handed weapon. Otherwise, you'll have Keyblade wielders running around with greatswords at low levels.


Dodge (Ex): You gain Dodge as a bonus feat.
<Shrug> Ok. Not a good feat, but it's free. Kind of comes out of nowhere and isn't followed up on.


Scan (Ex): A 2nd level Keyblade wielder has a sharp eye for causing damage. As a minor action you can tell how many remaining hit points a creature has till it reaches 0.
A "minor" action isn't a thing-- do you mean swift?


Combat Style (Ex): A Keyblade wielder is a combat specialist, able to understand and wield a weapon in unique ways that a normal warrior could never understand. At 3rd level, a Keyblade wielder selects a specific type of fighting that will become the focus of his career. Once he selects this, he may not change it. He receives bonus based on his selection.
Customization is always nice. Let's see what the options are.


Dual Keyblade Fighting- A 3rd level Keyblade wielder who chooses to specialize on fighting with a weapon in each hand reduces the penalty on all his attack rolls by 2. (To a total penalty of -, if he has the Two-Weapon Fighting feat and a light weapon in his off hand)
Does he get to summon another keyblade?


Two-Handed Fighting- A 3rd level Keyblade wielder who chooses to specialize in fighting with a weapon held in both hands adds twice his strength modifier to his damage rolls with that weapon, instead of 1.5 times his Strength Modifier.


One Weapon- A 3rd level Keyblade wielder who chooses to fight with one light of one-handed weapon held in one hand and nothing in the other receives a +1 dodge bonus to his AC equal to half his fighter level, rounded down.
I think you mean "half his keyblade level," not fighter level.


Strike to the Sky (Ex): A 4th level Keyblade Wielder, once per encounter after making a successful hit you my roll a d20 +Str with a +4 circumstance bonus, you're opponent is then flung that many feet into the air, if the opponent is attacked in the air, he is considered flat-footed.
Wording's a bit awkward, but it's a cool ability. I don't think there's time to attack him in the air, though-- as a DM, I'd rule that he falls right back down, since it doesn't take long at all to fall 10-20 feet. Maybe have him fall prone instead.


Summon Additional Keyblade (Sp): If you chose Dual Keyblade Fighting Style Support, than you now have an additional Keyblade that appears during battle that lasts until the end of the engagement.
This should be an organic part of the TWF style.


Over the Horizon (Ex): Once per encounter during combat your character may leap up to 15 feet towards a target and make a full attack, requiring a DC 20 jump check with a +4 circumstance bonus.
I like this ability-- it's a lot more fun than straight Pounce. At level 5... let's see, that's +8 from ranks, say a +4 from Strength, +4 circumstance bonus... total of +16 easy. I'd drop the Jump check altogether, for the sake of reducing rolling. You do need to specify what kind of action this is; I'd recommend standard.


Raid (Ex): As a full round action you may throw your Keyblade at a target as a ranged attack and it returns to you as if it had the returning enchantment.
Erm... let's just give our keyblade a free Returning enchantment and a range increment of, say, 20 feet.


Aerial Strike (Ex): Upon a successful “Strike to the Sky” you may roll a jump check and if you succeed your DM’s predetermined DC, you may then from the air attack the target forcing it to the ground with an additional d6 of damage equal to half your Keyblade Wielder level. you may perform a tumble check when reaching the ground in order to prevent your own possible fall damage.
Ok. Very cool, but clumsy. First, if you want this ability to be activated by a jump check, either specify a DC, or specify that it's standard based on how high you knock the guy (and I recommend against the latter, as the DC for jumping, oh, 15 feet straight up-- a reasonable result from d20+Str+4-- from a standing start is a nearly-impossible 120.) Secondly, I will note that you cannot, actually, make a Tumble check to reduce falling damage, as Tumble is a trained-only skill and it's not on the class list.

I would rewrite this ability to be something like "Upon making a successful Strike to the Sky, you may immediately attempt a Jump check, with a DC equal to the distance you knocked your foe into the air. On a success, you jump into the air after them and deliver a terrific blow, inflicting 1d6 damage per two class levels, and doubling any falling damage the foe might take. You land safely on your feet, taking no damage and provoking no attacks of opportunity."


