| Post/Author/DateTime | Post |
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| Lednera10-05-06, 04:26 PM | Pending Information |
| Lednera10-05-06, 04:28 PM | Pending Information |
| Lednera10-05-06, 04:29 PM | Concept Designer: Ryuu_Tenshi This is going by the characters as they are in the game. I'm trying to avoid just using the damn anthro templates. Yes, they're unfinished. I avoid CHA penalties like the plauge. CHA is not a measure of how pretty you are. It is a measure of how self-assured and confidant you are. Just because you're an orc, doesn't mean you ain't confidant. >.< (pet peeve of mine) Aivar Aivar are a birdlike race of humanoids. Short in stature, they seem thin and graceful, which serves to mask their incredibly short tempers. Aivar are pugnacious by nature. Their tempers mean they get into fights frequently, and when they fight they are quite fierce. Whether they fight their battles with spells, swords, or a silvered tounge, they are quick to battle. At the same time, they seldom hold grudges. •+2 Dex, +2 Int, -2 Con, -2 Wis - Birdbrain is not an apt description for the Aivar (and likely to get you killed). They are quite intelligent, they just don't always know how to use it. In addition, their hollow bones make them somewhat fragile. • Medium: As Medium creatures, Aivar have no special bonuses or penalties due to their size (they are about the same height as Dwarves, but much thinner) •-2 racial penalty to Diplomacy checks, +2 racial bonus to Intimidate checks - Aivar are extremely pugnacious, which tends to put a damper on their diplomatic abilities. They make excellent bullies, however. •+2 racial Bonus to search and spot - Aivar are keen-eyed. •+2 racial Bonus to Jump checks - Though Aivar cannot actually fly, they are quite light on their feet. •Slow-Fall - As the monk ability. In addition to being light on their feet, Aivar retain some of their avian ancestry in that they can fall more slowly through the air. Favored Class - Warmage. Aivar have a hallowed magical tradition, but they prefer the more militant side of magic. Rounar A race of mouse-like humanoids, Rounar are everyone's best friend (as opposed to humans, who are only everyone's second-best friend). While some of them have a reputation of theives and ner'do-wells, they're so darn cute that they can just talk their way out of trouble. They are masters of social interaction, of knowing the right thing to say at the right time. •+2 Charisma, -2 Strength - Rounar know who they are and where they stand. • Small: As a Small creature, a Rounar gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. •+2 racial bonus to perform, diplomacy, and sense motive - Rounar are masters of social interaction. •Perform: Oratory is always a class skill for Rounar. •+2 racial bonus to Listen checks - Rounar have keen ears. Favored Class - (Cleric?) Canir Canir aren't the brightest fellows on the block. Strong, yes, smart? Not really. Like the dogs they resemble, they stick to what they know, which is often what people tell them. Of course, that's not true of all Canir... (Canir tend to be lawful, but not always.) •+2 Con, -2 Int - Canir are hardy, but not terribly bright. •Scent - Canir have the Scent ability. •Track - Canir gain the Track feat at first level as a bonus feat •+2 bonus to Listen and Search Favored Class - Knight |
| Lednera10-05-06, 04:30 PM | Stormer Class Stormer HD: D8 MP per Level: 3 Starting Feats: Martial Weapon Proficiency ,Light Armour Proficiency Skill points per Level: 4 +Int Modifier Class Skills: Balance, Climb, Craft, Handle animal, Intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 2 0 0 1 Talent 2 2 3 0 0 1 Bonus Feat 3 3 3 1 1 2 4 4 4 1 1 3 Talent 5 5 4 1 1 3 6 6/1 5 2 2 4 Bonus Feat 7 7/2 5 2 2 5 8 8/3 6 2 2 5 Talent 9 9/4 6 3 3 6 10 10/5 7 3 3 7 Bonus Feat 11 11/6/1 7 3 3 7 12 12/7/2 8 4 4 8 Talent 13 13/8/3 8 4 4 9 14 14/8/4 9 4 4 9 Bonus Feat 15 15/9/5 9 5 5 10 16 16/10/6/1 10 5 5 11 Talent 17 17/11/7/2 10 5 5 11 18 18/12/8/3 11 6 6 12 Bonus Feat 19 19/13/9/4 11 6 6 13 20 20/15/10/5 12 6 6 13 Talent Talents: Combo Tree: Combo Plus For each successful consecutive attack you make, the negative received for making another attack is one less. For example, with one Combo Plus, you take a -4 to make another attack instead of -5. This ability stacks with all other Combo Plus effects, and can increase the number of attacks you can normally make per round. Combo Boost For each successful consecutive attack you make, add a cumulative +1 to damage. This ability Stacks with all other Combo Boost effects. Prerequisite: Combo Plus. Negative Combo It takes one less successful attack to activate a Finishing Blow. This ability stacks with all other Negative Combo effects. Striking Tree Thrust As a standard action, you can make one attack against two targets who are adjacent, and in a straight line from you, using only one attack roll. Horizontal Slash As a standard action, you can make one attack against two targets who are adjacent to yourself and each other, using only one attack roll. Sonic Blade: MP COST:4 Finishing Blow* As a full round action, you may make all enemies in a straight line thats range is equal to your base movement speed, using one attack roll for all. You can attack as many times as your base attack allows, minus one, as long as the enemies are in a straight line. Prerequisite: Thrust, Horizontal Slash Opportunity Tree: Dodge Slash If an enemy fails during a melee attack against you, you may make an attack of opportunity. Retaliating Slash If an enemy succeeds during a melee attack against you, you may make an attack of opportunity. Bonus Feats: Athletic, Blind Fight, Brawl, Cleave, Combat Reflexes, Great Cleave, Improved Brawl, Power Attack, Weapon Focus, Weapon Specialization, Two Weapon Fighting. Class Strider HD: D6 MP per Level: 5 Starting Feats: Martial Weapon Proficiencies, Enfeeblement Magic Skill points per Level: 5 +Int Modifier Class Skills: Balance, bluff, Climb, concentration, craft, decipher script, gather information, handle animal, hide, intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, Spellcraft, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 0 2 0 0 Enfeeblement Magic 2 2 0 3 0 1 Talent 3 3 1 3 1 1 4 4 1 4 1 1 Talent 5 5 1 4 1 2 6 6/1 2 5 2 2 Enfeeblement Magic 7 7/2 2 5 2 2 8 8/3 2 6 2 3 Talent 9 9/4 3 6 3 3 10 10/5 3 7 3 3 Enfeeblement Magic 11 11/6/1 3 7 3 4 12 12/7/2 4 8 4 4 Talent 13 13/8/3 4 8 4 4 14 14/9/4 4 9 4 5 Enfeeblement Magic 15 15/10/5 5 9 5 5 16 16/11/6/1 5 10 5 5 Bonus Feat 17 17/12/7/2 5 10 5 6 18 18/13/8/3 6 11 6 6 Enfeeblement Magic 19 19/14/9/4 6 11 6 6 20 20/15/10/5 6 12 6 7 Talent Talents: Aerial Tree Aerial Attack By making a Jump check, you may make an attack against an airborne target within reach of the jump. Aerial Sweep By making a Jump check, you may make a full round attack against an airborne target within reach of the jump. Prerequisite: Aerial Attack. Strike Raid MP Cost: 3 Finishing Blow* You may make all melee attacks as a ranged attack. By throwing your melee weapon, you can hit any target within two range increments of your base speed. The weapon returns to you, so that you may make all the attacks your BAB allows, minus one. Prerequisite: Aerial Attack, Aerial Sweep Ranged Tree Trick Shot Striders learn to make ranged attacks in the most unlikely of situations. Reduce any penalty to a ranged attack roll, whether from long range or other circumstances, by one half the Strider's class level(round down). In addition, a Strider no longer provokes an attack of opportunity from the target of her ranged attack for making a ranged attack in a threatened area. Other enemies threatening the area may make an attack of opportunity normally. Sharp Shot By taking one turn to aim carefully at your opponent, you may make attacks to a vital area of any creature that is unaware of you. This damage is 1d6 for every three character levels. You can only use this ability with a ranged weapon, and at 30ft or more away. Prerequisite: Trick Shot Barrage Finishing Blow* As a full round action, you can make one ranged attack within 30ft of a target, that adds damage equal to 1d6 per number of attacks you would normally receive after the first. Prerequisites: Trick Shot, Sharp Shot Professional Tree Track You gain the bonus feat Track Combat Style You must choose one of two combat styles to pursue: ranged or two weapon combat. This choice affects the character's class features but does not restrict her selection of feats or special abilities in any way. If a Strider selects ranged, she is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat. If the Strider selects two weapon fighting, she is treated as having the two weapon fighting feat, even if she does not meet the normal prerequisites for that feat. The benefits of the Strider's chosen style only apply when she is wearing light or no armour. She loses all benefits of this combat style when wearing medium or heavy armour. Improved Combat Style A Strider's aptitude in her chosen style(ranged or two weapon fighting) improves. If she selected ranged, she is treated as having the Manyshot feat, even if she does not meet the normal requirements for that feat. If a Strider selected two weapon combat, she is treated as having improved two weapon fighting, even if she does not meet the normal prerequisites for that feat. As before, armour restrictions apply. Bonus Feats: Far Shot, Dodge, Lightning Reflexes, Point Blank Shot, Quick Draw, Rapid Reload, Rapid Shot, Weapon Finesse, Any Meta magic Feat. Acrobatic, alertness, combat casting mobility, improved initiative, improved critical, Class Damascao HD: D10 MP per Level: 3 Starting Feats: Martial Weapon Proficiency, Heavy Armour Proficiency Skill points per Level: 4 +Int Modifier Class Skills: bluff, climb, craft, handle animal, intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, spot, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 0 2 0 1 Talent 2 1 0 3 0 2 Bonus Feat 3 2 1 3 1 3 4 3 1 4 1 4 Talent 5 3 1 4 1 5 6 4 2 5 2 6 Bonus Feat 7 5 2 5 2 7 8 5 2 6 2 8 Talent 9 6/1 3 6 3 9 10 7/2 3 7 3 10 Bonus Feat 11 7/2 3 7 3 11 12 8/3 4 8 4 12 Talent 13 9/4 4 8 4 13 14 9/4 4 9 4 14 Bonus Feat 15 10/5 5 9 5 15 16 11/6/1 5 10 5 16 Talent 17 11/6/1 5 10 5 17 18 12/7/2 6 11 6 18 Bonus Feat 19 13/8/3 6 11 6 19 20 13/8/3 6 12 6 20 Talent Talents: Guard Tree Guard When an attack against yourself is announced, you may make an opposing melee attack to negate the attack. Counterguard Whenever you successfully Guard against an attack, you immediately get an attack of opportunity if the target is within range. Prerequisite: Guard Guard Break MP COST: 3 Finishing Blow* All your attacks for this round gain a +4 when someone attempts to Guard against them. If there is no attempt to Guard, this deals +1 to damage instead. Prerequisite: Guard, Counterguard. Effect Tree Defender A Damascao may transfer some, or all of their weapons enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the user chooses how to allocate the weapons enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn. Aerial Recovery You gain the ability to fall slower than normal. This ability is automatic, and slows a fall down to 60ft per round, and the subject takes no damage upon landing while the effect is in place. This effect last for one round per class level of Damascao. Scan By studying your opponent for one round, you can ascertain their health. (HP and MP) Resistance Tree Unflinching This talent allows a Damascao to shrug off weak blows, as if they never even existed, giving you Damage Reduction 10/Magic Bull's Hide Your bullheaded and thick skinned, and your body shows it. You gain a +4 Natural Armour Bonus to AC. Resistance of the Unbeliever Your will and faith are great. It gives you an amazing ability, the ability to negate magic. A Damascao with this talent gains an SR of 11+character level Prerequisites: Unflinching, Bull's Hide. Bonus Feats: Combat Expertise, Dodge, Mobility, Toughness, Iron Will, Greater Fortitude...add more. Class Major Minor Not Applied Dastrier Defense Magic Strength 2 HD: D10 MP per Level: 5 Starting Feats: Heavy Armour Proficiency, Enhancement Magic Skill points per Level: 5 +Int Modifier Class Skills: Appraise, balance, bluff, climb, concentration, craft, decipher script, disable device, gather information, hide, intimidate, knowledge, listen, move silent, open lock, profession, ride/drive/pilot, search, sense motive, sleight of hand, speak language, Spellcraft, spot, tumble, use magic device*, use rope Level BAB Fort Reflex Will BDB Special 1 0 0 2 0 1 Talent 2 1 0 3 0 1 Enhancement Magic 3 1 1 3 1 2 4 1 1 4 1 3 Talent 5 2 1 4 1 3 6 2 2 5 2 4 Enhancement Magic 7 2 2 5 2 5 8 3 2 6 2 5 Talent 9 3 3 6 3 6 10 3 3 7 3 7 Bonus Feat 11 4 3 7 3 7 12 4 4 8 4 8 Talent 13 4 4 8 4 9 14 5 4 9 4 9 Enhancement Magic 15 5 5 9 5 10 16 5 5 10 5 11 Talent 17 6/1 5 10 5 11 18 6/1 6 11 6 12 Enhancement Magic 19 6/1 6 11 6 13 20 7/2 6 12 6 13 Talent Modifiers: Talent Tree Raging Tree Critical Plus When this ability is taken, the critical range of any attack is increased to the next factor. This stacks with other abilities and feats, such as Keen and Improved Critical. Berserk Charge When out of MP, any time you could perform a finishing move, instead all attacks are calculated using 1.5 times strength. Brave Beat MP COST 3 Finishing Blow* When performing this finishing blow, make one attack. For each consecutive attack you would get for that turn, instead add this to the damage dealt by adding one die of damage for each attack. Evasion Tree Evasion By making a successful reflex saving throw against an attack that normally deals half damage on a successive roll, you instead instead take no damage. This ability can only be used while wearing light, or no Armour. A helpless Dastrier does not gain the benefit of evasion. Uncanny Dodge A Dastrier can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC even if she is caught flatfooted or struck by an invisible attacker. However, it is still lost if he is immobilized. Improved Uncanny Dodge You can no longer be flanked, he can react to opponents on opposite sides as easily as she can react to a single attacker. This denies another person the ability to sneak attack the character by flanking, unless the person has at least 4 more class levels of the ability that grants it, than you. Professional Service Tree Trap Finding Dastrier who take this talent can use the Search skill to locate traps when the task has a difficulty higher than 20. Finding a nonmagical Trap has a DC of at least 20, or higher if it is well hidden. Finding a Magical Trap generally has a DC of 25+ the level of the spell used to create it. Upon taking this Talent a Damascao can now use the disable device skill to disarm magical trap. A Damascao who beats a trap's DC by 10 or more with a disable Device check can study a trap, figure out how it works, and bypass it without disarming it. Sneak Attack If a Dastrier has this talent, and can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. This attack does extra damage equal to 1d6 at first level and every two levels of Dastrier thereafter. Should a Dastrier hit a critical, this damage does not multiply. Ranged attacks can count as a sneak attack if within 30 ft. With a sap, or unarmed strike, this damage can be nonlethal damage instead of lethal. He can only sneak attack creatures that are not immune to critical attacks, are not concealed, or have anatomy that beyond his reach. Use Magic Device Use Magic Device, becomes a class skill. In addition, you gain as many ranks in this skill as you have levels in Dastrier at the time of taking this talent. Class Magistra HD: D8 MP per Level: 8 Starting Feats: Light Armour Proficiency, White Magic Skill points per Level: 6 +Int Modifier Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, diplomacy, disguise, escape artist, forgery, gather information, heal, hide, knowledge, listen, move silent, open lock, perform, profession, ride/drive/pilot, search, sense motive, sleight of hand, speak language, Spellcraft, spot, tumble, use magic device, use rope Level BAB Fort Reflex Will BDB Special 1 0 0 2 2 1 Talent 2 1 0 3 3 1 White Magic 3 1 1 3 3 2 4 1 1 4 4 3 Talent 5 2 1 4 4 3 6 2 2 5 5 4 White Magic 7 2 2 5 5 5 8 3 2 6 6 5 Talent 9 3 3 6 6 6 10 3 3 7 7 7 White Magic 11 4 3 7 7 7 12 4 4 8 8 8 Talent 13 4 4 8 8 9 14 5 4 9 9 9 White Magic 15 5 5 9 9 10 16 5 5 10 10 11 Talent 17 6/1 5 10 10 11 18 6/1 6 11 11 12 White Magic 19 6/1 6 11 11 13 20 7/2 6 12 12 13 Talent Talents: Assistance Tree Counter spell Once per level, a Magistra can extend his strength of will to others within a 30 ft of the Magistra. Each round of the counterspell, he makes a Spellcraft check. Any creature in range can use this check instead of their Will save against any spell that requires a will save, whichever is higher, if a creature within range of the counterspell is already under the influence of a non instantaneous magical attack, it gains another saving throw against the spell, using the Magistra's Spellcraft check. Counterspell has no effect against effects that don't allow will saves. The Magistra can keep a up the counterspell for 10 rounds. Freedom Once per level, a Magistra can extend his strength of will to create an effect equivalent to a break enchantment spell (caster level equals the character's Magistra level). Using this ability require one minute of concentration, and it functions on a single target within 30 ft. a Magistra can not use Freedom on himself. Lay on Hands A Magistra with a Charisma score of 12 or higher can heal wounds (his own, or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his Magistra level x his charisma bonus. A Magistra may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. Alternatively, with a successful melee touch attack, this ability can be used to damage undead. Control Tree Fascinate Once per day per level, a Magistra can use his perform skill (music, poetics, dance) to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 ft, able to see and hear the Magistra, and able to pay attention to him. The Magistra must also be able to see the creature. The distraction of nearby combat or other dangers prevents the ability from working. For every 3 levels of Magistra beyond the 1st, he can target one additional creature with a single use of this ability. To use the ability, a Magistra makes a perform check. His check is the DC for each affected creatures Will Save against the effect. If a creatures saving throw succeeds, the Magistra cannot attempt to fascinate that creature again for 24 hours. If it fails, the creature is effected as if by the spell fascinate, for as long as the Magistra continues to play and concentrate(up to a max of 1 round per level). This ability is an enchantment(compulsion) mind effecting, language dependent ability. Suggestion A Magistra with this talent can make a suggestion (as the spell) to a creature that he has already fascinated(see above). Using this ability does not break the Magistra's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. A will saving throw (DC 10 + ½ Magistra level + Cha modifier) negates the effect. This ability affects only a single creature. This ability is an enchantment(compulsion) mind effecting, language dependent ability. Prerequisite: Fascinate. Mass suggestion This ability functions like suggestion, above, except that a Magistra can make the suggestion simultaneously to any number of creatures that he has already fascinated This ability is an enchantment(compulsion) mind effecting, language dependent ability. MP Recovery Tree MP Haste MP is recovered by 10% by spending one full round concentrating. MP Hastera MP is recovered by 20% by spending one full round concentrating. MP Hastega MP is recovered by 30% by spending one full round concentrating. MP Rage When struck in combat, 30% of the damage taken is recovered as MP. +M-D Class Magideux HD: D6 MP per Level: 8 Starting Feats: Martial Weapon Proficiency, Black Magic Skill points per Level: 6 +Int Modifier Class Skills: Concentration, craft, decipher script, gather information, intimidate, knowledge, listen, profession, ride/drive/pilot, sense motive, speak language, Spellcraft Level BAB Fort Reflex Will BDB Special 1 1 2 0 2 0 Talent 2 1 3 0 3 1 Black Magic 3 2 3 1 3 1 4 3 4 1 4 1 Talent 5 3 4 1 4 2 6 4 5 2 5 2 Black Magic 7 5 5 2 5 2 8 5 6 2 6 3 Talent 9 6/1 6 3 6 3 10 7/2 7 3 7 3 Black Magic 11 7/2 7 3 7 4 12 8/3 8 4 8 4 Talent 13 9/4 8 4 8 4 14 9/4 9 4 9 5 Black Magic 15 10/5 9 5 9 5 16 11/6/1 10 5 10 5 Talent 17 11/6/1 10 5 10 6 18 12/7/2 11 6 11 6 Black Magic 19 13/8/3 11 6 11 6 20 13/8/3 12 6 12 7 Talent Talents Magic Amplifier Tree Magic Haste You can cast spells at a faster rate. Treat your first spell for that turn as if it was Quickened. Magic Spice When casting spells with a specific target, if you cast multiple spells that turn at one target, the last spells effects are increased by 1.5, as is the area of effect. Endless Magic Finishing Blow** You may cast as many spells this turn until you run out of MP. (** Unlike most Finishing Blows, you must target the same creature with 7 Spells, not attacks) Prerequisite: Magic Haste, Magic Spice. Elemental Boost Tree Aero Boost Spells with the Air descriptor do 1.5 times damage Acid Boost Spells with the Acid descriptor do 1.5 times damage Aqua Boost Spells with the Water descriptor do 1.5 times damage Blizzard Boost Spells with the Cold descriptor do 1.5 times damage Darkness Boost Spells with the Darkness descriptor do 1.5 times damage Fire Boost Spells with the Fire descriptor do 1.5 times damage Force Boost Spells with the Force descriptor do 1.5 times damage Light Boost Spells with the Light descriptor do 1.5 times damage Sonic Boost Spells with the Sonic descriptor do 1.5 times damage Terra Boost Spells with the Earth descriptor do 1.5 times damage Thunder Boost Spells with the Electricity descriptor do 1.5 times damage Class Reference Tables BAB FORT REFLEX WILL BDB Skill points Strength 3 2 0 1 2 1 Defense 2 1 2 0 3 1 Magic 1 0 1 2 1 3 Strength as: Primary Secondary Not Applied Base Speed 40 30 20 Defense as: Primary Secondary Not Applied HD: D10 D8 D6 Magic as: Primary Secondary Not Applied MP per level 3 5 8 Formulas: BAB = Major Fort, Reflex, Will= Primary+Secondary Feats: Major Minor Strength Martial Weapon Proficiency Martial Weapon Proficiency Defense Heavy Armour Proficiency Light Armour Proficiency Magic Black/White Magic Enhance/Debilitate Magic Finishing Blow* A finishing blow requires 7 successful attacks against one opponent during combat to activate. Skill +S-M +S-D +D-M +D-S +M-S +M-D Untrained Key Ability Appraise Cc Cc Cc C C Cc Yes Int Balance C C Cc C Cc Cc Yes Dex Bluff C C C C C Cc Yes Cha Climb C C C C Cc Cc Yes Str Concentration Cc C Cc C C C Yes Con Craft C C C C C C Yes Int Decipher Script Cc C Cc C C C No Int Diplomacy Cc Cc Cc Cc C Cc Yes Cha Disable Device Cc Cc Cc C Cc Cc No Int Disguise Cc Cc Cc Cc C Cc Yes Cha Escape Artist Cc Cc Cc C C Cc Yes Dex Forgery Cc Cc Cc Cc C Cc Yes Int Gather Information Cc C Cc C C C Yes Cha Handle Animal C C C Cc Cc Cc No Cha Heal Cc Cc Cc Cc C Cc Yes Wis Hide Cc C Cc C C Cc Yes Dex Intimidate C C C C Cc C Yes Cha Jump C C C Cc Cc Cc Yes Str Knowledge(any)* C C C C C C No Int Listen C C C C C C Yes Wis Move Silent Cc Cc Cc C C Cc Yes Dex Open Lock Cc Cc Cc C Cc Cc No Dex Perform Cc Cc Cc Cc C Cc Yes Cha Profession C C C C C C C wis Ride/Drive/Pilot** C C C C C C No Dex Search Cc Cc Cc C C Cc Yes Int Sense Motive Cc Cc Cc Cc C C Yes wis Sleight of Hand Cc Cc Cc C C Cc Yes Dex Speak Language C C C C C C No None Spellcraft Cc C Cc C C C No Int Spot Cc Cc C C C Cc No wis Survival C C C Cc Cc Cc Yes wis Swim C C C Cc Cc Cc Yes Str Tumble Cc Cc Cc C C Cc Yes Dex Use Magic Device Cc Cc Cc C C Cc No Cha Use Rope Cc Cc Cc C C Cc Yes Dex Feats: Enfeeblement Magic Meta Magic You have the ability to cast arcane spells that debilitate and hinder your enemies. Prerequisite: Wisdom score of 11+Level of spell ability desired. Example, a Wisdom score of 20 is required to cast level 9 spells. Benefits You can cast Enfeeblement spells whose level equal the number of times that this feat has been taken. This feat can be taken up to nine times. Enhancement Magic Meta Magic You have the ability to cast arcane spells that facilitate and aid yourself and allies. Prerequisite: Wisdom score of 11+Level of spell ability desired. Example, a Wisdom score of 20 is required to cast level 9 spells. Benefits You can cast Enhancement spells whose level equal the number of times that this feat has been taken. This feat can be taken up to nine times. White Magic Meta Magic You have the ability to cast arcane spells that heal and protect yourself and allies, as well as manipulate your enemies. Prerequisite: Charisma score of 11+Level of spell ability desired. Example, a Charisma score of 20 is required to cast level 9 spells. Benefits You can cast White spells whose level equal the number of times that this feat has been taken. This feat can be taken up to nine times. Black Magic Meta Magic You have the ability to cast arcane spells that damage and destroy your enemies. Prerequisite: Intelligence score of 11+Level of spell ability desired. Example, a Intelligence score of 20 is required to cast level 9 spells. Benefits You can cast Black spells whose level equal the number of times that this feat has been taken. This feat can be taken up to nine times. To much coding!!! read the .xls file -_-; |
| Lednera10-05-06, 04:31 PM | Hit Die: d12 Magic Die: d4 Skill Points: 6 + Int modifier Class Skills: Bluff, Climb, Concentration, Diplomacy, Escape Artist, Gather Information, Heal, Intimidate, Jump, Listen, Search, Sense Motive, Spot, Survival and Swim. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +0 +2 Guardian's Insight, Item Boost, Combat +3 Reflexes, Improved Shield Bash, Shield Specialization, Shield Ward 2nd +2 +3 +0 +3 Shield Block +1, Uncanny Dodge +3 3rd +3 +3 +1 +3 Hindering Opportunist, Shield Charge +3 4th +4 +4 +1 +4 Endurance +3 5th +5 +4 +1 +4 Viligant Defender +3 6th +6/+1 +5 +2 +5 Shield Ally, Shield Slam +4 7th +7/+2 +5 +2 +5 Damage Reduction 1/- +4 8th +8/+3 +6 +2 +6 Improved Uncanny Dodge +4 9th +9/+4 +6 +3 +6 MP Gift, Shield Sling, Stalwart Defense +4 10th +10/+5 +7 +3 +7 Damage Reduction 2/-, Improved +4 Guardian's Insight 11th +11/+6/+1 +7 +3 +7 Diehard, Shield Block +2 +4 12th +12/+7/+2 +8 +4 +8 Guard +5 13th +13/+8/+3 +8 +4 +8 Damage Reduction 3/- +5 14th +14/+9/+4 +9 +4 +9 Improved Shield Ally +5 15th +15/+10/+5 +9 +5 +9 +5 16th +16/+11/+6/+1 +10 +5 +10 Damage Reduction 4/- +5 17th +17/+12/+7/+2 +10 +5 +10 +5 18th +18/+13/+8/+3 +11 +6 +11 +6 19th +19/+14/+9/+4 +11 +6 +11 Damage Reduction 5/- +6 20th +20/+15/+10/+5 +12 +6 +12 Shield Block +3 +6 Class Features Weapon and Shield Proficiency: A guardian is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and all shields. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Guardian's Insight (Ex): A guardian use intuition block incoming attacks with his keyblade and shield. When he uses a shield he’s proficient with, the guardian can add half his Wisdom bonus to his AC. At 10th level, he able to use his full Wisdom bonus. This bonus to AC applies against touch attacks or when the guardian is flat-footed. He loses this bonus when he is immobilized or helpless. Improved Shield Bash: A guardian gains Improved Shield Bash as a bonus feat. Item Boost (Su): When a guardian uses a healing item its effect is increased by 1-1/2. Shield Specialization: A guardian gains Shield Specialization (buckler, heavy, and light) as bonus feats. Shield Ward: A guardian gains Shield Ward as a bonus feat. Shield Block (Ex): Starting at 2nd level, you excel in using your shield to frustrate your enemy’s attacks. During your action, designate a single opponent as target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 11th level and +3 at 20th level. Hinder Opportunist: A guardian gains Hindering Opportunist as a bonus feat at 2nd level. Uncanny Dodge (Ex): Starting at 2nd level, a guardian gains the ability to react to danger before his senses would normally allow him to so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Shield Charge: A guardian gain Shield Charge as bonus feat at 3rd level. Endurance: A guardian gains Endurance as a bonus feat at 4th level. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by amount equal to your class level. Shield Ally (Ex): Starting at 6th level, as immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage form physical melee attack and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Shield Slam: A guardian gain Shield Slam as bonus feat at 6th level. Damage Reduction (Ex): At 7th level, a guardian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the guardian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Improved Uncanny Dodge (Ex): A guardian of 8th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. MP Gift (Su): A guardian of 9th level or higher can give up MP to give that amount times three to a friend. Shield Sling: A guardian gains Shield Sling as a bonus feat at 9th level. Stalwart Defense: A guardian gains Stalwart Defense as a bonus feat at 9th level. Diehard: A guardian gains Diehard as a bonus feat at 11th level. Guard (Ex): A guardian of 12th level can move swiftly to defend an ally. All attacks against an ally take a -2 penalty when the guardian is adjacent to an ally. Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. Hit Die: d6 Magic Die: d10 Skill Points: 8 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Listen, Search, Sense Motive, Spellcraft, Spot, Swim, and Use Magic Device Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +0 +2 Magus Limit, Force of Personality +1 2nd +1 +3 +0 +3 Bonus Feat, Magus Aegis +1 3rd +2 +3 +1 +3 +2 4th +3 +4 +1 +4 Bonus Feat, Extra Edge +2 5th +3 +4 +1 +4 +2 6th +4 +5 +2 +5 Bonus Feat +2 7th +5 +5 +2 +5 Sudden Empower +2 8th +6/+1 +6 +2 +6 Bonus Feat +2 9th +6/+1 +6 +3 +6 +3 10th +7/+2 +7 +3 +7 Bonus Feat, Sudden Enlarge +3 11th +8/+3 +7 +3 +7 +3 12th +9/+4 +8 +4 +8 Bonus Feat +3 13th +9/+4 +8 +4 +8 Magus Ward +3 14th +10/+5 +9 +4 +9 Bonus Feat +3 15th +11/+6/+1 +9 +5 +9 Sudden Widen +4 16th +12/+7/+2 +10 +5 +10 Bonus Feat +4 17th +12/+7/+2 +10 +5 +10 +4 18th +13/+8/+3 +11 +6 +11 Bonus Feat +4 19th +14/+9/+4 +11 +6 +11 +4 20th +15/+10/+5 +12 +6 +12 Bonus Feat, Sudden Maximize +4 Weapon and Shield Proficiency: A magus is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and light shields (unless he gives up the shield). Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Force of Personality: A magus gains Force of Personality as a bonus feat. Magus Limit (Ex): A magus is specialized in dealing damage with his spells. Whenever a magus casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. The bonus from the magus limit special ability applies only to spells that he casts as a magus, not he might have by virtue of levels in another class. A single spell can never gain this extra damage more than once per casting. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Bonus Feat: At 2nd and every two magus levels thereafter, a magus can either choose a combat oriented or metamagic feat. Magus Aegis (Ex): A magus can use his magical prowess to create a ward that can deflect attacks. Starting at 2nd level, a magus adds half his Charisma bonus to his AC. At 10th level, he adds his full Charisma bonus to AC. This bonus to AC applies against touch attacks or when the magus is flat-footed. He loses this bonus when he is immobilized or helpless. Extra Edge: At 4th level, a magus gains Extra Edge as a bonus feat. Sudden Empower: At 7th level, a magus gains Sudden Empower as a bonus feat. Sudden Enlarge: At 10th level, a magus gains Sudden Enlarge as a bonus feat. Magus Ward (Ex): A magus of 13th level or higher can nullify enemies magic with his. When a magus is forced to make a Reflex save to avoid damage from a area effect spell, he can make a Concentration check instead of a Reflex save to resist full damage. If a magus has the evasion or improved evasion ability, those benefits apply on this Concentration check as well. Sudden Widen: At 15th level, a magus gains Sudden Widen as a bonus feat. Sudden Maximize: At 20th level, a magus gains Sudden Maximize as a bonus feat. Hit Die: d4 Magic Die: d12 Skill Points: 6 + Int modifier Class Skills: Bluff, Concentration, Decipher Script, Forgery, Gather Information, Listen, Search, Sense Motive, Spellcraft, Spot, and Use Magic Device Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +0 +0 +2 Boost, Spell Resistance +2 2nd +1 +0 +0 +3 Bonus Feat +2 3rd +1 +1 +1 +3 MP Rage +3 4th +2 +1 +1 +4 MP Haste, Bonus Feat +3 5th +2 +1 +1 +4 +3 6th +3 +2 +2 +5 Bonus Feat +4 7th +3 +2 +2 +5 MP Hastera +4 8th +4 +2 +2 +6 Bonus Feat +4 9th +4 +3 +3 +6 +5 10th +5 +3 +3 +7 Bonus Feat +5 11th +5 +3 +3 +7 +5 12th +6/+1 +4 +4 +8 Bonus Feat +6 13th +6/+1 +4 +4 +8 +6 14th +7/+2 +4 +4 +9 Bonus Feat +6 15th +7/+2 +5 +5 +9 +7 16th +8/+3 +5 +5 +10 Bonus Feat +7 17th +8/+3 +5 +5 +10 +7 18th +9/+4 +6 +6 +11 Bonus Feat +8 19th +9/+4 +6 +6 +11 +8 20th +10/+5 +6 +6 +12 MP Hastaga, Bonus Feat +8 Class Features All of the following are class features of the mystic. Weapon and Shield Proficiency: A mystic is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and light shields, unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Boost (Ex): A mystic is adept with all types of magic or just a certain type. At 1st level and three mystic levels thereafter, a mystic chooses a type of element that he can cast. He gains a +1 on caster check, DC, and saves of that type. Spell Resistance (Ex): A mystic gains spell resistance equal to his current mystic level + 10. Bonus Feat: At 2nd level, the mystic may choose a bonus feat. He also receives another one every two mystic level thereafter. Some Metamagic and arcane feats are excluded. MP Rage (Ex): A mystic of 3rd level or higher can turn harm dealt against him into MP. Recover 150% of the damage dealt to you as MP whenever you’re harmed in battle. MP Haste (Ex): A mystic of 4th level or higher can boost his MP recovery rate in battle. Increase MP recovered from damage and attacks by 25%, at 11th level by 50%, and x2 at 18th level. Hit Die: d10 Magic Die: d6 Skill Points: 6 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Escape Artist, Forgery, Intimidate, Jump, Listen, Search, Sense Motive, Spot, and Swim Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +2 +2 Longer Keyblade, Critical Strike, Outbreak Assault, +2 Iron Body, Endurance, Keyblade Focus 2nd +1 +3 +3 +3 Evasion, Steadfast Determination +2 3rd +2 +3 +3 +3 Bulwark of Defense +3 4th +3 +4 +4 +4 Keyblade Specialization, Slow fall 20 ft. +3 5th +3 +4 +4 +4 Short Haft, Vigilant Defender +3 6th +4 +5 +5 +5 Slow fall 30 ft. +3 7th +5 +5 +5 +5 Damage Reduction 1/- +3 8th +6/+1 +6 +6 +6 Greater Keyblade Focus, Slow Fall 40 ft. +3 9th +6/+1 +6 +6 +6 Improved Evasion +4 10th +7/+2 +7 +7 +7 Damage Reduction 2/-, Improved Iron Body, +4 Slow Fall 50 ft. 11th +8/+3 +7 +7 +7 Critical Raid, Greater Outbreak +4 12th +9/+4 +8 +8 +8 Greater Keyblade Specialization, Slow Fall 60 ft. +4 13th +9/+4 +8 +8 +8 Damage Reduction 3/- +4 14th +10/+5 +9 +9 +9 Slow Fall 70 ft. +4 15th +11/+6/+1 +9 +9 +9 +5 16th +12/+7/+2 +10 +10 +10 Damage Reduction 4/- +5 17th +12/+7/+2 +10 +10 +10 +5 18th +13/+8/+3 +11 +11 +11 Slow Fall 90 ft. +5 19th +14/+9/+4 +11 +11 +11 Damage Reduction 5/- +5 20th +15/+10/+5 +12 +12 +12 Slow Fall Any Distance +5 Weapon and Shield Proficiency: A sentry is proficient with his keyblade and any keyblade that has sentimental value, and bucklers, unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Longer Keyblade: A sentry’s keyblade is longer than the average keyblade giving him at least 10 ft. reach, but it most be wielded two-handed. Iron Body (Ex): A sentry is able to deflect enemy attacks with his own body. An unarmored sentry can add half his Constitution bonus to his AC. At 10th level, he adds his full Constitution bonus to his AC. These bonuses to AC apply even against touch attacks or when the sentry is flat-footed. He loses the bonuses when he is immobilized or helpless. Critical Strike (Ex): As a full-round action, make one attack using your highest base attack bonus but taking –2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2. At 5th level, the penalty on the attack roll lessens to –1 and at 9th level it disappears. At 11th level, you can make two attacks when using this class feature, though no more than one attack can target a single creature. Both attacks use your highest base attack bonus. Outbreak Assault (Ex): When unarmored, a sentry may strike with an outbreak assault at the expense of accuracy. When doing so he may make one extra attack in a round at his highest base attack bonus, but takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the sentry might make before his next action. When a sentry reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A sentry must use a full attack action to strike with an outbreak assault. When a sentry reaches 11th level, his outbreak assault ability improves. In addition to the standard single extra attack he gets from outbreak assault, he gets a second extra attack at his full base attack bonus. Endurance: A sentry gains Endurance as a bonus feat. Keyblade Focus: A sentry gains Weapon Focus (keyblade) as a bonus feat. Evasion (Ex): A sentry of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless sentry does not gain the benefit of evasion. Steadfast Determination: At 2nd level a sentry gains Steadfast Determination as a bonus feat. Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care. Short Haft: At 3rd level, a sentry gains Short Haft as a bonus feat. Keyblade Specialization: At 4th level, a sentry gains Weapon Specialization (keyblade) as a bonus feat. Slow Fall (Ex): At 4th level or higher, a sentry within 10 ft. can use his keyblade to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The sentry’s ability to slow his fall improves with his sentry level until at 20th level he can use a nearby wall to slow his decent and fall any distance without harm. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by amount equal to your class level. Damage Reduction (Ex): At 7th level, a sentry gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the sentry takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Greater Keyblade Focus: At 8th level, a sentry gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Evasion (Ex): At 9th level, a sentry’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless sentry does not gain the benefit of improved evasion. Greater Keyblade Specialization: At 12th level, a sentry gains Greater Weapon Specialization (keyblade) as a bonus feat. Hit Die: d6 Magic Die: d10 Skill Points: 8 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +2 +0 Double Keyblade, Sneak Attack +1d6, Two as One +3 2nd +1 +3 +3 +0 Evasion +3 3rd +2 +3 +3 +1 Sneak Attack +2d6 +4 4th +3 +4 +4 +1 Uncanny Doge +4 5th +3 +4 +4 +1 Shield of Blades, Sneak Attack +3d6 +4 6th +4 +5 +5 +2 +5 7th +5 +5 +5 +2 Sneak Attack +4d6 +5 8th +6/+1 +6 +6 +2 Improved Two as One +5 9th +6/+1 +6 +6 +3 Improved Uncanny Doge, Sneak Attack +5d6 +6 10th +7/+2 +7 +7 +3 Improved Evasion, Savvy Rouge +6 11th +8/+3 +7 +7 +3 +6 12th +9/+4 +8 +8 +4 Sneak Attack +6d6 +7 13th +9/+4 +8 +8 +4 +7 14th +10/+5 +9 +9 +4 Sneak Attack +7d6, Crippling Strike +7 15th +11/+6/+1 +9 +9 +5 +8 16th +12/+7/+2 +10 +10 +5 Sneak Attack +8d6, Mastery of Two as One +8 17th +12/+7/+2 +10 +10 +5 Defensive Roll +8 18th +13/+8/+3 +11 +11 +6 Sneak Attack +9d6 +9 19th +14/+9/+4 +11 +11 +6 +9 20th +15/+10/+5 +12 +12 +6 Sneak Attack +10d6, Slippery Mind +9 Weapon and Shield Proficiency: A skirmisher is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields), unless he gives the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Double Keyblade: A skirmisher receives a double keyblade upon picking this class. Sneak Attack (Ex): If a skirmisher can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, the skirmisher’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the skirmisher flanks her target. This extra damage 1d6 at 1st level, and it increases by 1d6 every two skirmisher levels thereafter. Should the skirmisher score a critical hit with a sneak attack, this extra damage is not multiplied. Two as One: The skirmisher starts down the path mastering his Double Keyblade. A skirmisher gains Two-Weapon Defense and Two-Weapon Fighting as bonus feats. Evasion (Ex): A skirmisher of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless sentry does not gain the benefit of evasion. Uncanny Dodge (Ex): Starting at 4th level, a skirmisher gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Shield of Blades (Ex): Beginning at 5th, you become adept at defending yourself when wielding your keyblade. You gain a +2 shield bonus to your AC whenever you at with at least both sides of your keyblade during your turn. This AC bonus lasts until start of your next turn. This bonus increases by 1 for every five levels beyond 5th. Improved Two as One: The skirmisher is half way to his destination. A skirmisher gains Dual Strike, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, and Two-Weapon Pounce as bonus feats at 8th level. Improved Uncanny Dodge (Ex): A skirmisher of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker Improved Evasion (Ex): At 10th level, a skirmisher’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless vanguard does not gain the benefit of improved evasion. Savvy Rouge: At 10th level, a skirmisher gains Savvy Rouge as a bonus feat. Crippling Strike (Ex): At 13th level a skirmisher can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attack also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Mastery of Two as One: The skirmisher has arrived at his destination. A skirmisher gains Greater Two-Weapon Defense, Greater Two-Weapon Fighting, and Two-Weapon Rend as bonus feats at 15th level. Defensive Roll (Ex): At 16th level, a skirmisher can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the skirmisher can attempt to roll with the damage. To use this ability, the skirmisher must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow, if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex for half damage, the skirmisher evasion ability does not apply to the defensive roll. Slippery Mind (Ex): At 19th level, the skirmisher’s ability to wriggle free from magical effects that would otherwise control or compel her. If a skirmisher with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. Hit Die: d10 Magic Die: d6 Skill Points: 4 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Gather Information, Intimidate, Jump, Listen, Sense Motive, Spot, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +0 +2 Signature Keyblade, Keyblade Focus +4 2nd +1 +3 +0 +3 Surge of Valor +4 3rd +2 +3 +1 +3 +5 4th +3 +4 +1 +4 Keyblade Specialization, Power Critical +5 5th +3 +4 +1 +4 Force of Will +5 6th +4 +5 +2 +5 +6 7th +5 +5 +2 +5 +6 8th +6/+1 +6 +2 +6 Greater Keyblade Focus, Improved Crtiical +6 Keyblade Mastery 9th +6/+1 +6 +3 +6 +7 10th +7/+2 +7 +3 +7 Body and Spirit, Overwhelming Force +7 11th +8/+3 +7 +3 +7 Burst of Valor +7 12th +9/+4 +8 +4 +8 Greater Keyblade Specialization +8 13th +9/+4 +8 +4 +8 +8 14th +10/+5 +9 +4 +9 Burst of Speed +8 15th +11/+6/+1 +9 +5 +9 +9 16th +12/+7/+2 +10 +5 +10 +9 17th +12/+7/+2 +10 +5 +10 Unbreakable Spirit +9 18th +13/+8/+3 +11 +6 +11 Keyblade supremacy +10 19th +14/+9/+4 +11 +6 +11 +10 20th +15/+10/+5 +12 +6 +12 Improved Overwhelming Force +10 Class Features: Weapon and Shield Proficiency: A soulblade is proficient with his keyblade and any keyblade that has sentimental value, and bucklers, unless he gives up the shield.. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Signature Weapon (Su): A soulblade pours his heart, his soul, and his very life into his keyblade. The process for imbuing a signature keyblade with power is a simple one. The character must find a quiet, safe spot to mediate for 24 hours. At the end of this mediation, th e soulblade sacrifices a number of experience point, essentially shifting some his life force into his signature keyblade. The signature keyblade gains an enhancement bonus and/or special abilities. His current class level limits the amount of enchantment a soulblade can place on a signature keyblade. A soulblade can either imbue or save a +1 enchantment bonus his keyblade starting a 2nd level, then every three soulblade levels thereafter. A soulblade cannot further imbue his signature keyblade if doing so would cost enough experience points to reduce his character level. If the ritual is interrupted, it can be begun again at any time, but it must run for a all 24 hours for the signature keyblade to be imbued. The soulblade pays the XP cost as soon as the ritual has been completed. A soulblade's signature keyblade has a caster level equal to the character's class level +5. Keyblade Focus: A soulblade gains Weapon Focus (keyblade) as a bonus feat. Surge of Valor (Ex): A 2nd level, a soulblade gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains a +8 to his Strength for a number of rounds equal to half his class level. Each time after the first that a soulblade successfully uses this ability in a single 24 hour period, the check DC increases by 5. At any time, if the soulblade can beat the current DC by ten, it a free action. At 11th level, while under the influence of Surge of Valor, if he makes a full-round action, he gains a single extra attack each round at his highest bonus. (This effect is not cumulative with haste or other effects that grant additional attacks.) It takes a DC 25 Concentration check to also use this ability. All other rules apply from Surge of Valor. Keyblade Specialization: At 4th level, a soulblade gains Weapon Specialization (keyblade) as a bonus feat. Power Critical: At 4th level, a soulblade gains Power Critical (keyblade) as a bonus feat. Force of Will (Ex): When a soulblade of 5th level or higher is forced to make a Reflex save to avoid damage from an area effect spell, he can make a Concentration check instead of a Reflex save to resist taking full damage. At 17th level, a soulblade acts if he has improved evasion for the purposes of this ability. Greater Keyblade Focus: At 8th level, a soulblade gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Critical: At 8th level, a soulblade gains Improved Critical (keyblade) as a bonus feat. Keyblade Mastery: At 8th level, a soulbade gains Melee Weapon Mastery (slashing) as a bonus feat. Body and Spirit (Ex): At 10th level, as a move action, a soulblade can focus the energy in his body to make damaging the soulblade even more difficult. This grants him his Wisdom modifier to his AC as a deflection bonus for a number of rounds equal to half his class level. Each time after the first that a soulblade successfully uses this ability in a single 24 hour period, the check DC increases by 5. At any time, if the soulblade can beat the current DC by ten, it a free action. Overwhelming Force (Ex): At 10th level, channels his energy through his keyblade. A soulblade ignore the first 5 points of any kind of a damage reduction . At 20th level, it increase to the first 10 points. Greater Keyblade Specialization: At 12th level, a soulblade gains Greater Weapon Focus (keyblade) as a bonus feat. Burst of Speed (Ex): At 14th level, a soulblade can channel energy into his legs to increase his speed. Burst of speed doubles movement speed for a number of rounds equal to half you class lvl. A DC 30 Concentration check is required, every time in a day that this ability is use increase the DC by 5. Keyblade Supremacy: At 18th level, a soulblade gains Weapon Supremacy (keyblade) as a bonus feat. Hit Die: d8 Magic Die: d8 Skill Points: 4 + modifier class Skills: Climb, Concentration, Decipher Script, Disable Device, Forgery, Jump, Search, Sense Motive, Spellcraft, Swim, and Tumble. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +0 +2 Arcane Attument, Insightful Reflexes, +2 Keyblade Focus, Midnight's Veil 2nd +2 +3 +0 +3 Combat Casting, Combat Expertise +2 3rd +3 +3 +1 +3 Arcane Channeling +2 4th +4 +4 +1 +4 Keyblade Specialization, Power Critical +2 5th +5 +4 +1 +4 Quick Cast +2 6th +6/+1 +5 +2 +5 Spell Power +2, Improved Combat Expertise +3 7th +7/+2 +5 +2 +5 +3 8th +8/+3 +6 +2 +6 Greater Keyblade Focus, Improved Critical +3 9th +9/+4 +6 +3 +6 +3 10th +10/+5 +7 +3 +7 Improved Midnight's Veil +3 11th +11/+6/+1 +7 +3 +7 Spell Power +3 +3 12th +12/+7/+2 +8 +4 +8 Greater Keyblade Specialization +4 13th +13/+8/+3 +8 +4 +8 Aracne Channeling (Full Attack) +4 14th +14/+9/+4 +9 +4 +9 +4 15th +15/+10/+5 +9 +5 +9 +4 16th +16/+11/+6/+1 +10 +5 +10 Spell Power +4 +4 17th +17/+12/+7/+2 +10 +5 +10 +4 18th +18/+13/+8/+3 +11 +6 +11 Spell Power +5 +5 19th +19/+14/+9/+4 +11 +6 +11 +5 20th +20/+15/+10/+5 +12 +6 +12 +5 Weapon and Shield Proficiency: A twilightblader is proficient with his keyblade and any keyblade that has sentimental value, and all shields (expect tower shields), unless you give up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Midnight’s Veil (Ex): A twilightblader use his intelligence to perceive attacks. When a twilightblader uses his keyblade, he can add half his Intelligence bonus to his AC. At 10th level, he adds his full Intelligence bonus to his AC. These bonuses to AC apply even against touch attacks or when the twilightblader is flat-footed. He loses the bonuses when he is immobilized or helpless. Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. Insightful Reflexes: A twilightblader gains Insightful Reflexes as a bonus feat. Keyblade Focus: A twilightblader gains Weapon Focus (keyblade) as a bonus feat. Combat Casting: A 2nd level, you gain Combat Casting as a bonus feat. Comb at Expertise: At 2nd level, a twilightblader gains Combat Expertise as a bonus feat. Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any spell you know and deliver the spell through your keyblade with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end round, in the case of a spell that would otherwise last longer than 1 round Keyblade Specialization: At 4th level,a twilightblader gains Weapon Specialization (keyblade) as a bonus feat. Power Critical: At 4th level, a twilightblader gains Power Critical (keyblade) as a bonus feat. Quick Cast: Beginning at 5th level, you can cast one spell as swift action, so long as the casting time of the spell is 1 standard action or less, and have sufficient MP. Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain +2 bonus on your caster check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level. Improved Combat Expertise: At 6th level, a twilightblader gains Improved Combat Expertise as a bonus feat. Greater Keyblade Focus: At 8th level, a twilightblader gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Critical: At 8th level, a twilightblader gains Improved Critical (keyblade) as a bonus feat. Greater Keyblade Specialization: At 12th level, a twilightblader gains Greater Weapon Specialization (keyblade) as a bonus feat. Hit Die: d8 Magic Die: d8 Skill Points: 4 + Int modifier Class Skills: Balance, Climb, Concentration, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Swim, and Tumble Base Fort Ref Will Unarmored Defense Lvl Attack Save Save Save Special Speed Bonus Bonus 1st +1 +2 +2 +0 Two Keyblades, Keyblade Focus, Two-Keyblade Fighting, +0 ft +3 Two-Keyblade Defense, Oversized Two-Keyblade Fighting, 2nd +2 +3 +3 +0 Dodge, Evasion +0 ft +3 3rd +3 +3 +3 +1 Fast Movement, Mobility +10 ft +4 4th +4 +4 +4 +1 Keyblade Specialization, Pin Shield, Spring Attack +10 ft +4 5th +5 +4 +4 +1 +10 ft +4 6th +6/+1 +5 +5 +2 Improved Two-Keyblade Fighting, Improved Two-Keyblade +20 ft +5 Defense, Dual Strike, Two-Keyblade Pounce 7th +7/+2 +5 +5 +2 +20 ft +5 8th +8/+3 +6 +6 +2 Greater Keyblade Focus +20 ft +5 9th +9/+4 +6 +6 +3 Improved Evasion +30 ft +6 10th +10/+5 +7 +7 +3 +30 ft +6 11th +11/+6/+1 +7 +7 +3 Greater Two-Keyblade Fighting, Greater Two-Keyblade +30 ft +6 Defense, Two-Keyblade Rend 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +40 ft +7 13th +13/+8/+3 +8 +8 +4 +40 ft +7 14th +14/+9/+4 +9 +9 +4 +40 ft +7 15th +15/+10/+5 +9 +9 +5 +50 ft +8 16th +16/+11/+6/+1 +10 +10 +5 +50 ft +8 17th +17/+12/+7/+2 +10 +10 +5 +50 ft +8 18th +18/+13/+8/+3 +11 +11 +6 +60 ft +9 19th +19/+14/+9/+4 +11 +11 +6 +60 ft +9 20th +20/+15/+10/+5 +12 +12 +6 +60 ft +9 Weapon and Shield Proficiency: A vanguard is proficient with his keyblades and any keyblade that has sentimental value and buckler shields (unless he gives up the shield). Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Two Keyblades: A vanguard receives two keyblades upon picking this class. Keyblade Focus: Two-Keyblade Fighting: A vanguard gains Two-Weapon Fighting as a bonus feat. Two-Keyblade Defense: A vanguard gains Two-Weapon Defense as a bonus feat. Oversized Two-Keyblade Fighting: A vanguard gains Oversized Two-Weapon Fighting as a bonus feat. Evasion (Ex): A vanguard of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless vanguard does not gain the benefit of evasion. Dodge: A vanguard gains Dodge as a bonus feat at 2nd level. Fast Movement (Ex): At 3rd level, a vanguard gains an enchantment bonus to his speed. Mobility: A vanguard gains Mobility as a bonus feat at 3rd level. Pin Shield: A vanguard gains Pin Shield as a bonus feat at 4th level. Spring Attack: A vanguard gains Spring Attack as a bonus feat at 4th level. Improved Two-Keyblade Fighting: A vanguard gains Improved Two-Weapon Fighting as a bonus feat at 6th level. Improved Two-Keyblade Defense: A vanguard gains Improved Two-Weapon Defense as a bonus feat at 6th level. Dual Strike: A vanguard gains Dual Strike as a bonus feat at 6th level. Two-Keyblade Pounce: A vanguard gains Two-Weapon Pounce as a bonus feat at 6th level. Improved Evasion (Ex): At 9th level, a vanguard’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless vanguard does not gain the benefit of improved evasion. Greater Two-Keyblade Fighting: A vanguard gains Greater Two-Weapon Fighting as a bonus feat at 11th level. Greater Two-Keyblade Defense: A vanguard gains Greater Two-Weapon Defense as a bonus feat at 11th level. Two-Keyblade Rend: A vanguard gains Two-Keyblade Rends as a bonus feat at 11th level. Hit Die: d12 Magic Die: d4 Skill Points: 6 + modifier Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Intimidate, Jump, Hide, Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +2 +0 Fast Movement, Keyblade Focus, Power Attack +3 Righteous Strength 2nd +2 +3 +3 +0 Uncanny Dodge, Mad Foam Rager +3 3rd +3 +3 +3 +1 +4 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +4 5th +5 +4 +4 +1 Improved uncanny Dodge +4 6th +6/+1 +5 +5 +2 +5 7th +7/+2 +5 +5 +2 Damage Reduction 1/- +5 8th +8/+3 +6 +6 +2 Greater Keyblade Focus, Improved Critical +5 9th +9/+4 +6 +6 +3 +6 10th +10/+5 +7 +7 +3 Damage Reduction 2/- +6 11th +11/+6/+1 +7 +7 +3 Greater Righteous Strength +6 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization, +7 13th +13/+8/+3 +8 +8 +4 Damage Reduction 3/- +7 14th +14/+9/+4 +9 +9 +4 Indomitable Will +7 15th +15/+10/+5 +9 +9 +5 +8 16th +16/+11/+6/+1 +10 +10 +5 Damage Reduction 4/- +8 17th +17/+12/+7/+2 +10 +10 +5 +8 18th +18/+13/+8/+3 +11 +11 +6 +9 19th +19/+14/+9/+4 +11 +11 +6 Damage Reduction 5/- +9 20th +20/+15/+10/+5 +12 +12 +6 Mighty Righteous Strength +9 Weapon and Shield Proficiency: A vanquisher is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields), unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Fast Movement (Ex): At 1st level, a vanquisher’s base land speed increase by +10 feet. Righteous Strength (Ex): Whenever your current hit points total is below 5 x your vanquisher level, your righteous strength automatically activates. You gain +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/—, and –2 penalty to your AC. The damage reduction granted by righteous strength stacks with any similar kind of damage reduction you posse. There is no limit to the number of times per day your righteous strength can activate. While righteous strength is active, you have the same limitation on actions as a barbarian in rage. You cannot voluntarily end your righteous strength, although you automatically drop out of it while unconscious, helpless, or when you receive healing to bring your current hit points above the threshold. At 11th level, your righteous strength improves. The bonus to your Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/—. At 20th level, your righteous strength improves again. The bonus to your Strength score improves to +8, your bonus on saves improves +4, and you gain damage reduction 4/—. Any effect that would normally apply only during your rage applies whenever your righteous strength is active. Keyblade Focus: A vanguisher gains Weapon Focus (keyblade) as a bonus feat. Power Attack: A vanguisher gains Power Attack as a bonus feat. Uncanny Dodge (Ex): At 2nd level, a vanquisher gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Mad Foam Rager: At 2nd level, a vanguisher gains Mad Foam Rager as a bonus feat. Keyblade Specialization: At 4th level, a vanguisher gains Weapon Specialization (keyblade) as a bonus feat. Power Critical: At 4th level, a vanguisher gains Power Critical (keyblade) as a bonus feat. Improved Uncanny Dodge (Ex): At 5th level and higher, a vanquisher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. Damage Reduction (Ex): At 7th level, a vanquisher gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the vanquisher takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Greater Keyblade Focus: At 8th level, a vanguisher gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Critical: A 8th level, a vanguisher gains Improved Critical (keyblade) as a bonus feat. Greater Keyblade Specialization: At 12th level, a vanguisher gains Greater Weapon Specialization (keyblade) as a bonus feat. Indomitable Will (Ex): While using your righteous strength, a vanquisher of 14th level or higher gains +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers. |
