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Created By
SteveAce89 (talk)
Date Created: 5-3-2011
Status: WIP
Editing: Constructive Open Editing
Balance: Article is not balanced per wiki guidelines


{{#set:Summary=A warrior of light who wields the powerful Keyblade to vanquish the darkness within all hearts. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Moderate |Reflex Save Progression=Moderate |Will Save Progression=Good |Class Ability=Arcane Spellcasting |Class Ability=Divine Spellcasting |Class Ability=Spontaneous Spellcasting |Class Ability Progression=Other }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}}

File:Sora.jpg

Sora, a very powerful Keyblade Master

Keyblade Master[]

A Keyblade Master is a being chosen for the light in their hearts by the legendary weapon known as the Keyblade to vanquish the dark beings of their world such as Heartless, Nobodies, and Unversed. With power over different types of magic and a strong sense of justice behind their weapon, a Keyblade Master believes that even though a heart may be weak, and sometimes even give in to the darkness, deep down there's a light that never goes out.

Making a Keyblade Master[]

Keyblade Master's put their heart into every battle, the stronger they get the more powerful attacks they unlock within themselves. A Keyblade Master's strong sense of justice is both a strength and a hinderance, they believe in the power of teamwork and will do anything to help their friends.

Abilities: Strength and Constitution are vital for any melee warrior class. Though Intelligence plays a great factor in the Keyblade Master's ability to cast their spells. Wisdom is also important to strengthen the power of their heart to help with Willpower saves.

Races: Any race with a strong sense of moral justice and a strong heart can become a Keyblade Master.

Alignment: Any non-evil.

Starting Gold: 4x4x10 gp (80 gp).

Starting Age: Moderate.

Table: The Keyblade Master

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +1 +1 +2 Light of the Heart, Merlin's Gift 1 -
2nd +2 +2 +2 +3 Determination +1, Heart of Friendship 1 -
3rd +3 +2 +2 +3 Darkness Bane 2 1
4th +4 +3 +3 +4 +1 Weapon 2 1
5th +5 +3 +3 +4 Drive Form Valor 3 2 1
6th +6 +4 +4 +5 Soul of Friendship , Keychain Exchange 3 2 1
7th +7 +4 +4 +6 Shining Heart 4 3 2 1
8th +8 +4 +4 +6 +2 Weapon 4 3 2 1
9th +9 +5 +5 +7
10th +10 +5 +5 +7 Drive Form Wisdom
11th +11 +5 +5 +8 Determination +2, Shining Friendship
12th +12 +6 +6 +8 +3 Weapon
13th +13 +6 +6 +9
14th +14 +7 +7 +9 Keychain Exchange
15th +15 +7 +7 +10 Drive Form Master
16th +16 +8 +8 +10 +4 Weapon
17th +17 +8 +8 +11 Darkness Elimination
18th +18 +9 +9 +11 Drive Form Final
19th +19 +9 +9 +12
20th +20 +10 +10 +12 Mastery of the Heart, Shining Friendship, +5 Weapon

Class Skills ([[Skill Points::<-number of skill points->]] + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

<span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A <-class name->’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<span id="<-extraordinary class feature->"><-extraordinary class feature-> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature->: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[]

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

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

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

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

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

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

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

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




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