Second Chance (Sp): Once per day if your character would fall below 0 Hit Point you are only reduced down to 1.
That's... really good. Ok, nice.


Improved Combat Style (Ex): At level 9, a fighter receives his next power-boost from his choice style.

Dual Keyblade Fighting: A 9th level Keyblade wielder who specializes in Dual Keyblade Fighting treats both weapons he wields as if they had the keen enhancement. If a weapon already has the keen enhancement, or if the fighter has the Improved Critical feat for that weapon, the fighter instead increases the weapon’s critical multiplier by 1.
Nice, but I'm not sure what it has to do with TWF? How about instead allowing him to attack with both weapons as a standard action?


Two-Handed Fighting: A 9th level Keyblade wielder who specializes in fighting with a weapon held in both hands deals 4 points of damage for every 1 point he subtracts from his attack rolls when using the Power Attack feat (This supercedes the normal damage bonus provided by the Power Attack feat). If the fighter does not have the Power Attack feat, he instead deals damage as if his weapon were one Size category larger.
OK, it's official, this is the best combat style. Combine with Shock Trooper and Leap Attack to make gods weep. (Seriously, this is good. I'd reduce it to +3/-1).


One Weapon: A 9th level Keyblade wielder who fights with a weapon held in one hand and nothing in the other hand gains the ability to deliver a focused blow. As a standard action, the fighter may make a single attack at his highest attack bonus. If he hits, he deals damage as normal and also produces another effect based on the type of damage dealt.
You need to specify the extra effects. Otherwise... "I hit him? Great. I cut off his head. What? It's another effect based on slashing damage. No, seriously, look, it's legit!"


Glide (Ex): You have become a powerful Keyblade wielder and from this you can rise to the occasion. During combat only, you may hover a foot off the ground and increase your movement speed by 5.
No need to limit this to combat. Heck, at 9th level, you may as well allow full flight.


Mark of Mastery: A level 10 Keyblade wielder is considered a master of his weapon and is able to do profound things. [WORK IN PROGRESS]
Okay.


Keyblade Morph (Sp): At level 12 and every 2 level after, you may transform your Keyblade into one of the select choices and back 4 times per day:
• Glider: You have the ability to change your Keyblade into a basic surf board like vehicle which allows you to travel 2.5x your movement speed.
• Keyblade Expansion: During combat your Keyblade expands on impact to 2 category sizes larger, dealing appropriate size damage with additional bonuses.
• Machinae Wings: Your Keyblade takes shape around you as a set of machine like wings that give you flight, with a flight movement speed of 60 ft
Oh, here's flight. These can all be used at will, no problem. You need a lot more choices if you're going to grant 5 of them, though.


Greater Combat Style (Ex): A 15th level fighter has mastered his chosen Style, and receives a great benefit for doing so.

Dual Keyblade Fighting: A 15th level Keyblade wielder who specializes in fighting with two-keyblades now deals full Strength damage with his off-hand weapon and whenever a foe provokes an attack of opportunity from him, the Keyblade wielder may use that attack of opportunity to deliver a full-round attack, using as many iterative attacks as his BAB and feats let him.
The first part should probably have come in much earlier, but the second part is nifty.


Two-Handed Fighting: A 15th level Keyblade wielder who specializes in fighting with a Keyblade held in both hands may make full attacks at the end of a charge. Additionally, any foe the fighter hits at least twice in the same round must make a Fortitude save (DC= total damage dealt) or die instantly as if the fighter had cou’de’graced them. Creatures immune to death effects are immune to this effect.
If you didn't have pounce by this point, you weren't trying. The second half is ridiculously overpowered, though. Even without much optimization, you're talking an at-will save-or-die with a DC easily in the thirties; probably much higher. With the Shock Trooper feat (a bit of optimizing, I can charge, take a -17 penalty to AC for one round and deal +60 damage per attack, and make a full attack. I hit with two, that's a DC 120 death effect. Add in the Leap Attack feat, I'm up to a DC 240 from two attacks. There are gods that wouldn't make those saves.