| Lednera10-05-06, 04:32 PM | Hit Die: d10 Magic Die: d6 Skill Points: 6 + modifier Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Hide, Jump, Move Silently, Sense Motive, Swim, Tumble, and Use Rope Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +2 +0 Keyblade Focus, Run, Weapon Finesse +3 2nd +2 +3 +3 +0 Grace +1, Fleet of Foot +3 3rd +3 +3 +3 +1 Insightful Strike +4 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +4 5th +5 +4 +4 +1 Dodge Bonus +1 +4 6th +6/+1 +5 +5 +2 +5 7th +7/+2 +5 +5 +2 Acrobatic charge +5 8th +8/+3 +6 +6 +2 Greater Keyblade Focus, Improved Critical, +5 Improved Flanking 9th +9/+4 +6 +6 +3 +6 10th +10/+5 +7 +7 +3 Dodge Bonus +2 +6 11th +11/+6/+1 +7 +7 +3 Grace +2, Lucky +6 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +7 13th +13/+8/+3 +8 +8 +4 Acrobatic Skill Mastery +7 14th +14/+9/+4 +9 +9 +4 Weakening Critical +7 15th +15/+10/+5 +9 +9 +5 Dodge Bonus +3 +8 16th +16/+11/+6/+1 +10 +10 +5 +8 17th +17/+12/+7/+2 +10 +10 +5 Slippery Mind +8 18th +18/+13/+8/+3 +11 +11 +6 +9 19th +19/+14/+9/+4 +11 +11 +6 Wounding Critical +9 20th +20/+15/+10/+5 +12 +12 +6 Dodge Bonus +4, Grace +3 +9 Weapon and Shield Proficiency: A voyager is proficient with is keyblade and any keyblade that has sentimental value. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Weapon Finesse (Ex): A voyager gains Weapon Finesse as a bonus feat a 1st level even if he does not qualify for the feat. Run: A voyager gains Run as a bonus feat. Grace (Ex): A voyager gains +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A voyager loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. Fleet of Foot: At 2nd level, a voyager gains Fleet of Foot as a bonus feat. Insightful Strike (Ex): At 3rd level, a voyager becomes able to place his finesse attacks where they deal greater damage. He applies his Intelligence bonus as a bonus in damage rolls with any light keyblades, as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the voyager's insightful strike. A voyager cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Dodge Bonus (Ex): A voyager is trained a focusing his on a single opponent in melee. During his action, he may designate an opponent ad receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. He can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th A voyager loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. If the voyager also has the Dodge feat, he need not designate the same target for this ability as for the Dodge feat. Acrobatic Charge (Ex): A voyager of 7th level or higher can charge in situations where other cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steeps, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, she may still need to make the appropriate checks to successfully move over the terrain. Improved Flanking (Ex): A voyager of 8th level higher who is flanking an opponent gains a +4 bonus on attacks instead o a +2 bonus on attacks. Lucky (Ex): Once per day,a voyager of 11th level or higher may reroll any failed attack roll., skill check, ability check, or saving throw. The character must take the result of the reroll, even it's worse than the original roll. Acrobatic Skill Mastery (Ex): At 13th level, a voyager becomes so certain in the use of his acrobatics skills that he can use them reliably even under adverse conditions. When making a Jump or Tumble check, a voyager may take 10 even if stress and distractions would normally prevent him from doing so. Weakening Critical (Ex): A voyager of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. Slippery Mind (Ex): When a voyager reaches 17th level, his mind becomes more difficult to control. If the voyager fails his save against an enchantment spell or effect, he can attempt the save again 1 round later at the same DC. He gets only this one extra chance to succeed at a certain saving throw. Wounding Critical (Ex): A voyager of 19th level or higher who scores a cortical hit against a creature also deals 2 points of Constitution damage to the creature. Creatures immune to critical hits are immune to this effect. Hit Die: d10 Magic Die: d6 Skill Points: 4 + modifier Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Intimidate, Jump, Listen, Spot, Sense Motive, Swim, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +2 +0 Keyblade Focus, Fast Movement, Sword as +2 A Shield, Brutal Throw 2nd +2 +3 +3 +0 Bonus Feat, Power Attack +2 3rd +3 +3 +3 +1 Evasion, Power Throw +2 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +2 5th +5 +4 +4 +1 Uncanny Dodge +2 6th +6/+1 +5 +5 +2 Bonus Feat, Elusive Attack +3 7th +7/+2 +5 +5 +2 +3 8th +8/+3 +6 +6 +2 Greater Keyblade Focus +3 Improved Critical, Keyblade Mastery 9th +9/+4 +6 +6 +3 Improved Uncanny Dodge +3 10th +10/+5 +7 +7 +3 Improved Sword as a Sheild, Bonus Feat +3 11th +11/+6/+1 +7 +7 +3 Improved Evasion +3 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +4 13th +13/+8/+3 +8 +8 +4 +4 14th +14/+9/+4 +9 +9 +4 Bonus Feat +4 15th +15/+10/+5 +9 +9 +5 +4 16th +16/+11/+6/+1 +10 +10 +5 Overpowering Attack +4 17th +17/+12/+7/+2 +10 +10 +5 +4 18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat, Keyblade Sumpremacy +5 19th +19/+14/+9/+4 +11 +11 +6 +5 20th +20/+15/+10/+5 +12 +12 +6 +5 Weapon and Shield Proficiency: A warrior is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields); unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Sword as A Shield (Ex): A warrior impulses make him block attacks with his keyblade. When he uses a keyblade he’s proficient with, the warrior can add half his Strength bonus to his AC. At 10th level, he adds his full Strength to his AC. These bonuses to AC apply even against touch attacks or when the warrior is flat-footed. He loses the bonuses when he is immobilized or helpless. Keyblade Focus: A warrior gains Weapon Focus (keyblade) as a bonus feat. Brutal Throw: A warrior gains Brutal Throw as a bonus feat. Fast Movement (Ex): At 1st level, a warrior‘s base land speed increases by +10 feet. Bonus Feat: At 2nd level and every four warrior levels thereafter, he gains a bonus combat-oriented feat. Power Attack: At 2nd level, a warrior gains Power Attack as a bonus feat. Evasion (Ex): A warrior of 3rd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless warrior does not gain the benefit of evasion. Power Throw: At 3rd level, a warrior gains Power Throw as a bonus feat. Keyblade Specialization: A warrior gains Weapon Specialization (keyblade) as a bonus feat at 4th level. Power Critical: A warrior gains Power Critical (keyblade) as a bonus feat at 4th level. Uncanny Dodge (Ex): Starting at 5th level, a warrior gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Elusive Attack: A warrior gains Elusive Attack as a bonus feat at 6th level. Greater Keyblade Focus: A warrior gains Greater Weapon Focus (keyblade) as a bonus feat at 8th level. Improved Critical: A warrior gains Improved Critical (keyblade) as a bonus feat at 8th level. Keyblade Mastery: A warrior gains Melee Weapon Mastery (slashing) as a bonus feat at 8th level. Improved Uncanny Dodge (Ex): A warrior of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. Improved Evasion (Ex): At 11th level, a warrior’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless warrior does not gain the benefit of improved evasion. Greater Keyblade Specialization: A warrior gains Greater Weapon Specialization (keyblade) as a bonus feat at 12th level. Overpowering Attack: A warrior gains Overpowering Attack as a bonus feat at 16th level. Keyblade Supremacy: A warrior gains Weapon Supremacy (keyblade) as a bonus feat at 18th level. |
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| Lednera10-05-06, 05:44 PM | Riku - Human Monk 2 / Warblade 3 / Sun Shadow Ninja 10 / Legacy Master 5 (Way to the Dawn) I swear, Sun Shadow Ninja was written with Riku in mind. I know, the alignment is a problem (Personally, I see Riku as having been CN in the beginning of KHI, N towards the middle, NE when he gets possessed by NotAnsem, LG by the end of the game, LG through most of COM, and then to LN by KHII. Wow, that's a lot of atonement spells. >>; ) but... come on. Look at the class. Sora - Human Swordsage 4 / Bard 1 / Legacy Master 10 (Mostly going for Swordsage levels, but perhaps with a 2-1 ratio of Bard to Swordsage. er, for the +1 existing class bit. Legacy items being Faery Garb and Kingdom Key.) Why bard? Sora doesn't sing. My reasoning is that Sora uses cure magic and he IS a good leader despite being stupid as a doorknob. I can see him using Inspire Courage with something as weird as Perform: Tumbling or Perform: Oratory (his "we're friends!!!" speeches) Kairi - Aasimar Cleric X. No, I don't know how many levels she has. But she IS better than a commoner and would kick ass if someone would just let her. Mickey Mouse - Anthro Mouse Paladin 10 / Legacy Master 10 Not so sure about this one. Goofy - Anthro Dog Knight 20 Hey! It's simple! And cleaaaaaaaaan! Donald - Anthro Bird Warmage 20 Except I can't figure out where he gets the damn Cure spells from :\. He's no mystic theurge, that's for sure... Demyx - Elan Shaper 11 / Astral Zealot 9 * Astral Zealot is a prestige class from the 3rd party supplement Hyperconsious. It is perfect for Demyx. First of all, it gets Perform as a class skill. Second, it's primary class ability is the ability to throw ectoforms. Ectoforms are ectoplasmic duplicates of you. They're rather fragile and can be destroyed in a single hit (except that at later levels, the Astral Zealot can make them into 3rd and even 4th level astral constructs once a day) but you get one per round and unlike Mirror Image, they act independently of you and have a thin semblance of your personality. They can even accomplish anything you could do with Mage Hand. If that's not his Dance, Water, Dance! ability combined with temporal acceleration (or whatever that psionic time stop thing is) I don't know what is. His primary attack pattern? Start with his free manifestation of Throw Ectoform using 4th level constructs and temporal acceleration to get his max number (19) out as quickly as he can. Maybe use Extend Power on it, just for fun. After Sora's taken out those, lay it on thick with maxed out cold Energy Ray, Energy Wall, Wall of Ectoplasm, etc, etc. Play music while doing so for fun. (The reason this gets so much more space than the others is that I'm currently playing this build.) Why Elan? 1. Elans rock and 2. The -2 CHA penalty plus the Aberration bit is a nice approximation of Nobody. Oh, his feats... Improved Initiative, Extend Power, Persistent Power (Hyperconsious), Overchannel, Talented... and I don't know what else. NO, he doesn't have bard levels! I don't EVER see him using any sort of bard ability. He just has Bluff and Perform ranks out the wazoo (Bluff is a class skill for Shapers; Perform is a class skill for the AZ) |
| Lednera10-05-06, 05:44 PM | Pending Information |
| wolfie-kun10-05-06, 07:42 PM | Think we've got enough reserved space, Lednera? |
| Lednera10-05-06, 07:59 PM | Yeah I think we do, I will say this much we will have information better organized :D |
| wolfie-kun10-05-06, 09:57 PM | Yeah I think we do, I will say this much we will have information better organized :D :D Well, they're all your posts...so looks like you've got some organization to do. |
| Lednera10-06-06, 12:46 PM | Indeed, will get to it after I come back from a Meeting that I need to go to, I think the proper title for me in the meeting is some were along the line of Freelance Web Development Consultant. Be back later in the afternoon. |
| sword_war44410-07-06, 09:48 PM | Finnaly races but here is all the others Also I think i am going to make my own stuff for darkness. I want a dark warrio no spellcasting and he needs to be good high dp and no heartless probaly. Ya I am making a campignbut not dming one game (in the other i am) I want to play a dark warrio |
| Ryuu_Tenshi10-08-06, 02:14 PM | I would def change Goofy and Mickey's races... STR: +6, DEX: +4, CON: +2, INT: +0, WIS: +4, CHA: +0 GAHH LA +4. Goofy to me is more: Str + 0, Dex + 0, Con +2, Int -2, Wis +2, Cha + 0 LA +1. Personally I'd even drop the Wis and make it LA +0 (screw the DMG guidelines for creating new races. In the KH20 Setting esp. Charisma is far more important than everyone assumes. So is Int. So is Wis. Con is not the be all and end all. Also favoured class Knight (a la PHB II ) Mickey? NOT A RAT. AND CERTINALLY NOT CHA -4. You seen that mouse? He's got like Cha 25. Anthro Mouse STR: -4, DEX: +2, CON: +0, INT: +0, WIS: +2, CHA: +2 LA's prolly the same, maybe +2 Favoured class Cleric. Mickey is SO a Cleric. Nothing else kicks that much ass with that little HP. He's a cleric running Divine Favor and Cat's Grace divine metamagic wank. Also searing light. ... wait, maybe he's a paladin. I don't know. Speaking of builds... The Demyx build is playable as Demyx from about level 6. Axel... I haven't started on him yet. Demyx = Elan Shaper 11 / Astral Zealot 9 Axel = Elan Something x / Pyrokinetecist 10 / Something else X. I'm thinking Psychic Warrior 5 / Kinetecist 5 / Pyrokinetecist 10. Or maybe Psiwar 10, to keep the PP int-based? The extra Kinetecist levels are for even more firey goodness, but I dunno... still working on this. He's very dex based, he's gonna have INT and DEX out the wazoo. Strangely enough, Demyx ends up with more Int than Axel. Axel has SIGNIFICANTLY more Wis though. Poor Dem gets wis 8 and str 8. Axel... probably has Str 8 and con 10? But likely Dex 18 and wis 15. Both suffer from poor Cha due to the Elan bit. I've also been toying with Zexion. I kinda want to make the entire orginzation psionic, but Zexion could easily be done just as Beguiler 20. He's got int entirely too much. Suffers from really poor str and con though. busy this week though. *e* OH RIGHT. Though I may use a few things from Complete Psionic, the Demyx build DEPENDS on NOT using the Astral Construct nerf. As in, the build literally <i>does not work</i> if you use the nerf. It's not broken, I assure you, I play a similar (actualy, better :P ) build in a game already, and he's not overpowered -at all-. Mostly 'cuase he runs out of power points very quickly *laughs* |
| Lednera10-09-06, 12:44 AM | passionate Ryuu are we? All I can say I am following guidelines set by other d20 material. I know that a Micky is not a Rat but a mouse but as a yardstick guideline closest thing i could find. Also I agree that Micky himself is extremely charismatic but we should not measure a species by his standard. After all he is Heroic by any standard and probably epic at that and has a legendary class or two. But we are al entitled to opinions I will take your advice into consideration on the design aspect. |
| Ryuu_Tenshi10-11-06, 04:03 PM | Dudes, check out the contest at the top of this thing yo. One of us must make Ansem the Seeker/Xehanort's Heartless or Xemnas. Even if it's just to get press for our thread. |
| sword_war44410-12-06, 10:42 PM | hum what contest P.s: I am working on Rikue's (3 of them atleast) Ansem (maybe) Tarsan, Beast (maybe) Aladin and orignal charcters and Roxas Tarsan Human Fighter1 -----> Barbarian 12------> Fighter 2-------> Barbarain18 Cw build: work in progress Epic build: Fighter 5------> Barbarian30 Scores um not sure FEats: H: Toughness F1: Power attack 1: Toughness 3: toughness 6: Cleave 9: Wepon focous ( great spear) 12: wepon specilation (great spear) 15: great cleave 18: toughness Jack stuff new subtype living undead (pardox) you are undead to a level but not realy Can ot be turned (work in progrees) Living sekelton monsertrous humoinoid (living undead) 40ft spd +5 fort -2 ref -1 will +1 bab wepon spells: you may use these spells as wepons they cost 1 mp and 5gp for 20 uses Fire, billsard, thunder (all one target) Jack Living skeleton Cleric 5-----> Wisard 5------> Hexblade 10 that alll for now for him I am thinking replace wizard with a new class Blackmage spell note all i have are names and effects Fire This deals 1d6 +2/caster level fire damage Billsard as fire but cold damge Dark shadow form Lv: 9 this change to to be more dark Thundered as fire but electrical and is not a shot Peter pan what is he This is somthings I made for My charcter Glynn Master of darkness Dark warrio of Good La 5 effects you may use dark shadow form at will way to the dawn (Legacy) Finnaly Dark drive like drive but you draw dar powers instead commet Fairy dust ( from peter pan) You have a flight speed equal to base speed-10 bad manvablty fror 20 min/ 2lv Minumum 20 minutes Reginanal world feats Everlasting flight (reginalol {world}[neverland]) when effected by fairy dust the effect are for 7 days/lv and you have good manvalbty and your flight speed +20 instead of-10 Peter pan Human neverland rouge 5------> Bard 3-------> Begulilers 3-----Bard 5-------> Begluair 5------rouge 10 feats H: everlasting flight 1Dodge 3:Mobilty 6: Persuavive 9:wepon focous (dagger) 12:wepon specilation (dagger) 15:Spring attack 18: Flyby attack Spell O level any 1 lv: Unseen servant, feather fall, Identify, sleep 2: enthrall, invisblty 3: Haste Jack sparow Medalion curse when ever you are under moonlight these benifts apply Undead +5 to all ablites 20ft spd La: 2 Human medalion curse rouge 18 H: Stealthy 1:Persuvie 3: Neogitator 6: Lighting reflexes 9:Improved initiave 12: Cleave 15: great cleave 18: power attack Aladin New ranger fighting style favored wepon 1st feat: wepon focous 2nd: wepon speilation 3rd: Improved critacal Human Druid 2------> Ranger 8-------> Rouge 2-------> fighter 5---> ranger 11 feats: H: combat reflexes 1: dodge 3:cleave 6:Agile 9: Acrobatic 12: mobilty F1:Power attack F3: great cleave 15: Improved Intivtive 18:Lighting reflexes Mulan/Ping Human Samui1-------> Monk 10-----------> Samuri 10 ( oa) Feat H: Two wepon fighting 1:Power atack M1:stunning fist M2: Combat relfexes M6:Improved disarmed 3: Wepon focous (Kantana) 6: wepon specilation (kantana) 9: Improved critacal ( Kantana) S2: Cleave 12: greater cleave S4: Improved grapple S6: Two wepon defense S8: Imporved two wepon figthing S10: greater two wepon fighting 15: Karmic strike 18: Ki shout |
| Ryuu_Tenshi10-13-06, 12:51 PM | http://boards1.wizards.com/showthread.php?t=718938 <- that contest. |
| sword_war44410-13-06, 10:52 PM | Ok here are some of the guys that are on the game and new guys I like including a orignal template: Half nobody My greater nobod, every level you learn a new speacail ablity and the level increases by one Saix human greater nobody Phyic warrio 5 |
| sword_war44410-14-06, 06:43 PM | I played tested some stuff and made a Saix build I will paste it here |
| nimbusconflict10-20-06, 03:09 PM | *yawns* Sorry I've been away. a bad habit of mine. I move my home, and lose everything. are the darkness points and heart points covered in Liddies pdf? im printing it, and going to dig up all the core class stuff i was doing. *edit: I just hit print of Leddies PDF, expecting a dozen or so pages. dear lord i got a book. school print center is very unhappy ^^; i'll read it all tonight though. |
| Lednera10-22-06, 05:21 AM | ROFLOL at nimbus, Sorry bout that should put a warning next time will be still away from topic for practical things like *cough* updating the PDF and the forum version for little while longer finishing up mid terms and let me tell you i hate 3D Studio MAX. |
| sword_war44410-22-06, 06:40 PM | Ok i have like 10 more builds to post |
| nimbusconflict10-23-06, 05:24 PM | Mwahahaha, well, this week i have finals!!! so instead of studying this weekend, i spent it all rewriting the core classes, and finished all 6, including basic spell lists!!!! I cheated and used excel(*cough*openofficeversion*cough*). so its all pretty. the only thing lacking is the decription part and artwork... think of this as my SRD. anyway, i'll post the link, and if you could grab it, Leddie, and replace the stuff in the current pdf, you can add another 18 pages ^^. btw, can we put stuff in the areas that are reserved or do you have to do it? The link! http://www.nimbus.rdirpg.com/core%20classes.xls *edit Is 3d studio max still that popular, havent touched it in ages. and who is our editor? I'd really like someone to go over that file and fix errors, or reword things to be more dnd like. ^^ |
| wolfie-kun10-23-06, 06:16 PM | Mwahahaha, well, this week i have finals!!! so instead of studying this weekend, i spent it all rewriting the core classes, and finished all 6, including basic spell lists!!!! I cheated and used excel(*cough*openofficeversion*cough*). so its all pretty. the only thing lacking is the decription part and artwork... think of this as my SRD. anyway, i'll post the link, and if you could grab it, Leddie, and replace the stuff in the current pdf, you can add another 18 pages ^^. btw, can we put stuff in the areas that are reserved or do you have to do it? The link! http://www.nimbus.rdirpg.com/core classes.xls *edit Is 3d studio max still that popular, havent touched it in ages. and who is our editor? I'd really like someone to go over that file and fix errors, or reword things to be more dnd like. ^^ ERROR 404!! LINK FAILS!!! Fix please? |
| sword_war44410-23-06, 06:36 PM | Fix the link now or you will not be happy. Wolfie I think you shoukd post your twilight prcin your sig here It realy goes with the flavor |
| nimbusconflict10-23-06, 06:46 PM | Fix the link now or you will not be happy. Wolfie I think you shoukd post your twilight prcin your sig here It realy goes with the flavor and who in the blue blazes are you? btw people, wizards doesnt like spaces in file names. so i will force it to, or change the file name. fixed. now, answering some questions. 1:I used unearthed arcanas SP system for magic 2:I used the basic dnd spell list 3:All spellcasters are arcane. Divine spells require a diety. as shown by hercules entering hades, using a dieties power doesnt work in anothers plane, unless there's a link (such as the stone you had to get) that allows a diety to channel. so arcane is a much more likely source of power since its elemental (a druid could possibly do it, since nature is usually non-descriminatory of who uses it's power). Someone else can do the item up if they want divine casters to world hop. 4:Yes, I put in summoning magic. im thinking of adding a summoner later. or anyone could take the feat if they like. *i just noticed wolfie's summoner class >< i may just chuck the spell list of this one then. |
| nimbusconflict10-23-06, 07:28 PM | yeah i know, double post. who here is really good at writing fluff? |
| wolfie-kun10-23-06, 10:25 PM | yeah i know, double post. who here is really good at writing fluff? Depends on what kind of fluff you want. I'm sure a number of you guys have read my classes by now, is that the kind of fluff you're talking about? Past that, I'm not sure how much time I'll have for such things... |
| Ryuu_Tenshi10-24-06, 03:56 PM | Depends on what kind of fluff you want. I'm sure a number of you guys have read my classes by now, is that the kind of fluff you're talking about? Past that, I'm not sure how much time I'll have for such things... I'm really good at writing fluff, primarily becuase I know more about the KH 'verse than most people. There are exactly two (2) people that I know who know more than me. And I haven't seen either of them online in... forever? (and one of them is, sadly, dying. no joke. it makes me very sad. :( ) Time, on the other hand... while I am a world-class procrastinator, I have very little time. Also, I need considerable directoin. and I HEARTILY disagree with you on divine magic. My feelings on gods in a KH 'verse is NO. Gods are powerful but are incapable of granting spells (unlike in, say, eberron where we're not sure if the gods exist but divine magic comes from -somewhere-). My feeling on where magic comes from in KH is as follows Arcane Magic - Using the power of your heart to bend existing power in the 'verse. A bit like pulling on the Weave. Your SP limits represent the limits of your ability to bend this existing power. If you're INT based, you can do this becuase of your knowledge of the relationship between the heart and the cosmos. CHA based and it's by sheer force of will. Divine Magic - Drawing on the power of Kingdom Hearts itself, alebit from a far distance. Not all people - in fact, very few people! - understand that this is what they are doing, and often attribute it to some God or other. In this way, your faith is what grants you spells, much as in Eberron. Also as in Eberron, you can have any alignment and still gain spells from your deity, since it is not the god that grants it but rather your faith in the god. This leads to some fun corrupt people! And yes, you can gain Dark spells from Kingdom Hearts as well as Light, since it provides both. Note that Kingdom Hearts is neither good nor evil, since you can have those of the Dark who are good. Dark may attract evil to it and be the more dangerous route to power but it is not inherently evil in itself. One can imagine that by the same token Light is not inherently good (after all, Zexion uses the power of light to try to kill Riku, a decidedly evil act) Psionics - These powers stem from your mind and soul, and NOT your heart. A mysterious and strange force, Psionics is comparitivly rare in the KH 'verse. Nobodies are often psionic. (I loooove psionics <3 ) Incarnum - I don't know enough about this to make a judgement. Binding - Exactly as it is in the book. The strange missing spirits of beings beyond the 'verse. One could imagine dead Nobodies falling under the catagory of vestiges! Shadow Magic - Inherently linked to Darkness and the Heartless, some of the mechanics will have to be twink'd. This is you using the pure forces of darkness to do your bidding. Truename Magic - is a terrible mechanic despite its wonderful flavor. But if you insist, it's just as it is in the book: the true speech of the 'verse. A very rare magic. Martial Manouvers, etc - exactly as it is in the book, a series of supernatural techniques. About the gods thing, I just don't like the idea of gods controling anything in the KH 'verse. Hades controls his own world, nothing more. I can imagine more than one god, but my feeling is that the jurisdiction of a god extends only to his/her own world, and nowhere else. The real power in the 'verse is from Kingdom Hearts and the hearts of the people in it. Anyone can overcome a god, if their heart is strong enough. |
| sword_war44410-24-06, 04:37 PM | and who in the blue blazes are you? btw people, wizards doesnt like spaces in file names. so i will force it to, or change the file name. fixed. now, answering some questions. 1:I used unearthed arcanas SP system for magic 2:I used the basic dnd spell list 3:All spellcasters are arcane. Divine spells require a diety. as shown by hercules entering hades, using a dieties power doesnt work in anothers plane, unless there's a link (such as the stone you had to get) that allows a diety to channel. so arcane is a much more likely source of power since its elemental (a druid could possibly do it, since nature is usually non-descriminatory of who uses it's power). Someone else can do the item up if they want divine casters to world hop. 4:Yes, I put in summoning magic. im thinking of adding a summoner later. or anyone could take the feat if they like. *i just noticed wolfie's summoner class >< i may just chuck the spell list of this one then. Ok have you just noticed me I already posted 4 or somthing times and have follow you since the beging and I am good at fluff. I do not do it much but I know a good amount of the unverse not good at caluclations. I have a lot more stuff to post but I want to play test more. |
| nimbusconflict10-25-06, 07:34 PM | Ok have you just noticed me I already posted 4 or somthing times and have follow you since the beging and I am good at fluff. I do not do it much but I know a good amount of the unverse not good at caluclations. I have a lot more stuff to post but I want to play test more. no, i noticed you, i was just trying to decide why it should matter. as for from the beginning, i dont remeber you from the original thread. and yes, wolfie, your fluff is great! but i'll prolly write my own for it i guess. i was feeling lazy and tired during that comment. if you want kingdom hearts to provide divine magic, there still needs to be a connection. most people dont know of kingdom hearts, let alone pray to it. if you want to break away from standard dnd and base divine on faith, we can do that, no problem, i can easily see the Magistra as a Divine caster. |
| Ryuu_Tenshi10-25-06, 10:36 PM | no, i noticed you, i was just trying to decide why it should matter. as for from the beginning, i dont remeber you from the original thread. and yes, wolfie, your fluff is great! but i'll prolly write my own for it i guess. i was feeling lazy and tired during that comment. if you want kingdom hearts to provide divine magic, there still needs to be a connection. most people dont know of kingdom hearts, let alone pray to it. if you want to break away from standard dnd and base divine on faith, we can do that, no problem, i can easily see the Magistra as a Divine caster. Eberron doesn't have actual deities (as in, they worship things but there aren't actualy divine entities running around anywhere, unless faiths of eberron errata'd that. which owuld make me sad), yet it still has divine magic. The idea is that your faith connects you to the heart of the 'verse, wether you know it or not. You might CALL it God or Allah or Pelor or Hextor or the Force or what have you, but what you're actualy drawing on is the power of the heart. |
| wolfie-kun10-25-06, 10:36 PM | sword_war, I have a suggestion. Download Firefox 2.0. If you see a red squiggly line under something you're typing, delete it and keep typing until the line's gone. (ie, SPELLCHECK!!) (if you have no idea what Firefox 2.0 is, go to google.com and type "Firefox 2.0" into the search field.) |
| wolfie-kun10-25-06, 10:39 PM | Eberron doesn't have actual deities (as in, they worship things but there aren't actualy divine entities running around anywhere, unless faiths of eberron errata'd that. which owuld make me sad), yet it still has divine magic. The idea is that your faith connects you to the heart of the 'verse, wether you know it or not. You might CALL it God or Allah or Pelor or Hextor or the Force or what have you, but what you're actualy drawing on is the power of the heart. *smacks* Bad Ryuu!! Remember how we said a very long time ago that each person would run the game the way that he or she wanted to, and could ignore the rest of it? |
| nimbusconflict10-26-06, 09:56 AM | Eberron doesn't have actual deities (as in, they worship things but there aren't actualy divine entities running around anywhere, unless faiths of eberron errata'd that. which owuld make me sad), yet it still has divine magic. The idea is that your faith connects you to the heart of the 'verse, wether you know it or not. You might CALL it God or Allah or Pelor or Hextor or the Force or what have you, but what you're actualy drawing on is the power of the heart. ah, i see. i haven't messed with ebberron, seemed to be a messy system *nothing but chaos and warfare, hard to have quiet moments in the campaign.* however, if it is an existing campaign component I can do some tweaking later. I can't right now, since I have my final exam in Project Management in 5 minutes. later alls. |
| Ryuu_Tenshi10-26-06, 05:35 PM | *smacked by Wolfie* Ok, ok, fine. But there need to be defaults and my personaly feeling on the default is that gods don't fit very well into Kingdom Hearts. (And fine, fine, I'll admit that part of this is my own personal hatred of gods. Note that it's not a hatred of divine magic: I'm cool with that. I just hate gods. The idea of some all-powerful being looking over my shoulder all the ******* time... blech. I'll live my own life, kthxbai. to those who get touchy about religion, if you insist on having a theological debate with me, feel free to PM me.) ah, i see. i haven't messed with ebberron, seemed to be a messy system *nothing but chaos and warfare, hard to have quiet moments in the campaign.* however, if it is an existing campaign component I can do some tweaking later. I can't right now, since I have my final exam in Project Management in 5 minutes. later alls. Actually, Eberron is amazingly fun. There's chances to have quiet moments in the campaign all over the place. Hell, if you wanted you could probably spend weeks doing nothing but exploring Sharn... hanging out in night-clubs, drinking, shooting the breeze, heck, even taking classes at the university part time. There's also equal chances for sometihng that I find severely lacking in 90% of DnD: Intruige. The world is beautifully detailed and lends itself to a sort of crazy pulp-fiction Indiana Jones style of play that I absolutly adore. Everything feels larger than life, and absolutly fantastic. Once I finally get Ex. to Castle Ravenloft I'm going to run it as an Eberron game. But that's another story. |
| sword_war44410-26-06, 05:41 PM | you did not see me in the orignal thread because I did not post but I watched it and now I want to help so yay I will update my post soon |
| Xavon10-26-06, 10:17 PM | Ryuu, I would not tell Hades to his face that he's not a god... |
| sword_war44410-27-06, 05:05 PM | yey he realy is not in the game. I made this class once called the tainted Cleric they worship monsters or people instead of goods i think that would be a good ideal |
| nimbusconflict10-27-06, 11:44 PM | i happen to like gods. big fearun fan. i worked ona scheme once to become one by killing lesser gods for their portfolios, and then working up to bigger fish. anyway, i also agree with ryu that t5he normal concept of a god won't work in kingdom hearts. so i vote for the apathetic god system. where no one knows if they really exist r even give a damn. mwahahahaha.so we go with faith based divine magic. i like my Magistra being a divine caster. they have amrour proficiencies, now they can use it without problems. any news from lednara? cause i have no idea how to put the excel file into forum format. |
| sword_war44410-28-06, 11:14 AM | Yay Epic insights had a new article why I bring it up Warlcoks that is a nice class Multi class Fighter Warlcok make some new new feats and pow you have a Riku |
| Ryuu_Tenshi10-28-06, 05:36 PM | Ryuu, I would not tell Hades to his face that he's not a god... The funny thing is that in an RPG I'm in right now wherein I am playing Zexion, I might end up doing that. Well, not so much that, as, "God? God. Right. I see. You rule over what, Hades? A pathetic little square of a tiny world in a forgotten corner of the multiverse. You have a few dead souls over whom you lord your power, who you frighten into submission with your parlor tricks. And the truth is, if any of them could see past the lies you spit in their faces, they could easily rise up and destroy you. Consider, Hades. Consider the countless other worlds, the stars, consider that a mere sorcereress is as powerful if not more than you. Consider that my former master, Xemnas, could have destroyed you if he had so chosen. Xemnas was not a god. He was not even a person. And yet he was infinitly more powerful than you can ever hope to be. You sit here, squabbling with Hercules, unable to destroy even a bastard half-godling... a lonely ruler of an inconsequential kingdom. And you call yourself a god? If this is the face of godhood, I have no use for them." *e* In my particular vision of KH *glares at wolfie* it's not that the gods don't exist. They exist. And they are obscenely powerful, just as powerful as their stats indicate. They did not, however, create the universe, they are a part of the universe just like any individual is. They have hearts. They might not age, but they can die, and they can come into being. Their influences exist only on their own worlds: if Hades were to leave and go to, say, Radiant Garden, he would have none of his invincibility and lose a number of his other powers besides. Not to say he's not a force to be recokned with, but he's not all powerful. Furthermore, the gods do not grant spells. as I said, divine magic should stem from the power of the heart. Not be drawn from some outside source. ... On the subject of gods in KH having hearts... I wonder what the heartless of a god would be like Or a god's Nobody... ... duuuuuude. |
| nimbusconflict10-29-06, 02:17 AM | a god's heartless or nobody.... oh spirits prevent such a creature. gods are obscenely powerful, which is why i was working on a pyramid scheme, instead of, oh just ambushing Mystal once i hit level 20 and taking his portfolio.... and yes, i'd say a god should lose much of their power when not on their home plane. i once read a series, called the Book of Swords, and the Book of Lost Swords. Where the gods came into being because the people created them. and once the poeple started to stop beleiving in them, they faded away. |
| wolfie-kun10-29-06, 10:40 AM | Don't you glare at me, Ryuu. Anyway, if you guys are so damned intent on arguing this, we're going to put 4 or 5 (or 100, however damn many we need) variants of divine magic into this campaign setting. Each variant will be fully fleshed out by the person who thinks it belongs. If you don't want to write that, then don't complain when it's not there. |
| Ryuu_Tenshi10-29-06, 02:21 PM | a god's heartless or nobody.... oh spirits prevent such a creature. gods are obscenely powerful, which is why i was working on a pyramid scheme, instead of, oh just ambushing Mystal once i hit level 20 and taking his portfolio.... and yes, i'd say a god should lose much of their power when not on their home plane. i once read a series, called the Book of Swords, and the Book of Lost Swords. Where the gods came into being because the people created them. and once the poeple started to stop beleiving in them, they faded away. I see epic level cheese!!!! BBEG makes a heartless god, thinking he can control it. BBEG gets pwn't. Heartless god and Nobody god now wandering around the 'verse. ITS SO EPIC. |
| sword_war44410-30-06, 06:41 PM | epic I like epic so what level epic 100, low epic how about 99% low epic like lv 6000000000 yay i love epic |
| wolfie-kun10-31-06, 04:23 PM | I see epic level cheese!!!! BBEG makes a heartless god, thinking he can control it. BBEG gets pwn't. Heartless god and Nobody god now wandering around the 'verse. ITS SO EPIC. ... No. Just...no. |
| nimbusconflict11-08-06, 10:57 AM | i would have to go get myself some new underwear if i came across either without a full party of demi-gods at the least >< |
| wolfie-kun11-08-06, 03:05 PM | i would have to go get myself some new underwear if i came across either without a full party of demi-gods at the least >< :lol: Yeah...so...Lednera seems to have disappeared yet again... |
| nimbusconflict11-08-06, 09:25 PM | yesh, leddy has... and no one has made even one stab at my classes i expected to have to start changing dozens of things |
| wolfie-kun11-08-06, 09:26 PM | yesh, leddy has... and no one has made even one stab at my classes i expected to have to start changing dozens of things Yeah...I still hate d20 Modern, so I don't really have any suggestions for you, unfortunately. |
| nimbusconflict11-09-06, 09:49 AM | at least your honest ^^; frankly, I'm not to big on it myself. I was so not into it that i sold the book for $10 to half priced books. Where does this leave me? well, i liked the talent tree idea. thats it. oh and the car dueling was kinda interesting.... and that piucture of the mindflayer catholic priest... hehehehe.... errr.... so as i was saying, it's use that system as it was designed for a 10 base class, or expand the classes to level 20, mostly by spacing out the Class abilities, Talents, and bonus feats. That in itself wasn't what i wanted input on though, thats an easy vote. it was more on the abilities. while the ones i used from dnd are fine, and most of the abilities for the Stormer have been hashed out, the other classes, (particularly the mages) haven't. The only thing im wondering is if we can come to common ground with magic. Would MP work for a system of magic that is supposedly not arcane? or is all magic both arcane(requiring talent or training) and divine (power source is another entity or faith). Similairity would be fearun, where magic's source is the weave, which is the remains of a god's power embodied by another. |
| sword_war44411-09-06, 04:12 PM | I think this should be DND much easeir just forget the whole D20 modern stuff |
| nimbusconflict11-09-06, 04:53 PM | so one vote for me expanding it to level 20 base classes. |
| wolfie-kun11-11-06, 11:52 AM | so one vote for me expanding it to level 20 base classes. Yeah, expand to 20 levels, then post it. From there we can get a good idea of what we want to do for class abilities. |
| marcoasalazarm11-11-06, 01:07 PM | If you think you can do it in 10, do it in ten. |
| slimgoodbody11-14-06, 06:00 AM | Goofy's race looks good, but those adjustments don't look right for Mickey. He's loved by all, has immense personal gravity and sense of self, and is a longstanding film star beloved for his charismatic and cheerful attitude, yet with that race he'll have a Charisma of max of 14 to start. I would sort of figure his stat importance to be Cha=Dex>Wis>Str>Int=Con. And speed 15? I don't think I've ever seen anything with speed 15. Player races should never have a speed lower than 20. It just bogs everyone down too much. I'd say you should use rat as a base to create an "anthropomorphic mouse" template, which could be slightly less awful than anthropomorphic rat. I mean, come on. Mickey's like the most badass character in the series. |
| nimbusconflict11-17-06, 10:19 PM | actually, i would have prefered kingdom hearts without disney. with the exception of maleficent. she was well done. edit: I meant the actual game. for a campaign setting, you could involve the ninja turtles and barbie if that is waht you desire |
| sword_war44411-18-06, 08:38 AM | Muckey no way Riku is the most |
| wolfie-kun11-18-06, 10:09 AM | Um...guys... Back on topic please? We aren't arguing about what we want here, we're trying to actually make stuff to go here. Critique of work done already is fine. A critique of a critique is quite useless and off-topic. |
| nimbusconflict11-18-06, 06:15 PM | and so is pointing it out. speaking of critiques, no one has given me one. am i going to have to convert my files onto this board just to have the data looked at? i used open office because it's free, and excel compatible, but that seems to have failed. if no one wants to bother downloading it, could someo0ne give me the url to a GOOD walkthrough of how to make the tables and whatnot on this board? the one i was given a while back was broken. on the conversion from level base 10, to level base 20. im now working on it |
| wolfie-kun11-18-06, 06:22 PM | and so is pointing it out. speaking of critiques, no one has given me one. am i going to have to convert my files onto this board just to have the data looked at? i used open office because it's free, and excel compatible, but that seems to have failed. if no one wants to bother downloading it, could someo0ne give me the url to a GOOD walkthrough of how to make the tables and whatnot on this board? the one i was given a while back was broken. (yeah, yeah, I know :P I realized that as I was typing it out, and didn't bother to mention I was being hypocritical) As far as the tables and such go, if you IM me or PM me I can help you figure out how to make them look nice. While I'd like to see 20 level versions of the base classes, I think getting them up in the pretty table format for these forums first, so that everyone can see them, is a better idea. That way it's not much extra work for you to do. |
| nimbusconflict11-18-06, 06:57 PM | This is me testing stuff Stormer Class Major Minor Not Applied Stormer Strength Defense Magic 1 HD: D8 MP per Level: 3 Starting Feats: Martial Weapon Proficiency Light Armour Proficiency Skill points per Level: 4 +Int Modifier Class Skills: Balance, Climb, Craft, Handle animal, Intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 2 0 0 1 Talent 2 2 3 0 0 1 Bonus Feat 3 3 3 1 1 2 4 4 4 1 1 3 Talent 5 5 4 1 1 3 6 6 5 2 2 4 Bonus Feat 7 7 5 2 2 5 8 8 6 2 2 5 Talent 9 9 6 3 3 6 10 10 7 3 3 7 Bonus Feat 11 11 7 3 3 7 12 12 8 4 4 8 Talent 13 13 8 4 4 9 14 14 9 4 4 9 Bonus Feat 15 15 9 5 5 10 16 16 10 5 5 11 Talent 17 17 10 5 5 11 18 18 11 6 6 12 Bonus Feat 19 19 11 6 6 13 20 20 12 6 6 13 Talent Talents: Combo Tree: Combo Plus For each successful consecutive attack you make, the negative received for making another attack is one less. For example, with one Combo Plus, you take a -4 to make another attack instead of -5. This ability stacks with all other Combo Plus effects, and can increase the number of attacks you can normally make per round. Combo Boost For each successful consecutive attack you make, add a cumulative +1 to damage. This ability Stacks with all other Combo Boost effects. Prerequisite: Combo Plus. Negative Combo It takes one less successful attack to activate a Finishing Blow. This ability stacks with all other Negative Combo effects. Striking Tree Thrust As a standard action, you can make one attack against two targets who are adjacent, and in a straight line from you, using only one attack roll. Horizontal Slash As a standard action, you can make one attack against two targets who are adjacent to yourself and each other, using only one attack roll. Sonic Blade: MP COST:4 Finishing Blow* As a full round action, you may make all enemies in a straight line thats range is equal to your base movement speed, using one attack roll for all. You can attack as many times as your base attack allows, minus one, as long as the enemies are in a straight line. Prerequisite: Thrust, Horizontal Slash Opportunity Tree: Dodge Slash If an enemy fails during a melee attack against you, you may make an attack of opportunity. Retaliating Slash If an enemy succeeds during a melee attack against you, you may make an attack of opportunity. Bonus Feats: Athletic, Blind Fight, Brawl, Cleave, Combat Reflexes, Great Cleave, Improved Brawl, Power Attack, Weapon Focus, Weapon Specialization, Two Weapon Fighting. there, looks about right. im not uploading the example attack images. if you really want to know, grab the xls file in my sig for them. though if i post all this into the bloody forum i'll take down the xls file anyway. |
| sword_war44411-19-06, 08:23 PM | Thanks 20 lv mean that this is Dnd so any way I would like some cric or comments about my builds on page 2. please. I am also working on some more stuff like worlds and such. |
| nimbusconflict11-19-06, 09:48 PM | hum what contest P.s: I am working on Rikue's (3 of them atleast) Ansem (maybe) Tarsan, Beast (maybe) Aladin and orignal charcters and Roxas Tarsan Human Fighter1 -----> Barbarian 12------> Fighter 2-------> Barbarain18 Cw build: work in progress Epic build: Fighter 5------> Barbarian30 Scores um not sure FEats: H: Toughness F1: Power attack 1: Toughness 3: toughness 6: Cleave 9: Wepon focous ( great spear) 12: wepon specilation (great spear) 15: great cleave 18: toughness Jack stuff new subtype living undead (pardox) you are undead to a level but not realy Can ot be turned (work in progrees) Living sekelton monsertrous humoinoid (living undead) 40ft spd +5 fort -2 ref -1 will +1 bab wepon spells: you may use these spells as wepons they cost 1 mp and 5gp for 20 uses Fire, billsard, thunder (all one target) Jack Living skeleton Cleric 5-----> Wisard 5------> Hexblade 10 that alll for now for him I am thinking replace wizard with a new class Blackmage spell note all i have are names and effects Fire This deals 1d6 +2/caster level fire damage Billsard as fire but cold damge Dark shadow form Lv: 9 this change to to be more dark Thundered as fire but electrical and is not a shot Peter pan what is he This is somthings I made for My charcter Glynn Master of darkness Dark warrio of Good La 5 effects you may use dark shadow form at will way to the dawn (Legacy) Finnaly Dark drive like drive but you draw dar powers instead commet Fairy dust ( from peter pan) You have a flight speed equal to base speed-10 bad manvablty fror 20 min/ 2lv Minumum 20 minutes Reginanal world feats Everlasting flight (reginalol {world}[neverland]) when effected by fairy dust the effect are for 7 days/lv and you have good manvalbty and your flight speed +20 instead of-10 Peter pan Human neverland rouge 5------> Bard 3-------> Begulilers 3-----Bard 5-------> Begluair 5------rouge 10 feats H: everlasting flight 1Dodge 3:Mobilty 6: Persuavive 9:wepon focous (dagger) 12:wepon specilation (dagger) 15:Spring attack 18: Flyby attack Spell O level any 1 lv: Unseen servant, feather fall, Identify, sleep 2: enthrall, invisblty 3: Haste Jack sparow Medalion curse when ever you are under moonlight these benifts apply Undead +5 to all ablites 20ft spd La: 2 Human medalion curse rouge 18 H: Stealthy 1:Persuvie 3: Neogitator 6: Lighting reflexes 9:Improved initiave 12: Cleave 15: great cleave 18: power attack Aladin New ranger fighting style favored wepon 1st feat: wepon focous 2nd: wepon speilation 3rd: Improved critacal Human Druid 2------> Ranger 8-------> Rouge 2-------> fighter 5---> ranger 11 feats: H: combat reflexes 1: dodge 3:cleave 6:Agile 9: Acrobatic 12: mobilty F1:Power attack F3: great cleave 15: Improved Intivtive 18:Lighting reflexes Mulan/Ping Human Samui1-------> Monk 10-----------> Samuri 10 ( oa) Feat H: Two wepon fighting 1:Power atack M1:stunning fist M2: Combat relfexes M6:Improved disarmed 3: Wepon focous (Kantana) 6: wepon specilation (kantana) 9: Improved critacal ( Kantana) S2: Cleave 12: greater cleave S4: Improved grapple S6: Two wepon defense S8: Imporved two wepon figthing S10: greater two wepon fighting 15: Karmic strike 18: Ki shout Ok, i read it over. Frankly, it looks like garbage. Sorry, but it does. There is very little organization, and the grammer is attrocious. If English isn't your native language I suggest you study a little more. You mentioned a Darkness user. I believe there was one on the old board, a PrC, and it should be in the PDF. If you don't like the spells and heartless summons from it, then at least look at it's Darkness Form abilities. Living Dead template... you didn't really explain it. However, undead don't have to be evil. So if you want to expand Jack, the Pumpkin King, he could be a very skeletol Lich. Fearun had one such class if i remember correctly. Peter Pan was a rouge. and he wasn't very high level, but he did have the help of a very high level faerie. |