One Weapon: A 15th level Keyblade wielder who specializes in fighting with a Keyblade in one hand and nothing in the other never provokes an attack of opportunity for any type of movement and also gains the ability to deliver two separate full-round attacks by consuming one full-round action. To do this, he must threaten at least two creatures, and must target the same creature for every attack in each full attack, but different creatures for the two full attacks themselves.
Snazzy ability. I like it.


Blitz of Valor (Ex): A 16th level Keyblade has a burning since of valor. Once per day during an encounter your weapons deal an additional x3 strength modifier. When doing so, the Keyblade wielder may make two extra attacks in a round at your highest base attack bonus, but this attack takes a -2 penalty and a -4 to your 2nd additional attack. “Red electricity arcs around your fists and Keyblade, and in a flash of red light you unleash a hell storm of blows.
What's the duration on this ability? Otherwise, a nice big hit type effect.


Wisdom’s Shots (Ex): A 17th level Keyblade wielder understands the importance of wisdom and for a single encounter each day, you may consider all of your attacks as ranged touch attacks. Add your wisdom modifier to damage rolls. “Blue energy encompasses your body and it flashes and arcs around you and your attacks are blasts of blue energy that fire out of your Keyblade as ranged touch attacks.”
RANGED touch attacks? Do you mean melee? And if not, what kind of range? Otherwise, it's OK. Verging on too powerful, given the potential for massive power attacking for a x4 return, but you're a 17th level melee class, so eh. Also, I believe this is the only ability which uses Wisdom


Master Vortex (Ex): An 18th level Keyblade wielder has master his emotions in combat and is able as a final attack in a full attack once per encounter forces all enemy creatures in a 20ft radius to be drawn into a threatened square and you make a final attack at your highest attack bonus plus number of enemies threatened against all enemies drawn in. With knockback of 10 feet. “ Yellow light shines brightly like an aura around you. After a final swing you spin in place like a tornado and strike all enemies close to you.”
Um... this needs some careful rewording. If I'm reading this right:

All enemies within 20 feet are moved adjacent to you.
You make a single melee attack against each enemy, at your full BAB + the number of enemies affect by this ability.
All enemies struck are pushed back 10 feet, and possibly fall prone.

In which case, it's OK, if a bit weird-- I can pull a 2-ton Iron Golem as easily as I can pull a 20 pound kobold?


Final Fury (Ex):At 20th level a Keyblade wielder has become the perfect warrior. Once per encounter you may roll a single attack roll against every enemy in the encounter as a full attack action. “In a flash of white light your clothing and armor becomes white and you race around the battlefield at the speed of light slashing your Keyblade through your enemies.”
An awesome capstone ability, though "every enemy in the encounter" is rather vague. What about this guy a hundred feet in the air? That dude on the bottom of the cliff? The guy on the ethereal plane? The guy enclosed in a forcecage? The guy a thousand feet away flinging extended fireballs at you?

Final thoughts/tl;dr:

The two-handed fighting style is drastically stronger than the others, and the instant-death effect is horrendously broken.
I recommend giving your keyblade a scaling enhancement bonus, with optional special enchantments, a'la Soulknife (http://www.d20srd.org/srd/psionic/classes/soulknife.htm#mindBladeEnhancement).
Dead levels make me sad.
Apart from the aforementioned TWF style and ubercharger builds, the class lacks some oomph. The 1/encounter abilities are cool, but limited use, and mostly come in too late.

A good start. Keep working at it!

EDIT: Just noticed the SLAs; you might want to add them to the ability list. They're... ok? I don't see how they fit with the rest of the class, and once or twice a day isn't really enough to be very useful.

Rapidghoul
2012-05-21, 12:33 AM
Before I start, I'd like to say I really like this class. It's a very fun, flavorful martial class. That said, there are a few things that I have issues with.


The Keyblade Wielder’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wks), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). .
Skill Points at 1st Level: (5 + Int modifier) × 4.
Skill Points at Each Additional Level: 5 + Int modifier.

Nothing has odd numbering. To my knowledge, nothing with full BAB progression has more than 4+int. If you want to change that and give it 6+int, then go for it, but 5 just feels... icky. Also, WHY DON'T THEY GET OPEN LOCK AS A CLASS SKILL?


Weapons and Armor Proficiency: A Keyblade wielder is proficient in simple, and martial weapons. Proficient in armors up to medium.
Honestly, drop the martial proficiency and add a special "and Keyblades (see below)" note. There's not point in encouraging them to wield anything but Keyblades, right? You also need to note whether or not they can wield shields.


Keyblade (Ex): Every keyblade wielder begins with a Keyblade that has a weight of approximately 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.

Keyblade (Melee)
Crit: x3
Type: Piercing, Slashing, or Bludgening
Damage: 1d6
Weight: 5lbs

I think this captures the idea of an increasingly powerful weapon well. Picking the way it manifests is very cool. It feels a little like Kensai, a little like Warblade, and a little like a Legacy Weapon. If you haven't looked at those, then I highly recommend you do to see if there's anything there that adds to your desired flavor. I'd add a note about other size characters with damage dice (d4's and d8's most likely).


Dodge (Ex): You gain Dodge as a bonus feat.
Not sure really why, but hey, Dodge. Bonus feats don't need an ability descriptor (Ex, Su, or Sp), so just make it "Dodge" in the descriptor.


Scan (Ex): A 2nd level Keyblade wielder has a sharp eye for causing damage. As a minor action you can tell how many remaining hit points a creature has till it reaches 0.
I like the ability, but take a look at Deathwatch:


Deathwatch
Necromancy [Evil]
Level: Clr 1
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
So you're giving them an at will extraordinary ability as a minor (swift?) action that only non-good clerics can perform with a level 1 spell as a standard action. That seems too good to me. I'd say make it a (Su) at least if not (Sp), give it a scaling number of uses per day, or just tone it down to something similar to Deathwatch's scope.


Combat Style (Ex):A Keyblade wielder is a combat specialist, able to understand and wield a weapon in unique ways that a normal warrior could never understand. At 3rd level, a Keyblade wielder selects a specific type of fighting that will become the focus of his career. Once he selects this, he may not change it. He receives bonus based on his selection.

Dual Keyblade Fighting- A 3rd level Keyblade wielder who chooses to specialize on fighting with a weapon in each hand reduces the penalty on all his attack rolls by 2. (To a total penalty of -0, if he has the Two-Weapon Fighting feat and a light weapon in his off hand)
Okay, nice little boost. I'd say it should only work with Keyblades (much like Samurai works only with Katana (Bastard Sword) and Wakizashi (Short Sword) for flavor. Or change the name to not be "Dual Keyblade Fighting."


Two-Handed Fighting- A 3rd level Keyblade wielder who chooses to specialize in fighting with a weapon held in both hands adds twice his strength modifier to his damage rolls with that weapon, instead of 1.5 times his Strength Modifier.
Also good. Nice mechanical boost.


One Weapon- A 3rd level Keyblade wielder who chooses to fight with one light of one-handed weapon held in one hand and nothing in the other receives a +1 dodge bonus to his AC equal to half his Keyblade Wielder level, rounded down.
First, the wording is confusing ("with one light of one-handed weapon held in one hand").
This seems a little less than powerful to me. I like that TWF makes attacks more accurate, THF makes attacks more damage, and OWF makes you more defensive. It rounds everything out nicely. I guess I'd just never expect people to pick this. Dodge bonus is nice in that it stacks, but it also drops when flatfooted. If you want this to be the defensive combat style, give them something like Uncanny Dodge with the scaling Dodge bonus.