| Lednera11-20-06, 04:34 PM | and miracles of miracles I am alive and well, but not able to keep up with the thread as well as I would like do to school and work. Great job on all of you guys. I feel bad since I re did the post and have it all organized and have not updated or made it look nice. I am gonna give you my e-mail so you guys can send me the info of what is accepted into the collective works for this project. Though I would also like to put on the table that if anyone else of the loyal forunites (that is the usual suspects, that includes Ryuu, Wolf, nim, and any other that I do not know) can take over as compiler of information due to my Real Life I can't be as dedicated as I was at the start of this project. I can still help in this threat but no longer as a primary role, I will have to resign to a support role at least for the time being, my family may have to move out of the country some time in the near future so it is taking a lot on my "free time" department. Hope all of you are doing well and that this project would be completed. Be trolling the forum some time later. E-Mail: Tayuken_Shedezar@yahoo.com Note: Please make sure to put on your subject KHd20 as part of your subject so I know it is not just SPAM. |
| sword_war44411-20-06, 07:53 PM | aww man and I am going to redo many of them I realy could not think of anything. Now malnefacaint what race. Hag (nah) Human half dragon (not realy) I know that Riku ansem did some spell but not poloymorph. |
| Lednera11-21-06, 10:16 AM | I would suggest that Mal's cloak or staff is what makes her transform into the dragon form. She would be a Human, witch by class I would have to say, with maybe some sorcerer classes. |
| nimbusconflict11-21-06, 12:56 PM | I would agree, and definately epic. however, as a reminder, this IS a campaign setting. could we spend more time on the setting, and less time stating out our favorite characters? btw, since i have no base cleric, a rebuke turn undead ability tree would be useful(didnt consider it at first, till i remembered pirates of the caribean had undead) so would a white mage, who isn't an attack class have it, or the black mage? or the Strider? (which is closer to a ranger class...) |
| sword_war44411-21-06, 05:46 PM | Campign let see. I am mapping out campings with info on each world. I made Earth the place of regluars where everything is like here: Destny island and traverse town are ex |
| nimbusconflict11-21-06, 06:27 PM | Campign let see. I am mapping out campings with info on each world. I made Earth the place of regluars where everything is like here: Destny island and traverse town are ex you lost me again.... |
| nimbusconflict11-21-06, 08:03 PM | ok, posting classes for the xls impaired. don't bug me about them just yet, as i am still editing.i'll say when im done. ......ok, now start ripping it a new one. Stormer Class Stormer HD: D8 MP per Level: 3 Starting Feats: Martial Weapon Proficiency ,Light Armour Proficiency Skill points per Level: 4 +Int Modifier Class Skills: Balance, Climb, Craft, Handle animal, Intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 2 0 0 1 Talent 2 2 3 0 0 1 Bonus Feat 3 3 3 1 1 2 4 4 4 1 1 3 Talent 5 5 4 1 1 3 6 6/1 5 2 2 4 Bonus Feat 7 7/2 5 2 2 5 8 8/3 6 2 2 5 Talent 9 9/4 6 3 3 6 10 10/5 7 3 3 7 Bonus Feat 11 11/6/1 7 3 3 7 12 12/7/2 8 4 4 8 Talent 13 13/8/3 8 4 4 9 14 14/8/4 9 4 4 9 Bonus Feat 15 15/9/5 9 5 5 10 16 16/10/6/1 10 5 5 11 Talent 17 17/11/7/2 10 5 5 11 18 18/12/8/3 11 6 6 12 Bonus Feat 19 19/13/9/4 11 6 6 13 20 20/15/10/5 12 6 6 13 Talent Talents: Combo Tree: Combo Plus For each successful consecutive attack you make, the negative received for making another attack is one less. For example, with one Combo Plus, you take a -4 to make another attack instead of -5. This ability stacks with all other Combo Plus effects, and can increase the number of attacks you can normally make per round. Combo Boost For each successful consecutive attack you make, add a cumulative +1 to damage. This ability Stacks with all other Combo Boost effects. Prerequisite: Combo Plus. Negative Combo It takes one less successful attack to activate a Finishing Blow. This ability stacks with all other Negative Combo effects. Striking Tree Thrust As a standard action, you can make one attack against two targets who are adjacent, and in a straight line from you, using only one attack roll. Horizontal Slash As a standard action, you can make one attack against two targets who are adjacent to yourself and each other, using only one attack roll. Sonic Blade: MP COST:4 Finishing Blow* As a full round action, you may make all enemies in a straight line thats range is equal to your base movement speed, using one attack roll for all. You can attack as many times as your base attack allows, minus one, as long as the enemies are in a straight line. Prerequisite: Thrust, Horizontal Slash Opportunity Tree: Dodge Slash If an enemy fails during a melee attack against you, you may make an attack of opportunity. Retaliating Slash If an enemy succeeds during a melee attack against you, you may make an attack of opportunity. Bonus Feats: Athletic, Blind Fight, Brawl, Cleave, Combat Reflexes, Great Cleave, Improved Brawl, Power Attack, Weapon Focus, Weapon Specialization, Two Weapon Fighting. Class Strider HD: D6 MP per Level: 5 Starting Feats: Martial Weapon Proficiencies, Enfeeblement Magic Skill points per Level: 5 +Int Modifier Class Skills: Balance, bluff, Climb, concentration, craft, decipher script, gather information, handle animal, hide, intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, Spellcraft, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 0 2 0 0 Enfeeblement Magic 2 2 0 3 0 1 Talent 3 3 1 3 1 1 4 4 1 4 1 1 Talent 5 5 1 4 1 2 6 6/1 2 5 2 2 Enfeeblement Magic 7 7/2 2 5 2 2 8 8/3 2 6 2 3 Talent 9 9/4 3 6 3 3 10 10/5 3 7 3 3 Enfeeblement Magic 11 11/6/1 3 7 3 4 12 12/7/2 4 8 4 4 Talent 13 13/8/3 4 8 4 4 14 14/9/4 4 9 4 5 Enfeeblement Magic 15 15/10/5 5 9 5 5 16 16/11/6/1 5 10 5 5 Bonus Feat 17 17/12/7/2 5 10 5 6 18 18/13/8/3 6 11 6 6 Enfeeblement Magic 19 19/14/9/4 6 11 6 6 20 20/15/10/5 6 12 6 7 Talent Talents: Aerial Tree Aerial Attack By making a Jump check, you may make an attack against an airborne target within reach of the jump. Aerial Sweep By making a Jump check, you may make a full round attack against an airborne target within reach of the jump. Prerequisite: Aerial Attack. Strike Raid MP Cost: 3 Finishing Blow* You may make all melee attacks as a ranged attack. By throwing your melee weapon, you can hit any target within two range increments of your base speed. The weapon returns to you, so that you may make all the attacks your BAB allows, minus one. Prerequisite: Aerial Attack, Aerial Sweep Ranged Tree Trick Shot Striders learn to make ranged attacks in the most unlikely of situations. Reduce any penalty to a ranged attack roll, whether from long range or other circumstances, by one half the Strider's class level(round down). In addition, a Strider no longer provokes an attack of opportunity from the target of her ranged attack for making a ranged attack in a threatened area. Other enemies threatening the area may make an attack of opportunity normally. Sharp Shot By taking one turn to aim carefully at your opponent, you may make attacks to a vital area of any creature that is unaware of you. This damage is 1d6 for every three character levels. You can only use this ability with a ranged weapon, and at 30ft or more away. Prerequisite: Trick Shot Barrage Finishing Blow* As a full round action, you can make one ranged attack within 30ft of a target, that adds damage equal to 1d6 per number of attacks you would normally receive after the first. Prerequisites: Trick Shot, Sharp Shot Professional Tree Track You gain the bonus feat Track Combat Style You must choose one of two combat styles to pursue: ranged or two weapon combat. This choice affects the character's class features but does not restrict her selection of feats or special abilities in any way. If a Strider selects ranged, she is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat. If the Strider selects two weapon fighting, she is treated as having the two weapon fighting feat, even if she does not meet the normal prerequisites for that feat. The benefits of the Strider's chosen style only apply when she is wearing light or no armour. She loses all benefits of this combat style when wearing medium or heavy armour. Improved Combat Style A Strider's aptitude in her chosen style(ranged or two weapon fighting) improves. If she selected ranged, she is treated as having the Manyshot feat, even if she does not meet the normal requirements for that feat. If a Strider selected two weapon combat, she is treated as having improved two weapon fighting, even if she does not meet the normal prerequisites for that feat. As before, armour restrictions apply. Bonus Feats: Far Shot, Dodge, Lightning Reflexes, Point Blank Shot, Quick Draw, Rapid Reload, Rapid Shot, Weapon Finesse, Any Meta magic Feat. Acrobatic, alertness, combat casting mobility, improved initiative, improved critical, Class Damascao HD: D10 MP per Level: 3 Starting Feats: Martial Weapon Proficiency, Heavy Armour Proficiency Skill points per Level: 4 +Int Modifier Class Skills: bluff, climb, craft, handle animal, intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, spot, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 0 2 0 1 Talent 2 1 0 3 0 2 Bonus Feat 3 2 1 3 1 3 4 3 1 4 1 4 Talent 5 3 1 4 1 5 6 4 2 5 2 6 Bonus Feat 7 5 2 5 2 7 8 5 2 6 2 8 Talent 9 6/1 3 6 3 9 10 7/2 3 7 3 10 Bonus Feat 11 7/2 3 7 3 11 12 8/3 4 8 4 12 Talent 13 9/4 4 8 4 13 14 9/4 4 9 4 14 Bonus Feat 15 10/5 5 9 5 15 16 11/6/1 5 10 5 16 Talent 17 11/6/1 5 10 5 17 18 12/7/2 6 11 6 18 Bonus Feat 19 13/8/3 6 11 6 19 20 13/8/3 6 12 6 20 Talent Talents: Guard Tree Guard When an attack against yourself is announced, you may make an opposing melee attack to negate the attack. Counterguard Whenever you successfully Guard against an attack, you immediately get an attack of opportunity if the target is within range. Prerequisite: Guard Guard Break MP COST: 3 Finishing Blow* All your attacks for this round gain a +4 when someone attempts to Guard against them. If there is no attempt to Guard, this deals +1 to damage instead. Prerequisite: Guard, Counterguard. Effect Tree Defender A Damascao may transfer some, or all of their weapons enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the user chooses how to allocate the weapons enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn. Aerial Recovery You gain the ability to fall slower than normal. This ability is automatic, and slows a fall down to 60ft per round, and the subject takes no damage upon landing while the effect is in place. This effect last for one round per class level of Damascao. Scan By studying your opponent for one round, you can ascertain their health. (HP and MP) Resistance Tree Unflinching This talent allows a Damascao to shrug off weak blows, as if they never even existed, giving you Damage Reduction 10/Magic Bull's Hide Your bullheaded and thick skinned, and your body shows it. You gain a +4 Natural Armour Bonus to AC. Resistance of the Unbeliever Your will and faith are great. It gives you an amazing ability, the ability to negate magic. A Damascao with this talent gains an SR of 11+character level Prerequisites: Unflinching, Bull's Hide. Bonus Feats: Combat Expertise, Dodge, Mobility, Toughness, Iron Will, Greater Fortitude...add more. Class Major Minor Not Applied Dastrier Defense Magic Strength 2 HD: D10 MP per Level: 5 Starting Feats: Heavy Armour Proficiency, Enhancement Magic Skill points per Level: 5 +Int Modifier Class Skills: Appraise, balance, bluff, climb, concentration, craft, decipher script, disable device, gather information, hide, intimidate, knowledge, listen, move silent, open lock, profession, ride/drive/pilot, search, sense motive, sleight of hand, speak language, Spellcraft, spot, tumble, use magic device*, use rope Level BAB Fort Reflex Will BDB Special 1 0 0 2 0 1 Talent 2 1 0 3 0 1 Enhancement Magic 3 1 1 3 1 2 4 1 1 4 1 3 Talent 5 2 1 4 1 3 6 2 2 5 2 4 Enhancement Magic 7 2 2 5 2 5 8 3 2 6 2 5 Talent 9 3 3 6 3 6 10 3 3 7 3 7 Bonus Feat 11 4 3 7 3 7 12 4 4 8 4 8 Talent 13 4 4 8 4 9 14 5 4 9 4 9 Enhancement Magic 15 5 5 9 5 10 16 5 5 10 5 11 Talent 17 6/1 5 10 5 11 18 6/1 6 11 6 12 Enhancement Magic 19 6/1 6 11 6 13 20 7/2 6 12 6 13 Talent Modifiers: Talent Tree Raging Tree Critical Plus When this ability is taken, the critical range of any attack is increased to the next factor. This stacks with other abilities and feats, such as Keen and Improved Critical. Berserk Charge When out of MP, any time you could perform a finishing move, instead all attacks are calculated using 1.5 times strength. Brave Beat MP COST 3 Finishing Blow* When performing this finishing blow, make one attack. For each consecutive attack you would get for that turn, instead add this to the damage dealt by adding one die of damage for each attack. Evasion Tree Evasion By making a successful reflex saving throw against an attack that normally deals half damage on a successive roll, you instead instead take no damage. This ability can only be used while wearing light, or no Armour. A helpless Dastrier does not gain the benefit of evasion. Uncanny Dodge A Dastrier can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC even if she is caught flatfooted or struck by an invisible attacker. However, it is still lost if he is immobilized. Improved Uncanny Dodge You can no longer be flanked, he can react to opponents on opposite sides as easily as she can react to a single attacker. This denies another person the ability to sneak attack the character by flanking, unless the person has at least 4 more class levels of the ability that grants it, than you. Professional Service Tree Trap Finding Dastrier who take this talent can use the Search skill to locate traps when the task has a difficulty higher than 20. Finding a nonmagical Trap has a DC of at least 20, or higher if it is well hidden. Finding a Magical Trap generally has a DC of 25+ the level of the spell used to create it. Upon taking this Talent a Damascao can now use the disable device skill to disarm magical trap. A Damascao who beats a trap's DC by 10 or more with a disable Device check can study a trap, figure out how it works, and bypass it without disarming it. Sneak Attack If a Dastrier has this talent, and can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. This attack does extra damage equal to 1d6 at first level and every two levels of Dastrier thereafter. Should a Dastrier hit a critical, this damage does not multiply. Ranged attacks can count as a sneak attack if within 30 ft. With a sap, or unarmed strike, this damage can be nonlethal damage instead of lethal. He can only sneak attack creatures that are not immune to critical attacks, are not concealed, or have anatomy that beyond his reach. Use Magic Device Use Magic Device, becomes a class skill. In addition, you gain as many ranks in this skill as you have levels in Dastrier at the time of taking this talent. Class Magistra HD: D8 MP per Level: 8 Starting Feats: Light Armour Proficiency, White Magic Skill points per Level: 6 +Int Modifier Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, diplomacy, disguise, escape artist, forgery, gather information, heal, hide, knowledge, listen, move silent, open lock, perform, profession, ride/drive/pilot, search, sense motive, sleight of hand, speak language, Spellcraft, spot, tumble, use magic device, use rope Level BAB Fort Reflex Will BDB Special 1 0 0 2 2 1 Talent 2 1 0 3 3 1 White Magic 3 1 1 3 3 2 4 1 1 4 4 3 Talent 5 2 1 4 4 3 6 2 2 5 5 4 White Magic 7 2 2 5 5 5 8 3 2 6 6 5 Talent 9 3 3 6 6 6 10 3 3 7 7 7 White Magic 11 4 3 7 7 7 12 4 4 8 8 8 Talent 13 4 4 8 8 9 14 5 4 9 9 9 White Magic 15 5 5 9 9 10 16 5 5 10 10 11 Talent 17 6/1 5 10 10 11 18 6/1 6 11 11 12 White Magic 19 6/1 6 11 11 13 20 7/2 6 12 12 13 Talent Talents: Assistance Tree Counter spell Once per level, a Magistra can extend his strength of will to others within a 30 ft of the Magistra. Each round of the counterspell, he makes a Spellcraft check. Any creature in range can use this check instead of their Will save against any spell that requires a will save, whichever is higher, if a creature within range of the counterspell is already under the influence of a non instantaneous magical attack, it gains another saving throw against the spell, using the Magistra's Spellcraft check. Counterspell has no effect against effects that don't allow will saves. The Magistra can keep a up the counterspell for 10 rounds. Freedom Once per level, a Magistra can extend his strength of will to create an effect equivalent to a break enchantment spell (caster level equals the character's Magistra level). Using this ability require one minute of concentration, and it functions on a single target within 30 ft. a Magistra can not use Freedom on himself. Lay on Hands A Magistra with a Charisma score of 12 or higher can heal wounds (his own, or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his Magistra level x his charisma bonus. A Magistra may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action. Alternatively, with a successful melee touch attack, this ability can be used to damage undead. Control Tree Fascinate Once per day per level, a Magistra can use his perform skill (music, poetics, dance) to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 ft, able to see and hear the Magistra, and able to pay attention to him. The Magistra must also be able to see the creature. The distraction of nearby combat or other dangers prevents the ability from working. For every 3 levels of Magistra beyond the 1st, he can target one additional creature with a single use of this ability. To use the ability, a Magistra makes a perform check. His check is the DC for each affected creatures Will Save against the effect. If a creatures saving throw succeeds, the Magistra cannot attempt to fascinate that creature again for 24 hours. If it fails, the creature is effected as if by the spell fascinate, for as long as the Magistra continues to play and concentrate(up to a max of 1 round per level). This ability is an enchantment(compulsion) mind effecting, language dependent ability. Suggestion A Magistra with this talent can make a suggestion (as the spell) to a creature that he has already fascinated(see above). Using this ability does not break the Magistra's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. A will saving throw (DC 10 + ½ Magistra level + Cha modifier) negates the effect. This ability affects only a single creature. This ability is an enchantment(compulsion) mind effecting, language dependent ability. Prerequisite: Fascinate. Mass suggestion This ability functions like suggestion, above, except that a Magistra can make the suggestion simultaneously to any number of creatures that he has already fascinated This ability is an enchantment(compulsion) mind effecting, language dependent ability. MP Recovery Tree MP Haste MP is recovered by 10% by spending one full round concentrating. MP Hastera MP is recovered by 20% by spending one full round concentrating. MP Hastega MP is recovered by 30% by spending one full round concentrating. MP Rage When struck in combat, 30% of the damage taken is recovered as MP. +M-D Class Magideux HD: D6 MP per Level: 8 Starting Feats: Martial Weapon Proficiency, Black Magic Skill points per Level: 6 +Int Modifier Class Skills: Concentration, craft, decipher script, gather information, intimidate, knowledge, listen, profession, ride/drive/pilot, sense motive, speak language, Spellcraft Level BAB Fort Reflex Will BDB Special 1 1 2 0 2 0 Talent 2 1 3 0 3 1 Black Magic 3 2 3 1 3 1 4 3 4 1 4 1 Talent 5 3 4 1 4 2 6 4 5 2 5 2 Black Magic 7 5 5 2 5 2 8 5 6 2 6 3 Talent 9 6/1 6 3 6 3 10 7/2 7 3 7 3 Black Magic 11 7/2 7 3 7 4 12 8/3 8 4 8 4 Talent 13 9/4 8 4 8 4 14 9/4 9 4 9 5 Black Magic 15 10/5 9 5 9 5 16 11/6/1 10 5 10 5 Talent 17 11/6/1 10 5 10 6 18 12/7/2 11 6 11 6 Black Magic 19 13/8/3 11 6 11 6 20 13/8/3 12 6 12 7 Talent Talents Magic Amplifier Tree Magic Haste You can cast spells at a faster rate. Treat your first spell for that turn as if it was Quickened. Magic Spice When casting spells with a specific target, if you cast multiple spells that turn at one target, the last spells effects are increased by 1.5, as is the area of effect. Endless Magic Finishing Blow** You may cast as many spells this turn until you run out of MP. (** Unlike most Finishing Blows, you must target the same creature with 7 Spells, not attacks) Prerequisite: Magic Haste, Magic Spice. Elemental Boost Tree Aero Boost Spells with the Air descriptor do 1.5 times damage Acid Boost Spells with the Acid descriptor do 1.5 times damage Aqua Boost Spells with the Water descriptor do 1.5 times damage Blizzard Boost Spells with the Cold descriptor do 1.5 times damage Darkness Boost Spells with the Darkness descriptor do 1.5 times damage Fire Boost Spells with the Fire descriptor do 1.5 times damage Force Boost Spells with the Force descriptor do 1.5 times damage Light Boost Spells with the Light descriptor do 1.5 times damage Sonic Boost Spells with the Sonic descriptor do 1.5 times damage Terra Boost Spells with the Earth descriptor do 1.5 times damage Thunder Boost Spells with the Electricity descriptor do 1.5 times damage Class Reference Tables BAB FORT REFLEX WILL BDB Skill points Strength 3 2 0 1 2 1 Defense 2 1 2 0 3 1 Magic 1 0 1 2 1 3 Strength as: Primary Secondary Not Applied Base Speed 40 30 20 Defense as: Primary Secondary Not Applied HD: D10 D8 D6 Magic as: Primary Secondary Not Applied MP per level 3 5 8 Formulas: BAB = Major Fort, Reflex, Will= Primary+Secondary Feats: Major Minor Strength Martial Weapon Proficiency Martial Weapon Proficiency Defense Heavy Armour Proficiency Light Armour Proficiency Magic Black/White Magic Enhance/Debilitate Magic Finishing Blow* A finishing blow requires 7 successful attacks against one opponent during combat to activate. Skill +S-M +S-D +D-M +D-S +M-S +M-D Untrained Key Ability Appraise Cc Cc Cc C C Cc Yes Int Balance C C Cc C Cc Cc Yes Dex Bluff C C C C C Cc Yes Cha Climb C C C C Cc Cc Yes Str Concentration Cc C Cc C C C Yes Con Craft C C C C C C Yes Int Decipher Script Cc C Cc C C C No Int Diplomacy Cc Cc Cc Cc C Cc Yes Cha Disable Device Cc Cc Cc C Cc Cc No Int Disguise Cc Cc Cc Cc C Cc Yes Cha Escape Artist Cc Cc Cc C C Cc Yes Dex Forgery Cc Cc Cc Cc C Cc Yes Int Gather Information Cc C Cc C C C Yes Cha Handle Animal C C C Cc Cc Cc No Cha Heal Cc Cc Cc Cc C Cc Yes Wis Hide Cc C Cc C C Cc Yes Dex Intimidate C C C C Cc C Yes Cha Jump C C C Cc Cc Cc Yes Str Knowledge(any)* C C C C C C No Int Listen C C C C C C Yes Wis Move Silent Cc Cc Cc C C Cc Yes Dex Open Lock Cc Cc Cc C Cc Cc No Dex Perform Cc Cc Cc Cc C Cc Yes Cha Profession C C C C C C C wis Ride/Drive/Pilot** C C C C C C No Dex Search Cc Cc Cc C C Cc Yes Int Sense Motive Cc Cc Cc Cc C C Yes wis Sleight of Hand Cc Cc Cc C C Cc Yes Dex Speak Language C C C C C C No None Spellcraft Cc C Cc C C C No Int Spot Cc Cc C C C Cc No wis Survival C C C Cc Cc Cc Yes wis Swim C C C Cc Cc Cc Yes Str Tumble Cc Cc Cc C C Cc Yes Dex Use Magic Device Cc Cc Cc C C Cc No Cha Use Rope Cc Cc Cc C C Cc Yes Dex Feats: Enfeeblement Magic Meta Magic You have the ability to cast arcane spells that debilitate and hinder your enemies. Prerequisite: Wisdom score of 11+Level of spell ability desired. Example, a Wisdom score of 20 is required to cast level 9 spells. Benefits You can cast Enfeeblement spells whose level equal the number of times that this feat has been taken. This feat can be taken up to nine times. Enhancement Magic Meta Magic You have the ability to cast arcane spells that facilitate and aid yourself and allies. Prerequisite: Wisdom score of 11+Level of spell ability desired. Example, a Wisdom score of 20 is required to cast level 9 spells. Benefits You can cast Enhancement spells whose level equal the number of times that this feat has been taken. This feat can be taken up to nine times. White Magic Meta Magic You have the ability to cast arcane spells that heal and protect yourself and allies, as well as manipulate your enemies. Prerequisite: Charisma score of 11+Level of spell ability desired. Example, a Charisma score of 20 is required to cast level 9 spells. Benefits You can cast White spells whose level equal the number of times that this feat has been taken. This feat can be taken up to nine times. Black Magic Meta Magic You have the ability to cast arcane spells that damage and destroy your enemies. Prerequisite: Intelligence score of 11+Level of spell ability desired. Example, a Intelligence score of 20 is required to cast level 9 spells. Benefits You can cast Black spells whose level equal the number of times that this feat has been taken. This feat can be taken up to nine times. To much coding!!! read the .xls file -_-; |
| Lednera11-21-06, 10:39 PM | nim nice info, good work on those classes |
| nimbusconflict11-22-06, 06:22 PM | nim nice info, good work on those classes ok.... thanks, now what do i need to fix? |
| Lednera11-23-06, 10:42 AM | not sure what can be fixed but they look complete and well done, only thing left is for some ppl to play test them to see if there balanced. I have also bumped them up into there proper location on this thread on the front page. |
| nimbusconflict11-23-06, 11:41 PM | sweetness. now wolfie needs to get off his lazy hind end and go over them. he's far better at mechanics than i am. after all, he's half the reason i stopped using the 10 level templates. and they look so odd as 20 level. they feel under powered. |
| wolfie-kun11-23-06, 11:55 PM | sweetness. now wolfie needs to get off his lazy hind end and go over them. he's far better at mechanics than i am. after all, he's half the reason i stopped using the 10 level templates. and they look so odd as 20 level. they feel under powered. *whimpers* But...but... |
| nimbusconflict11-24-06, 01:19 AM | *whimpers* But...but... hahahahaha. don't worry wolfie, you rock. someone will look at them and point out errors sooner or later. |
| nimbusconflict11-24-06, 01:24 AM | *whimpers* But...but... hahahahaha. don't worry wolfie, you rock. someone will look at them and point out errors sooner or later. |
| Ryuu_Tenshi11-25-06, 01:34 PM | Sorry I've been out, been busy... I love the idea of linking classes to the Wand-Sword-Sheild idea. That's very cool and flavorful (and gets us away from the standard DnD classes. FTW! though it means there's a lack of psions, which makes ryuu sad, though it's probably appropriate) ^_^ *runs off to force self to do homework* |
| nimbusconflict11-25-06, 10:21 PM | Sorry I've been out, been busy... I love the idea of linking classes to the Wand-Sword-Sheild idea. That's very cool and flavorful (and gets us away from the standard DnD classes. FTW! though it means there's a lack of psions, which makes ryuu sad, though it's probably appropriate) ^_^ *runs off to force self to do homework* well, there aren't readily apparent in kh. nor in core dnd. but who says you can't just add it? make some PrC's to add them, particularly if those translate well to oh..... Organization members? hehehe |
| Ryuu_Tenshi11-26-06, 12:54 PM | well, there aren't readily apparent in kh. nor in core dnd. but who says you can't just add it? make some PrC's to add them, particularly if those translate well to oh..... Organization members? hehehe Bingo. ;) Still busy, unfortunately... As a mental exercise, I've been (again?) trying to think about how to create KH characters using the RAW. I've also been thinking about races and their stat adjustments. Remember, Ryuu is bad at mechanics, so please forgive me. Riku - Human Monk 2 / Warblade 3 / Sun Shadow Ninja 10 / Legacy Master 5 (Way to the Dawn) I swear, Sun Shadow Ninja was written with Riku in mind. I know, the alignment is a problem (Personally, I see Riku as having been CN in the beginning of KHI, N towards the middle, NE when he gets possessed by NotAnsem, LG by the end of the game, LG through most of COM, and then to LN by KHII. Wow, that's a lot of atonement spells. >>; ) but... come on. Look at the class. Sora - Human Swordsage 4 / Bard 1 / Legacy Master 10 (Mostly going for Swordsage levels, but perhaps with a 2-1 ratio of Bard to Swordsage. er, for the +1 existing class bit. Legacy items being Faery Garb and Kingdom Key.) Why bard? Sora doesn't sing. My reasoning is that Sora uses cure magic and he IS a good leader despite being stupid as a doorknob. I can see him using Inspire Courage with something as weird as Perform: Tumbling or Perform: Oratory (his "we're friends!!!" speeches) Kairi - Aasimar Cleric X. No, I don't know how many levels she has. But she IS better than a commoner and would kick ass if someone would just let her. Mickey Mouse - Anthro Mouse Paladin 10 / Legacy Master 10 Not so sure about this one. Goofy - Anthro Dog Knight 20 Hey! It's simple! And cleaaaaaaaaan! Donald - Anthro Bird Warmage 20 Except I can't figure out where he gets the damn Cure spells from :\. He's no mystic theurge, that's for sure... Demyx - Elan Shaper 11 / Astral Zealot 9 * Astral Zealot is a prestige class from the 3rd party supplement Hyperconsious. It is perfect for Demyx. First of all, it gets Perform as a class skill. Second, it's primary class ability is the ability to throw ectoforms. Ectoforms are ectoplasmic duplicates of you. They're rather fragile and can be destroyed in a single hit (except that at later levels, the Astral Zealot can make them into 3rd and even 4th level astral constructs once a day) but you get one per round and unlike Mirror Image, they act independently of you and have a thin semblance of your personality. They can even accomplish anything you could do with Mage Hand. If that's not his Dance, Water, Dance! ability combined with temporal acceleration (or whatever that psionic time stop thing is) I don't know what is. His primary attack pattern? Start with his free manifestation of Throw Ectoform using 4th level constructs and temporal acceleration to get his max number (19) out as quickly as he can. Maybe use Extend Power on it, just for fun. After Sora's taken out those, lay it on thick with maxed out cold Energy Ray, Energy Wall, Wall of Ectoplasm, etc, etc. Play music while doing so for fun. (The reason this gets so much more space than the others is that I'm currently playing this build.) Why Elan? 1. Elans rock and 2. The -2 CHA penalty plus the Aberration bit is a nice approximation of Nobody. Oh, his feats... Improved Initiative, Extend Power, Persistent Power (Hyperconsious), Overchannel, Talented... and I don't know what else. NO, he doesn't have bard levels! I don't EVER see him using any sort of bard ability. He just has Bluff and Perform ranks out the wazoo (Bluff is a class skill for Shapers; Perform is a class skill for the AZ) This is going by the characters as they are in the game. I'm trying to avoid just using the damn anthro templates. Yes, they're unfinished. I avoid CHA penalties like the plauge. CHA is not a measure of how pretty you are. It is a measure of how self-assured and confidant you are. Just because you're an orc, doesn't mean you ain't confidant. >.< (pet peeve of mine) Aivar Aivar are a birdlike race of humanoids. Short in stature, they seem thin and graceful, which serves to mask their incredibly short tempers. Aivar are pugnacious by nature. Their tempers mean they get into fights frequently, and when they fight they are quite fierce. Whether they fight their battles with spells, swords, or a silvered tounge, they are quick to battle. At the same time, they seldom hold grudges. •+2 Dex, +2 Int, -2 Con, -2 Wis - Birdbrain is not an apt description for the Aivar (and likely to get you killed). They are quite intelligent, they just don't always know how to use it. In addition, their hollow bones make them somewhat fragile. • Medium: As Medium creatures, Aivar have no special bonuses or penalties due to their size (they are about the same height as Dwarves, but much thinner) •-2 racial penalty to Diplomacy checks, +2 racial bonus to Intimidate checks - Aivar are extremely pugnacious, which tends to put a damper on their diplomatic abilities. They make excellent bullies, however. •+2 racial Bonus to search and spot - Aivar are keen-eyed. •+2 racial Bonus to Jump checks - Though Aivar cannot actually fly, they are quite light on their feet. •Slow-Fall - As the monk ability. In addition to being light on their feet, Aivar retain some of their avian ancestry in that they can fall more slowly through the air. Favored Class - Warmage. Aivar have a hallowed magical tradition, but they prefer the more militant side of magic. Rounar A race of mouse-like humanoids, Rounar are everyone's best friend (as opposed to humans, who are only everyone's second-best friend). While some of them have a reputation of theives and ner'do-wells, they're so darn cute that they can just talk their way out of trouble. They are masters of social interaction, of knowing the right thing to say at the right time. •+2 Charisma, -2 Strength - Rounar know who they are and where they stand. • Small: As a Small creature, a Rounar gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. •+2 racial bonus to perform, diplomacy, and sense motive - Rounar are masters of social interaction. •Perform: Oratory is always a class skill for Rounar. •+2 racial bonus to Listen checks - Rounar have keen ears. Favored Class - (Cleric?) Canir Canir aren't the brightest fellows on the block. Strong, yes, smart? Not really. Like the dogs they resemble, they stick to what they know, which is often what people tell them. Of course, that's not true of all Canir... (Canir tend to be lawful, but not always.) •+2 Con, -2 Int - Canir are hardy, but not terribly bright. •Scent - Canir have the Scent ability. •Track - Canir gain the Track feat at first level as a bonus feat •+2 bonus to Listen and Search Favored Class - Knight ... yeah, it sucks. *edit* Oh, and AFIK, psionics ARE core. At least, they're in the SRD. ;) |
| sword_war44411-26-06, 12:59 PM | That is very cool but the referances confuse me a bit. Orgination 13 to get in to the orgination you must be a greater Nobody and atleast lv 15. Prc req: Be in the orgination and a note. How to find a Greeater Nobod's trueName(not like for spells but what it was before becoming a nobody): A truespeech Check (tome of magic) of 20+the creature's crx2 Finaly How to format a world I am using as a Example Name: ex: Twilgiht Twon Size: Part of earth (in my camping) Town Population: 200000 or more (all humans) 1 Greater Nobody. Monsters: usaly only Heartless's and nonbodys Noteables: Roxas+his freinds, Seizers gang History: A once quit and lasy town. Still is. This is the homw town of Roxas. ect |
| wolfie-kun11-26-06, 01:13 PM | Bingo. ;) Still busy, unfortunately... As a mental exercise, I've been (again?) trying to think about how to create KH characters using the RAW. I've also been thinking about races and their stat adjustments. Remember, Ryuu is bad at mechanics, so please forgive me. Riku - Human Monk 2 / Warblade 3 / Sun Shadow Ninja 10 / Legacy Master 5 (Way to the Dawn) I swear, Sun Shadow Ninja was written with Riku in mind. I know, the alignment is a problem (Personally, I see Riku as having been CN in the beginning of KHI, N towards the middle, NE when he gets possessed by NotAnsem, LG by the end of the game, LG through most of COM, and then to LN by KHII. Wow, that's a lot of atonement spells. >>; ) but... come on. Look at the class. Sora - Human Swordsage 4 / Bard 1 / Legacy Master 10 (Mostly going for Swordsage levels, but perhaps with a 2-1 ratio of Bard to Swordsage. er, for the +1 existing class bit. Legacy items being Faery Garb and Kingdom Key.) Why bard? Sora doesn't sing. My reasoning is that Sora uses cure magic and he IS a good leader despite being stupid as a doorknob. I can see him using Inspire Courage with something as weird as Perform: Tumbling or Perform: Oratory (his "we're friends!!!" speeches) Kairi - Aasimar Cleric X. No, I don't know how many levels she has. But she IS better than a commoner and would kick ass if someone would just let her. Mickey Mouse - Anthro Mouse Paladin 10 / Legacy Master 10 Not so sure about this one. Goofy - Anthro Dog Knight 20 Hey! It's simple! And cleaaaaaaaaan! Donald - Anthro Bird Warmage 20 Except I can't figure out where he gets the damn Cure spells from :\. He's no mystic theurge, that's for sure... Demyx - Elan Shaper 11 / Astral Zealot 9 * Astral Zealot is a prestige class from the 3rd party supplement Hyperconsious. It is perfect for Demyx. First of all, it gets Perform as a class skill. Second, it's primary class ability is the ability to throw ectoforms. Ectoforms are ectoplasmic duplicates of you. They're rather fragile and can be destroyed in a single hit (except that at later levels, the Astral Zealot can make them into 3rd and even 4th level astral constructs once a day) but you get one per round and unlike Mirror Image, they act independently of you and have a thin semblance of your personality. They can even accomplish anything you could do with Mage Hand. If that's not his Dance, Water, Dance! ability combined with temporal acceleration (or whatever that psionic time stop thing is) I don't know what is. His primary attack pattern? Start with his free manifestation of Throw Ectoform using 4th level constructs and temporal acceleration to get his max number (19) out as quickly as he can. Maybe use Extend Power on it, just for fun. After Sora's taken out those, lay it on thick with maxed out cold Energy Ray, Energy Wall, Wall of Ectoplasm, etc, etc. Play music while doing so for fun. (The reason this gets so much more space than the others is that I'm currently playing this build.) Why Elan? 1. Elans rock and 2. The -2 CHA penalty plus the Aberration bit is a nice approximation of Nobody. Oh, his feats... Improved Initiative, Extend Power, Persistent Power (Hyperconsious), Overchannel, Talented... and I don't know what else. NO, he doesn't have bard levels! I don't EVER see him using any sort of bard ability. He just has Bluff and Perform ranks out the wazoo (Bluff is a class skill for Shapers; Perform is a class skill for the AZ) This is going by the characters as they are in the game. I'm trying to avoid just using the damn anthro templates. Yes, they're unfinished. I avoid CHA penalties like the plauge. CHA is not a measure of how pretty you are. It is a measure of how self-assured and confidant you are. Just because you're an orc, doesn't mean you ain't confidant. >.< (pet peeve of mine) Aivar Aivar are a birdlike race of humanoids. Short in stature, they seem thin and graceful, which serves to mask their incredibly short tempers. Aivar are pugnacious by nature. Their tempers mean they get into fights frequently, and when they fight they are quite fierce. Whether they fight their battles with spells, swords, or a silvered tounge, they are quick to battle. At the same time, they seldom hold grudges. •+2 Dex, +2 Int, -2 Con, -2 Wis - Birdbrain is not an apt description for the Aivar (and likely to get you killed). They are quite intelligent, they just don't always know how to use it. In addition, their hollow bones make them somewhat fragile. • Medium: As Medium creatures, Aivar have no special bonuses or penalties due to their size (they are about the same height as Dwarves, but much thinner) •-2 racial penalty to Diplomacy checks, +2 racial bonus to Intimidate checks - Aivar are extremely pugnacious, which tends to put a damper on their diplomatic abilities. They make excellent bullies, however. •+2 racial Bonus to search and spot - Aivar are keen-eyed. •+2 racial Bonus to Jump checks - Though Aivar cannot actually fly, they are quite light on their feet. •Slow-Fall - As the monk ability. In addition to being light on their feet, Aivar retain some of their avian ancestry in that they can fall more slowly through the air. Favored Class - Warmage. Aivar have a hallowed magical tradition, but they prefer the more militant side of magic. Rounar A race of mouse-like humanoids, Rounar are everyone's best friend (as opposed to humans, who are only everyone's second-best friend). While some of them have a reputation of theives and ner'do-wells, they're so darn cute that they can just talk their way out of trouble. They are masters of social interaction, of knowing the right thing to say at the right time. •+2 Charisma, -2 Strength - Rounar know who they are and where they stand. • Small: As a Small creature, a Rounar gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. •+2 racial bonus to perform, diplomacy, and sense motive - Rounar are masters of social interaction. •Perform: Oratory is always a class skill for Rounar. •+2 racial bonus to Listen checks - Rounar have keen ears. Favored Class - (Cleric?) Canir Canir aren't the brightest fellows on the block. Strong, yes, smart? Not really. Like the dogs they resemble, they stick to what they know, which is often what people tell them. Of course, that's not true of all Canir... (Canir tend to be lawful, but not always.) •+2 Con, -2 Int - Canir are hardy, but not terribly bright. •Scent - Canir have the Scent ability. •Track - Canir gain the Track feat at first level as a bonus feat •+2 bonus to Listen and Search Favored Class - Knight ... yeah, it sucks. *edit* Oh, and AFIK, psionics ARE core. At least, they're in the SRD. ;) Actually, Ryuu, I like those a lot, at least the races, anyway. |
| Ryuu_Tenshi11-26-06, 04:28 PM | You think so? Should I take it to the Races forum so that it gets ripped to shreds by the folks there? |
| Lednera11-26-06, 05:10 PM | go for it and if they get ripped and fixed, we will put them in place were they belong. |
| sword_war44411-26-06, 08:38 PM | there ok. but Hey I have like 10 Riku builds. opps no charcter discusion bad me bad. |
| Lednera11-26-06, 09:46 PM | updated races and d20 SRD/d20 non-KHd20 Builds of characters sections on the front page. |
| sword_war44411-27-06, 08:18 PM | Riku is CG. You can not be using darkness and be LN |
| nimbusconflict11-28-06, 11:25 AM | *sigh* darkness is not inherently chaotic. for that matter it isn't inherently evil. it's an element. so don't say an LN can't use it. |
| Lednera11-28-06, 02:13 PM | nim is correct on that, Darkness does not equal negative energy or is linked to chaos energy either. The concept of darkness = evil or unlawful is due to the association of things that are done in darkness, such as thivery, "special" dealing with illicit organizations, and other unlawful activities such as street racing and so on. Yet the concept of darkness hold no alignment or alligence there for it is left to the user on how he or she uses the element of choice. Yet I do see your assosiation of Riku being CG instead of LN. CG would be a good ressoning of Riku at the end of KH1 and possibly KH:COM but in KH2 he has a code of sorts, there for implies that he is lawful, though he does have his chaotic tendencies it is human nature to be random and reckless at times of need, but over all he is Lawful imho not chaotic. At any rate this Campaign setting could do away with Alignments all together and use the d20 Modern aligence system. It is more idealistic when it comes to this concepts. I say Riku aligences at the end of the game were as follows. Primary: His Friends Seccondary: Protect the Worlds Tritery: Twilight |
| sword_war44411-28-06, 04:34 PM | well you are most lickey right but I have some stricter rules with subaligments and such so your right I just got confusr |
| Lednera12-03-06, 03:42 PM | :bump: :bump: :bump: Well if there is no more activity in this post it will sink into the archives of the forums |
| nimbusconflict12-03-06, 11:30 PM | hey, i look here a lot ^^ |
| Ryuu_Tenshi12-05-06, 01:10 AM | busy desiging an LJ-based KH campaign setting sorry. |
| Lednera12-05-06, 11:49 AM | LJ? What is LJ Ryuu |
| wolfie-kun12-05-06, 11:55 AM | LJ? What is LJ Ryuu Livejournal. |
| Lednera12-06-06, 12:29 AM | lol never thought of that hehehe... |
| Ryuu_Tenshi12-07-06, 03:05 PM | Well, today in a fit of inspiration I worked on a Nobody race, from scratch. I used the Elan as a template and tried to make it as close to +0 LA as possible. Greater Nobody When a being with an exceptionally strong will loses its heart to the Heartless, the body and soul left behind gains a will of its own. While the majority of nobodies lose their original form, a rare few nobodies have such strong convictions that they retain most aspects of their previous form. These nobodies are known as greater nobodies. The racial block below is for Greater Nobodies of medium humanoid stock. It is theorized that Greater Nobodies of other creatures and races can occur, but for the sake of simplicity I have made this a race rather than a template. • –2 Charisma – greater nobodies have no hearts, which gives them extreme difficulty in relating to people. Furthermore, they lose some of the sense of self they may have had previously. • Naturally Psionic: Greater nobodies gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. • Medium: As Medium creatures, greater nobodies have no special bonuses or penalties due to their size. • Greater nobody base land speed is 30 feet. • Aberration: greater nobodies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Note: If you are using the Nobody type or subtype, replace aberration with nobody and use whatever abilities that type/subtype confers. • Greater nobodies (unlike most aberrations) do not have darkvision. • Immune to any effects that target emotions; cannot use class abilities that require emotions (such as a barbarian’s rage or a wilder’s wild surge). A Nobody does not truly “feel” emotions; they can only pretend. • Unlike most other living creatures, a greater nobody does not have a dual nature—its soul and body form one unit. When a greater nobody is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a greater nobody. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. • Aberrant anatomy – Since Nobodies have no hearts, it is difficult to deal a decisive blow to one. There is a 10% chance that any critical hit or sneak attack against them fails. Furthermore, they do not bleed and automatically stabilize when their hitpoints become negative. • Favored Class: Psion. MEMORY OF PASSION [Racial] Your memories of your past life are particularly strong; you can better replicate the effects of emotion. Prerequisite: Greater Nobody or Nobody; must have a class feature that requires the use of emotion. Benefit: You can utilize class features tied to emotion, such as a barbarian rage or a wilder’s wild surge ability. Special: You are no longer completely immune to the effects of spells that target emotion. Every time you are targeted by such a spell, there is a 5% chance that you are affected normally. If you have this feat, and Memory of Emotion, this chance increases to 10%; furthermore, your connection to your previous life increases: there is a 5% chance you will be affected by spells that target humanoids (such as Charm Person) MEMORY OF EMOTION [Racial] Prerequisite: Greater Nobody (only) Benefit: Your improved memories unlock special talents in you. You gain a +2 racial bonus to Bluff, Diplomacy, Intimidate, Sense Motive, and Perform, and a +2 bonus on Disguise checks to impersonate a humanoid (this is a +4 bonus if it was the race you were before becoming a Nobody; DM’s discretion) Special: You are no longer completely immune to the effects of spells that target emotion. Every time you are targeted by such a spell, there is a 5% chance that you are affected normally. If you have this feat, and Memory of Passion, this chance increases to 10%; furthermore, your connection to your previous life increases: there is a 5% chance you will be affected by spells that target humanoids (such as Charm Person) This are two alternate features that I considered for the race, but later decided was far, far, FAR too powerful (bumping it up to LA +3 AT LEAST) and difficult to arbitrate. I'm considering making a racial paragon class that includes them, but it may still be too powerful. Here’s my attempt at approximating the elemental affinity that Greater Nobodies seem to possess. I can’t seem to make it work without being horridly broken, however I’ve included it anyway. This would bump their LA by… a lot. As it stands I think they’re on the high end of LA +0, but with this it’d be something like LA +2, at least. • Elemental Affinity – The process of becoming a greater nobody is a strange one, and it leaves the greater nobody with a distinct connection to one element. The greater nobody has one subtype or set of abilities from the list below: Some help balancing these is GREATLY appreciated! Some feel VERY overpowered, esp Air, Negative, and Positive. Air Subtype – Fly speed 20ft, perfect maneuverability Water Subtype – Swim speed 20ft, no need to make swim checks in water. Cold Subtype – Immunity to cold, vulnerability to fire. Earth Subtype – Burrow speed 10ft, can burrow through solid rock. Fire Subtype – Immune to fire, vulnerable to cold. Negative Subtype – Healed by Negative energy, harmed by Positive energy Positive Subtype – Skin suffused with positive energy – has fast healing 1. Help here? Acid Subtype – Immune to acid, vulnerable to electricity. Sonic Subtype – has blindsense Electricity subtype – Immune to electricity, vulnerable to acid. Furthermore, spells, powers, supernatural abilities, soulmelds, and martial maneuvers with a matching description (ie, cold, sonic, negative energy) are used at +1 level. see below for alternate rules; I’m still really iffy on this as it feels very, very powerful if you want an alternative affinity, talk to your DM. or something. Nrrgh, this one is annoying. Furthermore I'm not sure how to deal with the affinities of Luxord, Zexion, and Xigbar. I can see Luxord getting a bounus on Haste, Slow, Time Hop, and even time stop, except I have no idea how to arbitrate that. Xigbar would get some bonus with teleportation effects, and Zexion with illusions but... how the hell...? And what in the name of god does Xemnas do anyway? he's like some kind of whacked out kinetecist soulknife... thing... Here’s an alternative version, that’s much simpler. • Elemental Affinity – Simple Version – Choose an energy type (Acid, Sonic, Electricity, Cold, Fire, Negative, Positive). All abilities that use this energy are at +1 level. • Soulbound Weapon: Choose one weapon that you have proficiency in. You gain Weapon Focus with that weapon as a bonus feat. Furthermore, you can hide that weapon away in a dimensional pocket from which you can retrieve it as a move action. At x level, you can retrieve it as a free action. Or • Soulbound Weapon: Choose one weapon that you have proficiency in and that you currently own. You gain Weapon Focus with that weapon as a bonus feat. Furthermore, you can hide that weapon away in a dimensional pocket from which you can retrieve it as a move action. At x level, you can retrieve it as a free action. Your elemental affinity also resonates with that weapon. The weapon deals one point of energy damage per two hit dice based on the affinity you choose: Sonic – Sonic Water, Cold – Cold Acid, Earth – Acid Fire – Fire Air, Electricity – Electricity Positive – Positive (This point of positive does NOT heal living creatures; rather, it deals one point of subdual damage) Negative – Negative (This point of negative does not heal undead creatures; rather it deals one point of subdual damage) If you guys like these I'm going to stick 'em in the Races forums to see how people like 'em. |
| nimbusconflict12-07-06, 04:16 PM | interesting. i prefer the template idea, but this would save a dm the hassle for some simple npc4g3. as for the elemental affinity.... i'd say just drop it. I have always seen elemental affinities as annoying. look at mefits. so drop them, or make a write up of all of them. I highly doubt a PC should ever be a nobody. even in sora's case, no one really understood what caused the creation of Roxas or Kairi. or why they still persisted after each retrieved their hearts. |
| Ryuu_Tenshi12-07-06, 04:39 PM | "Should" maybe not. But I like the idea of letting someone play a Nobody anyway. I've wanted to play a Nobody who didn't know of his true nature for the longest time... wandering around wondering why nobody (oh god the pun) recognized him, why he couldn't seem to "feel" as much as he used to. no heart =/= villain. |
| sword_war44412-08-06, 04:23 PM | this is cool. I will post some stuff tomrow. |
| sword_war44412-11-06, 06:56 PM | Maybe Roxas is not a normal nobody but like speacil race for game reasons. Also I think there should be a psionic base class. You can choose to veto magic (never learning it) and then P replace M for all classes for only your charcter. I mean the Psion is fine but....... |
| nimbusconflict12-12-06, 01:02 PM | maybe i can alter my base classes so tat there is one divine caster, one arcane, a psionic.... is there another magic/effect type out there? |
| sword_war44412-12-06, 03:52 PM | Not as I can think of. Ok hereis my rough Draft of how summoning magic should work. whe you take the feat. you get one summon creature whose HD is equal to yours+caster Level+misc. When ever youfind a new "summon Item" you get A new summon creature. The Hd is as usal + the number of other summon monsters have. Also I get A bunch of Ideal for PrC's Gummi Pilot/enginer either 2 in one or 2 Slalyer of heartles-favore enmey heartless and stuff The sheild defender that sll for now |