Strike to the Sky (Ex): A 4th level Keyblade Wielder, once per encounter after making a successful hit you may roll a d20 +Str with a +4 circumstance bonus, you're opponent is then flung that many feet into the air, if the opponent is attacked in the air, he is considered flat-footed.
Typically knockblack effects are given as d6 X 5 feet for simplicity of spaces. Using a d20 for effects rather than checks becomes quite varied and strange. Giving a circumstance bonus for such a unique ability is... unnecessary. This also feels like it should require its own standard or full-round action, not simply part of another action. Finally, the wording is very sloppy. Break it up into multiple sentences.


Summon Additional Keyblade (Sp): If you chose Dual Keyblade Fighting Style Support, than you now have an additional Keyblade that appears during battle that lasts until the end of the engagement.
Toss this in with one of the combat style things. Floating out in the rest of the class is awkward. Besides that, this is a great ability and would make the TWF Keyblade Wielder really excited to reach this level.


Over the Horizon (Ex): Once per encounter during combat your character may leap up to 15 feet towards a target and make a full attack, requiring a DC 20 jump check with a +4 circumstance bonus.
First, having a hard DC and then also giving them a bonus is weird. Basically you have them making a DC 16 Jump check.
Second, it sounds like you just want to give them Pounce:

Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.
Third, it's needlessly complicated. I'd say drop the Jump check just for simplicity.
Fourth, I'm not sure if you want this to work with Strike to the Sky or not. It would be really cool if it did, but I'm not sure that fits.
I really like this ability though. I think it needs a touch up to make more sense mechanically. It's a little too clunky right now.


Raid (Ex): As a full round action you may throw your Keyblade at a target as a ranged attack and it returns to you as if it had the returning enchantment.
Someone earlier said to just give the weapon the Returning property at this point. I'd agree, except that this would mess with the prices of upgrading them. Maybe "At Xth level, any Keyblade wielded you wield is treated as if it had the returning property." It doesn't restrict them as much, letting them use move actions (granted, they can't move if they want their weapon back, but other actions that use the move action).


Aerial Strike (Ex): Upon a successful “Strike to the Sky” you may roll a jump check and if you succeed your DM’s predetermined DC, you may then from the air attack the target forcing it to the ground with an additional d6 of damage equal to half your Keyblade Wielder level. You may perform a tumble check when reaching the ground in order to prevent your own possible fall damage.
Clunky.
First, a high jump DC's are four times the height with a running start, double that without. You can put that right in the description, even stating that they don't need a running start, or make your own DC based on the height you knock them.
Second, the fall damage is already bonus damage on your Strike to the Sky (assuming they can't glide or anything). Adding to this seems a little like overkill. Could just be me though.


Second Chance (Sp): Once per day if your character would fall below 0 Hit Point you are only reduced down to 1.
Really strong ability. Should be (Su) though, not (Sp).


Improved Combat Style (Ex): At level 9, a Keyblade Wielder receives his next power-boost from his choice style.

Dual Keyblade Fighting: A 9th level Keyblade wielder who specializes in Dual Keyblade Fighting treats both weapons he wields as if they had the keen enhancement. If a weapon already has the keen enhancement, or if the Keyblade Wielder has the Improved Critical feat for that weapon, the Keyblade Wielder instead increases the weapon’s critical multiplier by 1.
Good ability. I'd say dump the additional keyblade ability in here though and just make keyblades wielded by the TWF treated as keen.


Two-Handed Fighting: A 9th level Keyblade Wielder who specializes in fighting with a weapon held in both hands deals 4 points of damage for every 1 point he subtracts from his attack rolls when using the Power Attack feat (This supersedes the normal damage bonus provided by the Power Attack feat). If the Keyblade Wielder does not have the Power Attack feat, he instead deals damage as if his weapon were one Size category larger.
A little clunky at the end, but fine.


One Weapon: A 9th level Keyblade wielder who fights with a weapon held in one hand and nothing in the other hand gains the ability to deliver a focused blow. As a standard action, the Keyblade Wielder may make a single attack at his highest attack bonus. If he hits, he deals damage as normal and also produces another effect based on the type of damage dealt.
...yes? What's the ability?
I think a more elegant way of working this stage would be a bonus feat that works in a special way. TWF gets Improved Critical and can summon a second keyblade that counts as light for TWF. THF gets Power Attack and 4 per 1. OWF... I don't know yet.


Glide (Ex): You have become a powerful Keyblade wielder and from this you can rise to the occasion. During combat only, you may hover a foot off the ground and increase your movement speed by 5.
Neat. I like it. There's nothing in it that seems (Ex) though; it should really be (Su).


Mark of Mastery: A level 10 Keyblade wielder is considered a master of his weapon and is able to do profound things. [WORK IN PROGRESS]
K. Looking forward to it.


Keyblade Morph (Sp): At level 12 and every 2 level after, you may transform your Keyblade into one of the select choices and back 4 times per day:
• Glider: You have the ability to change your Keyblade into a basic surf board like vehicle which allows you to travel 2.5x your movement speed.
• Keyblade Expansion: During combat your Keyblade expands on impact to 2 category sizes larger, dealing appropriate size damage with additional bonuses.
• Machinae Wings: Your Keyblade takes shape around you as a set of machine like wings that give you flight, with a flight movement speed of 60 ft.
I like this a lot, but you need to specify the action each takes and the duration they have. You also need to say what happens every 2 levels after; it's unclear as of now, but if I had to guess I'd say the number of times per day increase by 4? Very cool ability with lots of flavor, but I have no idea how it actually functions without action/duration. As Third Emperor asked: can you still attack with your Keyblade while it's transformed?


Greater Combat Style (Ex): A 15th level Keyblade Wielder has mastered his chosen Style, and receives a great benefit for doing so.

Dual Keyblade Fighting: A 15th level Keyblade wielder who specializes in fighting with two-keyblades now deals full Strength damage with his off-hand weapon and whenever a foe provokes an attack of opportunity from him, the Keyblade wielder may use that attack of opportunity to deliver a full-round attack, using as many iterative attacks as his BAB and feats let him.
Good, but I'd make a note about how many attacks of opportunity this takes. A full-attack as one AoO seems a little too good. Maybe one with each hand for the price of only one AoO instead?


Two-Handed Fighting: A 15th level Keyblade wielder who specializes in fighting with a Keyblade held in both hands may make full attacks at the end of a charge. Additionally, any foe the Keyblade Wielder hits at least twice in the same round must make a Fortitude save (DC= total damage dealt) or die instantly as if the Keyblade Wielder had cou’de’graced them. Creatures immune to death effects are immune to this effect.
So you gave him pounce... again. You already have a very, very similar ability early int he class.
Also, a save or die based on damage from two hits by a THF? That's... too good. It needs to scale down quite a bit or have a much more difficult requirement to activate.


One Weapon: A 15th level Keyblade wielder who specializes in fighting with a Keyblade in one hand and nothing in the other never provokes an attack of opportunity for any type of movement and also gains the ability to deliver two separate full-round attacks by consuming one full-round action. To do this, he must threaten at least two creatures, and must target the same creature for every attack in each full attack, but different creatures for the two full attacks themselves.
If I understand this right, you have to have two threatened targets, and each gets its own full-attack in a single round? Pretty cool. I might recommend making it to be something like "Whenever you use a full-attack action on a single target, you may make a second full-attack on a new target you also threaten. You may use this ability only once per round." It just sounds cleaner while getting the same effect.


Blitz of Valor (Ex): A 16th level Keyblade has a burning sense of valor. Once per day during an encounter your weapons deal an additional x3 strength modifier. When doing so, the Keyblade wielder may make two extra attacks in a round at your highest base attack bonus, but this attack takes a -2 penalty and a -4 to your 2nd additional attack. “Red electricity arcs around your fists and Keyblade, and in a flash of red light you unleash a hell storm of blows.
Typically, adding extra attacks puts them at the highest BAB but penalizes ALL attacks in that round. You have a version where only the bonuses get penalized but start at full, which is wonky. It would also be nice to say how the multiplier affects a THF.