| wolfie-kun12-12-06, 06:28 PM | Not as I can think of. Ok hereis my rough Draft of how summoning magic should work. whe you take the feat. you get one summon creature whose HD is equal to yours+caster Level+misc. When ever youfind a new "summon Item" you get A new summon creature. The Hd is as usal + the number of other summon monsters have. Also I get A bunch of Ideal for PrC's Gummi Pilot/enginer either 2 in one or 2 Slalyer of heartles-favore enmey heartless and stuff The sheild defender that sll for now :omg!: I can actually read what you're trying to say! Okay, done being an ass. Good ideas. |
| wolfie-kun12-12-06, 06:55 PM | Not as I can think of. Ok hereis my rough Draft of how summoning magic should work. whe you take the feat. you get one summon creature whose HD is equal to yours+caster Level+misc. When ever youfind a new "summon Item" you get A new summon creature. The Hd is as usal + the number of other summon monsters have. Also I get A bunch of Ideal for PrC's Gummi Pilot/enginer either 2 in one or 2 Slalyer of heartles-favore enmey heartless and stuff The sheild defender that sll for now :uh-huh: I can actually read what you're trying to say! Okay, done being an ass. Good ideas. |
| Lednera12-13-06, 12:35 AM | OMG attack of the Double Posts, hehehehe...... question for you guys I am revamping the last edition of our notes on the PDF and would like to know if you guys want to keep the monster section at least how it is as a temporary feeler until we re-write it all over again. |
| MoonSprite12-13-06, 11:27 AM | I agree, while the rewriting is done at least, so we have a small idea of what should be and not be done. |
| nimbusconflict12-13-06, 11:41 AM | a gummi engineer, sweet. a shield gaurdian, done already, i beleive in defenders of the faith. "Slalyer?" of heartless. so a ranger with favored enemy heartless? meh whatever. summoning. dude, look up wolfies summoner. way to awesome for it's own good. leddie, go right ahead ^^ wolfie, post the link for your sommoner. it's final fantasyish flavor will work well with KH anyway. |
| wolfie-kun12-13-06, 11:52 AM | a gummi engineer, sweet. a shield gaurdian, done already, i beleive in defenders of the faith. "Slalyer?" of heartless. so a ranger with favored enemy heartless? meh whatever. summoning. dude, look up wolfies summoner. way to awesome for it's own good. leddie, go right ahead ^^ wolfie, post the link for your sommoner. it's final fantasyish flavor will work well with KH anyway. The link is in my sig, why should I post it? |
| nimbusconflict12-13-06, 05:11 PM | ummmm.... because i said so? and some of us (mostly me) has sigs turned off atm. they take up a lot of ram on this POS overpowered word processor with compaq stamped on it |
| wolfie-kun12-13-06, 05:24 PM | ummmm.... because i said so? and some of us (mostly me) has sigs turned off atm. they take up a lot of ram on this POS overpowered word processor with compaq stamped on it The Summoner |
| sword_war44412-13-06, 08:12 PM | see it is good but that sorta requerise using a class level and that sorta makes it irelavant also I am getting some ideals on gummi ships. Have not read veichle rules from msrd yet. |
| wolfie-kun12-13-06, 09:19 PM | see it is good but that sorta requerise using a class level and that sorta makes it irelavant also I am getting some ideals on gummi ships. Have not read veichle rules from msrd yet. That's about what I was thinking. My summoner is good for emulating a Final Fantasy summoner, not the Summons from Kingdom Hearts. However, I was thinking of making a feat that would allow a character without summoner class levels to have a summon. Simply tying the feat to a stone (gem, whatever) and setting the summon to particular scaling abilities would work just fine for what we need here. |
| sword_war44412-14-06, 06:28 PM | Hey I think that would work perfectly |
| sword_war44412-14-06, 07:12 PM | Ok I think a Gummi should behave like a mech but is is a vechilce meaning no arms and such. A gummis is a veichle meaning like a veichle handles HP. I do not know How many slots a Gummi should posses. I am working on few PRC's. Here are some new idea Prc's -a Summoner |
| Ryuu_Tenshi12-14-06, 09:17 PM | I thought we agreed that Gummis should work like spelljammers in teh Spelljammer system? |
| Lednera12-14-06, 10:17 PM | I thought we had also agreed on that point like Ryuu said. Yet I think for mechanical concepts we can see the mecha construction rule from d20 Mecha SRD from Guardians of Order at least for concepts and ideas. |
| sword_war44412-15-06, 06:34 PM | you did opps:embarrass my bad |
| nimbusconflict12-18-06, 09:10 AM | ok. how about this! i replace my Strider's magic with Psionics, and my DaStrier's magic with summoning? |
| sword_war44412-18-06, 07:41 PM | that could work. Also I have a good Ideal in this setting you can realy use any martrail for indvidual worlds. I just relised that |
| Lednera12-19-06, 01:30 AM | hehehe.... Sword why don't you try using a specll check once in a while if english is not your first language. It may help us make out what you are saying a bit easier. That could work I guess Nimbus. |
| Ryuu_Tenshi12-19-06, 10:08 PM | hehehe.... Sword why don't you try using a specll check once in a while if english is not your first language. It may help us make out what you are saying a bit easier. That could work I guess Nimbus. Agreed, it's a little ridiculous at this point. Firefox 2.0 (go to http://www.firefox.com ) has a built-in spellchecker. |
| Lednera12-19-06, 11:32 PM | lol i am the one saying to use a spell checker and i am the one mispelling things as I always do :) |
| sword_war44412-20-06, 08:36 PM | Hey I new to english |
| Lednera12-20-06, 11:47 PM | i think what you wanted to say is "I do know English" and not "I new to English" different meanings Sword. "I do know English" means that you have knowledge of the English language. "I new to English" means that you are new to the English language. Resson being that the word "New" means first time or to start. Hold on let me get my dictionary for you. The Word KNOW means the following according to Dictionary.com: know1 /noʊ/ Pronunciation Key - Show Spelled Pronunciation[noh] Pronunciation Key - Show IPA Pronunciation verb, knew, known, know·ing, noun –verb (used with object) 1. to perceive or understand as fact or truth; to apprehend clearly and with certainty: I know the situation fully. 2. to have established or fixed in the mind or memory: to know a poem by heart; Do you know the way to the park from here? 3. to be cognizant or aware of: I know it. 4. be acquainted with (a thing, place, person, etc.), as by sight, experience, or report: to know the mayor. 5. to understand from experience or attainment (usually fol. by how before an infinitive): to know how to make gingerbread. 6. to be able to distinguish, as one from another: to know right from wrong. 7. Archaic. to have sexual intercourse with. –verb (used without object) 8. to have knowledge or clear and certain perception, as of fact or truth. 9. to be cognizant or aware, as of some fact, circumstance, or occurrence; have information, as about something. –noun 10. the fact or state of knowing; knowledge. —Idioms11. in the know, possessing inside, secret, or special information. 12. know the ropes, Informal. to understand or be familiar with the particulars of a subject or business: He knew the ropes better than anyone else in politics. The Word NEW means the following according to Dictionary.com: new /nu, nyu/ Pronunciation Key - Show Spelled Pronunciation[noo, nyoo] Pronunciation Key - Show IPA Pronunciation adjective, -er, -est, adverb, noun –adjective 1. of recent origin, production, purchase, etc.; having but lately come or been brought into being: a new book. 2. of a kind now existing or appearing for the first time; novel: a new concept of the universe. 3. having but lately or but now come into knowledge: a new chemical element. 4. unfamiliar or strange (often fol. by to): ideas new to us; to visit new lands. 5. having but lately come to a place, position, status, etc.: a reception for our new minister. 6. unaccustomed (usually fol. by to): people new to such work. 7. coming or occurring afresh; further; additional: new gains. 8. fresh or unused: to start a new sheet of paper. 9. (of physical or moral qualities) different and better: The vacation made a new man of him. 10. other than the former or the old: a new era; in the New World. 11. being the later or latest of two or more things of the same kind: the New Testament; a new edition of Shakespeare. 12. (initial capital letter) (of a language) in its latest known period, esp. as a living language at the present time: New High German. –adverb 13. recently or lately (usually used in combination): The valley was green with new-planted crops. 14. freshly; anew or afresh (often used in combination): roses new washed with dew; new-mown hay. –noun 15. something that is new; a new object, quality, condition, etc.: Ring out the old, ring in the new. hope this helps you understand what you are typing a bit better. |
| sword_war44412-21-06, 09:47 AM | yes Led is right. :) a While anyways I think we should have a orginsation 13 prc |
| Lednera12-21-06, 01:14 PM | If that goes through I am sure Ryuu would be so happy to get it heheheh.... |
| nimbusconflict12-24-06, 12:10 AM | while i must say, bravo on the English lesson. what in the blazes does it truly accomplish? i mean, we use that as a bump and people are going to think we're insane. Has anyone done any work recently? or do we declare a hiatus for those of you who celebrate Christmas? |
| Lednera12-24-06, 10:58 AM | lol, way to go Nimbus, I will have the new edition of the PDF online after new years and will be submiting a prototype Gummi Ship/Gummi Space system also after new years. Working out the kinks on my page layouts for the new edition of the PDF. To those who celebrate christmas and any other festivities during this season, happy holidays from the Kingdom Hearts d20 community. In another note at least for me I will be back working on the project formaly some time during the first week on the new year so if you guys wanna take a break for right now go ahead. To our readers who follow this thread and don't contribute ideas: Hi guys as you well know I am Lednera the poor guy who got originaly stuck doing compilations and has been doing them since. I have to say I love my job, but I am here to tell you that we would like to listen to your ideas and concepts. We seem to have started to run dry on active writers and idea guys. Please submit any ideas and for those of you that worked on this project in earlier versions come back we still need your help. Well laters guys. |
| sword_war44412-24-06, 01:04 PM | Happy Christmas . Well sadly I will be busy this week. But I will be brainstorming. Heheh I got Tome of battle (We Celebrate ) (yay) so I locking at the Riku build and I say good job. The idea works perfect |
| MoonSprite12-24-06, 02:55 PM | I was just checking the PDF and we need to, er, correct some info and check some other. For example, we should choose or modifiy either wielder of darkness/ dark master so we can just place a good one instead of two half baked cakes, I mean, prestiges. Also, the chain loop should be a lot lower in spell level. And a whole lot other things I am looking at should be fixed or only give them proper format and order. I hope to have a list of things I consider could use a little retouch here and there. And Happy Christmas everybody. |
| nimbusconflict12-25-06, 12:51 AM | omes of battle:nine swords is an awesome book. used it for a bleachesque char for a friend. i could see riku using some of that easily. so.... im thinking martial manuevers as the 4th power. so arcane and divine magic, psionics, and lastly martial manuevers. then, tada, i prove just how big a pirate i can be... errr.... though most of the keyblade battle skills are almost perfectly portrayed anyway. |
| Ryuu_Tenshi12-25-06, 11:52 AM | As I said, Sun-Shadow Ninja is THE best official PrC that I've seen for doing Riku, esp the 10th level ability. (though you could also say that's anti-sora.) Merry (http://www.kh2.co.uk/assets/img/06-12-20-gangan.jpg) Christmas (http://www.kh2.co.uk/assets/newfm4.jpg) Everyone (http://www.kh2.co.uk/assets/com/artwork/14.jpg) |
| sword_war44412-26-06, 09:15 PM | I mean We could do some simple stuff based of the boock and wohlla we are done:D |
| nimbusconflict12-30-06, 07:48 PM | o here is very intimate with psionics? i've always outlawed them. so i'd like an srd, or at least a powers list to work from. I'm leaning towards the DaMascao being the psionic, so the powers would prolly be leaning more to defensive, or effect based powers. not heavy damage dealing ones. The StriDer will be the one i apply the martial manuevers too. prolly use the warblade as my base and alter it to my tastes. |
| sword_war44412-31-06, 02:08 PM | AWsome The psionics are in the srd so you'll need it |
| Ryuu_Tenshi12-31-06, 02:21 PM | o here is very intimate with psionics? i've always outlawed them. so i'd like an srd, or at least a powers list to work from. I'm leaning towards the DaMascao being the psionic, so the powers would prolly be leaning more to defensive, or effect based powers. not heavy damage dealing ones. The StriDer will be the one i apply the martial manuevers too. prolly use the warblade as my base and alter it to my tastes. They be in the SRD. I'm moderatly familiar with them but not especially. Why outlaw 'em? They're much less powerful than magic (seriously), more well-balanced, and they're far easier to use and make more sense. |
| sword_war44401-01-07, 03:57 PM | I am pretty good at them. I do not know the effects fo every power but I know alot |
| nimbusconflict01-02-07, 10:24 PM | you can say that now, but you watch a 7th level psion(egoist) take out a terrasque. mind you, that was second edition, but i've been scarred for life. |
| wolfie-kun01-02-07, 10:37 PM | you can say that now, but you watch a 7th level psion(egoist) take out a terrasque. mind you, that was second edition, but i've been scarred for life. Nimbus, you got a link. Go read them. Trust me, it's a hell of a lot easier to abuse spells in 3.5 than psionics. |
| sword_war44401-03-07, 07:29 PM | yes it is. And sure My Lv1 human psion who should not even be able to use powers (due to the score being 1) deals 5000000000 with a power does not mean anything. (yes this is a sad attempt at a joke) |
| Ryuu_Tenshi01-04-07, 06:52 PM | Nimbus, you got a link. Go read them. Trust me, it's a hell of a lot easier to abuse spells in 3.5 than psionics. Agreed. I actually had some VERY bad experiences with 2e psionics that turned me off them, but then finally a friend convinced me to try out 3.5 e psionics. Thus my quest to build Demyx began. x.X |
| Oron_Rubic01-05-07, 09:21 AM | Hi to everyone. I'm playing D&D three years or so, DMing and worldbuilding all along. I'm also a great fan of KH having fully finished both games (i don't own a GBA so KH:COM is out of reach for me). Since i have finished KH2 i was toying with the idea of designing a KH D20 campaign setting but the size of the work often overwhelmed me. When i came up with this thread i was rather excited and i would like to contribute to it any way possible |
| wolfie-kun01-05-07, 09:28 AM | Hi to everyone. I'm playing D&D three years or so, DMing and worldbuilding all along. I'm also a great fan of KH having fully finished both games (i don't own a GBA so KH:COM is out of reach for me). Since i have finished KH2 i was toying with the idea of designing a KH D20 campaign setting but the size of the work often overwhelmed me. When i came up with this thread i was rather excited and i would like to contribute to it any way possible Um...what were we supposed to be doing again guys? Yeah, we're so totally organized. :P *pokes at Lednera to get his work put where it belongs in the first bunch of posts* |
| sword_war44401-05-07, 04:20 PM | I forgot. I will haveabout 3+ prc's or other cool stuff by sunday |
| nimbusconflict01-07-07, 05:49 PM | well, since we lost our Leader, lets do this! Current Positions and Projects: Ryuu_Tenshi : Chopping Liver (specifically mine) PrC's (specifically psionics and org members) game specific character builds, for the hell of it races NimbusAConflict: Core Classes Powers (Arcane magic, Divine magic, Psionics, Martial Maneuvers.) Lednara: Archiving Cosmology(or was that someone else's?) Wolfie: Campaign Specific Items sword_war444: PrC's??? Am i forgetting people? getting anything wrong? please find out in the next post of K! H! D! anyway. here's how I'm thinking of the Powers. The two Mages use external Powers; Arcane is of the earth, Divine of the heavens. The two non-mages use internal Powers; Psionics of the mind, and Ki of the spirit. Nifty yes? Heaven and Earth, Mind and Spirit. nice set of Dichotomy! (if i sound loopy, i just got back from an anime convention and my club did a panel on Evangelion) I will now start my editing of classes. so back in a bit |
| wolfie-kun01-07-07, 08:42 PM | well, since we lost our Leader, lets do this! Current Positions and Projects: NimbusAConflict: Core Classes Powers (Arcane magic, Divine magic, Psionics, Martial Maneuvers.) Lednara: Archiving Cosmology(or was that someone else's?) Wolfie: Campaign Specific Items PrC's sword_war444: PrC's??? Am i forgetting people? getting anything wrong? please find out in the next post of K! H! D! anyway. here's how I'm thinking of the Powers. The two Mages use external Powers; Arcane is of the earth, Divine of the heavens. The two non-mages use internal Powers; Psionics of the mind, and Ki of the spirit. Nifty yes? Heaven and Earth, Mind and Spirit. nice set of Dichotomy! (if i sound loopy, i just got back from an anime convention and my club did a panel on Evangelion) I will now start my editing of classes. so back in a bit Since when was I doing PrCs? |
| nimbusconflict01-07-07, 09:54 PM | see! took all of an hour. |
| sword_war44401-08-07, 07:51 PM | Ok Well They are not done yet. I still have like 3 levels left. But I had a crazy (by that I mean not in the game and crazY) idea. Half-Heartless somtimes a baby mom get converted and the baby Is instantly born but as a Half-heartless HalfNobdy Nobdies can't love. Greater nobody can betray people when they make a offspring with a mortal the result is a Halfnobody. Dual nobody Roax Namnie Prc Idea Blitz- not realy relivant to the videogame but hey for Wakka Gummi Pilot Gummi Enginer-I will get it up as soon as I know for sure how the sytem works. Hollow Bastion Restoration Committee - or what ever they called them selves . Possiblites Elementist-Pretty Obvious you chose a element and Specialize in it. Master of the Key- obvious again a chosen Keyblade master Memory arranger- Psion. Like namine. I am basically done. The idea is she is a Dual nobody who powers let her meets the requirements. They have control over one memories Heartless Profesor-Like Ansem-Ditz –one who learn much about heartless and the universe. Also possibly the ablity to find a Greater nobody true name The Pumkin King- Basicly mage-combat gish for Halloween town charcters. Dual Keyblade Master: some one who uses Keyblades and 2 of them no drives. Organization XIII- Well Psion member class True Heart: some one who heart is full of light Now the change to match environments how does it work. I say it is usually just clothe change or it is race change. And finaly I think you should be able to take the magic feats (like black magic) unlimited times. Now I did 2 prc's but I will post them below cause I feel like it |
| sword_war44401-08-07, 08:13 PM | Note if youwant I will help with Cosmology Now The class Pumpkin King Hd: D8 Bab: med Saves; good fort Req: Halloween town human, claw attack, Bab: +3, Arcane Level 3 Level……………….Special 1…………………... +1 arcane caster level, Dieses claw 1 DC: 4 2…………………... Scare, Crouch Sneak attack 1D6 3…………………... +1 arcane caster Level, Dieses Claw 1D4 DC: 10 4…………………...Magic Maneuver, Scare 5…………………...+ 1 arcane caster Level, Crouch Sneak attack 2D6 6…………………... Dieses Claw 1D4+2 Dc: 15 7…………………...Feat, +1 Arcane caster Level 8…………………... Dieses Claw 1D4 +4 Dc: 21 Crouch sneak attack 3D6 9…………………... Magic Maneuver, +1 arcane caster Level 10…………………...+1 arcane caster Level Dieses Claw 1D6+4 DC: 35 Dieses Claw: For 2 mp you may make a claw attack with the bonus noted here. If it hit the target must make a Fortitude save vs. the Dc listed. If they fail they take the listd amount in cha, con, str divide out equally. Once a day after wards for 2 weeks they must make it again if they fail it for the day they take the damage again Scare: If you make a intimidate check with 1 5th of your ranks you can use scare. It is the scare check vs. opponent will save they become paralyzed for 1d4 rounds and fail all there saving throws. Crouch sneak attack: like sneak attack but require you to start a grapple. |
| Lednera01-09-07, 10:51 AM | Woots, been a long start of the year for me with me getting sick but here is some of my work on the cosmology of KH d20. The Cosmology of Kingdom Hearts is elegantly simple, yet complex enough to be an interesting game environment. Imagine that the cosmos was a tapestry. Now this tapestry is infinite in all directions; this includes length, width, and hight. Going with this analogy Gummi Space is located inside the treads that make the tapestry while the Astral Plane includes the open spaces between the threading of the tapestry. The surface of the tapestry itself is the Material Plane. The Elemental are slightly out of shift with the material plane along with the transitive planes; Shadow, Etherial, and Astral. The Positive and Negative Planes are located at the poles of the tapestry creating the currents of energy that influence the flow of the Gummi Space streams. Please review this is a brief concept I have for the cosmology. |
| sword_war44401-09-07, 04:22 PM | I like it and also please review my prc |
| Ryuu_Tenshi01-11-07, 11:13 PM | Woots, been a long start of the year for me with me getting sick but here is some of my work on the cosmology of KH d20. The Cosmology of Kingdom Hearts is elegantly simple, yet complex enough to be an interesting game environment. Imagine that the cosmos was a tapestry. Now this tapestry is infinite in all directions; this includes length, width, and hight. Going with this analogy Gummi Space is located inside the treads that make the tapestry while the Astral Plane includes the open spaces between the threading of the tapestry. The surface of the tapestry itself is the Material Plane. The Elemental are slightly out of shift with the material plane along with the transitive planes; Shadow, Etherial, and Astral. The Positive and Negative Planes are located at the poles of the tapestry creating the currents of energy that influence the flow of the Gummi Space streams. Please review this is a brief concept I have for the cosmology. That's a very interesting idea o.O |
| Ryuu_Tenshi01-11-07, 11:14 PM | Am i forgetting people? getting anything wrong? please find out in the next post of K! H! D! What am I, chopped liver? |
| wolfie-kun01-12-07, 12:29 AM | What am I, chopped liver? Yes. Mmmm, delicious livers. :P |
| nimbusconflict01-12-07, 08:41 AM | there, listed Ryuu_Tenshi :p |
| Ryuu_Tenshi01-14-07, 05:13 PM | Completely tangentelly and unrelatred to my actual duties... I was wondering if you guys would take a look at War of the Keyblades (http://www.ansemreport.com/forum/viewtopic.php?t=66), a (diceless) campaign setting I've been building for about... 4 years now (it's been through two versions now, this one is the third incarnation) (YES, I CAME UP WITH THE TITLE BEFORE KINGDOM HEARTS II CAME OUT. You can imagine how much I flipped out upon seeing the secret movie.) If you must comment on that forum, do NOT comment in that thread, do it in this one (http://www.ansemreport.com/forum/viewtopic.php?t=67). I just... want comments is all. Also, however, I think it's a good example of how you CAN take the Kingdom Hearts 'verse and turn it into a serious, mature campaign setting. |
| sword_war44401-14-07, 11:13 PM | OK so how did you like my TERIBLE Prc. I know it is REALY bad. I have more stuff on the way including - a New race the moogle - a new prc the synthesis the Moogles favorite class (they can use it as if it where a base class.) - Lots of keyblades andmuch more |
| sword_war44401-15-07, 01:44 PM | Ok I say we should all have a online test game to test this game out O yay here are some keys Jungle King a +2 Keyblade that gives +10 ft reach Key enhacnment +3 Photon Debugger +1 keyblade that gives a thunder boost (x1.5 thundermagic) A +1 key enhancement Monochrome +1 Keyblade with x1.5 item boost +1 key enhancement Wishing Lamp +2 Keyblade that doubles the heartless reward rater +3 Keyblade enhancement Gulwing +2 Keyblade of Flight with x1.5 experience boost +5 Keyblade enhancement Circle of Life +2 Keyblade that boost Mp 50 and Hp by 10 +5 Keyblade Enhance ment Hero’s Crest +3 Keyblade that increase Air combo by 1 +3 Keyblade Enhancement |
| nimbusconflict01-18-07, 09:04 AM | Ok I say we should all have a online test game to test this game out O yay here are some keys hey.... i had a thought.... don't kill me for this... okay, make the base key, The Kingdom Key, a Weapon of Legacy with only Least Legacy abilities. Make all the keychains Lesser Legacy abilities that can be stacked onto a base keyblade. Have these particular Legacies be easily transferable, for minimum cost to switch, and require only a minimum Ritual DC. The Major keyblades that have two incarnations (oblivion, Oathkeeper, etc) Have these Keychains extend to Greater Legacies, with more stringent Ritual DC's. Gimme a day or two, and i'll make the base keyblade, and maybe an exampe of the Metal Chocobo and the Lionheart(LH is in both games, correct?) |
| sword_war44401-18-07, 06:38 PM | No I personaly no like it. speacking of like how are my keycahins and my Punking king Prc |
| Ryuu_Tenshi01-18-07, 06:59 PM | hey.... i had a thought.... don't kill me for this... okay, make the base key, The Kingdom Key, a Weapon of Legacy with only Least Legacy abilities. Make all the keychains Lesser Legacy abilities that can be stacked onto a base keyblade. Have these particular Legacies be easily transferable, for minimum cost to switch, and require only a minimum Ritual DC. The Major keyblades that have two incarnations (oblivion, Oathkeeper, etc) Have these Keychains extend to Greater Legacies, with more stringent Ritual DC's. Gimme a day or two, and i'll make the base keyblade, and maybe an exampe of the Metal Chocobo and the Lionheart(LH is in both games, correct?) Oh, I like it. Much better than the other way of doing it. I don't know if LH is in both... I know there is some sort of Squall-esque keyblade in KHII... dont' remember if it's actually call... ! No, it's called the Sleeping Lion, not the Lionheart. |
| wolfie-kun01-18-07, 10:17 PM | We've already got a base for the Kingdom Key. And I'm soooooo not changing Oblivion. We can have different Keyblades replace different legacy abilities of the Kingdom Key, though. |
| sword_war44401-19-07, 04:50 PM | Let stick to the orignal way. Perfer that way myself |
| Ryuu_Tenshi01-19-07, 09:59 PM | We've already got a base for the Kingdom Key. And I'm soooooo not changing Oblivion. We can have different Keyblades replace different legacy abilities of the Kingdom Key, though. Keep the base Kingdom and have keychains replace the Legacy abilities. I was actually thinking of a different Kingdom Key... where its legacy abilities instead determine the number and type of keychains you can stick on,w ith the keychains contianing different enhancements. But thats' just me. |
| nimbusconflict01-21-07, 11:07 PM | We've already got a base for the Kingdom Key. And I'm soooooo not changing Oblivion. We can have different Keyblades replace different legacy abilities of the Kingdom Key, though. then don't. mwaha. anyway, my Greater keyblades Greater Keyblades are a rare type of weapon renouned for there ability of opening paths to other worlds, versatility, and growth. While this is the most known aspect, what isn't known is that keyblades seek out their owner, and look for very specific attributes. They are the keys that open and close the paths that bind Kingdom Hearts to the Hearts of every world. Thus keyblades are more diverse than a simple key shaped sword. Below are six examples of Greater keyblades that can be found. Omens: All keyblades share a commonn omen; they all look like keys. aditionally, all keyblades are +1 weapons. Wielder requirements: Must have a strong heart. Legacy Ritual: I've been having these weird thoughts lately, like is any of this for real or not? All keyblades select their owner shortly after the candidate has a strange dream. During this dream, they are asked; If you give it form... It will give you strength. Choose well. They are presented with a Sword(Strength), a Shield(Defense), and a Rod(Magic). Then they are asked; Now, what will you give up in exchange? They are presented with a Sword(Strength), a Shield(Defense), and a Rod(Magic). The candidate finds him/her self unable to choose the same answer for both. at the end of this dream they are forced to Fight a shadow creature (heartless or nobody without DR/keyblade) who's CR is equal to or greater than their own. When they awaken victorious a keyblade will replace their current weapon at the start of the next combat. Greater Keyblade(+Strength-Magic) A large, ragged keyblade, designed to be weilded two handed. It's cutting capabilities seem to relie more on folding enemies in half than it does on actual sharpness. Exotic Weapon-Medium Two Handed(use bastadsword rules) Cost Damage Critical Range Weight Type 1500gp 1d10 19-20/x2 - 12Ibs Slashing/Keyblade Attack Save HP Lvl Penalty Penalty Loss Ability 5th - - - +2 Keyblade 6th - - 4 +2 to Str 7th - - - 8th - -1 - +3 Keyblade 9th -1 - 2 10th - - - Keychain Loop Greater Keyblade(+Strength-Defense) Long, and graceful, this keyblade carries an even cutting edge to deliver the killing blow. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500gp 1d8 19-20/x2 - 9 Ibs Slashing/Keyblade Attack MP HP Lvl Penalty Loss Loss Ability 5th - - - +2 Keyblade 6th - 1 2 Blade Meditation (prefered Weapon: Keyblade) 7th - - 2 8th -1 2 - +3 Keyblade 9th - - 2 10th - 3 - Keychain loop. Greater Keyblade(+Defense-Magic) Large and bulky, this type of keyblade is hardly a blade, and more of a hammer with which to smite your foes. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500 1d8 x3 - 10 Ibs Bludgeoning/Keyblade Defense SinSave HP Lvl Penalty Penalty Loss Ability 5th - - - Deflection +1 6th -1 - - Resistance +1 7th - -1 2 8th - - 2 +2 Keyblade 9th - -2 - 10th - - - Keychain Loop Greater Keyblade(+Defense-Strength) Either a slim, elegant keyblade, or a dark barbed shaft, this type of keyblade it meant to peirce the defenses and drive home the point... that they are about to die. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500gp 1d6 18-20/x2 - 3 Ibs Piercing/Keyblade Def HP MP Lvl Penalty Loss Loss Ability 5th - - - Deflection +1 6th - 2 1 +2 Keyblade 7th - 2 - 8th -1 - 2 Lesser Empower Power 9th - 2 - 10th - - 3 Keychain Loop Greater Keyblade(+Magic-Strength) A small keyblade, with very little offensive power, it generally works better as a rod or wand, though it is strudy enough to crack a few heads who get to close. Exotic Weapon-Small Cost Damage Critical Range Weight Type 1500gp 1d4 x2 - 4 Ibs Bludgeoning/Keyblade Skill Caster Skill Check Level Point MP Lvl Penalty Penalty Loss Loss Ability 5th - - - - Lesser Metamagic 6th - -1 2 - Cure Light Wounds 7th - - - 1 8th - - 2 - Cure Serius Wounds, self 9th - - 2 - 10th -1 - - 2 Keychain Loop Greater Keyblade(+Magic-Defense) A large, gothic looking device, this keyblade is useful in battles of all sorts, particularly if its an offensive magic battle. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500gp 1d6 x2 - 6 ibs Bludgeoning/Keyblade Skill Caster Skill Check Level Point MP Lvl Penalty Penalty Loss Loss Ability 5th - - - Lesser Metamagic 6th - - - 1 Magic Missile 7th - -1 -1 - 8th -1 - - 2 Scorching Ray 9th - - - - 10th - - - 3 Keychain Loop Keychain Loop(Su) Keychain loop allows for three things: It's weilder can cast Knock once per day. Once per week, it's weilder can Activate Keyhole. This allows for the attachment of keychains. Blade Meditation(Ex): As the feat described in Tome of Battle: Book of Nine Swords, except that keyblade becomes one of our chosen disciplines prefered weapons. You must have access to one martial manuever to benefit from this ability. The rest can be taken directly from the book, so i'm not rewriting them. to lazy Way to the Dawn keychain tomorrow. |
| nimbusconflict01-23-07, 09:57 AM | First, on keychains. While Keyblades are manifestations of a worlds link to Kingdom Hearts, Keychains are manifest links of the world with the people who influence it. While a keyblade will find a wielder for itself, keychains are formed from a momentous event upon that world. a prime example being when a Keyhole is activated to limit or expand the pathways between the worlds. These keychains come to reflect the state of the world at that time, and range from highly violent and dark, to very passive and brimming with light. Below is an example of one such keychain. Way to the Dawn(Greater Keychain) ------------------------------------------- Way to the Dawn is a keychain designed to be affixed to a keyblade. It's motif appears as the wing of a demon overlapping the wing of an angel. Nonlegacy Game Statistics: A keychain; Cost 2,000 gp. You gain a +1 magical bonus to attacks with weapons that this keychain is attached to, and add +1 negative energy damage to all successful strikes. Omen: Way to the Dawn hums when near a Greater Keyblade, and glows a sullen red when near Oblivion or Oathkeeper specifically. History Way to the Dawn was forged on the world of Hollow Bastion, in the hands of a young man named Riku. He was a young man who had witnessed his world swallowed by darkness, and to preserve himself, and one he held dear, he chose to embrace it. Finding himself on a new world, he was quite lost, and the one he held dear, Kairi, was in a coma like state. It was in such a straight he was found by Maleficent, a dark sorcerous, who recognized the boys affinity to darkness. Not even she knew to what depth he had already plunged. Thus found, he went under her tutelage, and learned of his friend Sora, and keyblades. Most specifically, the keyblade that should have been his! And with this knowledge, Riku's true mentor revealed himself to him. His name was Ansem, a heartless by choice, a master wielder of darkness. Buffering Riku's convictions, Way to the Dawn formed attached to the dark sword Soulreaver. None knew what this weapon was to become. (Embrace of the Soulreaver DC: 25) This knowledge led Riku to his darkest hour, where when he confronted Sora, he attacked Sora's Emotions, and wrested from him his Keyblade. Triumphant at last, he did not expect his friend to recover from the shock, and thus when Sora confronted Riku a second time, the keyblade returned to Sora. But this was not the end for Riku, for having held one keyblade, he recognized Soulreaver for what it was, a Keyblade in it's own right! whats more, this one could unlock the hearts of those it touched. Using it's dark power, Riku fought Sora, and was soundly defeated. Weakened, Ansem showed himself at last, using Riku's body as a host. Ansem then used the keyblade to unlock the hearts of the princesses of heart, and opened the path to kingdom hearts. Ansem then abandoned the keyblade and fled. Sora then picked up the dark key, and unlocked his own heart to awaken Kairi, the one that both Riku and Sora held dear. The Way to the Dawn vanished at that point. Many believe that in Sora's hands, it became known as the Keychain Oblivion. What is known is that it was not seen again until tales of Riku were heard in the castle of Organization 13. There SoulReaver seemed to have lost much of it's power, as if it's true strength was still with Sora and Oblivion. Historians argue that Soulreaver did not regain it's full strength until Riku gained control of Oblivion during his battle with the Organization Member known as Roxas. And once returned it was once more changed, and became known as Way to the Dawn, after Riku's strugle to free himself from the clutches of Ansem. However, even after freeing himself from Ansem, Riku is said to have still used darkness to further his goals. (Finding the Way DC:30) As an interesting side note, the tales say that Riku returned Oblivion to Sora, and that it's strength was much more than what it had been. Theorist speculate that Way to the Dawn actually caused the creation of Oblivion. Legacy Rituals Tow rituals are required to unlock all the ablilities of Way to the Dawn. Embrace of the Soulreaver In order to unlock the Way to the Dawn, you must first initiate it as the SoulReaver. It must be attached to a Greater Keyblade that deals Slashing or Piercing Damage. Then, at this level, or the next, the Wielder must place at least one rank in Knowledge(Darkness). The prospective Wielder must then Meditate for 5 days without interruption. Cost: 11,500 gp. Feat Granted: Lesser Legacy Finding the Way You must face an ordeal of combat, where you must defeat a creature of type Nobody of CR equal to or greater than your own. During this battle, you do not have use of this Keychain. Cost: 39,000 gp. Feat Granted: Greater Legacy Wielder Requirements The Wielders of Way to the Dawn must possess a Greater Keyblade. Attack MP HP Lvl Penalty Loss Loss Abilities 11th - - - Darkvision 12th - 4 - Dark Break 13th - - 2 14th - 5 - Dark Shield 15th - - 2 16th - 6 - Darkness of Ones Heart 17th - - - Dark Fire 18th - 7 - 19th - - 2 20th - 8 - Dark Aura Legacy Item Abilities All of the following are legacy item abilities of Way to the Dawn. Darkvision(Ex): The wielder of Way to the Dawn's ambition to see the coming light enables him to see through the present darkness up to 60 ft away. Dark Break(Su): Five times per day, you can imbue your keyblade with negative energy. (This does not harm you.) the keyblade deals an extra 5d6 points of negative damage. Dark Shield(Su): Darkness is your finest tool, and by shaping it your keyblade can even ward of dangerous magics. Once per day, when you issue the command word and gesture with the keyblade, you are protected from 1st-3rd level spell effects, as the spell lesser globe of invulnerability. Darkness of Ones Heart(Su): Once per day, by making a touch attack, you can transform others into creatures of Darkness by stealing their hearts. Treat this as the spell Polymorph Other, with the exception that they turn into a creature of type Heartless, of CR equal to or lower than the targets level. The Save DC is 14, or 13 + your Charisma Modifier, whichever is higher. Dark Fire(Sp): By once more channeling the power of darkness to uses outside the norm, your keyblade can create flames made of pure darkness. Once per day on command, you can create a maximized fireball as the spell, dealing negative energy damage instead of fire damage, enhanced by the Maximized Spell metamagic Feat. The Save DC is 14, or 13 + your Charisma Modifier, whichever is higher. Dark Aura(Sp): Once per day on command, you can englobe yourself and any creatures within 30 ft in utter darkness, and frighten them to death, as the Weird spell. The save DC is 23, or 19 + your Charisma modifier, whichever is higher.(this is the closest they have in the book, but i'm very open to ideas on how best to replicate this pants wetting attack) ======================================== ================ best used with: Base Keyblade(+Strength-Defense) Long, and graceful, this keyblade carries an even cutting edge to deliver the killing blow. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500gp 1d8 19-20/x2 - 9 Ibs Slashing/Keyblade Attack MP HP Lvl Penalty Loss Loss Ability 5th - - - +2 Keyblade 6th - 1 2 Blade Meditation (preferred Weapon: Keyblade) 7th - - 2 8th -1 2 - +3 Keyblade 9th - - 2 10th - 3 - Keychain loop. other concepts. Let the mass produced keyblade copies be known as Lesser Keyblades, where the ones with legacy progressions i made be greater ones. seems like a tradition in dnd. Let There be three types of Keychains. Least, which are mass produced copies that give only marginal benefits, Lesser which are keychains with only Lesser Legacy Progressions, and Greater Keychains that have Lesser and Greater Legacy Progressions. I'm going to make a keyblade wielder PrC. before you guys point out that i always said not to have one, this one isn't going to be anything like the others. this is going to be more like the champion of legacy than anything else, that is keyblade specific. so it makes unlocking keychains cheap, and owning multiple keychains doable by allowing them to be switched simply by a day of meditation. any arguments? because other than Sora, we see no one else able to switch keychains, so i think this is a way of explaining how he does it. |
| Ryuu_Tenshi01-24-07, 09:34 PM | ok, ****. I'm taking 20.5 credits this semester (do the math: average class is 4 credits. x.X) and... there's no way I can keep up with this thread. I'm sorry. |
| nimbusconflict01-24-07, 11:24 PM | ok, ****. I'm taking 20.5 credits this semester (do the math: average class is 4 credits. x.X) and... there's no way I can keep up with this thread. I'm sorry. ..yay! i've been taking 18-22 credit hours a term since the summer of 2003! so if someone chewed you out for not keeping track, send them my way. I'll show them how one goes about tearing them a new ******* in several languages. other tan that, does Way to the Dawn look like a decent example? |
| sword_war44401-25-07, 04:22 PM | ok I like the idea now |
| nimbusconflict01-25-07, 04:48 PM | ok I like the idea now Boredom is one of the roots of all evil. Inovation springs forth from boredom. Thus Innovation must spring forth from the seeds of Evil. Mwahahahahahaha. anyway... back to PrC making |
| sword_war44401-26-07, 09:14 PM | speacking of wich how do you like mine |
| nimbusconflict01-28-07, 11:58 PM | Note if youwant I will help with Cosmology Now The class Pumpkin King Hd: D8 Bab: med Saves; good fort Req: Halloween town human, claw attack, Bab: +3, Arcane Level 3 Dieses Claw: For 2 mp you may make a claw attack with the bonus noted here. If it hit the target must make a Fortitude save vs. the Dc listed. If they fail they take the listd amount in cha, con, str divide out equally. Once a day after wards for 2 weeks they must make it again if they fail it for the day they take the damage again Scare: If you make a intimidate check with 1 5th of your ranks you can use scare. It is the scare check vs. opponent will save they become paralyzed for 1d4 rounds and fail all there saving throws. Crouch sneak attack: like sneak attack but require you to start a grapple. it's an interesting idea. needs a lot of work. if i finish my keyblade wielder, want me to work with it? |
| sword_war44401-29-07, 04:28 PM | would you that will be awsome. I have more cooming to night hopefully |
| zeone300002-04-07, 04:04 PM | Why are the keyblades legacy weapons? They don't get any stronger in the game. Where's this campaign taking place, or can it be added to any campaign? Are the classes you made the only classes, or can you choose from any 3.5 ed class? The only reason I ask because I'm starting KH campaign when I go home for break. I made classes, heartless, magic, and even character sheets. Your classes are nice. Using the talent tree system, so even if the are the same class they might be a little different. Mine are more DnD based, and the campaign takes place a couple years after KH II. |
| sword_war44402-04-07, 04:20 PM | would you post your stuff I want to see it |
| zeone300002-04-07, 04:34 PM | I don't know how to embed documents into forums, tell me or where I can learn to |
| sword_war44402-04-07, 04:36 PM | preety easy or just copy and paste it and I will do it. Just copy paste |
| zeone300002-04-07, 04:52 PM | Not gonna work give me your e-mail, and i'll send them to you. |
| sword_war44402-04-07, 04:56 PM | sword_war444@hotmail.com |
| zeone300002-04-07, 05:06 PM | they should be there |
| sword_war44402-04-07, 05:07 PM | okm I will get to post this |
| Lednera02-04-07, 10:27 PM | OK guys I am in a bind, I will be missing from t his thread for a couple of months do to a very tough semester at the college. I am here only to say sorry but I will visit and try to update the saved post slots as I can. |
| zeone300002-05-07, 12:49 AM | Dude, that sucks. You started this too. |
| nimbusconflict02-05-07, 01:25 AM | actually, someone else did, we just kept it going. sorry to see ya go leddie. we shall keep this thread alive in your memory *buries a still struggling leddie. Seriously though, good luck with class. Now then, since My Attention Deficit Disorder, and senior project meetings have been making my schedule hell, i shall answer some questions instead of sleeping like i should. Why are the keyblades legacy weapons? They don't get any stronger in the game. Where's this campaign taking place, or can it be added to any campaign? Are the classes you made the only classes, or can you choose from any 3.5 ed class? The only reason I ask because I'm starting KH campaign when I go home for break. I made classes, heartless, magic, and even character sheets. Your classes are nice. Using the talent tree system, so even if the are the same class they might be a little different. Mine are more DnD based, and the campaign takes place a couple years after KH II. 1) Keyblades are legacy weapons only because those of us who really like Weapons of Legacy have made extensive builds. If you want, they can be minor or major artifacts, or just wondrous items. We even have a keyblade built thats just a standard magic weapon. but as an Example, i shall show some of my work as an artifact. Way to the Dawn (Artifact Mode) Major Artifact Way to the Dawn is a Keychain that grants the following abilities when attached to any weapon with a key loop. The weapon gains a magical attack bonus of +1, negative energy burst, that grants the wielder darkvision 60ft, and has the following abilities, usable once per day: The user can cast Lesser globe of invulnerability, as the spell cast by a 5th level caster. The user can make a touch attack, that casts the spell polymorph other, as a 10th level caster, with the restriction that the target becomes a creature of type Heartless. DC 14. The user can create a maximized fireball as the spell, dealing negative energy damage instead of fire damage, enhanced by the Maximized Spell metamagic Feat. The Save DC is 14 The user can englobe yourself and any creatures within 30 ft in utter darkness, and frighten them to death, as the Weird spell. The save DC is 23 . Tada. 2) Actually, this could be added to any world. thats the point really. going to other worlds, meeting new and interesting people, then killing them... errr or something to that effect. 3) Since I wrote the classes I guess i get a lil more than 2 gil. frankly, i see any class working with our stuff with only minor adjustment to Spell casting. I rely heavily on the Uneaethed Arcana's Spell point system, so thats where i get MP. The only problem i see is with divine spell casting. going to Celestia and getting spells from cthulu just seems impossible without one hell of a bond between you and cthulu. my only answer is that only those who have realized the divine power of kingdom hearts should be able to use divine magic outside their local plane. 4) what i came here for to begin with. I finally got around to doing my keyblade wielder class. Enjoy. Keyblade Wielder ------------------------------------------ Becoming a Keyblade Wielder To become a Keyblade wielder, you must already possess a keyblade with it's least powers unlocked, and be on the cusp of unlocking a keychain. No particular class is most associated with keyblade wielders - strength of heart can be visited upon anyone. Keyblade Wielder Entry Requirements Skill: Knowledge (keyblade or kistory) 5 ranks. Feats: Least Legacy Special: Must Possess a Greater Keyblade and Least or Greater Keychain. Character Level 10th. FLUFF OMITTED Class Features: At each level except 1st and 7th, you gain class features and an increase in effective level as if you also gained a level in a class to which you belonged Before adding the prestige class level. The specific class features you gain include spells per day(and spells known, if applicable, or MP Progressions), improved chance of turning or destroying undead, metamagic or item creation feats, monk special abilities, sneak attack progessions, and so on, depending on the class. You do not, however, gain the benefit of your previous class HD, attack Progression, skill points, or saving throws. If you had more than one class before becoming a Keyblade Wielder, you must decide to which class to add ech level for the purpose of determining class abilities. Reduced Ritual Cost: After you've made a successful Knowledge(history) check to learn the lesser legacy ritual for a keychain, you can perform the ritual and gain the Lesser Legacy feat as normal. However, you do not pay the ritual's associated GP cost. You still perform all other aspects of the ritual and pay any personal costs to unlock lesser abilities. This can be applied to more than one Legacy item, as long as they are all keychains. You may also apply this abilitiy to any keychain that you gain later. On reaching 7th level you can perform the greater legacy ritual as you did for the above. Switch Keychain(Ex): As your abilities with keyblades and keychains increase, so does your skill. At 2nd level you can switch to another keychain that you have unlocked the Lesser abiliies of. This takes one day of meditation to accomplish. During this time, you may not do anything else. At the end of the day, all personal costs, with the exception of GP are regained from the previous keychain. You then must pay all personal costs of the new keychain. With this special ability, you only pay the personal costs of the equipped keychain, not for every keychain that you have unlocked. At 5th level the meditation time is reduced to 8 hours, at 8th level it is reduced to an hour, and at 10th Level it takes only a full round action to complete. At 6th Level, choose one of the following: Dual Wielder(Ex): By choosing this ability, it is shown that your power of conviction has strengthened by such an amount that another keyblade is drawn to you. Once more you are faced with the dream, but armed with your knowledge, you can choose differently, at the conclusion of the dream, you now possess two keyblades instead of merely one. You may apply any and all abilities gained from this class to this keyblade as well. While wearing Light, or no armour, you are treated as having the Two weapon Fighting feat in regards to keyblades, even if you do not meet the requirements for this feat. Limit Break(Su): By choosing this ability, it is shown that your strength of conviction has increased to the point that those about you become almost intuitive linked. Once per day, you can use this ability to attack with a fellow party member during the same turn. you must be within one range increment of the party memeber, they must have an attack option available this round, and they must be adjacent to an opponent. During that round, during the turn of whoever has the higher initiative, you move to their side as a swift action that does not provoke an attack of opportunity. You both may then use a full round attack, or cast a spell. Attacks are treated as having the improved Critical feat, and spellcasters do not suffer an attack of opportunity. At the resolution of that turn, you move five feet to an adjacent space. The Keyblade Wielder Hit Die: D8 ------------------------------------------------------------------------------ Level BAB Fort Ref Will Special Class Features 1st +0 +0 +0 +2 Reduced Ritual Cost(lesser) 2nd +1 +0 +0 +3 Switch Keychain(least) +1 Existing Class 3rd +2 +1 +1 +3 +1 Existing Class 4th +3 +1 +1 +4 +1 Existing Class 5th +3 +1 +1 +4 Switch Keychain(lesser) +1 Existing Class 6th +4 +2 +2 +5 Dual Wielder or Limit Break +1 Existing Class 7th +5 +2 +2 +5 Reduced Ritual Cost(greater) 8th +6 +2 +2 +6 Switch Keychain(greater) +1 Existing Class 9th +6 +3 +3 +6 +1 Existing Class 10th +7 +3 +3 +7 Switch Keychain(mastery) +1 Existing Class Class Skills (4 + Int Modifier per level): Concentration, Decipher Script, Gather Information, Knowledge(history, the planes, keyblades, heartless, nobody), Open Lock, Use Magic Device, plus existing class skills from all your classes. |
| zeone300002-05-07, 01:33 AM | Nice charcter based off the legacy warrior, except I pick limit break over dual keyblades. You should add more feats for two weapon fighting. |
| nimbusconflict02-05-07, 09:26 AM | h, maybe at level 10 i should grant improved two weapon fighting, and grant the limit break more uses per day? such as am many times per day equal to your charisma bonus? |
| zeone300002-05-07, 03:41 PM | It should should depend on what attritubte drives their magic (INT, WIS, or CHA), other than that good ideas. But, you just gave more me more of a reason to pick limit break. |
| nimbusconflict02-05-07, 06:29 PM | maybe i should post the build on the dnd forums so that i can get a more thorough critique. Personally, having access to multiple keyblades at once apeals to me more than a team attack. but with level 16 characters, you could do some nasty stuff during thst turn ^^; a new note, I got to start a new page again ^-^ and we are the longest running current thread! w007! ....what? i said don't let me get bored..... |
| sword_war44402-05-07, 07:01 PM | GUARDIAN GAME RULE INFORMATION Guardians have the following game statistics. Abilities: Wisdom influences the guardian’s defensive abilities. Dexterity provides even more defense. Strength and Constitution assist a guardian in combat. Alignment: Any Hit Die: d10 Magic Die: d6 Class Skills The guardian's class skills (and key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Swim (Str) Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifiers Class Features All of the following are class features of the guardian. Weapon and Armor Proficiency: A guardian is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and all shields. AC Bonus (Ex): A guardian desires to block attacks. When he uses a shield a guardian can add his Wisdom bonus to his AC. In addition, a guardian gains a +3 bonus to AC at 1st level, then a +4 bonus at 2nd level. Then the bonus increases by 1 for every two-guardian level after 2nd level. This bonus to AC applies even against touch attacks or when the guardian is flat-footed. He loses the bonus when he is immobilized or helpless. Improved Shield Bash: A guardian gains Improved Shield Bash as a bonus feat. Item Boost (Su): When a guardian uses a healing item its effect is increased by 1-1/2. Shield Specialization: A guardian gains Shield Specialization (buckler, heavy, and light) as bonus feats. Shield Ward: A guardian gains Shield Ward as a bonus feat. Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy’s attacks. During your action, designate a single opponent as target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 11th level and +3 at 20th level. Uncanny Dodge (Ex): Starting at 2nd level, a guardian gains the ability to react to danger before his senses would normally allow him to so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Shield Charge: A guardian gain Shield Charge as bonus feat at 3rd level. Endurance: A guardian gains Endurance as a bonus feat at 4th level. Improved Uncanny Dodge (Ex): A guardian of 5th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by amount equal to your class level. Shield Ally (Ex): Starting at 6th level, as immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage form physical melee attack and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Shield Slam: A guardian gain Shield Slam as bonus feat at 6th level. Damage Reduction (Ex): At 7th level, a guardian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the guardian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. MP Gift (Su): A guardian of 9th level or higher can give up MP to give that amount times three to a friend. Shield Sling: A guardian gains Shield Sling as a bonus feat at 9th level. Diehard: A guardian gains Diehard as a bonus feat at 11th level. Guard (Ex): A guardian of 12th level can move swiftly to defend an ally. All attacks against an ally take a -2 penalty when the guardian is adjacent to an ally. Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. Level "Base Attack Bonus" "Fort Save" "Ref Save" "Will Save" Special AC Bonus 1st +1 +2 +0 +2 Improved shield bash, item boost, shield specialization, shield ward +3 2nd +2 +3 +0 +3 uncanny dodge, shield block +1 +4 3rd +3 +3 +1 +3 Shield charge +4 4th +4 +4 +1 +4 Endurance +5 5th +5 +4 +1 +4 Improved uncanny dodge, vigilant defender +5 6th +6/+1 +5 +2 +5 Shield Slam, Shield ally +6 7th +7/+2 +5 +2 +5 Damage reduction 1/- +6 8th +8/+3 +6 +2 +6 +7 9th +9/+4 +6 +3 +6 MP Gift, Shield sling +7 10th +10/+5 +7 +3 +7 Damage reduction 2/- +8 11th +11/+6/+1 +7 +3 +7 Diehard, shield block +2 +8 12th +12/+7/+2 +8 +4 +8 Guard +9 13th +13/+8/+3 +8 +4 +8 Damage reduction 3/- +9 14th +14/+9/+4 +9 +4 +9 Improved Shield Ally +10 15th +15/+10/+5 +9 +5 +9 +10 16th +16/+11/+6/+1 +10 +5 +10 Damage reduction 4/- +11 17th +17/+12/+7/+2 +10 +5 +10 +11 18th +18/+13/+8/+3 +11 +6 +11 +12 19th +19/+14/+9/+4 +11 +6 +11 Damage reduction 5/- +12 20th +20/+15/+10/+5 +12 +6 +12 Shield block +3 +13 MAGUS GAME RULE INFORMATION Magi have the following game statistics. Abilities: Charisma determines how powerful a spell a magus can cast, how much extra MP he has, and how hard his spells are to resist. A magus’s Intelligence bonus is added to damage dealt by spells through his magus limit ability. Like a other spell casters, a magus benefits from high Dexterity and Constitution scores. Alignment: Any Hit Die: d6 Magic Die: d10 Class Skills The magus’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Search (Int), Spellcraft (Int), Swim (Str) Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifiers Class Feature All of the following are class features of the magus. Weapon and Armor Proficiency: A magus is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and light shields 0unless he gives up the shield). Bonus Feat: At 1st and every three magus levels thereafter, a magus can either choose a combat oriented or metamagic feat. Magus Limit (Ex): A magus is specialized in dealing damage with his spells. Whenever a magus casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. The bonus from the magus limit special ability applies only to spells that he casts as a magus, not he might have by virtue of levels in another class. A single spell can never gain this extra damage more than once per casting. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Sudden Empower: At 7th level, a magus gains Sudden Empower as a bonus feat. Sudden Enlarge: At 10th level, a magus gains Sudden Enlarge as a bonus feat. Sudden Widen: At 15th level, a magus gains Sudden Widen as a bonus feat. Sudden Maximize: At 20th level, a magus gains Sudden Maximize as a bonus feat. Level "Base Attack Bonus" "Fort Save" "Ref Save" "Will Save" Special 1st +0 +0 +0 +2 Bonus feat, Magus limit 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 4th +2 +1 +1 +4 Bonus feat 5th +2 +1 +1 +4 6th +3 +2 +2 +5 7th +3 +2 +2 +5 Bonus feat, Sudden Empower 8th +4 +2 +2 +6 9th +4 +3 +3 +6 10th +5 +3 +3 +7 Bonus feat, Sudden Enlarge 11th +5 +3 +3 +7 12th +6/+1 +4 +4 +8 13th +6/+1 +4 +4 +8 Bonus feat 14th +7/+2 +4 +4 +9 15th +7/+2 +5 +5 +9 Sudden Widen 16th +8/+3 +5 +5 +10 Bonus feat 17th +8/+3 +5 +5 +10 18th +9/+4 +6 +6 +11 19th +9/+4 +6 +6 +11 Bonus feat 20th +10/+5 +6 +6 +12 Sudden Maximize MYSTIC GAME RULE INFORMATION Mystics have the following game statistics. Abilities: A high Intelligence determines the strength of the spell and how hard the spell is to resist. A high Dexterity provides a higher AC. A good Constitution score gives a mystic extra hit points. Alignment: Any Hit Die: d4 Magic Die: d12 Class Skills The mystic's class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha) Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifiers. Class Features All of the following are class features of the mystic. Weapon and Armor Proficiency: A mystic is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and shields (except tower shields); unless he gives up the shield. Scan (Su): A mystic has the power to determine the health of his opponents. He’s able to sense any one enemy’s hit points at given times. Spell Resistance (Ex): A mystic gains spell resistance equal to his current mystic level + 10. Fire Boost (Ex): A mystic of 2nd level or higher has the skill to amplify the power of his Fire spells. Fire magic damage is increased by 20%. MP Rage (Ex): A mystic of 3rd level or higher can turn harm dealt against him into MP. Recover 150% of the damage dealt to you as MP whenever you’re harmed in battle. MP Haste (Ex): A mystic of 4th level or higher can boost his MP recovery rate in battle. Increase MP recovered from damage and attacks by 25%, at 11th level by 50%, and x2 at 18th level. Bonus Feat: At 5th, the mystic may choose bonus feat from the arcane or metamagic list. He also receives another one every five mystic level thereafter. Some Metamagic and arcane feats are excluded. Jackpot (Su): A mystic of 8th level of higher magic increases the amount of munny Heartless drop. Increases enemies munny drop rates by 50%. Blizzard Boost (Ex): A mystic of 9th level or higher has the skill to amplify the power of his Blizzard spells. Blizzard magic damage is increased by 20%. Thunder Boost (Ex): A mystic of 16th level or higher has the skill to amplify the power of his Thunder spells. Thunder magic damage is increased by 20%. Lucky Lucky (Su): At 20th level a mystic’s magical abilities improves his luck. Increases enemies item drop rates by 30%. Level "Base Attack Bonus" "Fort Save" "Ref Save" "Will Save" Special 1st +0 +0 +0 +2 Scan, spell resistance 2nd +1 +0 +0 +3 Fire Boost 3rd +1 +1 +1 +3 MP Rage 4th +2 +1 +1 +4 MP Haste 5th +2 +1 +1 +4 Bonus feat 6th +3 +2 +2 +5 7th +3 +2 +2 +5 8th +4 +2 +2 +6 Jackpot 9th +4 +3 +3 +6 Blizzard Boost 10th +5 +3 +3 +7 Bonus feat 11th +5 +3 +3 +7 MP Hastera 12th +6/+1 +4 +4 +8 13th +6/+1 +4 +4 +8 14th +7/+2 +4 +4 +9 15th +7/+2 +5 +5 +9 Bonus feat 16th +8/+3 +5 +5 +10 Thunder Boost 17th +8/+3 +5 +5 +10 18th +9/+4 +6 +6 +11 MP Hastega 19th +9/+4 +6 +6 +11 20th +10/+5 +6 +6 +12 Bonus feat, lucky lucky SENTRY GAME RULE INFORMATION Sentries have the following game statistics. Abilities: Constitution is especially important for giving sentries lot of hit points, which they need in their many battles, and their AC. Strength is important for sentries because it improves their melee attacks and damage rolls. A high Dexterity provides a higher AC. Alignment: Any Hit Die: d10 Magic Die: d6 Class Skills The warrior's class skills (and key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Swim (Str) Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifiers Class Features All of the following are class features of the sentry. Weapon and Armor Proficiency: A sentry is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields), unless he gives up the shield. Longer Keyblade: A sentry’s keyblade is longer than the average keyblade. AC Bonus (Ex): A sentry takes attacks with his body. An unarmored sentry can add his Constitution bonus to his AC. In addition, a sentry gains a +1 bonus to his AC at 1st level; it raises by 1 every two sentry levels thereafter. These bonuses to AC apply even against touch attacks or when the sentry is flat-footed. He loses the bonuses when he is immobilized or helpless. Critical Strike (Ex): As a full-round action, make one attack using your highest base attack bonus but taking –2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2. At 5th level, the penalty on the attack roll lessens to –1 and at 9th level it disappears. At 11th level, you can make two attacks when using this class feature, though no more than one attack can target a single creature. Both attacks use your highest base attack bonus. Outbreak Assault (Ex): When unarmored, a sentry may strike with an outbreak assault at the expense of accuracy. When doing so he may make one extra attack in a round at his highest base attack bonus, but takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the sentry might make before his next action. When a sentry reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A sentry must use a full attack action to strike with an outbreak assault. When a sentry reaches 11th level, his outbreak assault ability improves. In addition to the standard single extra attack he gets from outbreak assault, he gets a second extra attack at his full base attack bonus. Evasion (Ex): A sentry of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless sentry does not gain the benefit of evasion. Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care. Slow Fall (Ex): At 4th level or higher, a sentry within 10 ft. can use his keyblade to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The sentry’s ability to slow his fall improves with his sentry level until at 20th level he can use a nearby wall to slow his decent and fall any distance without harm. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by amount equal to your class level. Damage Reduction (Ex): At 7th level, a sentry gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the sentry takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Improved Evasion (Ex): At 9th level, a sentry’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless sentry does not gain the benefit of improved evasion Level Base Attack Bonus "Fort Save" "Ref Save" "Will Save" Special Assault Outbreak Attack Bonus AC Bonus 1st +0 +2 +2 +2 Critical strike, outbreak assault, Longer keyblade -2/-2 +1 2nd +1 +3 +3 +3 -1/-1 +1 3rd +2 +3 +3 +3 Bulwark of Defense +0/+0 +2 4th +3 +4 +4 +4 Slow fall 20 ft. +1/+1 +2 5th +3 +4 +4 +4 Vigilant Defender +2/+2 +3 6th +4 +5 +5 +5 Slow fall 30 ft. +3/+3 +3 7th +5 +5 +5 +5 Damage reduction 1/- +4/+4 +4 8th +6/+1 +6 +6 +6 slow fall 40 ft. +5/+5/+0 +4 9th +6/+1 +6 +6 +6 Improved evasion +6/+6/+1 +5 10th +7/+2 +7 +7 +7 Damage reduction 2/-, slow fall 50 ft. +7/+7/+2 +5 11th +8/+3 +7 +7 +7 Critical raid, greater outbreak +8/+8/+8/+3 +6 12th +9/+4 +8 +8 +8 slow fall 60 ft. +9/+9/+9/+4 +6 13th +9/+4 +8 +8 +8 Damage reduction 3/- +9/+9/+9/+4 +7 14th +10/+5 +9 +9 +9 Slow fall 70 ft. +10/+10/+10/+5 +7 15th +11/+6/+1 +9 +9 +9 +11/+11/+11/+6/+1 +8 16th +12/+7/+2 +10 +10 +10 Damage reduction 4/-, slow fall 80 ft. +12/+12/+12+/7/+2 +8 17th +12/+7/+2 +10 +10 +10 +12/+12/+12+/7/+2 +9 18th +13/+8/+3 +11 +11 +11 Slow fall 90 ft. +13/+13/+13/+8/+3 +9 19th +14/+9/+4 +11 +11 +11 Damage reduction 5/- +14/+14/+14/+9/+4 +10 20th +15/+10/+5 +12 +12 +12 Slow fall any distance +15/+15/+15/+10/+5 +10 SKIRMISHER GAME RULE INFORMATION Skirmishers have the following game statistics. Abilities: Dexterity provides protection for a skirmisher. Dexterity, Intelligence, and Wisdom are important for many of the skirmisher’s skills. A high Intelligence score also give’s a skirmisher extra skill points. Alignment: Any Hit Die: d6 Magic Die: d10 Class Skills The skirmisher’s class skills (and key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifiers Class Feature All of the following are class features of the skirmisher. Weapon and Armor Proficiency: A skirmisher is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields), unless he gives the shield. Double Keyblade: A skirmisher receives a double keyblade upon picking this class. Sneak Attack (Ex): If a skirmisher can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, the skirmisher’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the skirmisher flanks her target. This extra damage 1d6 at 1st level, and it increases by 1d6 every two skirmisher levels thereafter. Should the skirmisher score a critical hit with a sneak attack, this extra damage is not multiplied. Two as One: The skirmisher starts down the path mastering his Double Keyblade. A skirmisher gains Two-Weapon Defense and Two-Weapon Fighting as bonus feats. Evasion (Ex): A skirmisher of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless sentry does not gain the benefit of evasion. Uncanny Dodge (Ex): Starting at 4th level, a skirmisher gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Shield of Blades (Ex): Beginning at 5th, you become adept at defending yourself when wielding your keyblade. You gain a +2 shield bonus to your AC whenever you at with at least both sides of your keyblade during your turn. This AC bonus lasts until start of your next turn. This bonus increases by 1 for every five levels beyond 5th. Improved Two as One: The skirmisher is half way to his destination. A skirmisher gains Dual Strike, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, and Two-Weapon Pounce as bonus feats at 8th level. Jackpot (Su): A skirmisher of 8th level of higher magic increases the amount of munny Heartless drop. Increases enemies munny drop rates by 50%. Improved Uncanny Dodge (Ex): A skirmisher of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker Improved Evasion (Ex): At 10th level, a skirmisher’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless vanguard does not gain the benefit of improved evasion. Lucky Lucky (Su): At 10th level a skirmisher’s luck severely improves. Increases enemies item drop rates by 30%. Crippling Strike (Ex): At 13th level a skirmisher can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attack also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Mastery of Two as One: The skirmisher has arrived at his destination. A skirmisher gains Greater Two-Weapon Defense, Greater Two-Weapon Fighting, and Two-Weapon Rend as bonus feats at 15th level. Defensive Roll (Ex): At 16th level, a skirmisher can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the skirmisher can attempt to roll with the damage. To use this ability, the skirmisher must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow, if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex for half damage, the skirmisher evasion ability does not apply to the defensive roll. Slippery Mind (Ex): At 19th level, the skirmisher’s ability to wriggle free from magical effects that would otherwise control or compel her. If a skirmisher with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. Level Base Attack Bonus "Fort Save" "Ref Save" "Will Save" Special 1st +0 +0 +2 +0 Double keyblade, sneak attack +1d6, two as one 2nd +1 +0 +3 +0 Evasion 3rd +2 +1 +3 +1 Sneak attack +2d6 4th +3 +1 +4 +1 Uncanny dodge 5th +3 +1 +4 +1 Shield of Blades, sneak attack +3d6 6th +4 +2 +5 +2 7th +5 +2 +5 +2 Sneak attack +4d6 8th +6/+1 +2 +6 +2 Improved Two as One, jackpot 9th +6/+1 +3 +6 +3 Improved Uncanny, sneak attack +5d6 10th +7/+2 +3 +7 +3 Improved evasion, Lucky Lucky 11th +8/+3 +3 +7 +3 Sneak attack +6d6 12th +9/+4 +4 +8 +4 13th +9/+4 +4 +8 +4 Sneak attack +7d6, crippling strike 14th +10/+5 +4 +9 +4 15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, Mastery of two as one 16th +12/+7/+2 +5 +10 +5 Defensive roll 17th +12/+7/+2 +5 +10 +5 sneak attack +9d6 18th +13/+8/+3 +6 +11 +6 19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6, slippery mind 20th +15/+10/+5 +6 +12 +6 TWILIGHTBLADER GAME RULE INFORMATION Twilightbladers have the following game statistics. Abilities: Your Intelligence and Strength scores should be as high as possible, since your spellcasting and melee combat depend upon them. Your Constitution is also important, because you need all the hit points you can get. Alignment: Any Hit Die: d8 Magic Die: d8 Class Skills The twilightblader’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Decipher Script (Int), Jump (Str), Sense Motive (Wis), Spellcraft (Int), Swim (Str) Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level: 2 + Int modifiers Class Features All of the following are class features of the twilightblader. Weapon and Armor Proficiency: A twilightblader is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword). Midnight’s Veil (Ex): A twilightblader use his intelligence to perceive attacks. When a twilightblader uses a sword and shield, he can add his Intelligence bonus to his AC. In addition, a twilightblader gains a +1 bonus to AC at 4th level. The bonus increases by 1 for every four twilightblader levels thereafter. These bonuses to AC apply even against touch attacks or when the twilightblader is flat-footed. He loses the bonuses when he is immobilized or helpless. Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. Combat Casting: A 2nd level, you gain Combat Casting as a bonus feat. Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any spell you know and deliver the spell through your keyblade with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end round, in the case of a spell that would otherwise last longer than 1 round. Quick Cast: Beginning at 5th level, you can cast one spell as swift action, so long as the casting time of the spell is 1 standard action or less, and have sufficient MP. Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain +2 bonus on your caster check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to n+4 at 16th level, and to +5 at 18th level. Level "Base Attack Bonus" "Fort Save" "Ref Save" "Will Save" Special 1st +1 +2 +0 +0 Fast movement, righteous strength 2nd +2 +3 +0 +0 Uncanny dodge 3rd +3 +3 +1 +1 Trap sense +1 4th +4 +4 +1 +1 5th +5 +4 +1 +1 Improved uncanny dodge 6th +6/+1 +5 +2 +2 Trap sense +2 7th +7/+2 +5 +2 +2 Damage reduction 1/- 8th +8/+3 +6 +2 +2 9th +9/+4 +6 +3 +3 Trap sense +3 10th +10/+5 +7 +3 +3 Damage reduction 2/- 11th +11/+6/+1 +7 +3 +3 Greater righteous strength 12th +12/+7/+2 +8 +4 +4 trap sense +4 13th +13/+8/+3 +8 +4 +4 Damage reduction 3/- 14th +14/+9/+4 +9 +4 +4 Indomitable will 15th +15/+10/+5 +9 +5 +5 Trap sense +5 16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/- 17th +17/+12/+7/+2 +10 +5 +5 18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6 19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/- 20th +20/+15/+10/+5 +12 +6 +6 Mighty righteous strength VOYAGER GAME RULE INFORMATION Voyagers have the following game statistics. Abilities: The lighlty armored voyager depends on high Dexterity for his Armor Class, as well as for many class skills. High Intelligence and Charisma scores are also hallmarks of a successful voyger. Strengh is not as imporant for a voyager as it is other melee combatants. Alignment: Any Hit Die: d10 Magic Die: d6 Class Skills The voyager's class skills and the key ability ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Sense Motive (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifiers. Class Features All of the following are class features of the voyager. Weapon and Armor Proficiency: A voyager is proficient with is keyblade and any keyblade that has sentimental value. Weapon Finesse (Ex): A voyager gains Weapon Finesse as a bonus feat a 1st level even if he does not qualify for the feat. Grace (Ex): A voyager gains +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A voyager loses this bons when wearing medium or heavy armor or when carrying a medium or heavy load. Insightful Strike (Ex): At 3rd level, a voyger becomes able to place his finesse attacks where they deal greater damage. He applies his Intelligence bonus as a bonus in damage rolls with any light keyblades, as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the voyager's insighful strike. A voyager cannot use this ability when wearing medium or heavy armor or when carryig a medium or heavy load. Jackpot (Su): A voyager of 4th level of higher luck increases the amount of munny Heartless drop. Increases enemies munny drop rates by 50%. Dodge Bonus (Ex): A voyager is trained a focusing his on a single opponent in melee. During his action, he may designate an opponent ad receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. He can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th A voyager loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. If the voyager also has the Dodge feat, he need not designate the same target for this ability as for the Dodge feat. Acrobatic Charge (Ex): A voyager of 7th level or higher can charge in situations where other cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steeps, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, she may still need to make the appropiate checks to successfully move over the terrain. Improved Flanking (Ex): A voyager of 8th level higher who is flanking an opponent gains a +4 bonus on attacks instead o a +2 bonus on attacks. Lucky (Ex): Once per day,a voyager of 11th level or higher may reroll any failed attack roll., skill check, ability check, or saving throw. The character must take the result of the reroll, even it's worse than the original roll. Lucky Lucky (Su): At 10th level a voyager’s luck severely improves. Increases enemies item drop rates by 30%. Acrobatic Skill Mastery (Ex): At 13th level, a voyager becomes so certain in the use of his acrobatics skills that he can use them reliably even under adverse conditions. When making a Jump or Tumble check, a voyager may take 10 even if stress and distractions would normally prevent him from doing so. Weakening Critical (Ex): A voyager of 14th level or higher who scores a crtical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. Slippery Mind (Ex): When a voyager reaches 17th level, his mind becomes more difficult to control. If the voyager fails his save against an enchantment spell or effect, he can attempt the save again 1 round later at the same DC.He gets only this one extra chance to succed at a certain saving throw. Wounding Critical (Ex): A voyager of 19th level or higher who scores a crtical hit against a creature also deals 2 points of Constitution damage to the creature. Creatures immune to critical hits are immune to this effect. Level "Base Attack Bonus" "Fort Save" "Ref Save" "Will Save" Special 1st +1 +2 +0 +0 Weapon Finesse 2nd +2 +3 +0 +0 Grace +1 3rd +3 +3 +1 +1 Insighful strike 4th +4 +4 +1 +1 Jackpot 5th +5 +4 +1 +1 Dodge bonus +1 6th +6/+1 +5 +2 +2 7th +7/+2 +5 +2 +2 Acrobatic charge 8th +8/+3 +6 +2 +2 Improved flanking 9th +9/+4 +6 +3 +3 10th +10/+5 +7 +3 +3 Dodge bonus +2 11th +11/+6/+1 +7 +3 +3 Grace +2, lucky 12th +12/+7/+2 +8 +4 +4 Lucky lucky 13th +13/+8/+3 +8 +4 +4 Acrobatic skill mastery 14th +14/+9/+4 +9 +4 +4 Weakening critical 15th +15/+10/+5 +9 +5 +5 Dodge Bonus +3 16th +16/+11/+6/+1 +10 +5 +5 17th +17/+12/+7/+2 +10 +5 +5 Slippery mind 18th +18/+13/+8/+3 +11 +6 +6 19th +19/+14/+9/+4 +11 +6 +6 Wounding critical 20th +20/+15/+10/+5 +12 +6 +6 Dodge bonus +4, grace +3 WARRIOR GAME RULE INFORMATION Warriors have the following game statistics. Abilities: Strength is especially important for warriors because it improves their melee attacks, damage rolls, and Armor Class. Constitution is important for giving warriors lot of hit points, which they need in their many battles. Intelligence and Wisdom help with skill checks. Alignment: Any Hit Die: d10 Magic Die: d6 Class Skills The warrior's class skills (and key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Sensitive Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifiers. Class Features All of the following are class features of the warrior. Weapon and Armor Proficiency: A warrior is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields); unless he gives up the shield. AC Bonus (Ex): A warrior impulses make him block attacks with his keyblade. When he uses a keyblade he’s proficient with, the warrior can add his Strength bonus to his AC. In addition, a warrior gains a +1 bonus to AC at 4th level. The bonus increases by 1 for every four warrior levels thereafter. These bonuses to AC apply even against touch attacks or when the warrior is flat-footed. He loses the bonuses when he is immobilized or helpless. Keyblade Focus: A warrior gains Weapon Focus (keyblade) as a bonus feat. Fast Movement (Ex): At 1st level, a warrior‘s base land speed increases by +10 feet. Bonus Feat: At 2nd level and every three warrior levels thereafter, he gains a bonus combat-oriented feat. Evasion (Ex): A warrior of 3rd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless warrior does not gain the benefit of evasion. Keyblade Specialization: A warrior gains Weapon Specialization (keyblade) as a bonus feat at 4th level. Power Critical: A warrior gains Power Critical (keyblade) as a bonus feat at 4th level. Uncanny Dodge (Ex): Starting at 5th level, a warrior gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Elusive Attack: A warrior gains Elusive Attack as a bonus feat at 6th level. Greater Keyblade Focus: A warrior gains Greater Weapon Focus (keyblade) as a bonus feat at 8th level. Improved Critical: A warrior gains Improved Critical (keyblade) as a bonus feat at 8th level. Keyblade Mastery: A warrior gains Melee Weapon Mastery (slashing) as a bonus feat at 8th level. Improved Uncanny Dodge (Ex): A warrior of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. Improved Evasion (Ex): At 11th level, a warrior’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless warrior does not gain the benefit of improved evasion. Greater Keyblade Specialization: A warrior gains Greater Weapon Specialization (keyblade) as a bonus feat at 12th level. Overpowering Attack: A warrior gains Overpowering Attack as a bonus feat at 16th level. Keyblade Supremacy: A warrior gains Weapon Supremacy (keyblade) as a bonus feat at 18th level. Level "Base Attack Bonus" "Fort Save" "Ref Save" "Will Save" Special AC Bonus 1st +1 +2 +2 +0 Keyblade Focus, fast movement +0 2nd +2 +3 +3 +0 Bonus feat +0 3rd +3 +3 +3 +1 evasion +0 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +1 5th +5 +4 +4 +1 Bonus feat, Uncanny Dodge +1 6th +6/+1 +5 +5 +2 Elusive Attack +1 7th +7/+2 +5 +5 +2 +1 8th +8/+3 +6 +6 +2 Bonus feat, Greater Keyblade Focus, Improved Critical, Keyblade Mastery +2 9th +9/+4 +6 +6 +3 Improved Uncanny Dodge +2 10th +10/+5 +7 +7 +3 +2 11th +11/+6/+1 +7 +7 +3 Bonus feat, Improved Evasion +2 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +3 13th +13/+8/+3 +8 +8 +4 +3 14th +14/+9/+4 +9 +9 +4 Bonus feat +3 15th +15/+10/+5 +9 +9 +5 +3 16th +16/+11/+6/+1 +10 +10 +5 Overpowering Attack +4 17th +17/+12/+7/+2 +10 +10 +5 Bonus feat +4 18th +18/+13/+8/+3 +11 +11 +6 Keyblade Supremacy +4 19th +19/+14/+9/+4 +11 +11 +6 +4 20th +20/+15/+10/+5 +12 +12 +6 Bonus feat +5 Well that is it for base class |
| zeone300002-05-07, 07:09 PM | Sorry about that man. I have bad problem of second guessing things like this |
| wolfie-kun02-05-07, 09:15 PM | Sorry about that man. I have bad problem of second guessing things like this *shrinks away from nimbus as he says this* I like the look of the ones that sword_war444 just posted. If nimbus would point me toward the 20-level versions of his/her (can't remember, sorry >.>) classes so I can compare the two groups whenever I feel like I've got time, I'd be much obliged. |
| zeone300002-05-07, 09:38 PM | The reason I posted that was because just before he posted those, I e-mailed him asking when he was going to post them. By the way, these are the ones I made, sword war444 offer to make the forum friendly. :) Thanks again. |
| nimbusconflict02-07-07, 12:58 AM | its bad when this topic crashes my laptop. and geez wolfie, make a girl feel loved. the 20 level classes are on page 1 under the tab Classes. Sword, dude, thanks for posting, but that ISNT forum friendly. When posting multiple classes at once, use the spoiler button. i've seen you use it before. and for the stat blocks: use [code] from what i can read of them, they are a much more DnD flavor than mine. I specifically made mine to not be DnD flavored so thaty could fit into nearly any type of campaign setting. once sword fixes those up, we can do a really good comparison.... maybe i'll finally get to updating the three classes that needed changed ^^; not that leddie is about to post the changes... anyway. back soonish. |
| zeone300002-07-07, 01:29 AM | Don't blame wolfie, blame me. I know what people like. :D SO, that's actually why I'm reworking that classes as we speak, I mean type. Got to give them more options for the player, more customization. Another reason is because these are made for a specific Kingdom Hearts Campaign, in other words NPC will also be these classes. Not to add them to existing campaign, in others words, don't do it. And sword, if you don't want to do it I can, now that someone explain it. P.S. - Make sure you the have option that allows u get e-mail when there is a new post. |
| sword_war44402-07-07, 06:26 PM | You mean subcription Ok I have something up my sleeve. I am almost done with 5 prc's |
| sword_war44402-07-07, 10:30 PM | Ok here are the prc's of Zeons AVENGER Hit Dice: d10 Magic Die: d8 Requirements To qualify to become an avenger, a character must fulfill all the following criteria. Base Attach Bonus: +8 Skills: Knowledge (Nobody) 4 ranks Class Skills The avenger’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nobody), Listen (Wis), Sense Motive (Wis) and Tumble (Dex) Skill Points at Each Level: 4 + Int modifier Class Features All of the following are class features of the avenger prestige class. Weapon and Armor Proficiency: Avengers gains no proficiency with any keyblade or armor. Avenged (Ex): Avengers gain a number of special benefits in combat with Nobodies. A 1st-level avenger gets a +1 competence bonus on attack rolls against Nobodies. On a successful attack, he deals extra 1d6 points of damage due to his expertise in combating these creatures. These bonuses increase as the avenger advances in level. A 1st-level avenger’s +1 competence bonus also applies to Intimidate, Listen, Sense Motive, and Spot checks when he uses these skills against Nobodies. He gets the same bonus on opposed ability checks he makes against Nobodies. Condemn Nobodies (Su): Avenger can condemn Nobodies. An Avenger channels the emotions he feels into power. When an Avenger uses this ability, any nobody within 30 feet must succeed on a Will save (DC 10 + the avenger’ class level + the avenger’s Cha modifier) or be condemn. A condemn nobody whose Hit Dice are equal to or greater then twice the avenger’s class level is stunned by the avenger’s raw emotions for 1 round. If a condemn nobody has fewer Hit Dice than twice the avenger’s class level, it is stunned and must succeed on a second Will save (same DC) or be sent back to its home world. Only one nobody may be dismissed in this way by any single condemn nobody attempt; if more than one nobody is required to make this second Will save, check for nobody with lowest Hit Dice. An avenger must spend 10 MP to uses this ability. Bonus feat: An avenger may choose a combat oriented bonus feat at 3rd level, and every three avenger’s level proceeding. Justified (Ex): When an Avenger reaches 5th level, spells cast by the character on nobodies becomes more difficult to resist. When the avenger casts a spell that targets nobodies, add +2 to the avenger’s caster level check to overcome spell resistance and +2 to the DC of any saving throw the spell allows. Vindicated (Ex): Driven by revenged the avenger can avert one critical blow delivered by a nobody. At 8th level, once per day a avenger can make a Reflex save throwing (DC 20 + the enchant bonus, if any possessed by the weapon) to turn a critical hit dealt upon him into normal hit. The avenger must be aware of the attack and not flat-footed, and must be declare his attempt to reduce the effect of the critical hit before the damage from the hit is rolled. BLADE DANCER Hit Dice: d10 Magic Die: d8 Requirements To qualify to become a blade dancer, a character must fulfill all the following criteria. Base Attach Bonus: +5 Skills: Balance 4 ranks, Escape Artist 4 ranks, Jump 4 ranks, and Tumble 4 ranks Feats: Combat Reflexes, Weapon Focus (keyblade) Class Skills The blade dancer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), and Tumble (Dex) Skill Points at Each Level: 2 + Int modifier Class Features All of the following are class features of the blade dancer prestige class. Weapon and Armor Proficiency: Blade Dancers are proficient with his keyblade and any keyblade that has sentimental value. They gain proficiency with light armor but no shields. Blade Shield (Ex): When wielding a keyblade with two hands, a blade dancer gains a dodge bonus to Armor Class equal to his class, up to maximum of his Strength bonus. If the blade dancer wears medium or heavy armor, he loses all benefits of blade shield. Spirit Sword (Ex): A blade dancer is able channel his raw emotions thru his keyblade, and uses it as his power. At 1st level, two spirit swords are formed and each level thereafter another is gained. It takes a full-round action to summon, and another to release. After they’re summoned they damage enemies who get within 5 ft. each round. Each blade has the effect and does the damage of the original. Each new blade cost additional 3 MP upon the 9 MP to activate. Upon reaching 10th-level a blade dancer can perform Blood Flower. Blades of Death (Ex): At 2nd level, when the blade dancer fights with a keyblade two-handed, he adds double his Strength modifier to damage rolls instead of 1.5 times Strength modifier. Superior Weapon Focus: At 4th level, stacking with any existing Weapon Focus bonus, this adds additional +1 all attack rolls with a blade dancer’s keyblade. Superior Combat Reflexes: At 6th level, this ability lets you make a total number of attacks of opportunity in a round equal to your Dexterity modifier plus your Wisdom modifier. Blade Critical: At 8th level, blade dancers gain Improved Critical feat for free. If they already possess this feat, add an additional +2 to your keyblade threat range for critical hits. This +2 bonus is applied last after any multipliers. Blood Flower (Ex): A 10-th level blade dancer can send 11 spirit swords at enemy. Upon success of ranged touch attack with each blade, they also do regular Strength damage. This ability cost 45 MP. LANCER Hit Dice: d10 Requirements To qualify to become a lancer, a character must fulfill all the following criteria. Base Attach Bonus: +8 Skills: Jump 8 ranks, Tumble 4 ranks Feats: Leap Attack, Leap of the Heavens, Power Attack, Weapon Focus (keyblade) Class Skills The lancer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Tumble (Dex) Skill Points at Each Level: 2 + Int modifier Class Features All of the following are class features of the lancer prestige class. Weapon and Armor Proficiency: lancers are proficient with his keyblade and any keyblade that has sentimental value, and shields. Acrobatic: A lancer gains Acrobatic as a bonus feat. Bounding Keyblade Bonus (Ex): A lancer gains a competence bonus on his attack roll when using his keyblade while jumping. This bonus starts out at +1 at 1st level and increases by +1 every four levels thereafter. Jump Bonus (Ex): A lancer gains a competence bonus on Jump checks. This bonus starts out at +2 at 1st level and improves by +2 every three levels thereafter. Lethal Leap (Ex): When jumping and using Leap Attack, lancer of 2nd level or higher may declare a “lethal leap” before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with his keyblade (or quadruple if using Power Attack). Wings of the Dragon (Ex): At 2nd level, a jumping lancer can fall 20 ft. without taking damage. This ability increases by 10 ft. every level. Run: A lancer gains Run as a bonus feat at 3rd level. Full Bounding Attack (Ex): At 6th level and higher, a jumping lancer can make a full attack when he jumps more then 10 feet but no farther than a single move action. The lancer cannot combine the full attack with a charge. Inexorable Leap (Ex): When making a lethal leap, a 10th-level lancer deals quadruple damage with his keyblade (or quintuple with Power Attack). JEDI Hit Dice: d10 Force Die: d6 Requirements To qualify to become a Jedi, a character must fulfill all the following criteria. Base Attach Bonus: +5 Skills: Balance 4 ranks, Climb 4 ranks, Intimidate 4 ranks, Jump 4 ranks, Tumble 4 ranks Feats: Combat Expertise, Force Sensitive, Weapon Focus (keyblade) Class Skills The Jedi’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Wis), Craft (lightsaber) (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Jedi Lore) (Int), Sense Motive (Wis), and Tumble (Dex) Skill Points at Each Level: 6 + Int modifier Class Features All of the following are class features of the Jedi prestige class. Weapon and Armor Proficiency: Jedi are proficient with his keyblade and any keyblade that has sentimental value. Force Training: A Jedi gains a bonus Force feat at 1st, 2nd, and 3rd. This bonus Force feat is selected from the following list: Alter, Control, Sense. Once one of these Force feats is selected, its associated Force skills become class skills for the character. Deflect (Defense) (Ex): A Jedi learns to deflect projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an activated lightsaber to use this special ability. Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate that he using deflect (defense) when an opponent declares an attack against his but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against him but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round. Each time the Jedi gains deflect (defense), it provides a +1 dodge bonus to AC when he uses his lightsaber to block ranged attacks. So, at 1st level dodge bonus to AC is +1, and increases by 1every two levels thereafter. Bonus feat: At 2nd and every three levels thereafter the Jedi gains, either a combat oriented feat or Force feat. Deflect (Attack) (Ex): A Jedi learns to deflect certain attacks with his lightsaber at 3rd level, redirecting the attack toward a target within one range increment of the Jedi’s position. You must be carrying an activated lightsaber to use this special ability. Deflecting and redirecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate that he using deflect (attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (defense) and deflect (attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance at redirecting the incoming attack). The Jedi can deflect and redirect a number of attacks equal to his class level. The redirected attack mist miss the Jedi by 5 or less: any attack that hits the Jedi or misses by 6 or more points can’t be redirected. If the Jedi can redirect the attack, the Jedi immediately rolls an attack using his lightsaber attack bonus and applying a -4 penalty. If this roll is high enough to hit the target, the redirected attack deals damage to the target. Each time the Jedi gains deflect (attack), the penalty associated with redirected attack lessened by 1 every two levels. Increase Lightsaber Damage (Ex): As a Jedi gains levels, the amount of he can deal with his lightsaber increases. Each time the Jedi gains lightsaber damage, the weapon’s damage increases by +1d8. Deflect (Extend Defense and Attack) (Ex): At 4th, a Jedi learns to extend his defensive and offensive deflection skills to others within 5 ft. of the Jedi position. You must be carrying an activated lightsaber to use this special ability. Now the Jedi can provide a dodge bonus to anyone within 5 ft. of his position, and he can deflect and redirect ranged attacks made against anyone with 5 ft. of his position. All rules associated with deflect (defense) and deflect (attack) apply; the only difference is that now the Jedi can extend this ability to help those nearby. Block (Ex): This is a modified version of deflect attack that allows the Jedi to deflect a ranged attack without use of a lightsaber. The Jedi must have some form of protective gear or an item that can withstand the ranged attack. The dodge bonus provided by deflect (defense) is used when a Jedi blocks a ranged attack with out a lightsaber. Block doesn’t allow a Jedi to redirect the attack or to extend the defense beyond the Jedi’s position, and all other rules concerning deflect (defense) apply. Jedi Knight: When a Jedi’s total class level is equal to or greater than 10, the Jedi can become a Jedi Knight after passing a test. On which you then choose on of these bonus feats: Burst of Speed , Knight Speed, Dissipated Energy, Lightsaber Defense, Knight Defense, Force Mastery, Force Mind, Knight Mind SAMURAI Hit Dice: d10 Requirements To qualify to become a samurai, a character must fulfill all the following criteria. Base Attach Bonus: +5 Skills: Intimidate 4 ranks, Jump 4 ranks, Tumble 4 ranks Feats: Cleave, Power Attack, Weapon Focus (keyblade), Combat Reflexes Class Skills The samurai’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Sense Motive (Wis), and Tumble (Dex). Skill Points at Each Level: 2 + Int modifier Class Features All of the following are class features of the samurai prestige class. Weapon and Armor Proficiency: Samurais are proficient with his keyblade and any keyblade that has sentimental value, and shields. Elusive Attack: A samurai gains Elusive Attack as a bonus feat. Ki Damage (Ex): After you score a hit with your keyblade, you do not roll dice to determine the damage. Instead, you figure the normal maximum damage (not a critical hit) you can inflict with that keyblade and do that much damage to the target. Additional damage, such as from using the Power Attack feat (following all the rules for it normally) and the sneak attack ability are determined normally; they are not maximized. This ability cannot be used when you roll a successful critical hit. Ki Strength (Ex): At 1st level, the samurai learns to channel ki, a source of inner energy and strength shared by all living creatures. You can add one Strength to your score per 10 MP spent (up to your class level) for a number of rounds equal to your Wisdom bonus. Acrobatic: A samurai gains Acrobatic as a bonus feat at 2nd level. Blades of Fury (Ex): When a samurai delays his attack with his keyblade until after he is attacked in the round, he takes advantage of the opening and can add +2 bonus to his attack and damage rolls. In other words, you delay your action until after you are attacked in melee combat. Great Cleave: At 3rd level, the samurai receives this feat for free. Improved Initiative: A samurai gains Improved Initiative as a bonus feat at 3rd level. Blades of Death (Ex): When the samurai fights with a keyblade two-handed, he adds double his Strength modifier to damage rolls instead of 1.5 times Strength modifier. Supreme Cleave (Ex): At 4th level, the samurai gains the ability to take 5-foot step before making a Cleave or Great Cleave attack. A character can only take one 5-foot step each round and then only if the character has not moved or already taken a 5-foot step during the round. Supreme Mobility (Ex): The samurai gains a +6 dodge bonus to his AC against attacks of opportunity provoke by moving into or out of a threatened area. This dodge bonus supersedes that of mobility. Counterattack: At 6th level, the samurai receives this feat for free. Blade Catch (Ex): Beginning at 7th level, a samurai can grab a weapon against a direct attack. Once per round, you may make an opposed attack roll. If you beat the attacker, you deflect the blow. You must be aware of the attack beforehand and not be flat-footed. Ki Attack (Ex): Beginning at 8th level, the samurai gains the ability the supernatural ability to imbue his melee attacks with ki energy for one successful attack as a free action. The damage from such an attack can harms even a creature with damage reduction. When using this ability, consider the samurai’s keyblade to be magic weapon with a bonus equal to the character’s Wisdom modifier for harming a creature with damage reduction. Once activated, this bonus remains until the samurai hits once with the weapon charged with ki. Cost 10 MP. First Draw (Ex): Beginning at 9th level, the samurai is able to predict an opponent’s attack and strike first. As an attack of opportunity, you can attack opponent before he attacks you. Overpowering Attack: A 10th-level samurai gains Overpowering Attack as a bonus feat. SPELLBLADE Hit Die: d10 Magic Die: d8 Requirements To qualify to become a spellblade, a character must fulfill all the following criteria. Base Attack Bonus: +4 Skills: Concentration 6 ranks, Spellcraft 6 ranks Feats: Proficient with keyblade Spells: Able to cast offensive spells Special: Must have defeated a foe through force of arms alone, without recourse to spellcasting. Class Skills The spellblade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Jump (Str), Knowledge (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha) Skill Points at Each Level: 4 + Int modifier Class Features All of the following are class features of the spellblade prestige class. Transfer Spell (Sp): A spellblade can channel any spell he can cast into his keyblade. Using this ability requires a move action, and the spellblade uses up the MP as if he had cast the spell. The channeled spell affects the next target that the spellblade successfully attacks with his keyblade (saving throws and spell resistance still apply). Even if the spell normally affects an area or is ray, it affects only the target. The spell is discharged from the keyblade, which can then hold another spell. A spellblade can channel his spells into only one keyblade at a time. Spells channeled into a keyblade are lost if not used in 8 hours. Bonus Feat: At 3rd level, a spellblade advances his art, gaining a bonus feat every four level thereafter. These bonus feats must be either a metamagic feat or one drawn from the list of bonus feats allowed to a fighter. Magicstrike (Sp): When a spellblade reaches 5th level, h e can channel his spells thru his comrade’s keyblade, or vice versa. The same rules apply from the transfer spell and compound transfer spell. Compound Transfer Spell (Sp): A 10th-level spellblade can channel two spells into his keyblade, using a move action to channel each one. Both channeled spells affect the next target the spellblade successfully attacks with his keyblade, in the order the spells were placed into the keyblade. As with channeled spell class feature, saving throws and spell resistance apply normally. Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +0 +2 +0 Avenged +1/+1d6 2nd +2 +0 +3 +0 Condemn Nobody 3rd +3 +1 +3 +1 Bonus feat 4th +4 +1 +4 +1 Avenged +2/+2d6 5th +5 +1 +4 +1 Justified 6th +6 +2 +5 +2 Bonus feat 7th +7 +2 +5 +2 Avenged +3/+3d6 8th +8 +2 +6 +2 Vindicated 9th +9 +3 +6 +3 Bonus feat 10th +10 +3 +7 +3 Avenged +4/+4d6 Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +0 Blade Shield, Spirit Sword 2nd +2 +3 +3 +0 Blades of Death 3rd +3 +3 +3 +1 4th +4 +4 +4 +1 Superior Weapon Focus 5th +5 +4 +4 +1 6th +6 +5 +5 +2 Superior Comat Reflexes 7th +7 +5 +5 +2 8th +8 +6 +6 +2 Blade Critcal 9th +9 +6 +6 +3 10th +10 +7 +7 +3 Blood Flower Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +0 Acrobatic, bounding keyblade bonus +1, Jump bonus +2 2nd +2 +3 +3 +0 Lethal leap 1/day, wings of the dragon 3rd +3 +3 +3 +1 Run 4th +4 +4 +4 +1 Lethal leap 2/day, Jump bonus +4 5th +5 +4 +4 +1 bounding keyblade bonus +2 6th +6 +5 +5 +2 Lethal leap 3/day, full bounding attack 7th +7 +5 +5 +2 Jump bonus +6 8th +8 +6 +6 +2 Lethal leap 4/day, 9th +9 +6 +6 +3 bounding keyblade bonus +3 10th +10 +7 +7 +3 Inexorable leap 5/day, Jump bonus +8 Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus 1st +1 +2 +2 +2 Force Training, Deflect (defense +1) +3 2nd +2 +3 +3 +3 Force Training, Bonus feat +3 3rd +3 +3 +3 +3 Force Training, Deflect (defense +2), Deflect (attack -4) +4 4th +4 +4 +4 +4 Increase lightsaber damage (3d8), Deflect (extend defense and attack) +4 5th +5 +4 +4 +4 Bonus feat, Deflect (defense +3), Deflect (attack -3) +5 6th +6 +5 +5 +5 Increase lightsaber damage (4d8) +5 7th +7 +5 +5 +5 Deflect (defense +4), Deflect (attack -2) +6 8th +8 +6 +6 +6 Increase lightsaber damage (5d8), Bonus feat, Block +6 9th +9 +6 +6 +6 Deflect (attack -1) +7 10th +10 +7 +7 +7 Increase lightsaber damage (6d8) +7 Level Base Attack Bonus Fort Save Ref Save Will Save Special AC Bonus 1st +0 +0 +2 +2 Sneak attack +1d6 +0 2nd +1 +0 +3 +3 Improved Evasion +0 3rd +2 +1 +3 +3 Sneak attack +2d6 +0 4th +3 +1 +4 +4 Fast climbing, silencing attack +1 5th +3 +1 +4 +4 Fast sneak, sneak attack +3d6 +1 6th +4 +2 +5 +5 Opportunist +1 7th +5 +2 +5 +5 Sneak attack +4d6 +2 8th +6 +2 +6 +6 +2 9th +6 +3 +6 +6 Blindsight, sneak attack +5d6 +2 10th +7 +3 +7 +7 Always sneaky +3 Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +2 Elusive attack, ki damage, ki strength 2nd +2 +3 +3 +3 Acrobatic, Blades of fury 3rd +3 +3 +3 +3 Great Cleave, Improved Initiative 4th +4 +4 +4 +4 Blades of death, Sumpreme Cleave 5th +5 +4 +4 +4 Sumpreme mobilty 6th +6 +5 +5 +5 Counterattack 7th +7 +5 +5 +5 Blade Catch 8th +8 +6 +6 +6 Ki attack 9th +9 +6 +6 +6 First Draw 10th +10 +7 +7 +7 Overpowering Attack Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +0 +2 +2 Transfer spell 2nd +2 +0 +3 +3 3rd +3 +1 +3 +3 Bonus feat 4th +4 +1 +4 +4 5th +5 +1 +4 +4 Magicstrike 6th +6 +2 +5 +5 7th +7 +2 +5 +5 Bonus feat 8th +8 +2 +6 +6 9th +9 +3 +6 +6 Compund transfer spell 10th +10 +3 +7 +7 |