Wisdom’s Shots (Ex): A 17th level Keyblade wielder understands the importance of wisdom and for a single encounter each day, you may consider all of your attacks as ranged touch attacks. Add your wisdom modifier to damage rolls. “Blue energy encompasses your body and it flashes and arcs around you and your attacks are blasts of blue energy that fire out of your Keyblade as ranged touch attacks.”
Way too good. Suddenly changing your attacks to touch attacks? That's as good or better than making it Brilliant Energy (can't remember the exact wording). If it didn't last for an entire encounter, it might be okay, but as is I wouldn't allow this in a campaign I DM.


Master Vortex (Ex): An 18th level Keyblade wielder has master his emotions in combat and is able as a final attack in a full attack once per encounter forces all enemy creatures in a 20ft radius to be drawn into a threatened square and you make a final attack at your highest attack bonus plus number of enemies threatened against all enemies drawn in. With knockback of 10 feet. “ Yellow light shines brightly like an aura around you. After a final swing you spin in place like a tornado and strike all enemies close to you.”
I... don't know what this really does. It's confusing. Really, really confusing. Please separate this out into multiple sentences.
If I understand it - and I'm really unsure about that - I'd say the targets need to get a save of some sort to resist movement. Nearly all knockback effects have a save for large enough opponents. I don't know how many attacks you get, or how many attacks per target you can have, or really anything about the attack portion of this ability because the word attack shows up so often that it hurts my eyes to try to read it. If I'm missing something, I'm sorry. Either way, I do think the targets should get a save.


Final Fury (Ex):At 20th level a Keyblade wielder has become the perfect warrior. Once per encounter you may roll a single attack roll against every enemy in the encounter as a full attack action. “In a flash of white light your clothing and armor becomes white and you race around the battlefield at the speed of light slashing your Keyblade through your enemies.”
This is screaming for a radius of effect. What if the enemy dimension doors away? What if they greater teleport away? What if they plane shift away? What if they're in a mile-think bunker of solid lead? Seriously, even a long-range effect (400+40/level, so 1200ft) would be better than universal coverage.

I had no idea this class even HAD spell like abilities. You really need to put them in the descriptions. Seriously, I would not have even caught that if it weren't for Grod's comment. I agree that once or twice per day is pretty weak... make it based on Wisdom (like 1 + Wis times per day), or Cha since you put in the Abilities section that Charisma is central (but I see it NOWHERE in the class other than you saying it's central). I think it's a cool idea to have secret doors and knock for a key based class though; I lol'd.
Here, I'll even write it out the spell-like abilities for you because I'm a nice guy :smallbiggrin:

Detect Secret Doors (Sp): Beginning at 3rd level, you can use Detect Secret Doors once per day. Your caster level is equal to your class level.

Knock (Sp): Beginning at 4th level, you can use Knock twice per day. Your caster level is equal to your class level.

I really like this class. It's cool. It's flavorful. It's fun. There are some things that need simplifying, a lot of wording is confusing which I've found can make it so that no one wants to play it, and a lot of your (Ex) abilities look like they should be (Su) or (Sp).

Dead levels are terrible things. I got endless criticism when I first started homebrewing for having them in my classes. Scaling abilities help a lot. Make the keyblade damage scale at different levels and put them on the chart. Make the spell-like abilities scale times per day with class levels (knock once per four levels or something). Add in new SLA's like Arcane Lock at low levels, Dimension Door at mid levels, and Dimension Lock at high levels. Give them a scaling bonus to Open Lock (and make it a class skill!) to fill up some of those empty boxes.

demonickin0
2012-05-21, 05:07 PM
Thank you Rapidghoul and Grod_The_Giant for your excellent feedbacks, I modified the class with your thoughts in mind. I still have a few more modifications I will make in the next day and I'd love to hear if I accomplished what I have set out to do. Thanks for everyones help! :smallsmile:

Should be fully reworked by 5/23/2012 12:00:00am Central Standard Time

demonickin0
2012-05-24, 12:33 PM
Alrighty!! I Am Ready For Some New Peach! Any One With Some Constructive Criticism About This Class Still?