| sword_war44402-07-07, 10:53 PM | ok we have some of these I like some of z's better though SHADOW Small Monstrous Humanoid (Chaotic, Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +6 Speed: 30 ft. (4 squares) Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Base Attack/Grapple: +1/-3 Attack: Claw +3 melee (1d3) Full Attack: Claw +3 melee (1d3) Space/Reach: 5ft./5ft. Special Attack: – Special Qualities: Darkvision 60 ft., two-dimensional Saves: Fort +0, Ref +4, Will -3 Abilities: Str 10, Dex 17, Con 11, Int 4, Wis 4, Cha 4 Skills: Hide +11* Feats: Improved InitiativeB, Weapon Focus (claw) Challenge Rating: 1/2 Treasure: 2 munny, Lucid Shard (6%), Potion (5%), Dark Shard (4%) Combat 2-D (Ex): As a free action a shadow can assume a two-dimensional shape, and travel along the floor up to twice its speed. It can move through threaten squares freely. It can’t attack until it reassumes its 3-D shape. It can be seen with a counter Spot check to its Hide. Skills: Shadows get a +4 racial bonus to hide check. *In shadowy areas, this bonus improves to +8. SOLIDER Medium Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +3 natural, +1 Protect Chain) touch 12, flat-footed 14 Base Attack/Grapple: +3/+4 Attack: Claw +5 melee (1d6+1) Full Attack: 2 claws +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attack: Kick shower 1d4+2 Special Qualities: Darkvision 60 ft. Saves: Fort +2, Ref +4, Will -2 Abilities: Str 12, Dex 13, Con 12, Int 5, Wis 4, Cha 4 Skills: Jump +7 Feats: Improved Natural AttackB, Powerful Charge, Weapon Focus (claw) Challenge Rating: 1 Treasure: 10 munny, Dark Shard (8%), Spirit Shard (8%), Bright Shard (4%), Potion (2%), Protect Chain (1%) Combat Kick shower (Ex): A jumping multi kick attack, functions like Leap. The target must be at least 15 to 30 ft away. If it misses with one of its attacks, any opponent threatening it within 15 ft. is allowed DC 13 Reflex save once per round to perform Cyclone. LARGE BODY Large Monstrous Humanoid (Chaotic, Extraplanar) Hit Dice: 4d8+25 (43 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (-1 size, +5 natural, +2 Protera Chain) touch 11, flat-footed 16 Base Attack/Grapple: +4/+12 Attack: Slam +9 melee (1d8+6) Full Attack: 2 slams +9 melee (1d8+6) Space/Reach: 10 ft./5 ft. Special Attack: Shockwave 3d6+6, Rage 1/day Special Qualities: Darkvision 60 ft., Gut Saves: Fort +10, Ref +3, Will -1 Abilities: Str 19, Dex 10, Con 20, Int 6, Wis 5, Cha 8 Skills: Jump +11 Feats: Improved Natural Attack, Instantaneous Rage, Powerful ChargeB Challenge Rating: 3 Treasure: 35 munny, Power Shard (12%), Spirit Shard (12%), Hi-Potion (10%). Serenity Shard (4%), Protera Chain (1%) Combat Body Attack (Ex): Functions like a powerful charge. Only attack accessible when it’s raged. You’re allowed a reflex save to block it. Guard can be follow with Kickback then Full Swing. All of them requiring a DC 19 Reflex save. If you make the save for Guard but not Kickback the Large body is prone. Shockwave (Ex): Creates a shockwave that send its opponents 15 ft. away. You are allowed a DC 17 Reflex save for half damage, can’t perform shockwave while raged. Rage (Ex): Once per day, a Large Body can enter a state of fierce rage that last for the duration of the encounter. Gut (Ex): A Large body’s tremendous belly prevents it from taking any damage from the front. RED NOCTURNE Small Fey (Chaotic, Extraplanar, Fire) Hite Dice: 2d6 (7 hp) Initiative: +6 Speed: Fly 60 ft. (perfect) (12 squares) Armor Class: 16 (+1 size, +3 Dex, +2 Fira Ring) touch 16, flat-footed 13 Base Attack/Grapple: +1/-5 Attack: ― Full Attack: ― Space/Reach: 5 ft./5 ft. Special Attack: Spell Special Qualities: Darkvision 60 ft., immunity to fire, resistance to electricity 5, vulnerable to cold, spell resistance 13 Saves: Fort +1, Ref +7, Will -1 Abilities: Str 7, Dex 17, Con 11, Int 7, Wis 4, Cha 4 Skills: Concentration +5, Hide +12, Search +3, Spellcraft +3 Feats: Improved Initiative Challenge Rating: 2 Treasure: 1 munny, Blaze Shard (6%), Ether (1%), Fira Ring (0.5%) Combat Spells: Red Nocturnes get one spell, Fire. Fire functions like magic missile; expect it does fire damage. Plus, you only get one projectile. Immunity to Fire (Ex): Any magical attack against a red nocturne that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount healing would cause the red nocturne to exceed its full normal hit points, it gains any excess as temporary hit points. BLUE RHAPSODY Small Fey (Chaotic, Extraplanar, Cold) Hite Dice: 2d6 (7 hp) Initiative: +6 Speed: Fly 60 ft. (perfect) (12 squares) Armor Class: 16 (+1 size, +3 Dex, +2 Blizzara Ring) touch 16, flat-footed 13 Base Attack/Grapple: +1/-5 Attack: ― Full Attack: ― Space/Reach: 5 ft./5 ft. Special Attack: Spell Special Qualities: Darkvision 60 ft., immunity to cold, resistance to electricity 5, vulnerable to fire, spell resistance 13 Saves: Fort +1, Ref +7, Will -1 Abilities: Str 7, Dex 17, Con 11, Int 7, Wis 4, Cha 4 Skills: Concentration +5, Hide +12, Search +3, Spellcraft +3 Feats: Improved Initiative Challenge Rating: 2 Treasure: Frost Shard (12%), Ether (1%), Blizzara Ring (0.5%) Combat Spells: Blue Rhapsodies get only one spell, Blizzard. Functions like polar ray, expect with a maximum of 5d6. Immunity to Cold (Ex): Any magical attack against a blue rhapsody that deals cold damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount healing would cause the blue rhapsody to exceed its full normal hit points, it gains any excess as temporary hit points. YELLOW OPERA Small Fey (Chaotic, Extraplanar, Electricity) Hite Dice: 2d6 (7 hp) Initiative: +2 Speed: Fly 60 ft. (perfect) (12 squares) Armor Class: 16 (+1 size, +3 Dex, +2 Thundara Ring) touch 16, flat-footed 13 Base Attack/Grapple: +1/-5 Attack: Gore +4 melee (1d4-2 plus 1d6 electricity) Full Attack: Gore +4 melee (1d4-2 plus 1d6 electricity) Space/Reach: 5 ft./5 ft. Special Attack: Spell Special Qualities: Darkvision 60 ft., immunity to electricity, spell resistance 13 Saves: Fort +1, Ref +7, Will -1 Abilities: Str 7, Dex 17, Con 11, Int 7, Wis 4, Cha 4 Skills: Concentration +5, Hide +12, Search +3, Spellcraft +3 Feats: Weapon Finesse Challenge Rating: 2 Treasure: 4 munny, Thunder Shard (8%), Ether (1%), Thundara Ring (0.5%) Combat Spells: Yellow Operas get one spell Thunder. It functions like Lightning Bolt, except it strikes only one opponent and starts above your opponent (maximum 5d6). Immunity to Electricity (Ex): Any magical attack against a yellow opera that deals electricity damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount healing would cause the yellow opera to exceed its full normal hit points, it gains any excess as temporary hit points. GREEN REQUIEM Small Fey (Chaotic, Extraplanar) Hite Dice: 2d6 (7 hp) Initiative: +6 Speed: Fly 60 ft. (perfect) (12 squares) Armor Class: 16 (+1 size, +3 Dex, +2 Protera Chain) touch 16, flat-footed 13 Base Attack/Grapple: +1/-5 Attack: ― Full Attack: ― Space/Reach: 5 ft./5 ft. Special Attack: Spell Special Qualities: Darkvision 60 ft., immunity to magic, spell resistance 14 Saves: Fort +0, Ref +7, Will -1 Abilities: Str 7, Dex 17, Con 11, Int 7, Wis 4, Cha 4 Skills: Concentration +5, Heal +2, Hide +11, Spellcraft +3 Feats: Improved Initiative Challenge Rating: 2 Treasure: Bright Shard (10%), Ether (4%), Protera Chain (0.5%) Combat Spells: Green Requiems get one spell Cure, which functions like Heal. Immunity to Magic (Ex): A wizard is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Any magical attack against a wizard that deals fire, cold, or electricity damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount healing would cause the wizard to exceed its full normal hit points, it gains any excess as temporary hit points. POWERWILD Medium Magical Beast (Chaotic, Extraplanar) Hite Dice: 4d10+4 (26 hp) Initiative: +8 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +2 natural, +2 Protera Chain) touch 14, flat-footed 14 Base Attack/Grapple: +4/+6 Attack: Claws +6 melee (1d6+3) Full Attack: 2 claws +6 melee (1d6+3) Space/Reach: 5 ft./5ft. Special Attack: Leap Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +4, Ref +5, Will -1 Abilities: Str 15, Dex 15, Con 13, Int 4, Wis 4, Cha 6 Skills: Jump +9 Feats: Improved Natural Attack, Improved InitiativeB, Powerful Charge Challenge Rating: 2 Treasure: 4 munny, Power Shard (8%), Protera (0.5%); Slips on a banana peel: 55 munny, Ether (20%), Power Shard (16%), Mega Ether (4%), Potion (2%), Combat Leap (Ex): A Powerwild can jump into the air during combat. This allows it to make four claw attacks instead two, each with a +4 attack bonus. BOUNCYWILD Medium Monstrous Humanoid (Chaotic, Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +6 Speed: 40 ft. (6 squares) Armor Class: 14 (+2 Dex, +2 Protera Chain) touch 14, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Sling +4 ranged (1d4) Full Attack: Sling +4 ranged (1d4) Space/Reach: 5 ft./5ft. Special Attack: Banana peel, summon powerwild Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +4, Ref +7, Will +0 Abilities: Str 11, Dex 15, Con 12, Int 6, Wis 6, Cha 8 Skills: Jump +7 Feats: Improved InitiativeB, Dodge Challenge Rating: 3 Treasure: 25 munny, Power Shared (12%), Hi-Potion (2%), Protera Chain (1%); Slips on a banana peel: 55 munny, Power Shard (24%), Ether (20%), Mega-Ether (4%). Combat Banana peel (Ex): A Bouncywild can throw a banana peel in front of its self, determine by a d6. You must see it throw it or make a DC 15 Spot Check. There is a 4% chance, determine by a d%, that you will slip on it if you don’t see it. If you slip on it you fall prone, unless you make a DC 14 Reflex save. Summon Powerwild (Sp): Once per day a Bouncywild can automatically summon 2 Powerwilds to fight with it. AIR SOLIDER Medium Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 4d8+6 (19 hp) Initiative: +3 Speed: Fly 60 ft. (average) (12 squares) Armor Class: 15 (+3 Dex, +2 natural) touch 13, flat-footed 12 Base Attack/Grapple: +4/+6 Attack: Slam +6 melee (1d6+3) Full Attack: Slam +6 melee (1d6+3) and claw +1 (1d4+1) Space/Reach: 5 ft./5 ft. Special Attack: Pounce Special Qualities: Darkvision 60 ft., Saves: Fort +4, Ref +7, Will -1 Abilities: Str 15, Dex 16, Con 14, Int 7, Wis 4, Cha 4 Skills: Spot +4 Feats: Flyby AttackB, Improved Natural Attack, Powerful Charge Challenge Rating: 2 Treasure: 6 munny, Spirit Gem (4%), Potion (2%), Hi-Potion (1%) Combat Pounce (Ex): When a Air Soldier makes a charge; it can follow with a full attack. BANDIT Medium Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 5d8+5 (27 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 17 (+2 Dex, +3 natural, +2 Protera Chain) touch 14, flat-footed 15 Base Attack/Grapple: +5/+7 Attack: +1 Scimitar +9 melee (1d6+3) Full Attack: +1 Scimitar +9 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attack: Psionics Special Qualities: Darkvision 60 ft., tremor sense Saves: Fort +5, Ref +9, Will +1 Abilities: Str 15, Dex 14, Con 13, Int 7, Wis 4, Cha 4 Skills: Hide +10* Feats: Powerful Charge, Weapon Focus (scimitar) Challenge Rating: 4 Treasure: 6 munny, Blaze Gem (4%), Potion (2%), Protera Chain (0.5%) Combat Psionics (Sp): A Bandits has the ability to control its scimitar with its mind. Not adding its strength to it, but succeeding on a ranged touch attack to strike many enemies in one round. They must at least be 10 ft. apart, or in a line. The bandit is flat-footed while doing this and the scimitar returns when the Bandit is stroked. Skills: *When hiding under sand Bandits get a +4 bonus on hide checks. FAT BANDIT Large Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 6d8+48 (84 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 18 (-1 size, +1 Dex, +5 natural, +3 Firaga Ring) touch 13, flat-footed 17 Base Attack/Grapple: +6/+14 Attack: Slam +10 melee (1d8+6) Full Attack: 2 slams +10 melee (1d8+6) Space/Reach: 10 ft./5 ft. Special Attack: Breath weapon, Blaze Punch Special Qualities: Darkvision 60 ft., Gut Saves: Fort +14, Ref +6, Will +2 Abilities: Str 19, Dex 12, Con 22, Int 7, Wis 4, Cha 8 Skills: Spot +6 Feats: Improved Initiative, Improved Natural Attack, Weapon Focus (slam) Challenge Rating: 5 Treasure: 11 munny, Blaze Gem (12%), Ether (10%), Hi-Potion (4%), Serenity Shard (4%), Firaga Ring (1%); Defeated by attacking the stomach: Blaze Gem (12%), Elixir (4%), Firaga Ring (2%) Combat Breath Weapon (Su): A Fat Bandit’s breath weapon can either be a 10 ft. cone or three consecutive blasts. Its breath weapon is usable once every 1d4 rounds. The cone does 3d8 of fire damage, while each blast does 2d6 of fire damage. You are allowed a DC 19 Reflex save for half damage. While it’s preparing to do the cone, you can make an attack of opportunity. Blaze Punch (Su): A Fat Bandit has the ability to create a shockwave, by pulling fire from its mouth and striking the ground. It does 2d10 of fire damage and knocking back its enemies 15 ft. An attack of opportunity can be made while it’s pulling the fire from its mouth. Gut (Ex): A Large body’s tremendous belly prevents it from taking any damage from the front. POT SPIDER Medium Magical Beast (Chaotic, Extraplanar) Hite Dice: 2d10+2 (13 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 Dex, +2 natural) touch 12, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Gore +4 melee (1d6+3) Full Attack: Gore +4 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attack: ― Special Qualities: Damage reduction 1/-, darkvision 60 ft. Saves: Fort +2, Ref +5, Will -2 Abilities: Str 14, Dex 14, Con 13, Int 6, Wis 4, Cha 4 Skills: Hide +11* Feats: Improved InitiativeB, Powerful Charge Challenge Rating: 1 Treasure: 8 munny, Mythril Shard (1%), Tent (1%), Camping Set (0.5%) Combat Skills: Pot spiders get a +4 racial bonus to hide checks, which turns to +8 when they are hiding as a pot in a non-conspicuous place. BARREL SPIDER Medium Magical Beast (Chaotic, Extraplanar) Hite Dice: 3d10+6 (25 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 15 (+2 Dex, +3 natural) touch 12, flat-footed 13 Base Attack/Grapple: +3/+5 Attack: Gore +6 melee (1d6+3) Full Attack: Gore +6 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attack: Kamikaze Special Qualities: Damage reduction 1/-, darkvision 60 ft. Saves: Fort +6, Ref +4, Will -1 Abilities: Str 15, Dex 14, Con 15, Int 6, Wis 4, Cha 4 Skills: Hide +12* Feats: Improved InitiativeB, Powerful Charge, Weapon focus (gore) Challenge Rating: 2 Treasure: 23 munny, Mythril Shard (1%), Camping Set (1%), Cottage (0.5%) Combat Kamikaze (Su): A Barrel Spider has the ability to ignite its self and perform a kamikaze. Also, if a fire spell is cast on them, they explode. Anyone who threatens their squares takes a d8 per HD of fire damage, but if you make a DC 14 Reflex saves you only take half. The reflex save is constitution based. Skills: Barrel spiders get a +4 racial bonus to hide checks, which turns to +8 when they are hiding as a barrel in a non-conspicuous place. SEARCH GHOST Medium Undead (Chaotic, Extraplanar, Incorporeal) Hite Dice: 4d12+3 (29 hp) Initiative: +6 Speed: Fly 30 ft. (perfect) (6 squares) Armor Class: 16 (+3 Dex, +2 natural, +1 deflection) touch 14, flat-footed 13 Base Attack/Grapple: +4/+7 Attack: Incorporeal touch +7 melee (1d6) Full Attack: Incorporeal touch +7 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attack: Corrupting touch, Draining touch Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits Saves: Fort +1, Ref +3, Will +1 Abilities: Str 16, Dex 14, Con ―, Int ―, Wis 4, Cha 12 Skills: ― Feats: Toughness Challenge Rating: 3 Treasure: Bright Gem (4%), Hi-Potion (2%), Mega-Potion (1%) Combat Corrupting touch (Su): A Search Ghost hits a living target with incorporeal touch attack that deals 1d6 points of damage. Draining touch (Su): A Search Ghost that hits a living target drains 1d4 points from any ability score it selects, and heals 5 points of damage to itself for each successful attack. WIGHT KNIGHT Medium Undead (Chaotic, Extraplanar) Hite Dice: 5d12+3 (35 hp) Initiative: +3 Speed: 30 ft. (4 squares) Armor Class: 15 (+3 Dex, +2 natural) touch 13, flat-footed 15 Base Attack/Grapple: +5/+9 Attack: Claw +9 melee (1d6+6) Full Attack: 2 claws +9 (1d6+6) Space/Reach: 5 ft./5 ft. Special Attack: Pounce Special Qualities: Darkvision 60 ft., damage reduction 5/slashing Saves: Fort +4, Ref +10, Will +4 Abilities: Str 18, Dex 16, Con ―, Int ―, Wis 10, Cha 1 Skills: ― Feats: Toughness Challenge Rating: 4 Treasure: 10 munny, Lucid Stone (8%), Bright Stone (4%), Lucid Gem (4%), Hi-Potion (2%), Mega-Potion (0.5%) Combat Pounce (Ex): A Wight Knight has the ability to follow a charge with a full attack round. GARGOYLE Medium Magical Beast (Chaotic, Extraplanar) Hite Dice: 4d10+8 (30 hp) Initiative: +2 Speed: Fly 60 ft. (average) (10 squares) Armor Class: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14 Base Attack/Grapple: +4/+7 Attack: Gore +8 melee (1d8+3) or slam +7 melee (1d4+1) Full Attack: 2 Gore +9 (1d8+3) and slam +3 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attack: ― Special Qualities: Darkvision 60 ft., freeze Saves: Fort +5, Ref +8, Will +0 Abilities: Str 16, Dex 14, Con 14, Int 6, Wis 4, Cha 4 Skills: Hide +11 Feats: Flyby AttackB, Improved Natural Attack (gore), Weapon Focus (gore) Challenge Rating: 3 Treasure: Lucid Gem (4%), Ether (2%), Mega-Ether (0.5%) Combat Freeze (Ex): A Gargoyle can hold itself so still it appears to be a statue. An observer must succeed on DC 20 Spot check to notice the Gargoyle is really alive. Skills: Gargoyles have a +2 racial bonus to Hide, Listen, and Spot checks. PIRATE Medium Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 6d8+6 (33 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 17 (+2 Dex, +1 natural, +4 Power Band) touch 16, flat-footed 15 Base Attack/Grapple: +6/+9 Attack: +1 Scimitar +11 melee (1d6+4/18-20) Full Attack: +1 Scimitar +11/+6 melee (1d6+4/18-20) Space/Reach: 5 ft./5 ft. Special Attack: Magical draw 1d6+8 Special Qualities: Darkvision 60 ft. Saves: Fort +6, Ref +10, Will +1 Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 4, Cha 6 Skills: Climb +12, Jump +12 Feats: Improved Initiative, Quick Draw, Weapon Focus (scimitar) Challenge Rating: 4 Treasure: 6 munny, Power Gem (4%), Hi-Potion (2%), Mega-Potion (1%) Combat Magical draw (Ex): A Pirate may draw and sheathe his weapon. He imbues it with magic to cause more damage. Of course this provokes attack of opportunity. AIR PIRATE Medium Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 7d8+18 (90 hp) Initiative: +3 Speed: Fly 60 ft. (average) (10 squares) Armor Class: 18 (+3 Dex, +1 natural, +4 Power Band) touch 17, flat-footed 15 Base Attack/Grapple: +7/+11 Attack: Slam +12 melee (1d6+6) Full Attack: 2 slams +12 melee (1d6+6) Space/Reach: 5 ft./5 ft. Special Attack: ― Special Qualities: Darkvision 60 ft. Saves: Fort +8, Ref +11, Will +2 Abilities: Str 18, Dex 16, Con 16, Int 10, Wis 4, Cha 6 Skills: Search +7, Spot +7 Feats: Flyby AttackB, Improved Natural Attack, Powerful Charge, Weapon Focus (slam) Challenge Rating: 5 Treasure: 30 munny, Dark Crystal (8%), Bright Crystal (4%), Power Gem (4%), Hi-Potion (2%), Mega-Potion (1%) Combat PIRATE CAPTAIN Medium Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 8d8+16 (52 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 19 (+4 Dex, +3 natural, +2 Element Ring) Base Attack/Grapple: +8/+12 Attack: +1 keen rapier +11 melee (1d6+5/15-20) Full Attack: +1 keen rapier +14/+9 melee (1d6+5/15-20) or +1 keen rapier +12/12/+7 melee (1d6+5) Space/Reach: 5 ft./5 ft. Special Attack: Rapid Thrust, summon pirates Special Qualities: Darkvision 60 ft. Saves: Fort +8, Ref +14, Will +4 Abilities: Str 18, Dex 18, Con 14, Int 10, Wis 6, Cha 8 Skills: Spot +9, Tumble +15 Feats: Dodge, Quick Draw, Weapon Focus (rapier) Challenge Rating: 6 Treasure: 150 munny, Power Gem (16%), Elixir (4%) Combat Rapid Thrust (Ex): The Pirate Captain uses a full round action to make one extra attack with -2 penalty. The recipient can make a DC 18 Reflex save to perform Parry, with each attack. If he parries each blow he can make another Reflex save to perform Offset. Summon Pirate (Sp): A Pirate Captain can summon his crew to his aid. The Pirate Captain can summon either 2d3 Pirates, 1d4 Air Pirates, or 1 Pirate Captain. DARKBALL Large Aberration (Chaotic, Extraplanar) Hite Dice: 7d8+21 (52 hp) Initiative: +5 Speed: Fly 80 ft. (perfect) (14 squares) Armor Class: 17 (-1 size, +5 Dex, +3 natural) touch 14, flat-footed Base Attack/Grapple: +5/+13 Attack: Bite +8 melee (2d6+4) or slam +9 melee (1d6+4) Full Attack: Bite +8 melee (2d6+4) or slam +9 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attack: ― Special Qualities: Darkvision 60 ft., gaseous form Saves: Fort +6, Ref +9, Will +0 Abilities: Str 19, Dex 20, Con 17, Int 7, Wis 4, Cha 4 Skills: Hide +19* Feats: Improved Natural Attack (bite), Powerful Charge, Weapon Focus (slam) Challenge Rating: 5 Treasure: 6 munny, Mega-Ether (10%), Hi-Potion (1%), Lucid Crystal (1%) Combat Gaseous form (Sp): Darkball’s have the ability to assume a gaseous form as a standard action and reappear as a free action. Skills: Darkballs get a +4 racial bonus to hide check. *In shadowy areas, this bonus improves to +8. DEFENDER Large Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 12d8+36 (90 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 23 (-1 size, +1 Dex, +8 +2 half plate, +4 Defender) touch 10, flat-footed 21 Base Attack/Grapple: +12/+21 Attack: Defender +20 melee (1d8+8) Full Attack: Defender +20/+15/+10 melee (1d8+8) Space/Reach: 10 ft./5 ft. Special Attack: Spell-like abilities Special Qualities: Darkvision 60 ft. Saves: Fort +8, Ref +11, Will +2 Abilities: Str 20, Dex 12, Con 17, Int 10, Wis 4, Cha 10 Skills: Listen +11, Spot +11 Feats: Awesome Blow, Improved Bull Rush, Improved InitiativeB, Improved Shield Bash, Power Attack, Weapon Focus (heavy) Challenge Rating: 7 Treasure: 95 munny, Bright Crystal (2%), Elixir (1%) Combat Spell-like abilities (Sp): The Defender’s shield, Defender, can cast Fira and Blizzara as an 8th level caster. WYVERN Large Dragon (Chaotic, Extraplanar) Hite Dice: 10d12+30 (95 hp) Initiative: +4 Speed: Fly 60 ft. (10 squares) (good) Armor Class: 20 (-1 size, +11 natural) touch 9, flat-footed 20 Base Attack/Grapple: +10/+18 Attack: Bite +14 melee (2d6+4) or slam +14 melee (1d6+6) or talon +14 melee (1d8+2) Full Attack: Bite +14 melee (2d6+4) and slam +12 melee (1d6+6) and talon +10 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attack: ― Special Qualities: Darkvision 60 ft., low-light vision, immunity to magic sleep and paralysis effects. Saves: Fort +10, Ref +11, Will +4 Abilities: Str 19, Dex 11, Con 17, Int 10, Wis 4, Cha 10 Skills: Concentration +16, Escape Artist +13, Intimidate +13, Listen +10, Search +13, Spot +10 Feats: Flyby Attack, Improved Initiative, Multiattack, Powerful Charge Challenge Rating: 7 Treasure: Power Crystal (2%), Hi-Potion (2%), Elixir (0.5%) Combat WIZARD Medium Monstrous Humanoid (Chaotic, Extraplanar) Hite Dice: 6d8 (27 hp) Initiative: +1 Speed: Fly 40 ft. (perfect) (8 squares) Armor Class: 14 (+1 Dex, +3 natural) touch 11, flat-footed 13 Base Attack/Grapple: +6/+6 Attack: Wizard Relic +9 melee (1d6+3) Full Attack: Wizard Relic +9/+4 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attack: Spell-like abilities Special Qualities: Darkvision 60 ft., immunity to magic, spell resistance 18 Saves: Fort +7, Ref +8, Will +8 Abilities: Str 11, Dex 12, Con 11, Int 18, Wis 4, Cha 10 Skills: Concentration +9, Listen +6, Search +14, Spellcraft +14, Spot +6 Feats: Combat Casting, Empower Spell-like Ability, Practiced Spellcaster Challenge Rating: 7 Treasure: Ether (2%), Shiny Crystal (2%), Wizard Relic (0.2%) Combat Spell-like Abilities: At will Dark Eruption (DC 17), Fira (DC 15), Blizzara (DC 16), Teleport, Thundara Vengeance (DC 18). Caster level 6th. The save DCs are Intelligence-based. Immunity to Magic (Ex): A wizard is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Any magical attack against a wizard that deals fire, cold, or electricity damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount healing would cause the wizard to exceed its full normal hit points, it gains any excess as temporary hit points. INVISIBLE Medium Outsider (Chaotic, Extraplanar) Hite Dice: 9d8+27 (67 hp) Initiative: +6 Speed: Fly 40 ft. (good) (8 squares) Armor Class: 23 (+2 Dex, +11 natural) touch 12, flat-footed 21 Base Attack/Grapple: +9/+13 Attack: +3 keen bastard sword +17 melee (1d10+7/17-20) Full Attack: +3 keen bastard sword +17/+12 melee (1d10+7/17-20) Space/Reach: 5 ft./5 ft. Special Attack: Shaded circle, Shadow orbs Special Qualities: Darkvision 60 ft. Saves: Fort +12, Ref +15, Will +6 Abilities: Str 19, Dex 15, Con 16, Int 15, Wis 4, Cha 16 Skills: Bluff +15, Concentration +15, Escape Artist +14, Hide +14, Intimidate +15, Listen +9, Search +14, Sense Motive +9, Spellcraft +14, Spot +9 Feats: Flyby Attack, Hover, Improved Initiative, Weapon Focus (bastard sword) Challenge Rating: 9 Treasure: Gale (6%), Elixir (5%), Hi-Potion (2%), Orichalcum (1%) Combat Shaded Circle (Su): An Invisible has the supernatural ability to form around an opponent as a circle, and quickly compress. Causing 9d6 of dark damage; with a DC 17 Reflex save, for half. The save DC is constitution based. Shadow Orbs (Sp): An Invisible has the ability to fire six orbs of darkness; in a 30 ft. emanation, before they dissipate; each causing a 3d6 of dark damage. ANGEL STAR Medium Aberration (Chaotic, Extraplanar) Hit Dice: 7d6+7 (31 hp) Initiative: +2 Speed: Fly 60 ft. (perfect) (10 squares) Armor Class: 21 (+2 Dex, +9 natural) touch 12, flat-footed 19 Base Attack/Grapple: +5/+5 Attack: ― Full Attack: ― Space/Reach: 5 ft./5 ft. Special Attack: Archangel frost, seraph spheres, twister Special Qualities: Darkvision 60 ft., resistance to fire and cold 10, immunity to electricity, spell resistance 19 Saves: Fort +9, Ref +10, Will +14 Abilities: Str 11, Dex 15, Con 13, Int 12, Wis 18, Cha 10 Skills: Concentration +10, Spellcraft +10, Spot +12 Feats: Ability Focus (archangel frost), Combat Casting, Improved Initiative Challenge Rating: 8 Treasure: 55 munny, Gale (6%), Ether (2%), Mythril (1%) Combat Immunity to Electricity (Ex): Any magical attack against an angel star that deals electricity damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount healing would cause the angel star to exceed its full normal hit points, it gains any excess as temporary hit points. Archangel Frost (Sp): An angel star can fire a ball of cold energy up to 50 ft., causing 7d6 of cold damage. A DC 19 Reflex save for half. The save is Wisdom based. Seraph Orbs (Sp): An angel star can fire three consecutive spheres of lighting. Each causing a 3d6 plus the angel star’s wisdom modifier of electricity damage. Twister (Sp): An angel star can conjure a medium size tornado that moves every round, causing 3d6 of force damage. Last for 7 rounds or until it hits an opponent. BEHEMOTH Gargantuan Magical Beast (Chaotic, Extraplanar) Hit Dice: 15d10+ (31 hp) Initiative: +1 Speed: 30 ft. (5 squares) Armor Class: 22 (-4 size, +15 natural) touch 6, flat-footed 21 Base Attack/Grapple: +15/+39 Attack: Head butt +23 melee (3d6+18) or bite +23 melee (2d6+12) or slam +23 melee (1d8+6) Full Attack: Bite +23 melee (2d6+12) and 2 slams +21(1d8+6), or head butt +23 (3d6+18) Space/Reach: 20 ft./10 ft. (15 ft. with bite) Special Attack: Behemoth thunder, sinister globe, Trample 3d6+18 Special Qualities: Darkvision 60 ft., immunity to magic, low-light vision, Saves: Fort +20, Ref +11, Will +10 Abilities: Str 35, Dex 11, Con 17, Int 3, Wis 10, Cha 20 Skills: Spot +18 Feats: Awesome Blow, Improved Bull Rush, Improved Natural Attack (head butt), Multiattack, Power Attack, Snatch Challenge Rating: 10 Treasure: 120 munny, Mythril (20%), Mythril Shard (20%), Orichalcum (20%) Combat Behemoth Thunder (Su): After the behemoth has taken damage from a melee attack, as an immediate action, purple lighting strikes in 15 ft. radius causing 5d8 points of electrical damage +1 point per hit dice (maximum +15). Sinister Globe (Su): As a full round action, a behemoth can conjure a globe of dark energy that ascends and separates into many smaller orbs. 1 to 5 missiles, determined randomly, can hit each person within a 40 ft. radius. Each causing 1d4+1 of dark damage. Trample (Ex): As a standard action during its turn each round, a behemoth can trample opponents at least one size category smaller than itself. This attack deals 3d6+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 29) for half damage. and now the good news We have a site here: http://groups.msn.com/KingdomHeartsD20-DD/yourwebpage.msnw Bad news: Well It will take me till friday or saturday to get all the info up |
| zeone300002-07-07, 10:56 PM | Ask any questions u want, once again thank you sword and i joined DnD online. I'm ready to show the strength of my heart. My heartless are choatic netural, because what they do is nature and the will of person that is controling them. |
| sword_war44402-08-07, 04:29 PM | Ok here are some feats But first the online game I am runing there are alot more people with Keyblades that I want to be trueish, so I made a thing called the minor Key. This is a lesser version of the true keys but greater then any mudane version Now The feats Strong Heart Your heart is extremly strong When ever you are reduced to - hp you may make a fort saveto be put on 0 Hp Also +2 will saves You can use minor keyblades Strong Hearts LV2 Your hearst contain elemental or otherwise powers and you can use Leyblades (Greater) Pre: Strong hearts effect: need help Strong hearts Lv 3 You can get a light heart dark heart or Esper heart need help to |
| zeone300002-08-07, 04:35 PM | Sword, first off get a spell checker, and use commas. It's hard to figure out exactly what you want. You have to be more specific. The strong heart feat, great starting point. Lv 2, by otherwise powers do you mean psionics or something. Lv 3, what do you want those type of hearts do? How do they obtain said feats, do they choose them normally, or must special circumstances be met. |
| sword_war44402-08-07, 08:02 PM | These are just rough drafts. You may take one of these feat every other feat(As in you take it at lv 1 the next feat you get can not be one of these but the one atfter that can) The Dm may also grant them to a player for free. The lv2 repersent the heart either conncted to a element or a algiment. Lv 3 repersent connection to a Esper or Dark and Light. After I get them done I will make more feats and a Prc for strong hearts. This is a example Summon esper You can summon your connected esper req: 3 other strong heart feats (excluding lv1, 2 or 3 ) and a heart esper. Aslo the Dm aproveal You may summon the apporiate esper Note: In my opion the requirment is for the base esper Hd to be eaual to the player x2 |
| sword_war44402-08-07, 08:39 PM | Ok this probably is not really good but, hey it is what it is The elemental mage is a spell user foucising on a chosen element. Requirements To become a elemental mage you must meet the following Boost of the chosen element Spell casting Lv 6 know 4 spells of the chosen element. Hd: D6 Bab: low Will: good MP die:D10 Lv Speacil 1 reduced mp cost (-1), Chosen element, magic 2 Feat 3 spell like, Increased damage (x2) 4 Reduced Mp cost (-2) 5 Feat 6 Spell like 7 Increased damage (x2.5) 8 Reduced mp cost (-3) 9Feat 10 Spell like ablity, Increased Damage (x3) Chosen Element: Chose a element who you meet the requirements for that is your chosen element. All befits of the class applies to only that element. Magic: Your caster level increases like usual Reduced Mp cost: all Mp cost for spells of the chosen element reduce by the listed amount Feat: Choose to metamagic feats. You may apply them to any spell of the chosen element Spell like: You get the Basic spell for the chosen ability as a spell like ability useable once per day per time gained The basic spells are: Fire, Blizzard, Thunder, Water Increased damage: You may x3 the original mp(+netamagic mp cost) cost of the spell and the spell deals the listed amount more of damage Note: you may easily make this psionic Not good I know |
| zeone300002-08-07, 09:37 PM | Increase the Magic Die to a d12, The caster level of the choosen elemental should be 2 higher for expertise in that element. The save DC also should be two higher for that element. What are their skills and skill points. |
| sword_war44402-09-07, 05:51 PM | oopd always forget to do the skill part.humlike a magus. |
| nimbusconflict02-10-07, 02:22 PM | i was listened too! scary!!!! anyway, next lesson. Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +0 +2 +0 Avenged +1/+1d6 2nd +2 +0 +3 +0 Condemn Nobody 3rd +3 +1 +3 +1 Bonus feat 4th +4 +1 +4 +1 Avenged +2/+2d6 5th +5 +1 +4 +1 Justified 6th +6 +2 +5 +2 Bonus feat 7th +7 +2 +5 +2 Avenged +3/+3d6 8th +8 +2 +6 +2 Vindicated 9th +9 +3 +6 +3 Bonus feat 10th +10 +3 +7 +3 Avenged +4/+4d6 now, on how the tag works. 1st, do all the tables in notepad, and add spacing using the Tab key. copy and paste into the [code] tag. E.G. [code] Level BAB Fort Ref Will Special 1st +1 +0 +2 +0 Avenged +1/+1d6 2nd +2 +0 +3 +0 Condemn Nobody 3rd +3 +1 +3 +1 Bonus feat 4th +4 +1 +4 +1 Avenged +2/+2d6 5th +5 +1 +4 +1 Justified 6th +6 +2 +5 +2 Bonus feat 7th +7 +2 +5 +2 Avenged +3/+3d6 8th +8 +2 +6 +2 Vindicated 9th +9 +3 +6 +3 Bonus feat 10th +10 +3 +7 +3 Avenged +4/+4d6 tadaa! keep up the good work ^^; |
| zeone300002-10-07, 02:25 PM | I guess you like that class, or was it the easiest to do. |
| nimbusconflict02-10-07, 09:52 PM | meh, i just randomly selected a set of stats. no clue what class it's from. Being chaotic evil and all, i am happy to crush your hopes!!! mwahahaha.... oh wait... CE was yesterday. todays alignment was NG..... In that case, i just picked one, but i'm sure it's a very good class. *goes to download some bishies and take a shower* |
| sword_war44402-10-07, 11:04 PM | Well how do you like my class |
| zeone300002-10-07, 11:07 PM | It's good man. I'm not great with magic users classes, that's why really didn't make any. Oh, how do make hide buttons? |
| wolfie-kun02-11-07, 08:24 AM | It's good man. I'm not great with magic users classes, that's why really didn't make any. Oh, how do make hide buttons? [ sblock=title here] [ /sblock] Ex: Just take out the spaces. |
| wolfie-kun02-11-07, 08:37 AM | As to the elemental mage: Not too bad on ideas, though actually multiplying spell damage is very easily abusable. That, and PrCs usually don't grant bonus feats like that. I'd simply remove the bonus feats, and word that ability like this: Spell Boost (Su): Whenever you cast a spell of your chosen element that deals hit point damage, you may choose to spend three times the normal amount of MP on it. The casting time of the spell, if less than one full-round action, becomes one full round action, and the energy damage increases by the listed amount. For example, if you cast fireball and use Spell Boost, the spell would cost 21 MP and deal an extra XdY of fire damage. X is the number, dY is whatever sided die. Not sure if 21 is the actual MP cost of a fireball multiplied by 3, but it's only an example anyway. The "listed amount" would be maybe +1d6 at 2nd and every three levels after (up to +4d6 at 10th). Not amazing, but the reduced MP cost actually does get multiplied into the ability, making it scale better than it seems. (at 10 level for one of these guys they're paying 9 less MP for this ability each time they use it; that fireball becomes a 14d6 damage spell for 12 MP) |
| zeone300002-11-07, 12:02 PM | Thanks wolf. |
| nimbusconflict02-11-07, 11:12 PM | if thats an example of what your ideas do when sent through the wringer (a wringer is something used to squeeze water from clothing) then you sir, are awesome. remind me after i finish my senior project to give your classes a good going over. by the looks of things, we have abilities of the same name, so i may go through and do a comparative thing and throw out the less liked one. i have to rewrite three of my classes anyway. |
| sword_war44402-12-07, 06:22 PM | hey I will do all that stuff and post v 2 soon |
| MasonMurdoc02-13-07, 05:15 PM | I like it but I think Organisation XIII are way to unique to have classes I think they work better with HD and abilities No offense intended UMC has done them well http://boards1.wizards.com/showthread.php?p=10541311#post10541311 Though he seems to be indisposed and has not got round to finishing them |
| nimbusconflict02-13-07, 06:07 PM | I like it but I think Organisation XIII are way to unique to have classes I think they work better with HD and abilities No offense intended UMC has done them well http://boards1.wizards.com/showthread.php?p=10541311#post10541311 Though he seems to be indisposed and has not got round to finishing them ok, but having various classes explains some of the unique abilities they have. a greater nobody who has mage levels will be far different from the psi blade nobody. |
| sword_war44402-14-07, 09:00 AM | This was not even inteneded fornobodies but all races. And I suppurt nim |
| sword_war44402-20-07, 04:17 PM | Bump |
| nimbusconflict02-20-07, 10:39 PM | bump? we had to be bumped? oh whatevershallwedohenceforthsincewehaveal llosttheabilitytocreatecontent. ...mwahaha... |
| zeone300002-20-07, 10:48 PM | I have plenty of content, I just might not share it all |
| nimbusconflict02-21-07, 08:36 PM | i see. now your holding out on us. i feel so unloved |
| zeone300002-21-07, 08:39 PM | so what if i am, what are you gonna do about it? |
| nimbusconflict02-22-07, 04:39 PM | ...cry of course! what, you expect me to disobey oreders, hack your computer, and steal it all? meh, i could also try bribing you with pr0n or something. works on my bf every time... |
| zeone300002-22-07, 04:50 PM | Damn it, don't cry. Men can't stand women crying, it breaks their heart. If you must know, I just been tweaking the classes to balance them out, they all just got upgraded in a sense. And working the Heartless and Nobodies from KH II, my keyblade, an affiliation for my campaign, and the main antagonists of my campaign. I'm still waiting for my friend to get done with class he's going to play. He's basing it off the Kensai. |
| sword_war44402-22-07, 07:41 PM | Post any way. On to more important bussines Nimbus is a female woow………………:eek: :confused: :confused: |
| zeone300002-22-07, 07:52 PM | and geez wolfie, make a girl feel loved. the 20 level classes are on page 1 under the tab Classes. You don't remember when you first posted my classes. I'm not gonna lie either, I missed that too. So, nimbus do you have a friend, that's girl, that's any thing like you? Anyway, what should I post first? |
| sword_war44402-22-07, 08:29 PM | Ok Now let do something we Need get set down rules for MAGIC. So this is what I am thinking of there are classes that cast magic. Every two level they gain Black or white magic the feat. The amount of spells known is equal to your score modifier for that type+1 for every 2 levels in a spell casting class. You gain a new spell level every 2 spell casting class levels + once for each feat of that type you have. Psioics works they normaly do. Any spell casting class can instead Use psionics powers. I will divide the stuff into 2 groups. There also a feat that will work like the spell casting one. That also goes for Number known and level. Manuvers. Kh realy uses Manuvers. The Strider, Stormer and Damasco can gain maunvers. I am thinking instead of bonous feats give maunvers progression or every other bonous feat. Latter I will post my version of a darkness using class. Why not now I am to lazy and another thing Nimbus is a girl :uh-huh::shocked::shocked: :OMG!:OMG!:thinks::thinks::thinks::help: This all means that I=:cookie: Wich in turns means I need help schol hurt me brain badly |
| zeone300002-22-07, 09:02 PM | Here is the Torrid Phenix This is my keyblade, for my campaign. I'm a warrior, with the esper of the Phoenix in my heart. My friends are working on theirs. Huge +1 greatsword; Damage 3d8 19-20/x2; Weight 18 lb. Torrid Phenix gives you a +2 on Jump checks. Omen: The Torrid Phenix disrupts the air around it, as if it there is a heat wave. Attack Save HP Lvl Penalty Penalty Loss Abilities 5th - - - One Body, Lift of the Phoenix 6th 1 - - wildfire +2 7th - 1 2 +1 flaming keyblade 8th - - 2 Feathers of the Phoenix +1 9th - 2 - Wings of the Phoenix 10th - - 2 +2 flaming keyblade 11th - - - One Mind, Wildfire +4 12th 2 - - +2 flaming burst keyblade 13th - - - 14th - - 2 Feathers of the Phoenix +2 15th - 3 - +3 flaming burst keyblade 16th - - 2 Tears of the Phoenix 17th - - - One Heart, +4 flaming burst keyblade 18th 3 - - Wildfire +6 19th - - - Feathers of the Phoenix +3 20th - 4 - +5 flaming burst keyblade One Body: You begin to realize that your body isn't just yours. You become aware of your esper, and it may help you out from time to time. Lift of the Phoenix (Su): The Phoenix is aerodynamic, and it carries on to the wielder. Your base land speed increases by 10 ft. Wildfire (Su): The burning fires of Phoenix burn hot inside of you. Your Strength score increases by +2. Then at 11th level it increases to +4, and +6 at 18th level. Feathers of the Phoenix (Su): The protection of the Phoenix carries on to you. You gain a +1 deflection to your AC at 8th level. It then increases to +2 at 14th level, and +3 at 19th level. Wings of the Phoenix (Su): The Phoenix saves you from deadly falls. If you fall more than 5 ft., the effect of feather fall is immediately cast. One Mind: The Phoenix can now communicate with you empathically and telepathically, and can hear and see as far as you. Tears of the Phoenix (Sp): The tears of the Phoenix have a curative effect. Once per encounter at the Phoenix's discretion can cast Cura as a swift action. One Heart: You and Phoenix are now forever bonded by the threads of fate and time. You now can tap into to the power of the Phoenix. Try and guess what the abilities do before I post them |
| wolfie-kun02-23-07, 11:29 AM | *sweatdrops a little* Okay, sword, we understand that nimbus is a girl. That's nice. Anyway...let's wait for custom stuff (particularly, and especially, anything that's already specific to a given campaign) until we've got everything else worked out. If I could make any real sense of sword's last post, I'd have a comment or two on what he proposed, but I really don't have a clue what he was trying to talk about there. |
| zeone300002-23-07, 02:30 PM | Owww, that hurt hurts. Did you even notice my post? You don't even wanna try and guest. Fine, maybe I won't post anymore of my stuff. |
| sword_war44402-23-07, 04:49 PM | post ok so any way I described the magic sytem and It made no sense so I will repost later tonight after i make it make sense. Nice key but you should put it in the way we formated them becuase I say so |
| zeone300002-23-07, 07:35 PM | with key loops and stuff, naw that's the way your doing it for your guys campaign. This is for mine and mine alone. Just wondering has any of this stuff mentioned before hand been play test? |
| Ryuu_Tenshi02-24-07, 04:15 PM | Still too busy to deal with this. but. http://www.kh2.co.uk/image.php?view=img/img071.jpg Check it out guys. |
| zeone300002-24-07, 04:31 PM | Man you are late with that. That is KH II+, they put all the Organization XIII members that you didn't fight in. You even get to fight Roxas. There is a new form, that is Sora's old outfit and old powers. And a new keyblade for beating the Organization XIII members. New and EXtended cut scenes that go deeper into the storyline, and you guessed it, it's only avaial in the Far East. But there is talk of it coming to the states. |
| Ryuu_Tenshi02-24-07, 11:11 PM | I know that. I meant Zexion's weapon. we've only known that for two days. |
| zeone300002-24-07, 11:40 PM | OH, sorry. You mean a book and paper. Yeah, that takes the cake on Organization XIII weapons. |
| wolfie-kun02-25-07, 09:33 AM | Quit bickering. Go act like little kids somewhere else. :bored: To get back on topic, here's a re-write of the +S-M: (I was going to put changes in italics...but I've made a lot of them in the talent trees. The first group will keep its italics, though, as there are some pretty significant changes.) Stormer HD: d8 MP per Level: d6 Starting Feats: Simple and Martial Weapon Proficiency, Light Armour Proficiency Skill points per Level: 4+Int Modifier Class Skills: Balance, Climb, Craft, Drive/Pilot, Handle Animal, Intimidate, Jump, Knowledge, Listen, Profession, Ride, Speak Language, Survival, Swim Level BAB Fort Reflex Will BDB Special 1 1 2 0 0 1 Talent 2 2 3 0 0 1 Bonus Feat 3 3 3 1 1 2 4 4 4 1 1 3 Talent 5 5 4 1 1 3 6 6/1 5 2 2 4 Bonus Feat 7 7/2 5 2 2 5 8 8/3 6 2 2 5 Talent 9 9/4 6 3 3 6 10 10/5 7 3 3 7 Bonus Feat 11 11/6/1 7 3 3 7 12 12/7/2 8 4 4 8 Talent 13 13/8/3 8 4 4 9 14 14/8/4 9 4 4 9 Bonus Feat 15 15/9/5 9 5 5 10 16 16/10/6/1 10 5 5 11 Talent 17 17/11/7/2 10 5 5 11 18 18/12/8/3 11 6 6 12 Bonus Feat 19 19/13/9/4 11 6 6 13 20 20/15/10/5 12 6 6 13 Talent Talents: Combo Plus (Ex): Benefit: For each successful consecutive attack you make, the penalty for your next iterative attack is reduced by 1. For example, with one Combo Plus, if you hit with your first attack, your second is made at a -4 to hit (instead of a -5). If that second attack hit, your third attack would be made at a -3, and so on. This ability can allow you to make up to one additional attack in a turn. Combo Boost (Ex): Prerequisite: You must have the Combo Plus talent to take Combo Boost. Benefit: For each successful consecutive attack you make, your next attack deals a cumulative +1 to damage (+1 if you hit with one attack, +2 if you hit with two, etc). Special: This effect stacks with other Combo Boost effects. Negative Combo (Ex): Benefit: It takes one less successful attack to activate a Finishing Blow. Special: This ability stacks with all other Negative Combo effects. Thrust (Ex): Benefit: As a standard action, you can make one attack against two targets who lie in a straight path from you (one is behind the other). You only make one attack roll, and use the result to determine success against each target individually. This attack deals an additional +1d6 damage. Horizontal Slash (Ex): Benefit: As a standard action, you can make one attack against two targets who are adjacent to yourself and each other, using only one attack roll. Sonic Blade (Su): Finishing Blow* MP Cost: 4 Prerequisites: You must have the Thrust and Horizontal Slash talents to take Sonic Blade. Benefit: When you use Sonic Blade, you may move in a straight line up to your speed. As you move, you may make a single attack at your BAB -5 against each opponent that lies in this path. This attack replaces the final iterative attack you would make that round. Dodge Slash (Ex): Benefit: Any enemy who attacks you and misses in melee combat provokes an attack of opportunity. An enemy can only provoke one attack of opportunity this way each round. Retaliating Slash (Ex): Benefit: If an opponent succeeds in a special attack action against you (except grapple or disarm attempts), he or she provokes an attack of opportunity from you. (Special attack actions include bull rush, charge, overrun, trip, etc) Bonus Feats: Blind Fight, Brawl, Cleave, Combat Reflexes, Great Cleave, Greater Two-Weapon Fighting, Improved Brawl, Improved Two-Weapon Fighting, Martial Stance**, Martial Study**, Power Attack, Weapon Focus, Weapon Specialization, Two-Weapon Fighting. * A Finishing Blow can only be used if all attacks made as part of a full attack have successfully hit (except the final attack the finishing blow replaces). For instance, a 6th level Stormer with Two-Weapon Fighting would have to successfully hit with two attacks on his turn before he would be able to use a Finishing Blow. A character with less than three possible attacks each round cannot use a Finishing Blow. (I may want to attempt to re-word this again, we'll see if you guys understand what this says first) ** Found in Tome of Battle: Book of Nine Swords. |
| sword_war44402-25-07, 01:06 PM | May be you can gain Maunvers instead of bonous feats or Talents |
| zeone300002-25-07, 06:56 PM | using my idea for MP die instead of set numbers. Every game needs randomness. If there is no randomness, it just makes it bland and boring. |
| wolfie-kun02-25-07, 10:44 PM | May be you can gain Maunvers instead of bonous feats or Talents Wanted to keep it friendly for anyone who doesn't have the book. using my idea for MP die instead of set numbers. Every game needs randomness. If there is no randomness, it just makes it bland and boring. Trust me, you're not the first with that idea. |
| zeone300002-26-07, 04:29 PM | first one to post on this board about it then, what ever. Don't care, that is what this board about. Getting and sharing ideas for D20 system for Kingdom Hearts, and no one ever answered if any of this been play tested. Cause if not we need to. |
| wolfie-kun02-26-07, 04:52 PM | first one to post on this board about it then, what ever. Don't care, that is what this board about. Getting and sharing ideas for D20 system for Kingdom Hearts, and no one ever answered if any of this been play tested. Cause if not we need to. :P We still need write-ups for the monsters, and there are still a bunch of classes I haven't touched yet. Sorry to say so this late, Nimbus, but they do need some touch-up work. Strider HD: D6 MP per Level: d10 Starting Feats: Simple and Martial Weapon Proficiencies, Enfeeblement Magic Skill points per Level: 5+Int Modifier Class Skills: Balance, bluff, Climb, concentration, craft, decipher script, gather information, handle animal, hide, intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, Spellcraft, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 0 2 0 0 Enfeeblement Magic 2 2 0 3 0 1 Talent 3 3 1 3 1 1 4 4 1 4 1 1 Talent 5 5 1 4 1 2 6 6/1 2 5 2 2 Enfeeblement Magic 7 7/2 2 5 2 2 8 8/3 2 6 2 3 Talent 9 9/4 3 6 3 3 10 10/5 3 7 3 3 Enfeeblement Magic 11 11/6/1 3 7 3 4 12 12/7/2 4 8 4 4 Talent 13 13/8/3 4 8 4 4 14 14/9/4 4 9 4 5 Enfeeblement Magic 15 15/10/5 5 9 5 5 16 16/11/6/1 5 10 5 5 Bonus Feat 17 17/12/7/2 5 10 5 6 18 18/13/8/3 6 11 6 6 Enfeeblement Magic 19 19/14/9/4 6 11 6 6 20 20/15/10/5 6 12 6 7 Talent Talents: Aerial Attack (Ex): Benefit: If you beat the DC of any Jump check by at least 5, you can make a single attack at your highest BAB against any target within range at any point during the jump. Aerial Sweep (Ex): Prerequisite: Aerial Attack Benefit: if you beat the DC of any Jump check by 10 or more, you can make a full attack as you jump (you may attack multiple targets during the jump). Strike Raid Prerequisites: Aerial Attack, Aerial Sweep MP Cost: 3 Finishing Blow Benefit: One melee weapon you are wielding this round gains a range increment of 20ft. You may throw your weapon at your full normal base attack bonus. The weapon quickly speeds back to your hand, allowing you to make iterative attacks (up to one fewer than your BAB would normally allow). Trick Shot (Ex): Striders learn to make ranged attacks in the most unlikely of situations. Reduce any penalty to a ranged attack roll, whether from long range or other circumstances (but not the normal penalty for iterative attacks), by one half the Strider's class level (round down). In addition, a Strider no longer provokes attacks of opportunity from the target of her ranged attack for making a ranged attack in a threatened area. Other enemies threatening the area may still make an attack of opportunity normally. Sharp Shot (Ex): Prerequisite: Trick Shot By taking one turn to aim carefully at your opponent, you may make attacks to a vital area of any creature that is unaware of you. This damage is 1d6 for every three character levels. You can only use this ability with a ranged weapon, and at 30ft or more away. Barrage Prerequisites: Trick Shot, Sharp Shot Finishing Blow* As a full round action, you can make one ranged attack within 30ft of a target, that adds damage equal to 1d6 per number of attacks you would normally receive after the first. Bonus Feats: Far Shot, Dodge, Lightning Reflexes, Point Blank Shot, Quick Draw, Rapid Reload, Rapid Shot, Weapon Finesse, Any Meta magic Feat. Acrobatic, alertness, combat casting mobility, improved initiative, improved critical, I'll do the rest later >.> |
| zeone300002-26-07, 05:47 PM | We do, all the heartless from the first kingdom hearts. Page 8. |
| sword_war44402-27-07, 04:35 PM | Ya well I have something big I will post (my favortie line when I say i post somthing) Tomrow. It basicly goes over some tuff we need but I gotaa go now so can't now |
| nimbusconflict03-01-07, 12:41 AM | sorry, This week has been final exams, and the presentation of mu senior project (Wanted to kill my circuit builder. I gave him the schematics week three, he built it week 10, and we didn't get hardware working till 20 mins before presentation because he was using a bloody faulty LCD screen. ARRRGGGHHH) I happen to be one of those 'special' girls. you know, the one raised with and by a bunch of guys, half of which are in the Army, ^^; And I'm an electronics engineering student. I'd be my anime clubs dream girl if i didn't have a tendency to hurt people who **** me off (in some cases that is actually more of an attraction. damn otaku). next question, friends. most are male. DeVry has a low female:male ratio. my friends from high school are all MINE! that should cover it? :confused: now KH stuff. Wolfie, thank you. I've only asked like, 5 people to go over those classes and tell me what should be fixed. the only answer i got was "I don't like 10 level D20 Modern Progressions".... i stopped asking after that. Finishing blow sounds much more D20ish now. i originally based it off a FUDGE system i once played.;) If you want dice progressions for MP... do it. I have no problems with that. but keep it standardized. My thoughts are Arcane, Divine, Psionic, and Martial Powers should all be run by MP. Run down of who had what and shoud be reworked. +S-D (StriDer) was to be the Martial Powers (optionally replace with Warblade). +D-S (DeStrier) was to be Psionic (Optionally just use Psion), and the +M-S (MagiStra) was to be made a Divine caster, and adding armour proficiencies. Or just make them similar. At this point I'm tired. An exam at 8AM, then i bugged the guys, and got them to take me roller skating(remember this gentlemen, a low cut shirt will get you far. or at least to the roller rink:embarrass ) it was an odd epiphany that popped into my mind. I also forgot how annoying kids are at roller rinks, that i CAN'T do the robot and skate at the same time. and i have a blister on my foot :weep: XOXOXOXO Nimbus Ambrosia Conflict |
| sword_war44403-01-07, 08:46 AM | how about those class in addition to the orignal core Kh class. (that might be what you said.) I hgad the same idea for working magic martial manuvers and Psinonic powers. I like. I am making a rough draft because I have no school and play test it. today. I will post stuff um saturday. And sorry for bad day nimbus. |
| nimbusconflict03-01-07, 10:14 AM | how about those class in addition to the orignal core Kh class. (that might be what you said.) I hgad the same idea for working magic martial manuvers and Psinonic powers. I like. I am making a rough draft because I have no school and play test it. today. I will post stuff um saturday. And sorry for bad day nimbus. It was a great day ^^; Nothing like getting two hot guys to take you skating and well.... SKATING! It's been so long since I went roller skating, I'd forgotten how fun it is. I was just plain worn out afterwards is all :D |
| zeone300003-01-07, 12:58 PM | I have question about your classes nimbus, y don't u just do a 20 level progression with talent then bonus feat directly proceeding and not 2 levels after. In modern if u choose 2 base classes you end up with 10 talents and 10 bonus feats. If u understand were i am coming from or even understand what i am trying to explain |
| zeone300003-01-07, 02:06 PM | Triple Post |
| zeone300003-01-07, 02:08 PM | Triple Post |
| zeone300003-01-07, 02:09 PM | Here are my classes again updated and balanced out with each other. Hit Die: d12 Magic Die: d4 Skill Points: 6 + Int modifier Class Skills: Bluff, Climb, Concentration, Diplomacy, Escape Artist, Gather Information, Heal, Intimidate, Jump, Listen, Search, Sense Motive, Spot, Survival and Swim. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +0 +2 Guardian's Insight, Item Boost, Combat Reflexes, Improved +3 Shield Bash, Shield Specialization, Shield Ward 2nd +2 +3 +0 +3 Shield Block +1, Uncanny Dodge +3 3rd +3 +3 +1 +3 Hindering Opportunist, Shield Charge +3 4th +4 +4 +1 +4 Endurance +3 5th +5 +4 +1 +4 Viligant Defender +3 6th +6/+1 +5 +2 +5 Shield Ally, Shield Slam +4 7th +7/+2 +5 +2 +5 Damage Reduction 1/- +4 8th +8/+3 +6 +2 +6 Improved Uncanny Dodge +4 9th +9/+4 +6 +3 +6 MP Gift, Shield Sling, Stalwart Defense +4 10th +10/+5 +7 +3 +7 Damage Reduction 2/- +4 11th +11/+6/+1 +7 +3 +7 Diehard, Shield Block +2 +4 12th +12/+7/+2 +8 +4 +8 Guard +5 13th +13/+8/+3 +8 +4 +8 Damage Reduction 3/- +5 14th +14/+9/+4 +9 +4 +9 Improved Shield Ally +5 15th +15/+10/+5 +9 +5 +9 +5 16th +16/+11/+6/+1 +10 +5 +10 Damage Reduction 4/- +5 17th +17/+12/+7/+2 +10 +5 +10 +5 18th +18/+13/+8/+3 +11 +6 +11 +6 19th +19/+14/+9/+4 +11 +6 +11 Damage Reduction 5/- +6 20th +20/+15/+10/+5 +12 +6 +12 Shield Block +3 +6 Class Features Weapon and Shield Proficiency: A guardian is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and all shields. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Guardian's Insight (Ex): A guardian use intuition block incoming attacks with his keyblade and shield. When he uses a shield he’s proficient with, the guardian can add half his Wisdom bonus to his AC. At 10th level, he able to use his full Wisdom bonus. This bonus to AC applies against touch attacks or when the guardian is flat-footed. He loses this bonus when he is immobilized or helpless. Improved Shield Bash: A guardian gains Improved Shield Bash as a bonus feat. Item Boost (Su): When a guardian uses a healing item its effect is increased by 1-1/2. Shield Specialization: A guardian gains Shield Specialization (buckler, heavy, and light) as bonus feats. Shield Ward: A guardian gains Shield Ward as a bonus feat. Shield Block (Ex): Starting at 2nd level, you excel in using your shield to frustrate your enemy’s attacks. During your action, designate a single opponent as target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 11th level and +3 at 20th level. Hinder Opportunist: A guardian gains Hindering Opportunist as a bonus feat at 2nd level. Uncanny Dodge (Ex): Starting at 2nd level, a guardian gains the ability to react to danger before his senses would normally allow him to so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Shield Charge: A guardian gain Shield Charge as bonus feat at 3rd level. Endurance: A guardian gains Endurance as a bonus feat at 4th level. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by amount equal to your class level. Shield Ally (Ex): Starting at 6th level, as immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage form physical melee attack and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Shield Slam: A guardian gain Shield Slam as bonus feat at 6th level. Damage Reduction (Ex): At 7th level, a guardian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the guardian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Improved Uncanny Dodge (Ex): A guardian of 8th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. MP Gift (Su): A guardian of 9th level or higher can give up MP to give that amount times three to a friend. Shield Sling: A guardian gains Shield Sling as a bonus feat at 9th level. Stalwart Defense: A guardian gains Stalwart Defense as a bonus feat at 9th level. Diehard: A guardian gains Diehard as a bonus feat at 11th level. Guard (Ex): A guardian of 12th level can move swiftly to defend an ally. All attacks against an ally take a -2 penalty when the guardian is adjacent to an ally. Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. Hit Die: d6 Magic Die: d10 Skill Points: 9 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Listen, Search, Sense Motive, Spellcraft, Spot, Swim, and Use Magic Device Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +0 +2 Magus Limit, Force of Personality +3 2nd +1 +3 +0 +3 Bonus Feat, Magus Aegis +3 3rd +2 +3 +1 +3 +4 4th +3 +4 +1 +4 Bonus Feat, Extra Edge +4 5th +3 +4 +1 +4 +4 6th +4 +5 +2 +5 Bonus Feat +5 7th +5 +5 +2 +5 Sudden Empower +5 8th +6/+1 +6 +2 +6 Bonus Feat +5 9th +6/+1 +6 +3 +6 +6 10th +7/+2 +7 +3 +7 Bonus Feat, Sudden Enlarge +6 11th +8/+3 +7 +3 +7 +6 12th +9/+4 +8 +4 +8 Bonus Feat +7 13th +9/+4 +8 +4 +8 Magus Ward +7 14th +10/+5 +9 +4 +9 Bonus Feat +7 15th +11/+6/+1 +9 +5 +9 Sudden Widen +8 16th +12/+7/+2 +10 +5 +10 Bonus Feat +8 17th +12/+7/+2 +10 +5 +10 +8 18th +13/+8/+3 +11 +6 +11 Bonus Feat +9 19th +14/+9/+4 +11 +6 +11 +9 20th +15/+10/+5 +12 +6 +12 Bonus Feat, Sudden Maximize +9 Weapon and Shield Proficiency: A magus is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and light shields (unless he gives up the shield). Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Force of Personality: A magus gains Force of Personality as a bonus feat. Magus Limit (Ex): A magus is specialized in dealing damage with his spells. Whenever a magus casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. The bonus from the magus limit special ability applies only to spells that he casts as a magus, not he might have by virtue of levels in another class. A single spell can never gain this extra damage more than once per casting. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Bonus Feat: At 2nd and every two magus levels thereafter, a magus can either choose a combat oriented or metamagic feat. Magus Aegis (Ex): A magus can use his magical prowess to create a ward that can deflect attacks. Starting at 2nd level, a magus adds his Charisma bonus to his AC. This bonus to AC applies against touch attacks or when the magus is flat-footed. He loses this bonus when he is immobilized or helpless. Extra Edge: At 4th level, a magus gains Extra Edge as a bonus feat. Sudden Empower: At 7th level, a magus gains Sudden Empower as a bonus feat. Sudden Enlarge: At 10th level, a magus gains Sudden Enlarge as a bonus feat. Magus Ward (Ex): A magus of 13th level or higher can nullify enemies magic with his. When a magus is forced to make a Reflex save to avoid damage from a area effect spell, he can make a Concentration check instead of a Reflex save to resist full damage. If a magus has the evasion or improved evasion ability, those benefits apply on this Concentration check as well. Sudden Widen: At 15th level, a magus gains Sudden Widen as a bonus feat. Sudden Maximize: At 20th level, a magus gains Sudden Maximize as a bonus feat. Hit Die: d10 Magic Die: d6 Skill Points: 7 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Escape Artist, Forgery, Intimidate, Jump, Listen, Search, Sense Motive, Spot, and Swim Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +2 +2 Critical Strike, Outbreak Assault, Endurance +6 Keyblade Focus, Longer Keyblade 2nd +1 +3 +3 +3 Evasion, Steadfast Determination +6 3rd +2 +3 +3 +3 Bulwark of Defense +7 4th +3 +4 +4 +4 Keyblade Specialization, Slow fall 20 ft. +7 5th +3 +4 +4 +4 Short Haft, Vigilant Defender +7 6th +4 +5 +5 +5 Slow fall 30 ft. +8 7th +5 +5 +5 +5 Damage Reduction 1/- +8 8th +6/+1 +6 +6 +6 Greater Keyblade Focus, Slow Fall 40 ft. +8 9th +6/+1 +6 +6 +6 Improved Evasion +9 10th +7/+2 +7 +7 +7 Damage Reduction 2/-, Slow Fall 50 ft. +9 11th +8/+3 +7 +7 +7 Critical Raid, Greater Outbreak +9 12th +9/+4 +8 +8 +8 Greater Keyblade Specialization, Slow Fall 60 ft. +10 13th +9/+4 +8 +8 +8 Damage Reduction 3/- +10 14th +10/+5 +9 +9 +9 Slow Fall 70 ft. +10 15th +11/+6/+1 +9 +9 +9 +11 16th +12/+7/+2 +10 +10 +10 Damage Reduction 4/- +11 17th +12/+7/+2 +10 +10 +10 +11 18th +13/+8/+3 +11 +11 +11 Slow Fall 90 ft. +12 19th +14/+9/+4 +11 +11 +11 Damage Reduction 5/- +12 20th +15/+10/+5 +12 +12 +12 Slow Fall Any Distance +12 Weapon and Shield Proficiency: A sentry is proficient with his keyblade and any keyblade that has sentimental value, and bucklers, unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Longer Keyblade: A sentry’s keyblade is longer than the average keyblade giving him at least 10 ft. reach, but it most be wielded two-handed. Iron Body (Ex): A sentry is able to deflect enemy attacks with his own body. An unarmored sentry can add his Constitution bonus to his AC. These bonuses to AC apply even against touch attacks or when the sentry is flat-footed. He loses the bonuses when he is immobilized or helpless. Critical Strike (Ex): As a full-round action, make one attack using your highest base attack bonus but taking –2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2. At 5th level, the penalty on the attack roll lessens to –1 and at 9th level it disappears. At 11th level, you can make two attacks when using this class feature, though no more than one attack can target a single creature. Both attacks use your highest base attack bonus. Outbreak Assault (Ex): When unarmored, a sentry may strike with an outbreak assault at the expense of accuracy. When doing so he may make one extra attack in a round at his highest base attack bonus, but takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the sentry might make before his next action. When a sentry reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A sentry must use a full attack action to strike with an outbreak assault. When a sentry reaches 11th level, his outbreak assault ability improves. In addition to the standard single extra attack he gets from outbreak assault, he gets a second extra attack at his full base attack bonus. Endurance: A sentry gains Endurance as a bonus feat. Keyblade Focus: A sentry gains Weapon Focus (keyblade) as a bonus feat. Evasion (Ex): A sentry of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless sentry does not gain the benefit of evasion. Steadfast Determination: At 2nd level a sentry gains Steadfast Determination as a bonus feat. Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care. Short Haft: At 3rd level, a sentry gains Short Haft as a bonus feat. Keyblade Specialization: At 4th level, a sentry gains Weapon Specialization (keyblade) as a bonus feat. Slow Fall (Ex): At 4th level or higher, a sentry within 10 ft. can use his keyblade to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The sentry’s ability to slow his fall improves with his sentry level until at 20th level he can use a nearby wall to slow his decent and fall any distance without harm. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by amount equal to your class level. Damage Reduction (Ex): At 7th level, a sentry gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the sentry takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Greater Keyblade Focus: At 8th level, a sentry gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Evasion (Ex): At 9th level, a sentry’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless sentry does not gain the benefit of improved evasion. Greater Keyblade Specialization: At 12th level, a sentry gains Greater Weapon Specialization (keyblade) as a bonus feat. Hit Die: d6 Magic Die: d10 Skill Points: 9 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +2 +0 Double Keyblade, Sneak Attack +1d6, Two as One +3 2nd +1 +3 +3 +0 Evasion +3 3rd +2 +3 +3 +1 Sneak Attack +2d6 +4 4th +3 +4 +4 +1 Uncanny Doge +4 5th +3 +4 +4 +1 Shield of Blades, Sneak Attack +3d6 +4 6th +4 +5 +5 +2 +5 7th +5 +5 +5 +2 Sneak Attack +4d6 +5 8th +6/+1 +6 +6 +2 Improved Two as One +5 9th +6/+1 +6 +6 +3 Improved Uncanny Doge, Sneak Attack +5d6 +6 10th +7/+2 +7 +7 +3 Improved Evasion, Savvy Rouge +6 11th +8/+3 +7 +7 +3 +6 12th +9/+4 +8 +8 +4 Sneak Attack +6d6 +7 13th +9/+4 +8 +8 +4 +7 14th +10/+5 +9 +9 +4 Sneak Attack +7d6, Crippling Strike +7 15th +11/+6/+1 +9 +9 +5 +8 16th +12/+7/+2 +10 +10 +5 Sneak Attack +8d6, Mastery of Two as One +8 17th +12/+7/+2 +10 +10 +5 Defensive Roll +8 18th +13/+8/+3 +11 +11 +6 Sneak Attack +9d6 +9 19th +14/+9/+4 +11 +11 +6 +9 20th +15/+10/+5 +12 +12 +6 Sneak Attack +10d6, Slippery Mind +9 Weapon and Shield Proficiency: A skirmisher is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields), unless he gives the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Double Keyblade: A skirmisher receives a double keyblade upon picking this class. Sneak Attack (Ex): If a skirmisher can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, the skirmisher’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the skirmisher flanks her target. This extra damage 1d6 at 1st level, and it increases by 1d6 every two skirmisher levels thereafter. Should the skirmisher score a critical hit with a sneak attack, this extra damage is not multiplied. Two as One: The skirmisher starts down the path mastering his Double Keyblade. A skirmisher gains Two-Weapon Defense and Two-Weapon Fighting as bonus feats. Evasion (Ex): A skirmisher of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless sentry does not gain the benefit of evasion. Uncanny Dodge (Ex): Starting at 4th level, a skirmisher gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Shield of Blades (Ex): Beginning at 5th, you become adept at defending yourself when wielding your keyblade. You gain a +2 shield bonus to your AC whenever you at with at least both sides of your keyblade during your turn. This AC bonus lasts until start of your next turn. This bonus increases by 1 for every five levels beyond 5th. Improved Two as One: The skirmisher is half way to his destination. A skirmisher gains Dual Strike, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, and Two-Weapon Pounce as bonus feats at 8th level. Improved Uncanny Dodge (Ex): A skirmisher of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker Improved Evasion (Ex): At 10th level, a skirmisher’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless vanguard does not gain the benefit of improved evasion. Savvy Rouge: At 10th level, a skirmisher gains Savvy Rouge as a bonus feat. Crippling Strike (Ex): At 13th level a skirmisher can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attack also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Mastery of Two as One: The skirmisher has arrived at his destination. A skirmisher gains Greater Two-Weapon Defense, Greater Two-Weapon Fighting, and Two-Weapon Rend as bonus feats at 15th level. Defensive Roll (Ex): At 16th level, a skirmisher can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the skirmisher can attempt to roll with the damage. To use this ability, the skirmisher must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow, if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex for half damage, the skirmisher evasion ability does not apply to the defensive roll. Slippery Mind (Ex): At 19th level, the skirmisher’s ability to wriggle free from magical effects that would otherwise control or compel her. If a skirmisher with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. Hit Die: d8 Magic Die: d8 Skill Points: 5 + modifier class Skills: Climb, Concentration, Decipher Script, Disable Device, Forgery, Jump, Search, Sense Motive, Spellcraft, Swim, and Tumble. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +0 +2 Arcane Attument, Insightful Reflexes, Keyblade +4 Focus, Midnight's Veil 2nd +2 +3 +0 +3 Combat Casting, Combat Expertise +4 3rd +3 +3 +1 +3 Arcane Channeling +5 4th +4 +4 +1 +4 Keyblade Specialization, Power Critical +5 5th +5 +4 +1 +4 Quick Cast +5 6th +6/+1 +5 +2 +5 Spell Power +2, Improved Combat Expertise +6 7th +7/+2 +5 +2 +5 +6 8th +8/+3 +6 +2 +6 Greater Keyblade Focus, Improved Critical +6 9th +9/+4 +6 +3 +6 +7 10th +10/+5 +7 +3 +7 +7 11th +11/+6/+1 +7 +3 +7 Spell Power +3 +7 12th +12/+7/+2 +8 +4 +8 Greater Keyblade Specialization +8 13th +13/+8/+3 +8 +4 +8 Aracne Channeling (Full Attack) +8 14th +14/+9/+4 +9 +4 +9 +8 15th +15/+10/+5 +9 +5 +9 +9 16th +16/+11/+6/+1 +10 +5 +10 Spell Power +4 +9 17th +17/+12/+7/+2 +10 +5 +10 +9 18th +18/+13/+8/+3 +11 +6 +11 Spell Power +5 +10 19th +19/+14/+9/+4 +11 +6 +11 +10 20th +20/+15/+10/+5 +12 +6 +12 +10 Weapon and Shield Proficiency: A twilightblader is proficient with his keyblade and any keyblade that has sentimental value, and all shields (expect tower shields), unless you give up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Midnight’s Veil (Ex): A twilightblader use his intelligence to perceive attacks. When a twilightblader uses his keyblade, he can add his Intelligence bonus to his AC. These bonuses to AC apply even against touch attacks or when the twilightblader is flat-footed. He loses the bonuses when he is immobilized or helpless. Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. Insightful Reflexes: A twilightblader gains Insightful Reflexes as a bonus feat. Keyblade Focus: A twilightblader gains Weapon Focus (keyblade) as a bonus feat. Combat Casting: A 2nd level, you gain Combat Casting as a bonus feat. Comb at Expertise: At 2nd level, a twilightblader gains Combat Expertise as a bonus feat. Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any spell you know and deliver the spell through your keyblade with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end round, in the case of a spell that would otherwise last longer than 1 round Keyblade Specialization: At 4th level,a twilightblader gains Weapon Specialization (keyblade) as a bonus feat. Power Critical: At 4th level, a twilightblader gains Power Critical (keyblade) as a bonus feat. Quick Cast: Beginning at 5th level, you can cast one spell as swift action, so long as the casting time of the spell is 1 standard action or less, and have sufficient MP. Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain +2 bonus on your caster check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level. Improved Combat Expertise: At 6th level, a twilightblader gains Improved Combat Expertise as a bonus feat. Greater Keyblade Focus: At 8th level, a twilightblader gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Critical: At 8th level, a twilightblader gains Improved Critical (keyblade) as a bonus feat. Greater Keyblade Specialization: At 12th level, a twilightblader gains Greater Weapon Specialization (keyblade) as a bonus feat. Hit Die: d8 Magic Die: d8 Skill Points: 5 + Int modifier Class Skills: Balance, Climb, Concentration, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Swim, and Tumble Base Fort Ref Will Unarmored Defense Lvl Attack Save Save Save Special Speed Bonus Bonus 1st +1 +2 +2 +0 Two Keyblades, Two-Keyblade Fighting, Two-Keyblade +0 ft +3 Defense, Oversized, Two-Keyblade Fighting, Keyblade Focus 2nd +2 +3 +3 +0 Dodge, Evasion +0 ft +3 3rd +3 +3 +3 +1 Fast Movement, Mobility +10 ft +4 4th +4 +4 +4 +1 Keyblade Specialization, Pin Shield, Spring Attack +10 ft +4 5th +5 +4 +4 +1 +10 ft +4 6th +6/+1 +5 +5 +2 Improved Two-Keyblade Fighting, Improved Two-Keyblade +20 ft +5 Defense, Dual Strike, Two-Keyblade Pounce 7th +7/+2 +5 +5 +2 +20 ft +5 8th +8/+3 +6 +6 +2 Greater Keyblade Focus +20 ft +5 9th +9/+4 +6 +6 +3 Improved Evasion +30 ft +6 10th +10/+5 +7 +7 +3 +30 ft +6 11th +11/+6/+1 +7 +7 +3 Greater Two-Keyblade Fighting, Greater Two-Keyblade +30 ft +6 Defense, Two-Keyblade Rend 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +40 ft +7 13th +13/+8/+3 +8 +8 +4 +40 ft +7 14th +14/+9/+4 +9 +9 +4 +40 ft +7 15th +15/+10/+5 +9 +9 +5 +50 ft +8 16th +16/+11/+6/+1 +10 +10 +5 +50 ft +8 17th +17/+12/+7/+2 +10 +10 +5 +50 ft +8 18th +18/+13/+8/+3 +11 +11 +6 +60 ft +9 19th +19/+14/+9/+4 +11 +11 +6 +60 ft +9 20th +20/+15/+10/+5 +12 +12 +6 +60 ft +9 Weapon and Shield Proficiency: A vanguard is proficient with his keyblades and any keyblade that has sentimental value and buckler shields (unless he gives up the shield). Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Two Keyblades: A vanguard receives two keyblades upon picking this class. Two-Keyblade Fighting: A vanguard gains Two-Weapon Fighting as a bonus feat. Two-Keyblade Defense: A vanguard gains Two-Weapon Defense as a bonus feat. Oversized Two-Keyblade Fighting: A vanguard gains Oversized Two-Weapon Fighting as a bonus feat. Evasion (Ex): A vanguard of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless vanguard does not gain the benefit of evasion. Dodge: A vanguard gains Dodge as a bonus feat at 2nd level. Fast Movement (Ex): At 3rd level, a vanguard gains an enchantment bonus to his speed. Mobility: A vanguard gains Mobility as a bonus feat at 3rd level. Pin Shield: A vanguard gains Pin Shield as a bonus feat at 4th level. Spring Attack: A vanguard gains Spring Attack as a bonus feat at 4th level. Improved Two-Keyblade Fighting: A vanguard gains Improved Two-Weapon Fighting as a bonus feat at 6th level. Improved Two-Keyblade Defense: A vanguard gains Improved Two-Weapon Defense as a bonus feat at 6th level. Dual Strike: A vanguard gains Dual Strike as a bonus feat at 6th level. Two-Keyblade Pounce: A vanguard gains Two-Weapon Pounce as a bonus feat at 6th level. Improved Evasion (Ex): At 9th level, a vanguard’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless vanguard does not gain the benefit of improved evasion. Greater Two-Keyblade Fighting: A vanguard gains Greater Two-Weapon Fighting as a bonus feat at 11th level. Greater Two-Keyblade Defense: A vanguard gains Greater Two-Weapon Defense as a bonus feat at 11th level. Two-Keyblade Rend: A vanguard gains Two-Keyblade Rends as a bonus feat at 11th level. Hit Die: d12 Magic Die: d4 Skill Points: 7 + modifier Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Intimidate, Jump, Hide, Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +0 +0 Fast Movement, Keyblade Focus, Power Attack +3 Righteous Strength 2nd +2 +3 +0 +0 Uncanny Dodge, Mad Foam Rager +3 3rd +3 +3 +1 +1 Trap Sense +1 +4 4th +4 +4 +1 +1 Keyblade Specialization, Power Critical +4 5th +5 +4 +1 +1 Improved uncanny Dodge +4 6th +6/+1 +5 +2 +2 Trap Sense +2 +5 7th +7/+2 +5 +2 +2 Damage Reduction 1/- +5 8th +8/+3 +6 +2 +2 Greater Keyblade Focus, Improved Critical +5 9th +9/+4 +6 +3 +3 Trap Sense +3 +6 10th +10/+5 +7 +3 +3 Damage Reduction 2/- +6 11th +11/+6/+1 +7 +3 +3 Greater Righteous Strength +6 12th +12/+7/+2 +8 +4 +4 Greater Keyblade Specialization, Trap Sense +4 +7 13th +13/+8/+3 +8 +4 +4 Damage Reduction 3/- +7 14th +14/+9/+4 +9 +4 +4 Indomitable Will +7 15th +15/+10/+5 +9 +5 +5 Trap Sense +5 +8 16th +16/+11/+6/+1 +10 +5 +5 Damage Reduction 4/- +8 17th +17/+12/+7/+2 +10 +5 +5 +8 18th +18/+13/+8/+3 +11 +6 +6 Trap Sense +6 +9 19th +19/+14/+9/+4 +11 +6 +6 Damage Reduction 5/- +9 20th +20/+15/+10/+5 +12 +6 +6 Mighty Righteous Strength +9 Weapon and Shield Proficiency: A vanquisher is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields), unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Fast Movement (Ex): At 1st level, a vanquisher’s base land speed increase by +10 feet. Righteous Strength (Ex): Whenever your current hit points total is below 5 x your vanquisher level, your righteous strength automatically activates. You gain +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/—, and –2 penalty to your AC. The damage reduction granted by righteous strength stacks with any similar kind of damage reduction you posse. There is no limit to the number of times per day your righteous strength can activate. While righteous strength is active, you have the same limitation on actions as a barbarian in rage. You cannot voluntarily end your righteous strength, although you automatically drop out of it while unconscious, helpless, or when you receive healing to bring your current hit points above the threshold. At 11th level, your righteous strength improves. The bonus to your Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/—. At 20th level, your righteous strength improves again. The bonus to your Strength score improves to +8, your bonus on saves improves +4, and you gain damage reduction 4/—. Any effect that would normally apply only during your rage applies whenever your righteous strength is active. Keyblade Focus: A vanguisher gains Weapon Focus (keyblade) as a bonus feat. Power Attack: A vanguisher gains Power Attack as a bonus feat. Uncanny Dodge (Ex): At 2nd level, a vanquisher gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Mad Foam Rager: At 2nd level, a vanguisher gains Mad Foam Rager as a bonus feat. Trap Sense (Ex): Starting at 3rd level, a vanquisher has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses raise by +1 every three vanquisher levels thereafter. Keyblade Specialization: At 4th level, a vanguisher gains Weapon Specialization (keyblade) as a bonus feat. Power Critical: At 4th level, a vanguisher gains Power Critical (keyblade) as a bonus feat. Improved Uncanny Dodge (Ex): At 5th level and higher, a vanquisher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. Damage Reduction (Ex): At 7th level, a vanquisher gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the vanquisher takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Greater Keyblade Focus: At 8th level, a vanguisher gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Critical: A 8th level, a vanguisher gains Improved Critical (keyblade) as a bonus feat. Greater Keyblade Specialization: At 12th level, a vanguisher gains Greater Weapon Specialization (keyblade) as a bonus feat. Indomitable Will (Ex): While using your righteous strength, a vanquisher of 14th level or higher gains +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers. Hit Die: d10 Magic Die: d6 Skill Points: 7 + modifier Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Hide, Jump, Move Silently, Sense Motive, Swim, Tumble, and Use Rope Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +2 +0 Keyblade Focus, Run, Weapon Finesse +3 2nd +2 +3 +3 +0 Grace +1, Fleet of Foot +3 3rd +3 +3 +3 +1 Insightful Strike +4 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +4 5th +5 +4 +4 +1 Dodge Bonus +1 +4 6th +6/+1 +5 +5 +2 +5 7th +7/+2 +5 +5 +2 Acrobatic charge +5 8th +8/+3 +6 +6 +2 Greater Keyblade Focus, Improved Critical, +5 Improved Flanking 9th +9/+4 +6 +6 +3 +6 10th +10/+5 +7 +7 +3 Dodge Bonus +2 +6 11th +11/+6/+1 +7 +7 +3 Grace +2, Lucky +6 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +7 13th +13/+8/+3 +8 +8 +4 Acrobatic Skill Mastery +7 14th +14/+9/+4 +9 +9 +4 Weakening Critical +7 15th +15/+10/+5 +9 +9 +5 Dodge Bonus +3 +8 16th +16/+11/+6/+1 +10 +10 +5 +8 17th +17/+12/+7/+2 +10 +10 +5 Slippery Mind +8 18th +18/+13/+8/+3 +11 +11 +6 +9 19th +19/+14/+9/+4 +11 +11 +6 Wounding Critical +9 20th +20/+15/+10/+5 +12 +12 +6 Dodge Bonus +4, Grace +3 +9 Weapon and Shield Proficiency: A voyager is proficient with is keyblade and any keyblade that has sentimental value. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Weapon Finesse (Ex): A voyager gains Weapon Finesse as a bonus feat a 1st level even if he does not qualify for the feat. Run: A voyager gains Run as a bonus feat. Grace (Ex): A voyager gains +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A voyager loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. Fleet of Foot: At 2nd level, a voyager gains Fleet of Foot as a bonus feat. Insightful Strike (Ex): At 3rd level, a voyager becomes able to place his finesse attacks where they deal greater damage. He applies his Intelligence bonus as a bonus in damage rolls with any light keyblades, as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the voyager's insightful strike. A voyager cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Dodge Bonus (Ex): A voyager is trained a focusing his on a single opponent in melee. During his action, he may designate an opponent ad receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. He can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th A voyager loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. If the voyager also has the Dodge feat, he need not designate the same target for this ability as for the Dodge feat. Acrobatic Charge (Ex): A voyager of 7th level or higher can charge in situations where other cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steeps, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, she may still need to make the appropriate checks to successfully move over the terrain. Improved Flanking (Ex): A voyager of 8th level higher who is flanking an opponent gains a +4 bonus on attacks instead o a +2 bonus on attacks. Lucky (Ex): Once per day,a voyager of 11th level or higher may reroll any failed attack roll., skill check, ability check, or saving throw. The character must take the result of the reroll, even it's worse than the original roll. Acrobatic Skill Mastery (Ex): At 13th level, a voyager becomes so certain in the use of his acrobatics skills that he can use them reliably even under adverse conditions. When making a Jump or Tumble check, a voyager may take 10 even if stress and distractions would normally prevent him from doing so. Weakening Critical (Ex): A voyager of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. Slippery Mind (Ex): When a voyager reaches 17th level, his mind becomes more difficult to control. If the voyager fails his save against an enchantment spell or effect, he can attempt the save again 1 round later at the same DC. He gets only this one extra chance to succeed at a certain saving throw. Wounding Critical (Ex): A voyager of 19th level or higher who scores a cortical hit against a creature also deals 2 points of Constitution damage to the creature. Creatures immune to critical hits are immune to this effect. Hit Die: d10 Magic Die: d6 Skill Points: 5 + modifier Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Intimidate, Jump, Listen, Spot, Sense Motive, Swim, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +2 +0 Keyblade Focus, Fast Movement, Sword as +4 A Shield, Brutal Throw 2nd +2 +3 +3 +0 Bonus Feat, Power Attack +4 3rd +3 +3 +3 +1 Evasion, Power Throw +5 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +5 5th +5 +4 +4 +1 Bonus Feat, Uncanny Dodge +5 6th +6/+1 +5 +5 +2 Elusive Attack +6 7th +7/+2 +5 +5 +2 +6 8th +8/+3 +6 +6 +2 Bonus Feat, Greater Keyblade Focus, +6 Improved Critical, Keyblade Mastery 9th +9/+4 +6 +6 +3 Improved Uncanny Dodge +7 10th +10/+5 +7 +7 +3 +7 11th +11/+6/+1 +7 +7 +3 Bonus Feat, Improved Evasion +7 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +8 13th +13/+8/+3 +8 +8 +4 +8 14th +14/+9/+4 +9 +9 +4 Bonus Feat +8 15th +15/+10/+5 +9 +9 +5 +9 16th +16/+11/+6/+1 +10 +10 +5 Overpowering Attack +9 17th +17/+12/+7/+2 +10 +10 +5 Bonus Feat +9 18th +18/+13/+8/+3 +11 +11 +6 Keyblade Sumpremacy +10 19th +19/+14/+9/+4 +11 +11 +6 +10 20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat +10 Weapon and Shield Proficiency: A warrior is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields); unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Sword as A Shield (Ex): A warrior impulses make him block attacks with his keyblade. When he uses a keyblade he’s proficient with, the warrior can add his Strength bonus to his AC. These bonuses to AC apply even against touch attacks or when the warrior is flat-footed. He loses the bonuses when he is immobilized or helpless. Keyblade Focus: A warrior gains Weapon Focus (keyblade) as a bonus feat. Brutal Throw: A warrior gains Brutal Throw as a bonus feat. Fast Movement (Ex): At 1st level, a warrior‘s base land speed increases by +10 feet. Bonus Feat: At 2nd level and every three warrior levels thereafter, he gains a bonus combat-oriented feat. Power Attack: At 2nd level, a warrior gains Power Attack as a bonus feat. Evasion (Ex): A warrior of 3rd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless warrior does not gain the benefit of evasion. Power Throw: At 3rd level, a warrior gains Power Throw as a bonus feat. Keyblade Specialization: A warrior gains Weapon Specialization (keyblade) as a bonus feat at 4th level. Power Critical: A warrior gains Power Critical (keyblade) as a bonus feat at 4th level. Uncanny Dodge (Ex): Starting at 5th level, a warrior gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Elusive Attack: A warrior gains Elusive Attack as a bonus feat at 6th level. Greater Keyblade Focus: A warrior gains Greater Weapon Focus (keyblade) as a bonus feat at 8th level. Improved Critical: A warrior gains Improved Critical (keyblade) as a bonus feat at 8th level. Keyblade Mastery: A warrior gains Melee Weapon Mastery (slashing) as a bonus feat at 8th level. Improved Uncanny Dodge (Ex): A warrior of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. Improved Evasion (Ex): At 11th level, a warrior’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless warrior does not gain the benefit of improved evasion. Greater Keyblade Specialization: A warrior gains Greater Weapon Specialization (keyblade) as a bonus feat at 12th level. Overpowering Attack: A warrior gains Overpowering Attack as a bonus feat at 16th level. Keyblade Supremacy: A warrior gains Weapon Supremacy (keyblade) as a bonus feat at 18th level. |
| nimbusconflict03-01-07, 08:40 PM | Zeone, your formatting is superb. you have nothing left to learn from me, young grasshopper. Now if only I could fix your spelling and grammar. but thats me nitpicking. I'm copying these to notepad and printing them off at school to read. they look interesting, even though I've said I personally don't want a bunch of classes relying on one item, they are superb examples of D20 workmanship. I'm assuming your campaign is during the rumored keyblade war, where keyblades were everywhere, and are essentially the only weapon in use? if so, i would at least make subgroups of them to add diversity. and btw, i looked at your keyblade earlier. interesting weapon. I'm assuming, since you didn't list rituals, that Binding an Esper (Positive energy Elemental outsider?) was the first unlocking ritual? Actually, thats an interesting idea, basing the creation of keyblades with the binding of an outsider to ones heart. Say for instance that Espers, ARE THE ACTUAL INHABITANTS OF KINGDOM HEARTS. That could be a rather cool way to tailor keyblade abilities, if you weren't allowing for keychain style switching. and it would make an interesting plot hook. An Esper seeks out one that is worthy of the Binding, and that person then has the DREAM. The voice that leads them through the dream is the Esper, and defeating the creature at the end of it is the signing of it. This is awesomeness... so kingdom hearts doesn't make the conection, but a denizen of KH, with the [urpose of keeping the Realms in balance. Hrmmmm, set Espers as the Denizens of Kingdom Hearts, charged with the balance of the Realms, only able to interact with other realms through Keyblades. I could even tailor this to my own Keyblade creation idea, wherein the Espers of KH forges a link with the keyblades, and the Espirit soul of each Realm create links to preserve themselves through Keychains... duuuudeee.... I needs some caffeine and anime to contemplate this. Zeone, thanks for sparking this train of thought. *dashes to the kitchen for a soda, and then to the shower* |
| zeone300003-01-07, 08:55 PM | What wrong with my Engrish? Just kidding. Serioulsy though is my grammer and spelling bad? Anyway, no, my campiagn isn't during the keyblade war. It's actually after KH II, like a couple years. The reason for the espers is to seperate the PCs from the NPCs, and I thought it was cool. The espers are part of us eventually merging with our hearts. I will post the legacy rituals as soon i completely think of them. The first is the Rebirth of the Phoenix. The secnd is... I haven't thought of this one yet. The third is you have to beat the esper. Your keyblade is determine by a percentile and based around your hit die. For example, my hit die is a d10, that is the average. Now I rolled a 97% that increases my keyblade by two sizes, hence the 4d6. Any other questions? Just post them. |
| wolfie-kun03-01-07, 08:59 PM | What wrong with my Engrish. Just kidding. Serioulsy though is my grammer and spelling bad? ...Do you really have to ask? |
| zeone300003-01-07, 09:04 PM | Well, apparently I do, otherwise I wouldn't ask. No problem, Nimbus, that will be one million munny. :D And u can switch keychains, I just don't think I need to say anything about. |
| nimbusconflict03-01-07, 09:12 PM | I post all of that really interesting stuff, and everyone focuses on my comment about grammar. I love you guys.... not! *assaults all with the +1 Trout of Humiliation* |
| zeone300003-01-07, 09:15 PM | Roll attack and good lucking hitting my AC, and I answered your questions/comments. Also, where is my munny? |
| nimbusconflict03-01-07, 09:20 PM | oh? *makes a phone call to Death, to borrow his scythe of ghost touch that does not miss. Mounts the trout to it. and clobbers you with it. Then uses the munnies she owes you to pay for your last rites* actually, i was interested on input about keyblade creation using Espers. and what does 'becoming one with our hearts.' mean? most people keep their heart in their chest. |
| zeone300003-01-07, 09:26 PM | Think about it, the reason u can wield a keyblade is because of your heart. So, if you have a esper's heart that coincides with you, y not have a keyblade that reflects that. At first, you have no idea about the esper heart. As you do the rituals your hearts slowly meld into one, unlocking the complete power of the esper. And I'm not incorporeal, ghost touch doesn't help you. |
| nimbusconflict03-01-07, 10:27 PM | ok, follow these directions. open your DMG Go to magic items look up deck of many things. read the description for the card: Death. turn on lightbulb signifying understanding of reference. enjoy. |
| zeone300003-01-07, 10:29 PM | oh ok, no one i ever played with ever got the deck of many things. Sorry i haven't read the complete magic section |
| zeone300003-01-07, 11:47 PM | One of my friends finally did his keyblades. He's a Vanguard with Ark's heart. Ark's Exodus Attack Save HP Lvl Penalty Penalty Loss Abilities 5th - - - One Body, Blackened Despair 6th 1 - - Evasive Maneuvers +2 7th - 1 2 +1 dark keyblade 8th - - 2 Rise of Ark 9th - 2 - Ark's Decent 10th - - 2 +2 dark keyblade 11th - - - One Mind, Evasive Maneuvers +4 12th 2 - - +2 darkness burst keyblade 13th - - - 14th - - 2 Force Field 15th - 3 - +3 darkness burst keyblade 16th - - 2 Cloaking Device 17th - - - One Heart, +4 darkness burst keyblade 18th 3 - - Evasive Maneuvers +6 19th - - - Eternal Despair 20th - 4 - +5 darkness burst keyblade Blackened Despair: Ark shares the power of darkness with you. Once per day on command, you can make Ark's Exodus shed darkness in a 30 ft. radius around it. Evasive Maneuvers: Ark imparts you with his evasive abilities. Your Dexterity bonus increases by 2,. Then at 11th level it increases to 4, and 6 at level 18 Rise of Ark: Ark imparts his ability to fly upon you. Once per day, if you issue the command word and rise Ark's Exodus above your head you can use fly as the spell. Ark's Decent: Ark can slow his decent when landing and he share this power with you. If falling more than 5 ft. the spell feather fall is automatically cast. Force Field: Arks can protect himself from minor magical attacks. Gain immunity to 1st through 3rd level spells as the lesser globe of invulnerability spell except you only gain this protection. Cloaking Device: Ark has the ability to cloak itself in a vial of invisibility. At will by issuing a command word you become invisible as invisibility the spell. Eternal Despair: Like Blackened Despair except radius change to 60 ft. Ark's Devastation Skill Check HP Lvl Penalty Loss Abilities 5th - - One Body, Dark Clarity, Bombardment 6th - 2 Might of Acceleration +2 7th 1 - +1 dark keyblade 8th - 2 Acceleration 9th - 2 10th - 2 +2 dark keyblade 11th - - One Mind, Might of Acceleration +4 12th - 2 +2 darkness burst keyblade 13th 2 - 14th - 2 Laser of Despair 15th - - +3 darkness burst keyblade 16th - 2 Accelerated Strike 17th - - One Heart, +4 darkness burst keyblade 18th - 2 Might of Acceleration +6 19th 3 2 Darker Clarity 20th - 2 +5 darkness burst keyblade Dark Clarity: Ark is one with the shadows and can move as unencumbered as you in the plain of day. Ark grants you darkvision of 30 ft. Bombardment: Ark can bombard his enemies with shadow missiles. Three times per day, you can launch shadow missiles, as the magic missile spell. At level 14 you can launch 5 shadow missiles. Acceleration of Might: Ark can achieve great speed increasing his destructive power and this power flows through you. Your Strength score increases by 2. Then at 11th level it increases to 4, and 6 at level 18 Acceleration: Ark can travel at great speeds as a result you base land speed increases by 10 ft. Accelerated Strike: Ark is capable of driving back his foes with tremendous speed and strength. You gain the bonus feat improved bull rush. Darker Clarity: As Dark Clarity the distance is increased by 60 ft. |
| sword_war44403-02-07, 04:25 PM | Nice. I like the Idea of espers the cretures of Kingdom hearts. Esepcialy in my campign (long story short version) Heartles are in kingdom hearts. So a heartles keyblade that would be cool |
| Thomar_of_Uointer03-03-07, 02:10 AM | Actually, thats an interesting idea, basing the creation of keyblades with the binding of an outsider to ones heart. Say for instance that Espers, ARE THE ACTUAL INHABITANTS OF KINGDOM HEARTS. That could be a rather cool way to tailor keyblade abilities, if you weren't allowing for keychain style switching. and it would make an interesting plot hook. An Esper seeks out one that is worthy of the Binding, and that person then has the DREAM. The voice that leads them through the dream is the Esper, and defeating the creature at the end of it is the signing of it. This is awesomeness... so kingdom hearts doesn't make the conection, but a denizen of KH, with the [urpose of keeping the Realms in balance. Hrmmmm, set Espers as the Denizens of Kingdom Hearts, charged with the balance of the Realms, only able to interact with other realms through Keyblades. I could even tailor this to my own Keyblade creation idea, wherein the Espers of KH forges a link with the keyblades, and the Espirit soul of each Realm create links to preserve themselves through Keychains... duuuudeee.... I needs some caffeine and anime to contemplate this. Zeone, thanks for sparking this train of thought. *dashes to the kitchen for a soda, and then to the shower* That's actually pretty cool. It doesn't quite explain what happens to Roxas (though nothing does, Nobodies tend to do strange things to reality). We already know that summons are either highly magical creatures or the remnants of especially strong-willed individuals whose worlds were destroyed. Final Fantasy: Endless Nova (worth playing, even if it reeks of RPGMaker) actually explores this in a very interesting fashion, as there is only one world. Anyways, this makes for some interesting ways to tie existing keyblades back to summons, and would allow for some interesting new ones like Ramuh's Staff, Bahamut's Fang, and Shiva's Rapier. Zeone, those look very nice, I've done something similar for Mario D20 but I kept a bit closer to D20 Modern (though I'm going to be adding advanced classes for all permutations of the six ability scores). |
| zeone300003-03-07, 02:16 AM | Thanks you. The way I going to work the prestige classes, is that u have to find a mentor. The other ones that I made are example. Oh, here's my other friends keyblade. Attack Save HP Lvl Penalty Penalty Loss Abilities 5th - - - One Body, Flame Shot of Destruction 6th 1 - - Eruption of Strength +2 7th - 1 2 +1 volcanic keyblade 8th - - 2 Hell Sphere 9th - 2 - Hell Blast 10th - - 2 +2 volcanic keyblade 11th - - - One Mind, Eruption of Strength +4 12th 2 - - Greater Flame Shot of Destruction 13th - - - +2 volcanic burst keyblade 14th - - 2 15th - 3 - Flaming Legacy 16th - - 2 +3 volcanic burst keyblade 17th - - - One Heart, Eruption of Strength +6 18th 3 - - Flame Defense 19th - - - Meteors of Oblivion 20th - 4 - +5 volcanic burst keyblade Flame Shot of Destruction: Belias shares the power of fire with you three times per day on command. You launch three missiles of fire,1d4+1points of fire damage per missile. Eruption of Strength: Belias imparts you with his strength. Your strength bonus increases by 2,. Then at 11th level it increases to 4, and 6 at level 18 Hell Sphere: Belias shares the power of fire with you three times per day on command. A burning globe of fire rolls in any direction you point and burns those it strikes. 2d6 points of fire damage on contact. Hell Blast: At will Belias allows you to shoot two rays of fire. At the 11th level you get maximum of three rays. 4d6 points of fire damage per ray. Greater Flame Shot of Destruction: Belias shares the power of fire with you three times per day on command. You cause to launch five missiles of fire. Flaming Legacy: Five time per day as a standard action you can imbue a weapon with fire, (this does not harm you.) The item does an extra 5d6 points of fire damage on a successful hit. Roll percentiles to see if it hits the enemy. You have to roll above 50% to deal damage. Flame Defense: Belias has the ability to surround you in a sphere of fire at will, by issuing a command word. You may still walk and attack. The enemy may hurt them selves when they attack. 2d4 points of damage within 10 feet. 1d4 when the creature attacks. Meteors of Oblivion: Once per day you can use meteors of oblivion. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. 3d6 points of fire and bludgeoning to that creature and receives no saving throw against the fire damage if the attack hits. |
| sword_war44403-03-07, 09:34 PM | tell what the Legacy ablties do |
| zeone300003-03-07, 09:46 PM | My other friend wasn't completely done yet, but now the abilities are posted with the weapon. One more to go. |
| sword_war44403-03-07, 11:49 PM | Also are dming or playing. you said that you where Dming. but you then posted the phenix keyblade and saud you where playign. |
| zeone300003-03-07, 11:52 PM | Dude, seriously spell check is your friend. I'm DMing and playing. |
| wolfie-kun03-03-07, 11:53 PM | Dude, seriously spell check is your friend. I'm DMing and playing. Speak for yourself. |
| zeone300003-03-07, 11:57 PM | What, r u saying my spelling is bad wolf? |
| nimbusconflict03-04-07, 02:47 AM | /me sighs and wishes IRC commands worked here. i pick less on spelling, than I do on sentence structure and choice of words. BTW, those are interesting keyblades. maybe i should do an example of what i was thinking later. I'm to tired at the moment to think of what Keychain one would get from, ohhh, Fearun. Actually, dragonlance would be easier, if only i knew the name of the world of dragonlance. anyway. goodnight |
| zeone300003-04-07, 02:55 AM | Sorry, I can't exactly type the way I talk, and it is hard to convey exaclty what I'm thinking. I can only seem to do it well when I'm typing in d20 system language (aka classes and such). |
| Thomar_of_Uointer03-04-07, 02:24 PM | Sorry, I can't exactly type the way I talk, and it is hard to convey exaclty what I'm thinking. I can only seem to do it well when I'm typing in d20 system language (aka classes and such). The guy who edited and assembled two of the recent kits on the Zelda D20 Project was the exact same way, don't worry about it. |
| zeone300003-04-07, 02:33 PM | Oh, I'm noy worry about it. I just wanna know why other people feel the need to point it out it out of all of a sudden. |
| Ryuu_Tenshi03-04-07, 02:58 PM | /me sighs and wishes IRC commands worked here. i pick less on spelling, than I do on sentence structure and choice of words. BTW, those are interesting keyblades. maybe i should do an example of what i was thinking later. I'm to tired at the moment to think of what Keychain one would get from, ohhh, Fearun. Actually, dragonlance would be easier, if only i knew the name of the world of dragonlance. anyway. goodnight Krynn. The world of Dragonlance is called Krynn. |
| MasonMurdoc03-05-07, 09:03 PM | Will anyone be statting Cerberus at all? |
| zeone300003-05-07, 09:18 PM | tell me what CR u want him and i can have him up tomorrow, and what version kh or kh 2. |
| sword_war44403-05-07, 09:33 PM | I made stats but lost him. Realy Just take the Hell hound edit it a bit. Add three heads and make him big |
| zeone300003-13-07, 04:43 PM | Say hello to probably the last class I'll post. Base off the Kensai, say hello to the Hit Die: d10 Magic Die: d6 Skill Points: 5 + Int modifier Class Skills: Balance, Climb, Concentration, Diplomacy, Gather Information, Intimidate, Jump, Listen, Ride, Sense Motive, Spot, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +0 +0 +2 Signature Keyblade, Keyblade Focus +4 2nd +1 +0 +0 +3 Surge of Valor +4 3rd +2 +1 +1 +3 +5 4th +3 +1 +1 +4 Influence of Honor, Keyblade +5 Specialization, Power Critical 5th +3 +1 +1 +4 Force of Will +5 6th +4 +2 +2 +5 +6 7th +5 +2 +2 +5 +6 8th +6/+1 +2 +2 +6 Greater Influence of Honor, +6 Projection of Valor, Greater Keyblade Focus, Improved Critical 9th +6/+1 +3 +3 +6 +7 10th +7/+2 +3 +3 +7 Body and Spirit, Overwhelming Force +7 11th +8/+3 +3 +3 +7 Burst of Valor +7 12th +9/+4 +4 +4 +8 Greater Keyblade Specialization +8 13th +9/+4 +4 +4 +8 +8 14th +10/+5 +4 +4 +9 Burst of Speed +8 15th +11/+6/+1 +5 +5 +9 +9 16th +12/+7/+2 +5 +5 +10 +9 17th +12/+7/+2 +5 +5 +10 Unbreakable Spirit +9 18th +13/+8/+3 +6 +6 +11 +10 19th +14/+9/+4 +6 +6 +11 +10 20th +15/+10/+5 +6 +6 +12 Improved Overwhelming Force +10 Class Features: Weapon and Shield Proficiency: A soulblade is proficient with his keyblade and any keyblade that has sentimental value, and bucklers, unless he gives up the shield.. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Signature Weapon (Su): A soulblade pours his heart, his soul, and his very life into his keyblade. The process for imbuing a signature keyblade with power is a simple one. The character must find a quiet, safe spot to mediate for 24 hours. At the end of this mediation, th e soulblade sacrifices a number of experience point, essentially shifting some his life force into his signature keyblade. The signature keyblade gains an enhancement bonus and/or special abilities. His current class level limits the amount of enchantment a soulblade can place on a signature keyblade. A soulblade can either imbue or save a +1 enchantment bonus his keyblade starting a 2nd level, then every three soulblade levels thereafter. A soulblade cannot further imbue his signature keyblade if doing so would cost enough experience points to reduce his character level. If the ritual is interrupted, it can be begun again at any time, but it must run for a all 24 hours for the signature keyblade to be imbued. The soulblade pays the XP cost as soon as the ritual has been completed. A soulblade's signature keyblade has a caster level equal to the character's class level +5. Surge of Valor (Ex): A 2nd level, a soulblade gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains a +8 to his Strength for a number of rounds equal to half his class level. Each time after the first that a soulblade successfully uses this ability in a single 24 hour period, the check DC increases by 5. At any time, if the soulblade can beat the current DC by ten, it a free action. At 11th level, while under the influence of Surge of Valor, if he makes a full-round action, he gains a single extra attack each round at his highest bonus. (This effect is not cumulative with haste or other effects that grant additional attacks.) It takes a DC 25 Concentration check to also use this ability. All other rules apply from Surge of Valor. Influence of Honor: At 4th level and higher, a soulblade adds half his class level (rounded down) to any Bluff, Diplomacy, Gather Information, or Intimidate checks he makes. At 8th level and higher, the soulblade adds his full class level to such checks. A target that realizes it has been fooled by a soulblade's successful Bluff check gains a +10 bonus on any check or saving throw involving the soulblade's use of Bluff, Diplomacy, Gather Information, or Intimidate against that target in the future. The soulblade can regain the creature's trust by changing its attitude from unfriendly to friendly. Force of Will (Ex): When a soulblade of 5th level or higher is forced to make a Reflex save to avoid damage from an area effect spell, he can make a Concentration check instead of a Reflex save to resist taking full damage. At 17th level, a soulblade acts if he has improved evasion for the purposes of this ability. Projection of Valor (Ex): Once per day, a soulblade of 8th level or higher may take a full-round action to make a Concentration check (DC 10+target's HD or character level) to impart some of his own ability into a willing ally he can touch. The soulblade then transfers some of his power to th e ally. He subtracts up to 1 point per class level from his base attack bonus and/or any or all of his base save bonuses and transfers the same amount to the recipient. The soulblade regains the instilled power 1 hour later, when it transfer back out of the ally. If the ally dies before the instilled power is transferred back, the soulblade must make a Fortitude save (DC 5 + target's HD or character level) or die as well. If he succeeds, he immediately gets his instilled powers back Body and Spirit (Ex): At 10th level, as a move action, a soulblade can focus the energy in his body to make damaging the soulblade even more difficult. This grants him his Wisdom modifier to his AC as a deflection bonus for a number of rounds equal to half his class level. Each time after the first that a soulblade successfully uses this ability in a single 24 hour period, the check DC increases by 5. At any time, if the soulblade can beat the current DC by ten, it a free action. Overwhelming Force (Ex): At 10 th level, channels his energy through his keyblade. A soulblade ignore the first 5 points of any kind of a damage reduction . At 20th level, it increase to the first 10 points. Burst of Speed (Ex): At 14 th level, a soulblade can channel energy into his legs to increase his speed. Burst of speed doubles movement speed for a number of rounds equal to half you class lvl. A DC 30 Concentration check is required, every time in a day that this ability is use increase the DC by 5. My friend finally got off his ass and made this class, and I just cleaned and polished it. |
| nimbusconflict03-14-07, 03:56 PM | your missing half the material. please edit and complete. that is all. over and out. *krrssshhtt* interesting what i've seen so far, but is requiring balance. |
| zeone300003-14-07, 04:02 PM | What is missing, and all classes are balance with each other. Most of the abilities are upgrades, please actually read the class features first. |
| nimbusconflict03-14-07, 04:14 PM | the descriptions only cover up to level 14, leaving out a description of Unbreakable spirit, maybe more. and there is no chart or description detailing the EXP costs to enhance the signiture keyblade. |
| zeone300003-14-07, 04:23 PM | Damn it, I said read the class features. If u did then u would know that unbreakable spirit is an upgrade of Force of will, and overwhelming force and improved overwhelming force. I don't think i need explain any further. I'll admit u got me on the signature keyblade table, i'll post that later. |
| nimbusconflict03-17-07, 01:14 PM | ah. i see. tell your friend his method of organizaing abilities needs some work. and may i recommend a method for the exp? calculate the exp it would require for a wizard to enchant such an item, which is... 1/25th the base gold price? and double that, since you are not paying any material costs... though that may be cheap... oh well. anyway, it's a thought |
| zeone300003-17-07, 02:29 PM | No u can't, because again u missed that the soulblader class is based off the kensai. Don't worry about it i have everything under contol, but thanks for the suggestion. |
| Lednera03-19-07, 10:35 PM | *walks into thread* *Looks around* *Starts analyzing all the new data* Woot guys, this is a lot of work you guys have done since I have been a wall aka missing in action. Just dropping by to say hi to you guys and I should be near done with the bulk of my work on this semester at school so I might be able to squeeze some time into this project and bring you guys the new PDF edition to now your project since I am technically out of it at this point. |
| zeone300003-19-07, 10:47 PM | Um it is not there right now (look at time of posting) |
| zeone300003-20-07, 03:40 PM | Here are my classes again (again) updated and balanced out with each other. I was able to play test some of them with my firends. Hurray for play testing. Hit Die: d12 Magic Die: d4 Skill Points: 6 + Int modifier Class Skills: Bluff, Climb, Concentration, Diplomacy, Escape Artist, Gather Information, Heal, Intimidate, Jump, Listen, Search, Sense Motive, Spot, Survival and Swim. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +0 +2 Guardian's Insight, Item Boost, Combat +3 Reflexes, Improved Shield Bash, Shield Specialization, Shield Ward 2nd +2 +3 +0 +3 Shield Block +1, Uncanny Dodge +3 3rd +3 +3 +1 +3 Hindering Opportunist, Shield Charge +3 4th +4 +4 +1 +4 Endurance +3 5th +5 +4 +1 +4 Viligant Defender +3 6th +6/+1 +5 +2 +5 Shield Ally, Shield Slam +4 7th +7/+2 +5 +2 +5 Damage Reduction 1/- +4 8th +8/+3 +6 +2 +6 Improved Uncanny Dodge +4 9th +9/+4 +6 +3 +6 MP Gift, Shield Sling, Stalwart Defense +4 10th +10/+5 +7 +3 +7 Damage Reduction 2/-, Improved +4 Guardian's Insight 11th +11/+6/+1 +7 +3 +7 Diehard, Shield Block +2 +4 12th +12/+7/+2 +8 +4 +8 Guard +5 13th +13/+8/+3 +8 +4 +8 Damage Reduction 3/- +5 14th +14/+9/+4 +9 +4 +9 Improved Shield Ally +5 15th +15/+10/+5 +9 +5 +9 +5 16th +16/+11/+6/+1 +10 +5 +10 Damage Reduction 4/- +5 17th +17/+12/+7/+2 +10 +5 +10 +5 18th +18/+13/+8/+3 +11 +6 +11 +6 19th +19/+14/+9/+4 +11 +6 +11 Damage Reduction 5/- +6 20th +20/+15/+10/+5 +12 +6 +12 Shield Block +3 +6 Class Features Weapon and Shield Proficiency: A guardian is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and all shields. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Guardian's Insight (Ex): A guardian use intuition block incoming attacks with his keyblade and shield. When he uses a shield he’s proficient with, the guardian can add half his Wisdom bonus to his AC. At 10th level, he able to use his full Wisdom bonus. This bonus to AC applies against touch attacks or when the guardian is flat-footed. He loses this bonus when he is immobilized or helpless. Improved Shield Bash: A guardian gains Improved Shield Bash as a bonus feat. Item Boost (Su): When a guardian uses a healing item its effect is increased by 1-1/2. Shield Specialization: A guardian gains Shield Specialization (buckler, heavy, and light) as bonus feats. Shield Ward: A guardian gains Shield Ward as a bonus feat. Shield Block (Ex): Starting at 2nd level, you excel in using your shield to frustrate your enemy’s attacks. During your action, designate a single opponent as target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 11th level and +3 at 20th level. Hinder Opportunist: A guardian gains Hindering Opportunist as a bonus feat at 2nd level. Uncanny Dodge (Ex): Starting at 2nd level, a guardian gains the ability to react to danger before his senses would normally allow him to so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Shield Charge: A guardian gain Shield Charge as bonus feat at 3rd level. Endurance: A guardian gains Endurance as a bonus feat at 4th level. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by amount equal to your class level. Shield Ally (Ex): Starting at 6th level, as immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage form physical melee attack and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. Shield Slam: A guardian gain Shield Slam as bonus feat at 6th level. Damage Reduction (Ex): At 7th level, a guardian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the guardian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Improved Uncanny Dodge (Ex): A guardian of 8th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. MP Gift (Su): A guardian of 9th level or higher can give up MP to give that amount times three to a friend. Shield Sling: A guardian gains Shield Sling as a bonus feat at 9th level. Stalwart Defense: A guardian gains Stalwart Defense as a bonus feat at 9th level. Diehard: A guardian gains Diehard as a bonus feat at 11th level. Guard (Ex): A guardian of 12th level can move swiftly to defend an ally. All attacks against an ally take a -2 penalty when the guardian is adjacent to an ally. Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. Hit Die: d6 Magic Die: d10 Skill Points: 8 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Listen, Search, Sense Motive, Spellcraft, Spot, Swim, and Use Magic Device Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +0 +2 Magus Limit, Force of Personality +1 2nd +1 +3 +0 +3 Bonus Feat, Magus Aegis +1 3rd +2 +3 +1 +3 +2 4th +3 +4 +1 +4 Bonus Feat, Extra Edge +2 5th +3 +4 +1 +4 +2 6th +4 +5 +2 +5 Bonus Feat +2 7th +5 +5 +2 +5 Sudden Empower +2 8th +6/+1 +6 +2 +6 Bonus Feat +2 9th +6/+1 +6 +3 +6 +3 10th +7/+2 +7 +3 +7 Bonus Feat, Sudden Enlarge +3 11th +8/+3 +7 +3 +7 +3 12th +9/+4 +8 +4 +8 Bonus Feat +3 13th +9/+4 +8 +4 +8 Magus Ward +3 14th +10/+5 +9 +4 +9 Bonus Feat +3 15th +11/+6/+1 +9 +5 +9 Sudden Widen +4 16th +12/+7/+2 +10 +5 +10 Bonus Feat +4 17th +12/+7/+2 +10 +5 +10 +4 18th +13/+8/+3 +11 +6 +11 Bonus Feat +4 19th +14/+9/+4 +11 +6 +11 +4 20th +15/+10/+5 +12 +6 +12 Bonus Feat, Sudden Maximize +4 Weapon and Shield Proficiency: A magus is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and light shields (unless he gives up the shield). Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Force of Personality: A magus gains Force of Personality as a bonus feat. Magus Limit (Ex): A magus is specialized in dealing damage with his spells. Whenever a magus casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. The bonus from the magus limit special ability applies only to spells that he casts as a magus, not he might have by virtue of levels in another class. A single spell can never gain this extra damage more than once per casting. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Bonus Feat: At 2nd and every two magus levels thereafter, a magus can either choose a combat oriented or metamagic feat. Magus Aegis (Ex): A magus can use his magical prowess to create a ward that can deflect attacks. Starting at 2nd level, a magus adds half his Charisma bonus to his AC. At 10th level, he adds his full Charisma bonus to AC. This bonus to AC applies against touch attacks or when the magus is flat-footed. He loses this bonus when he is immobilized or helpless. Extra Edge: At 4th level, a magus gains Extra Edge as a bonus feat. Sudden Empower: At 7th level, a magus gains Sudden Empower as a bonus feat. Sudden Enlarge: At 10th level, a magus gains Sudden Enlarge as a bonus feat. Magus Ward (Ex): A magus of 13th level or higher can nullify enemies magic with his. When a magus is forced to make a Reflex save to avoid damage from a area effect spell, he can make a Concentration check instead of a Reflex save to resist full damage. If a magus has the evasion or improved evasion ability, those benefits apply on this Concentration check as well. Sudden Widen: At 15th level, a magus gains Sudden Widen as a bonus feat. Sudden Maximize: At 20th level, a magus gains Sudden Maximize as a bonus feat. Hit Die: d4 Magic Die: d12 Skill Points: 6 + Int modifier Class Skills: Bluff, Concentration, Decipher Script, Forgery, Gather Information, Listen, Search, Sense Motive, Spellcraft, Spot, and Use Magic Device Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +0 +0 +2 Boost, Spell Resistance +2 2nd +1 +0 +0 +3 Bonus Feat +2 3rd +1 +1 +1 +3 MP Rage +3 4th +2 +1 +1 +4 MP Haste, Bonus Feat +3 5th +2 +1 +1 +4 +3 6th +3 +2 +2 +5 Bonus Feat +4 7th +3 +2 +2 +5 MP Hastera +4 8th +4 +2 +2 +6 Bonus Feat +4 9th +4 +3 +3 +6 +5 10th +5 +3 +3 +7 Bonus Feat +5 11th +5 +3 +3 +7 +5 12th +6/+1 +4 +4 +8 Bonus Feat +6 13th +6/+1 +4 +4 +8 +6 14th +7/+2 +4 +4 +9 Bonus Feat +6 15th +7/+2 +5 +5 +9 +7 16th +8/+3 +5 +5 +10 Bonus Feat +7 17th +8/+3 +5 +5 +10 +7 18th +9/+4 +6 +6 +11 Bonus Feat +8 19th +9/+4 +6 +6 +11 +8 20th +10/+5 +6 +6 +12 MP Hastaga, Bonus Feat +8 Class Features All of the following are class features of the mystic. Weapon and Shield Proficiency: A mystic is proficient with his keyblade and any keyblade that has sentimental value (unless he gives up the sword), and light shields, unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Boost (Ex): A mystic is adept with all types of magic or just a certain type. At 1st level and three mystic levels thereafter, a mystic chooses a type of element that he can cast. He gains a +1 on caster check, DC, and saves of that type. Spell Resistance (Ex): A mystic gains spell resistance equal to his current mystic level + 10. Bonus Feat: At 2nd level, the mystic may choose a bonus feat. He also receives another one every two mystic level thereafter. Some Metamagic and arcane feats are excluded. MP Rage (Ex): A mystic of 3rd level or higher can turn harm dealt against him into MP. Recover 150% of the damage dealt to you as MP whenever you’re harmed in battle. MP Haste (Ex): A mystic of 4th level or higher can boost his MP recovery rate in battle. Increase MP recovered from damage and attacks by 25%, at 11th level by 50%, and x2 at 18th level. Hit Die: d10 Magic Die: d6 Skill Points: 6 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Escape Artist, Forgery, Intimidate, Jump, Listen, Search, Sense Motive, Spot, and Swim Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +2 +2 Longer Keyblade, Critical Strike, Outbreak Assault, +2 Iron Body, Endurance, Keyblade Focus 2nd +1 +3 +3 +3 Evasion, Steadfast Determination +2 3rd +2 +3 +3 +3 Bulwark of Defense +3 4th +3 +4 +4 +4 Keyblade Specialization, Slow fall 20 ft. +3 5th +3 +4 +4 +4 Short Haft, Vigilant Defender +3 6th +4 +5 +5 +5 Slow fall 30 ft. +3 7th +5 +5 +5 +5 Damage Reduction 1/- +3 8th +6/+1 +6 +6 +6 Greater Keyblade Focus, Slow Fall 40 ft. +3 9th +6/+1 +6 +6 +6 Improved Evasion +4 10th +7/+2 +7 +7 +7 Damage Reduction 2/-, Improved Iron Body, +4 Slow Fall 50 ft. 11th +8/+3 +7 +7 +7 Critical Raid, Greater Outbreak +4 12th +9/+4 +8 +8 +8 Greater Keyblade Specialization, Slow Fall 60 ft. +4 13th +9/+4 +8 +8 +8 Damage Reduction 3/- +4 14th +10/+5 +9 +9 +9 Slow Fall 70 ft. +4 15th +11/+6/+1 +9 +9 +9 +5 16th +12/+7/+2 +10 +10 +10 Damage Reduction 4/- +5 17th +12/+7/+2 +10 +10 +10 +5 18th +13/+8/+3 +11 +11 +11 Slow Fall 90 ft. +5 19th +14/+9/+4 +11 +11 +11 Damage Reduction 5/- +5 20th +15/+10/+5 +12 +12 +12 Slow Fall Any Distance +5 Weapon and Shield Proficiency: A sentry is proficient with his keyblade and any keyblade that has sentimental value, and bucklers, unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Longer Keyblade: A sentry’s keyblade is longer than the average keyblade giving him at least 10 ft. reach, but it most be wielded two-handed. Iron Body (Ex): A sentry is able to deflect enemy attacks with his own body. An unarmored sentry can add half his Constitution bonus to his AC. At 10th level, he adds his full Constitution bonus to his AC. These bonuses to AC apply even against touch attacks or when the sentry is flat-footed. He loses the bonuses when he is immobilized or helpless. Critical Strike (Ex): As a full-round action, make one attack using your highest base attack bonus but taking –2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2. At 5th level, the penalty on the attack roll lessens to –1 and at 9th level it disappears. At 11th level, you can make two attacks when using this class feature, though no more than one attack can target a single creature. Both attacks use your highest base attack bonus. Outbreak Assault (Ex): When unarmored, a sentry may strike with an outbreak assault at the expense of accuracy. When doing so he may make one extra attack in a round at his highest base attack bonus, but takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the sentry might make before his next action. When a sentry reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A sentry must use a full attack action to strike with an outbreak assault. When a sentry reaches 11th level, his outbreak assault ability improves. In addition to the standard single extra attack he gets from outbreak assault, he gets a second extra attack at his full base attack bonus. Endurance: A sentry gains Endurance as a bonus feat. Keyblade Focus: A sentry gains Weapon Focus (keyblade) as a bonus feat. Evasion (Ex): A sentry of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless sentry does not gain the benefit of evasion. Steadfast Determination: At 2nd level a sentry gains Steadfast Determination as a bonus feat. Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care. Short Haft: At 3rd level, a sentry gains Short Haft as a bonus feat. Keyblade Specialization: At 4th level, a sentry gains Weapon Specialization (keyblade) as a bonus feat. Slow Fall (Ex): At 4th level or higher, a sentry within 10 ft. can use his keyblade to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The sentry’s ability to slow his fall improves with his sentry level until at 20th level he can use a nearby wall to slow his decent and fall any distance without harm. Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by amount equal to your class level. Damage Reduction (Ex): At 7th level, a sentry gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the sentry takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Greater Keyblade Focus: At 8th level, a sentry gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Evasion (Ex): At 9th level, a sentry’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless sentry does not gain the benefit of improved evasion. Greater Keyblade Specialization: At 12th level, a sentry gains Greater Weapon Specialization (keyblade) as a bonus feat. Hit Die: d6 Magic Die: d10 Skill Points: 8 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +2 +0 Double Keyblade, Sneak Attack +1d6, Two as One +3 2nd +1 +3 +3 +0 Evasion +3 3rd +2 +3 +3 +1 Sneak Attack +2d6 +4 4th +3 +4 +4 +1 Uncanny Doge +4 5th +3 +4 +4 +1 Shield of Blades, Sneak Attack +3d6 +4 6th +4 +5 +5 +2 +5 7th +5 +5 +5 +2 Sneak Attack +4d6 +5 8th +6/+1 +6 +6 +2 Improved Two as One +5 9th +6/+1 +6 +6 +3 Improved Uncanny Doge, Sneak Attack +5d6 +6 10th +7/+2 +7 +7 +3 Improved Evasion, Savvy Rouge +6 11th +8/+3 +7 +7 +3 +6 12th +9/+4 +8 +8 +4 Sneak Attack +6d6 +7 13th +9/+4 +8 +8 +4 +7 14th +10/+5 +9 +9 +4 Sneak Attack +7d6, Crippling Strike +7 15th +11/+6/+1 +9 +9 +5 +8 16th +12/+7/+2 +10 +10 +5 Sneak Attack +8d6, Mastery of Two as One +8 17th +12/+7/+2 +10 +10 +5 Defensive Roll +8 18th +13/+8/+3 +11 +11 +6 Sneak Attack +9d6 +9 19th +14/+9/+4 +11 +11 +6 +9 20th +15/+10/+5 +12 +12 +6 Sneak Attack +10d6, Slippery Mind +9 Weapon and Shield Proficiency: A skirmisher is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields), unless he gives the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Double Keyblade: A skirmisher receives a double keyblade upon picking this class. Sneak Attack (Ex): If a skirmisher can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, the skirmisher’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC, or when the skirmisher flanks her target. This extra damage 1d6 at 1st level, and it increases by 1d6 every two skirmisher levels thereafter. Should the skirmisher score a critical hit with a sneak attack, this extra damage is not multiplied. Two as One: The skirmisher starts down the path mastering his Double Keyblade. A skirmisher gains Two-Weapon Defense and Two-Weapon Fighting as bonus feats. Evasion (Ex): A skirmisher of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless sentry does not gain the benefit of evasion. Uncanny Dodge (Ex): Starting at 4th level, a skirmisher gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Shield of Blades (Ex): Beginning at 5th, you become adept at defending yourself when wielding your keyblade. You gain a +2 shield bonus to your AC whenever you at with at least both sides of your keyblade during your turn. This AC bonus lasts until start of your next turn. This bonus increases by 1 for every five levels beyond 5th. Improved Two as One: The skirmisher is half way to his destination. A skirmisher gains Dual Strike, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, and Two-Weapon Pounce as bonus feats at 8th level. Improved Uncanny Dodge (Ex): A skirmisher of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker Improved Evasion (Ex): At 10th level, a skirmisher’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless vanguard does not gain the benefit of improved evasion. Savvy Rouge: At 10th level, a skirmisher gains Savvy Rouge as a bonus feat. Crippling Strike (Ex): At 13th level a skirmisher can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attack also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Mastery of Two as One: The skirmisher has arrived at his destination. A skirmisher gains Greater Two-Weapon Defense, Greater Two-Weapon Fighting, and Two-Weapon Rend as bonus feats at 15th level. Defensive Roll (Ex): At 16th level, a skirmisher can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the skirmisher can attempt to roll with the damage. To use this ability, the skirmisher must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow, if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex for half damage, the skirmisher evasion ability does not apply to the defensive roll. Slippery Mind (Ex): At 19th level, the skirmisher’s ability to wriggle free from magical effects that would otherwise control or compel her. If a skirmisher with slippery mind is affected by an enchantment spell or effect and fails her saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. |
| zeone300003-20-07, 03:59 PM | Hit Die: d10 Magic Die: d6 Skill Points: 4 + Int modifier Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Gather Information, Intimidate, Jump, Listen, Sense Motive, Spot, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +0 +2 +0 +2 Signature Keyblade, Keyblade Focus +4 2nd +1 +3 +0 +3 Surge of Valor +4 3rd +2 +3 +1 +3 +5 4th +3 +4 +1 +4 Keyblade Specialization, Power Critical +5 5th +3 +4 +1 +4 Force of Will +5 6th +4 +5 +2 +5 +6 7th +5 +5 +2 +5 +6 8th +6/+1 +6 +2 +6 Greater Keyblade Focus, Improved Crtiical +6 Keyblade Mastery 9th +6/+1 +6 +3 +6 +7 10th +7/+2 +7 +3 +7 Body and Spirit, Overwhelming Force +7 11th +8/+3 +7 +3 +7 Burst of Valor +7 12th +9/+4 +8 +4 +8 Greater Keyblade Specialization +8 13th +9/+4 +8 +4 +8 +8 14th +10/+5 +9 +4 +9 Burst of Speed +8 15th +11/+6/+1 +9 +5 +9 +9 16th +12/+7/+2 +10 +5 +10 +9 17th +12/+7/+2 +10 +5 +10 Unbreakable Spirit +9 18th +13/+8/+3 +11 +6 +11 Keyblade supremacy +10 19th +14/+9/+4 +11 +6 +11 +10 20th +15/+10/+5 +12 +6 +12 Improved Overwhelming Force +10 Class Features: Weapon and Shield Proficiency: A soulblade is proficient with his keyblade and any keyblade that has sentimental value, and bucklers, unless he gives up the shield.. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Signature Weapon (Su): A soulblade pours his heart, his soul, and his very life into his keyblade. The process for imbuing a signature keyblade with power is a simple one. The character must find a quiet, safe spot to mediate for 24 hours. At the end of this mediation, th e soulblade sacrifices a number of experience point, essentially shifting some his life force into his signature keyblade. The signature keyblade gains an enhancement bonus and/or special abilities. His current class level limits the amount of enchantment a soulblade can place on a signature keyblade. A soulblade can either imbue or save a +1 enchantment bonus his keyblade starting a 2nd level, then every three soulblade levels thereafter. A soulblade cannot further imbue his signature keyblade if doing so would cost enough experience points to reduce his character level. If the ritual is interrupted, it can be begun again at any time, but it must run for a all 24 hours for the signature keyblade to be imbued. The soulblade pays the XP cost as soon as the ritual has been completed. A soulblade's signature keyblade has a caster level equal to the character's class level +5. Keyblade Focus: A soulblade gains Weapon Focus (keyblade) as a bonus feat. Surge of Valor (Ex): A 2nd level, a soulblade gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains a +8 to his Strength for a number of rounds equal to half his class level. Each time after the first that a soulblade successfully uses this ability in a single 24 hour period, the check DC increases by 5. At any time, if the soulblade can beat the current DC by ten, it a free action. At 11th level, while under the influence of Surge of Valor, if he makes a full-round action, he gains a single extra attack each round at his highest bonus. (This effect is not cumulative with haste or other effects that grant additional attacks.) It takes a DC 25 Concentration check to also use this ability. All other rules apply from Surge of Valor. Keyblade Specialization: At 4th level, a soulblade gains Weapon Specialization (keyblade) as a bonus feat. Power Critical: At 4th level, a soulblade gains Power Critical (keyblade) as a bonus feat. Force of Will (Ex): When a soulblade of 5th level or higher is forced to make a Reflex save to avoid damage from an area effect spell, he can make a Concentration check instead of a Reflex save to resist taking full damage. At 17th level, a soulblade acts if he has improved evasion for the purposes of this ability. Greater Keyblade Focus: At 8th level, a soulblade gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Critical: At 8th level, a soulblade gains Improved Critical (keyblade) as a bonus feat. Keyblade Mastery: At 8th level, a soulbade gains Melee Weapon Mastery (slashing) as a bonus feat. Body and Spirit (Ex): At 10th level, as a move action, a soulblade can focus the energy in his body to make damaging the soulblade even more difficult. This grants him his Wisdom modifier to his AC as a deflection bonus for a number of rounds equal to half his class level. Each time after the first that a soulblade successfully uses this ability in a single 24 hour period, the check DC increases by 5. At any time, if the soulblade can beat the current DC by ten, it a free action. Overwhelming Force (Ex): At 10th level, channels his energy through his keyblade. A soulblade ignore the first 5 points of any kind of a damage reduction . At 20th level, it increase to the first 10 points. Greater Keyblade Specialization: At 12th level, a soulblade gains Greater Weapon Focus (keyblade) as a bonus feat. Burst of Speed (Ex): At 14th level, a soulblade can channel energy into his legs to increase his speed. Burst of speed doubles movement speed for a number of rounds equal to half you class lvl. A DC 30 Concentration check is required, every time in a day that this ability is use increase the DC by 5. Keyblade Supremacy: At 18th level, a soulblade gains Weapon Supremacy (keyblade) as a bonus feat. Hit Die: d8 Magic Die: d8 Skill Points: 4 + modifier class Skills: Climb, Concentration, Decipher Script, Disable Device, Forgery, Jump, Search, Sense Motive, Spellcraft, Swim, and Tumble. Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +0 +2 Arcane Attument, Insightful Reflexes, +2 Keyblade Focus, Midnight's Veil 2nd +2 +3 +0 +3 Combat Casting, Combat Expertise +2 3rd +3 +3 +1 +3 Arcane Channeling +2 4th +4 +4 +1 +4 Keyblade Specialization, Power Critical +2 5th +5 +4 +1 +4 Quick Cast +2 6th +6/+1 +5 +2 +5 Spell Power +2, Improved Combat Expertise +3 7th +7/+2 +5 +2 +5 +3 8th +8/+3 +6 +2 +6 Greater Keyblade Focus, Improved Critical +3 9th +9/+4 +6 +3 +6 +3 10th +10/+5 +7 +3 +7 Improved Midnight's Veil +3 11th +11/+6/+1 +7 +3 +7 Spell Power +3 +3 12th +12/+7/+2 +8 +4 +8 Greater Keyblade Specialization +4 13th +13/+8/+3 +8 +4 +8 Aracne Channeling (Full Attack) +4 14th +14/+9/+4 +9 +4 +9 +4 15th +15/+10/+5 +9 +5 +9 +4 16th +16/+11/+6/+1 +10 +5 +10 Spell Power +4 +4 17th +17/+12/+7/+2 +10 +5 +10 +4 18th +18/+13/+8/+3 +11 +6 +11 Spell Power +5 +5 19th +19/+14/+9/+4 +11 +6 +11 +5 20th +20/+15/+10/+5 +12 +6 +12 +5 Weapon and Shield Proficiency: A twilightblader is proficient with his keyblade and any keyblade that has sentimental value, and all shields (expect tower shields), unless you give up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Midnight’s Veil (Ex): A twilightblader use his intelligence to perceive attacks. When a twilightblader uses his keyblade, he can add half his Intelligence bonus to his AC. At 10th level, he adds his full Intelligence bonus to his AC. These bonuses to AC apply even against touch attacks or when the twilightblader is flat-footed. He loses the bonuses when he is immobilized or helpless. Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. Insightful Reflexes: A twilightblader gains Insightful Reflexes as a bonus feat. Keyblade Focus: A twilightblader gains Weapon Focus (keyblade) as a bonus feat. Combat Casting: A 2nd level, you gain Combat Casting as a bonus feat. Comb at Expertise: At 2nd level, a twilightblader gains Combat Expertise as a bonus feat. Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any spell you know and deliver the spell through your keyblade with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end round, in the case of a spell that would otherwise last longer than 1 round Keyblade Specialization: At 4th level,a twilightblader gains Weapon Specialization (keyblade) as a bonus feat. Power Critical: At 4th level, a twilightblader gains Power Critical (keyblade) as a bonus feat. Quick Cast: Beginning at 5th level, you can cast one spell as swift action, so long as the casting time of the spell is 1 standard action or less, and have sufficient MP. Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain +2 bonus on your caster check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level. Improved Combat Expertise: At 6th level, a twilightblader gains Improved Combat Expertise as a bonus feat. Greater Keyblade Focus: At 8th level, a twilightblader gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Critical: At 8th level, a twilightblader gains Improved Critical (keyblade) as a bonus feat. Greater Keyblade Specialization: At 12th level, a twilightblader gains Greater Weapon Specialization (keyblade) as a bonus feat. Hit Die: d8 Magic Die: d8 Skill Points: 4 + Int modifier Class Skills: Balance, Climb, Concentration, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Swim, and Tumble Base Fort Ref Will Unarmored Defense Lvl Attack Save Save Save Special Speed Bonus Bonus 1st +1 +2 +2 +0 Two Keyblades, Keyblade Focus, Two-Keyblade Fighting, +0 ft +3 Two-Keyblade Defense, Oversized Two-Keyblade Fighting, 2nd +2 +3 +3 +0 Dodge, Evasion +0 ft +3 3rd +3 +3 +3 +1 Fast Movement, Mobility +10 ft +4 4th +4 +4 +4 +1 Keyblade Specialization, Pin Shield, Spring Attack +10 ft +4 5th +5 +4 +4 +1 +10 ft +4 6th +6/+1 +5 +5 +2 Improved Two-Keyblade Fighting, Improved Two-Keyblade +20 ft +5 Defense, Dual Strike, Two-Keyblade Pounce 7th +7/+2 +5 +5 +2 +20 ft +5 8th +8/+3 +6 +6 +2 Greater Keyblade Focus +20 ft +5 9th +9/+4 +6 +6 +3 Improved Evasion +30 ft +6 10th +10/+5 +7 +7 +3 +30 ft +6 11th +11/+6/+1 +7 +7 +3 Greater Two-Keyblade Fighting, Greater Two-Keyblade +30 ft +6 Defense, Two-Keyblade Rend 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +40 ft +7 13th +13/+8/+3 +8 +8 +4 +40 ft +7 14th +14/+9/+4 +9 +9 +4 +40 ft +7 15th +15/+10/+5 +9 +9 +5 +50 ft +8 16th +16/+11/+6/+1 +10 +10 +5 +50 ft +8 17th +17/+12/+7/+2 +10 +10 +5 +50 ft +8 18th +18/+13/+8/+3 +11 +11 +6 +60 ft +9 19th +19/+14/+9/+4 +11 +11 +6 +60 ft +9 20th +20/+15/+10/+5 +12 +12 +6 +60 ft +9 Weapon and Shield Proficiency: A vanguard is proficient with his keyblades and any keyblade that has sentimental value and buckler shields (unless he gives up the shield). Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Two Keyblades: A vanguard receives two keyblades upon picking this class. Keyblade Focus: Two-Keyblade Fighting: A vanguard gains Two-Weapon Fighting as a bonus feat. Two-Keyblade Defense: A vanguard gains Two-Weapon Defense as a bonus feat. Oversized Two-Keyblade Fighting: A vanguard gains Oversized Two-Weapon Fighting as a bonus feat. Evasion (Ex): A vanguard of 2nd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless vanguard does not gain the benefit of evasion. Dodge: A vanguard gains Dodge as a bonus feat at 2nd level. Fast Movement (Ex): At 3rd level, a vanguard gains an enchantment bonus to his speed. Mobility: A vanguard gains Mobility as a bonus feat at 3rd level. Pin Shield: A vanguard gains Pin Shield as a bonus feat at 4th level. Spring Attack: A vanguard gains Spring Attack as a bonus feat at 4th level. Improved Two-Keyblade Fighting: A vanguard gains Improved Two-Weapon Fighting as a bonus feat at 6th level. Improved Two-Keyblade Defense: A vanguard gains Improved Two-Weapon Defense as a bonus feat at 6th level. Dual Strike: A vanguard gains Dual Strike as a bonus feat at 6th level. Two-Keyblade Pounce: A vanguard gains Two-Weapon Pounce as a bonus feat at 6th level. Improved Evasion (Ex): At 9th level, a vanguard’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless vanguard does not gain the benefit of improved evasion. Greater Two-Keyblade Fighting: A vanguard gains Greater Two-Weapon Fighting as a bonus feat at 11th level. Greater Two-Keyblade Defense: A vanguard gains Greater Two-Weapon Defense as a bonus feat at 11th level. Two-Keyblade Rend: A vanguard gains Two-Keyblade Rends as a bonus feat at 11th level. Hit Die: d12 Magic Die: d4 Skill Points: 6 + modifier Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Intimidate, Jump, Hide, Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +2 +0 Fast Movement, Keyblade Focus, Power Attack +3 Righteous Strength 2nd +2 +3 +3 +0 Uncanny Dodge, Mad Foam Rager +3 3rd +3 +3 +3 +1 +4 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +4 5th +5 +4 +4 +1 Improved uncanny Dodge +4 6th +6/+1 +5 +5 +2 +5 7th +7/+2 +5 +5 +2 Damage Reduction 1/- +5 8th +8/+3 +6 +6 +2 Greater Keyblade Focus, Improved Critical +5 9th +9/+4 +6 +6 +3 +6 10th +10/+5 +7 +7 +3 Damage Reduction 2/- +6 11th +11/+6/+1 +7 +7 +3 Greater Righteous Strength +6 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization, +7 13th +13/+8/+3 +8 +8 +4 Damage Reduction 3/- +7 14th +14/+9/+4 +9 +9 +4 Indomitable Will +7 15th +15/+10/+5 +9 +9 +5 +8 16th +16/+11/+6/+1 +10 +10 +5 Damage Reduction 4/- +8 17th +17/+12/+7/+2 +10 +10 +5 +8 18th +18/+13/+8/+3 +11 +11 +6 +9 19th +19/+14/+9/+4 +11 +11 +6 Damage Reduction 5/- +9 20th +20/+15/+10/+5 +12 +12 +6 Mighty Righteous Strength +9 Weapon and Shield Proficiency: A vanquisher is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields), unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Fast Movement (Ex): At 1st level, a vanquisher’s base land speed increase by +10 feet. Righteous Strength (Ex): Whenever your current hit points total is below 5 x your vanquisher level, your righteous strength automatically activates. You gain +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/—, and –2 penalty to your AC. The damage reduction granted by righteous strength stacks with any similar kind of damage reduction you posse. There is no limit to the number of times per day your righteous strength can activate. While righteous strength is active, you have the same limitation on actions as a barbarian in rage. You cannot voluntarily end your righteous strength, although you automatically drop out of it while unconscious, helpless, or when you receive healing to bring your current hit points above the threshold. At 11th level, your righteous strength improves. The bonus to your Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/—. At 20th level, your righteous strength improves again. The bonus to your Strength score improves to +8, your bonus on saves improves +4, and you gain damage reduction 4/—. Any effect that would normally apply only during your rage applies whenever your righteous strength is active. Keyblade Focus: A vanguisher gains Weapon Focus (keyblade) as a bonus feat. Power Attack: A vanguisher gains Power Attack as a bonus feat. Uncanny Dodge (Ex): At 2nd level, a vanquisher gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Mad Foam Rager: At 2nd level, a vanguisher gains Mad Foam Rager as a bonus feat. Keyblade Specialization: At 4th level, a vanguisher gains Weapon Specialization (keyblade) as a bonus feat. Power Critical: At 4th level, a vanguisher gains Power Critical (keyblade) as a bonus feat. Improved Uncanny Dodge (Ex): At 5th level and higher, a vanquisher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. Damage Reduction (Ex): At 7th level, a vanquisher gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the vanquisher takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter, this damage reduction rises by 1 point. Greater Keyblade Focus: At 8th level, a vanguisher gains Greater Weapon Focus (keyblade) as a bonus feat. Improved Critical: A 8th level, a vanguisher gains Improved Critical (keyblade) as a bonus feat. Greater Keyblade Specialization: At 12th level, a vanguisher gains Greater Weapon Specialization (keyblade) as a bonus feat. Indomitable Will (Ex): While using your righteous strength, a vanquisher of 14th level or higher gains +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers. Hit Die: d10 Magic Die: d6 Skill Points: 6 + modifier Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Hide, Jump, Move Silently, Sense Motive, Swim, Tumble, and Use Rope Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +2 +0 Keyblade Focus, Run, Weapon Finesse +3 2nd +2 +3 +3 +0 Grace +1, Fleet of Foot +3 3rd +3 +3 +3 +1 Insightful Strike +4 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +4 5th +5 +4 +4 +1 Dodge Bonus +1 +4 6th +6/+1 +5 +5 +2 +5 7th +7/+2 +5 +5 +2 Acrobatic charge +5 8th +8/+3 +6 +6 +2 Greater Keyblade Focus, Improved Critical, +5 Improved Flanking 9th +9/+4 +6 +6 +3 +6 10th +10/+5 +7 +7 +3 Dodge Bonus +2 +6 11th +11/+6/+1 +7 +7 +3 Grace +2, Lucky +6 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +7 13th +13/+8/+3 +8 +8 +4 Acrobatic Skill Mastery +7 14th +14/+9/+4 +9 +9 +4 Weakening Critical +7 15th +15/+10/+5 +9 +9 +5 Dodge Bonus +3 +8 16th +16/+11/+6/+1 +10 +10 +5 +8 17th +17/+12/+7/+2 +10 +10 +5 Slippery Mind +8 18th +18/+13/+8/+3 +11 +11 +6 +9 19th +19/+14/+9/+4 +11 +11 +6 Wounding Critical +9 20th +20/+15/+10/+5 +12 +12 +6 Dodge Bonus +4, Grace +3 +9 Weapon and Shield Proficiency: A voyager is proficient with is keyblade and any keyblade that has sentimental value. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Weapon Finesse (Ex): A voyager gains Weapon Finesse as a bonus feat a 1st level even if he does not qualify for the feat. Run: A voyager gains Run as a bonus feat. Grace (Ex): A voyager gains +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A voyager loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. Fleet of Foot: At 2nd level, a voyager gains Fleet of Foot as a bonus feat. Insightful Strike (Ex): At 3rd level, a voyager becomes able to place his finesse attacks where they deal greater damage. He applies his Intelligence bonus as a bonus in damage rolls with any light keyblades, as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the voyager's insightful strike. A voyager cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Dodge Bonus (Ex): A voyager is trained a focusing his on a single opponent in melee. During his action, he may designate an opponent ad receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. He can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th A voyager loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. If the voyager also has the Dodge feat, he need not designate the same target for this ability as for the Dodge feat. Acrobatic Charge (Ex): A voyager of 7th level or higher can charge in situations where other cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steeps, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, she may still need to make the appropriate checks to successfully move over the terrain. Improved Flanking (Ex): A voyager of 8th level higher who is flanking an opponent gains a +4 bonus on attacks instead o a +2 bonus on attacks. Lucky (Ex): Once per day,a voyager of 11th level or higher may reroll any failed attack roll., skill check, ability check, or saving throw. The character must take the result of the reroll, even it's worse than the original roll. Acrobatic Skill Mastery (Ex): At 13th level, a voyager becomes so certain in the use of his acrobatics skills that he can use them reliably even under adverse conditions. When making a Jump or Tumble check, a voyager may take 10 even if stress and distractions would normally prevent him from doing so. Weakening Critical (Ex): A voyager of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. Slippery Mind (Ex): When a voyager reaches 17th level, his mind becomes more difficult to control. If the voyager fails his save against an enchantment spell or effect, he can attempt the save again 1 round later at the same DC. He gets only this one extra chance to succeed at a certain saving throw. Wounding Critical (Ex): A voyager of 19th level or higher who scores a cortical hit against a creature also deals 2 points of Constitution damage to the creature. Creatures immune to critical hits are immune to this effect. Hit Die: d10 Magic Die: d6 Skill Points: 4 + modifier Class Skills: Balance, Bluff, Climb, Concentration, Escape Artist, Intimidate, Jump, Listen, Spot, Sense Motive, Swim, and Tumble Base Fort Ref Will Defense Lvl Attack Save Save Save Special Bonus 1st +1 +2 +2 +0 Keyblade Focus, Fast Movement, Sword as +2 A Shield, Brutal Throw 2nd +2 +3 +3 +0 Bonus Feat, Power Attack +2 3rd +3 +3 +3 +1 Evasion, Power Throw +2 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +2 5th +5 +4 +4 +1 Uncanny Dodge +2 6th +6/+1 +5 +5 +2 Bonus Feat, Elusive Attack +3 7th +7/+2 +5 +5 +2 +3 8th +8/+3 +6 +6 +2 Greater Keyblade Focus +3 Improved Critical, Keyblade Mastery 9th +9/+4 +6 +6 +3 Improved Uncanny Dodge +3 10th +10/+5 +7 +7 +3 Improved Sword as a Sheild, Bonus Feat +3 11th +11/+6/+1 +7 +7 +3 Improved Evasion +3 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +4 13th +13/+8/+3 +8 +8 +4 +4 14th +14/+9/+4 +9 +9 +4 Bonus Feat +4 15th +15/+10/+5 +9 +9 +5 +4 16th +16/+11/+6/+1 +10 +10 +5 Overpowering Attack +4 17th +17/+12/+7/+2 +10 +10 +5 +4 18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat, Keyblade Sumpremacy +5 19th +19/+14/+9/+4 +11 +11 +6 +5 20th +20/+15/+10/+5 +12 +12 +6 +5 Weapon and Shield Proficiency: A warrior is proficient with his keyblade and any keyblade that has sentimental value, and shields (except tower shields); unless he gives up the shield. Defense Bonus: The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth. Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks. Sword as A Shield (Ex): A warrior impulses make him block attacks with his keyblade. When he uses a keyblade he’s proficient with, the warrior can add half his Strength bonus to his AC. At 10th level, he adds his full Strength to his AC. These bonuses to AC apply even against touch attacks or when the warrior is flat-footed. He loses the bonuses when he is immobilized or helpless. Keyblade Focus: A warrior gains Weapon Focus (keyblade) as a bonus feat. Brutal Throw: A warrior gains Brutal Throw as a bonus feat. Fast Movement (Ex): At 1st level, a warrior‘s base land speed increases by +10 feet. Bonus Feat: At 2nd level and every four warrior levels thereafter, he gains a bonus combat-oriented feat. Power Attack: At 2nd level, a warrior gains Power Attack as a bonus feat. Evasion (Ex): A warrior of 3rd level or higher can avoid even magical or unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless warrior does not gain the benefit of evasion. Power Throw: At 3rd level, a warrior gains Power Throw as a bonus feat. Keyblade Specialization: A warrior gains Weapon Specialization (keyblade) as a bonus feat at 4th level. Power Critical: A warrior gains Power Critical (keyblade) as a bonus feat at 4th level. Uncanny Dodge (Ex): Starting at 5th level, a warrior gains the ability to react to danger before his senses would normally allow him to do so. He retains has Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Elusive Attack: A warrior gains Elusive Attack as a bonus feat at 6th level. Greater Keyblade Focus: A warrior gains Greater Weapon Focus (keyblade) as a bonus feat at 8th level. Improved Critical: A warrior gains Improved Critical (keyblade) as a bonus feat at 8th level. Keyblade Mastery: A warrior gains Melee Weapon Mastery (slashing) as a bonus feat at 8th level. Improved Uncanny Dodge (Ex): A warrior of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. Improved Evasion (Ex): At 11th level, a warrior’s evasion ability improves. He still takes no damage on a successful Reflex saving throw, but henceforth he takes only half damage on a failed save. A helpless warrior does not gain the benefit of improved evasion. Greater Keyblade Specialization: A warrior gains Greater Weapon Specialization (keyblade) as a bonus feat at 12th level. Overpowering Attack: A warrior gains Overpowering Attack as a bonus feat at 16th level. Keyblade Supremacy: A warrior gains Weapon Supremacy (keyblade) as a bonus feat at 18th level. |
| sword_war44403-21-07, 04:23 PM | Hi. I am back. I like the new playtested classes |
| zeone300003-22-07, 11:44 PM | What u left, when? Did I miss something, because no one ever seems to be here. Thanks for the comment though. |
| zeone300003-28-07, 01:01 AM | *Clears throat* WHERE IS EVERYONE!? |
| Ryuu_Tenshi03-28-07, 02:46 PM | *Clears throat* WHERE IS EVERYONE!? Praying for KHII: FM+ to come out in the states. Duh. |
| zeone300003-28-07, 02:47 PM | Don't hold your breath, they could have released the first one by now. |
| zeone300003-29-07, 09:15 PM | Question: Who made they other classes on this thread? And, would anyone be interesed in play testing classes further? I need to make sure classes are good and balanced. Plus, I still need to find a good way to do stats. Right now, I'm thinking point buy, just becuase it puts everyone at the same level. |
| wolfie-kun03-29-07, 10:35 PM | Question: Who made they other classes on this thread? And, would anyone be interesed in play testing classes further? I need to make sure classes are good and balanced. Plus, I still need to find a good way to do stats. Right now, I'm thinking point buy, just becuase it puts everyone at the same level. Point buy doesn't put everyone at the same level. Don't ever think that. Rolling 4d6 is almost always better. |
| zeone300003-29-07, 10:39 PM | I know that, that is what I was thinking for the play test really. My friends and I always use 4d6. It was just a thought. But r u interested, is anyone interested? I would think whoever made the other classes still needs to play test those. |
| Lednera03-30-07, 12:00 AM | *wonders back into thread* Ey Zeone3000 how would you do the play testing if I may ask. Are you looking for online play testing of the classes in a campaign or for us to play test with our own gaming group and post our results. |
| zeone300003-30-07, 12:02 AM | Both r good, so i can see how it works, and get other people's opinion. |
| Lednera03-30-07, 12:19 AM | ok I guess I could do an online play testing how do you want to do it, btw I update the first page of this thread with your classes. |
| zeone300003-30-07, 12:26 AM | K thanks. For online play test i could use maptool and YIM. I have alot of free time, not as much now because i got a part time job, but plently enough. Also don't forget my bestairy of monsters there somwhere in here *flips through thread* |
| sword_war44403-30-07, 05:09 PM | i have iy |
| zeone300003-30-07, 06:50 PM | What??? |
| nimbusconflict03-30-07, 09:38 PM | i wrote the other set of base classes. as for play testing, i have very little access to the net. so do as you wish. set the two similair classes at eachothers throats and see who wins. im currently running a fearun campaign, but every once in a while i go and jot something in my book. |
| zeone300003-31-07, 03:01 AM | :OMG! REALLY!? Amazing. Anyway, thanks for your consent, that sounds like a good idea :plotting: :evillaugh |
| Lednera03-31-07, 03:56 PM | lol Zeone3000 look at the label i put on the classes :) well give me a PM or just post in the thread when you plan to start the online version of the test |
| zeone300003-31-07, 03:59 PM | Well the thing is I need to people to test it. So were should i post for that? The Gamer Classifieds, or does someone know some place better. |
| Lednera03-31-07, 06:24 PM | proly |
| sword_war44404-02-07, 04:25 PM | I am ready to. also I have unfinshed homebrew stuff that I have been workuing on. Not done. yet |
| zeone300004-03-07, 03:40 PM | Apparently no one wants to play test them :weep: I haven't got a single reply. |
| Zelgan04-04-07, 03:08 AM | Playtest what exactally? I'd be more then happy to help. |
| Thomar_of_Uointer04-04-07, 03:18 AM | Hey, has everybody seen this? Just sayin'... http://www.gametrailers.com/player.php?type=mov&id=18256 |
| zeone300004-04-07, 12:18 PM | @ Zelgan - My Classes. I posted them here, online games, and the peach farm. There is another one here that wants know the time and you. I would like another one or two, but if this all I get, so be it. @ Thomar - OF COURSE! |
| WanderingGod04-04-07, 09:44 PM | I can't seem to find your Kingdom Hearts d20 stuff. I've tried the link but it doesn't show anything. Any help would be most appreciated, thanks. |
| zeone300004-04-07, 11:22 PM | If we are going to do this play test, I need to know when you guys are avaiable. It would seem you guys have very little free time |
| Zelgan04-05-07, 01:38 AM | I'm avalible atleast daily, mostly during the night though... Also I'll need a link or something to what special rules (other then you're classes) we'd be playing by, I can't seem to find a working link to anything... |
| zeone300004-05-07, 01:41 AM | Oh what is your time zone, mine is Arizona. (-7 GMT).\ And mine link works, I just checked. |
| Lednera04-05-07, 02:44 AM | woops will fix my linked PDF asap, though a bit outdated it still has some good resources. |
| zeone300004-05-07, 02:55 AM | Lednera what time are you free? |
| Lednera04-05-07, 03:20 PM | i am on my cell atm but mistly any time at night I am CST time zone so I can get on AIM in a hour or son |
| zeone300004-05-07, 03:23 PM | Do you have another one besides AIM, like YIM or MSN? |
| sword_war44404-05-07, 06:36 PM | I am on almost daily. |
| zeone300004-05-07, 06:38 PM | Well how about today or tomorrow then, night of course, I got work. But after, not sure exactly when, but I'm good to go then. |
| Lednera04-05-07, 07:21 PM | yeah i got Y!M, MSN, ICQ, AIM, and others |
| nimbusconflict04-05-07, 09:08 PM | be sure to post results. so those of us who cant play know whats going on. if anyone ever needs to talk to me, i get on aim once in a while. screenname nimbusaconflict |
| zeone300004-05-07, 11:57 PM | For those still interested send a PM or message to zeone3000 on YIM, please ASAP. |
| Zelgan04-06-07, 03:29 AM | Zeone, looking over your classes, i'm assuming that by giving them a "Magic Die" that everyone has some sort of innate magical ability? So, assuming this, does each class have a spell list? Or am I just over-looking something so dramatically stupid that I just made myself look like a nimrod by asking this? Like I said, I havn't seen what's been established as "core" material so far, so the latter is probably true. Beyond this though, I would love to start helping you guys out with some other things, my inability to post very often might hinder me getting you all results quickly, but pretty much anything you all would like my brain to start cooking up, just let me know. |
| zeone300004-06-07, 03:32 AM | You are correct in assuming that every class does have innate magical abilites, some classes stress that. The spell list is that from the KH games (basicially FF magic), I'm still working all of it gut I have the basic ones (Fire, Thunder, Bizzard, and Cure) worked out and there cost I'll post them later tonight or tomorrow. |
| Zelgan04-06-07, 03:46 AM | Got ya, and I think that I'm gonna test out the Soulblade for ya, it's the one that stood out to me the most. |
| zeone300004-06-07, 03:48 AM | Ummm...that is one of the ones that I already have play-tested, I think mentioned I have play-tested some them. (Soulblade, Vanguard, Vanguisher, and Warrior) But you can still use it, the information is always vauable. |
| Zelgan04-06-07, 03:54 AM | Ah, well, in that case. Guardian it is. |
| zeone300004-06-07, 03:58 AM | Ok, that's good. One of my online friends look at it in the PEACH farm and said it was too powerful. Then I said, not be used in standard DnD games, and he was like Ooooooh ok. These classes are high powered, not gonna lie. But the things we are gonna fight ain't pushovers |
| WanderingGod04-06-07, 03:56 PM | Does anyone have the pdf of the Kingdom Heart D20 campaign setting? I still can't find it. |
| Lednera04-06-07, 04:10 PM | i can email it to you send me your email in a PDF, i am working on an updated version as of right now i can send you my last edition. This goes for anyone that wants a copy of the KHd20 PDF i compiled from the old thread it runs around 50-60 pages of info. So if you want to take a look PM me with you email and I will email it to you |
| zeone300004-06-07, 04:14 PM | Oh I want one. Also, what is everyones thought BESM d20, currently I am trasnlating my classes to it. I feel that feel of Kingdom Hearts is better captured by it. But that is just my take. |
| Lednera04-06-07, 08:13 PM | I think it is a good system, if one (the Game Master) restricts portions of the system so that the game does not get out of hand. I agree that BESM d20 has a bit of a better feel to a KH world but there are minor aspects that remove the darker aspects of the KH Universe. Zeone send me your email on a PM and i can email you a copy of the old PDF. |
| zeone300004-06-07, 08:17 PM | What are those darker aspects, we are talking about KH, right? Did I go to the wrong board? Also, I'll be posting Warrior and Vanguard BESM style in about 5-10 mins. after this post, hopefully. |
| johnnyd198804-06-07, 08:23 PM | can you PM me the PDF? im a HUGE KH FAN! |
| WanderingGod04-06-07, 08:42 PM | Sounds good. |
| Thomar_of_Uointer04-07-07, 12:43 AM | What are those darker aspects, we are talking about KH, right? Did I go to the wrong board? Check out that movie I posted a page back. |
| zeone300004-07-07, 02:51 AM | That's not dark, just mysterious because nobodies has a good idea who those people were. |
| zeone300004-07-07, 04:42 AM | BESM Style, anyone want a :cookie:? Hit Die: d8 Class Skills Balance, Climb, Concentration, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Swim, Tumble, Melee Attack, Melee Defense, Ranged Defense, Special Ranged Attack, and Thrown Weapons. Skill Points: 4 + Int modifiers. Base Fort Ref Will Lvl Attack Save Save Save Special 1st +1 +2 +2 +0 Ambidexterity Feat, Defense Combat Mastery +1, Enhanced [Dexterity], Melee Attack Skill +2, Melee Defense +2, Two-Keyblade Fighting Feat 2nd +2 +3 +3 +0 Two-Keyblade Fighting Feat 3rd +3 +3 +3 +1 Defense Combat Mastery +1, Speed +1 4th +4 +4 +4 +1 Massive Damage (keyblade) +1 \5th +5 +4 +4 +1 Defense Combat Mastery +1 6th +6/+1 +5 +5 +2 Melee Defense Skill +2, Dual Strike, Speed +1 7th +7/+2 +5 +5 +2 Defense Combat Mastery +1 8th +8/+3 +6 +6 +2 Melee Attack Skill +2 9th +9/+4 +6 +6 +3 Defense Combat Mastery +1, Speed +1 10th +10/+5 +7 +7 +3 11th +11/+6/+1 +7 +7 +3 Melee Defense Skill +2, Two-Keyblade Rend, Combat Mastery +1 12th +12/+7/+2 +8 +8 +4 Massive Damage (keyblade) +1, Speed +1 13th +13/+8/+3 +8 +8 +4 Defense Combat Mastery +1 14th +14/+9/+4 +9 +9 +4 15th +15/+10/+5 +9 +9 +5 Defense Combat Mastery +1, Speed +1 16th +16/+11/+6/+1 +10 +10 +5 17th +17/+12/+7/+2 +10 +10 +5 Defense Combat Mastery +1 18th +18/+13/+8/+3 +11 +11 +6 Speed +1 19th +19/+14/+9/+4 +11 +11 +6 20th +20/+15/+10/+5 +12 +12 +6 Class Features All of the following are class features of the vanguard. Ambidexterity: A vanguard gains Ambidexterity as a bonus feat. Defense Combat Mastery: A vanguard gains a Rank in Combat Defense Mastery, and every two vanguard levels thereafter. Enhanced [Dexterity]: A vanguard gains a Rank in Enhanced [Dexterity] at first level. Melee Attack Skill: A vanguard gains 2 ranks in Melee Attack at 1st level, and another 2 at 8th level. Melee Defense Skill: A vanguard gains 2 ranks in Melee Defense at 1st level, and another 2 at 6th and 11th levels. Two-Keyblade Fighting: A vanguard gains Two-Weapon Fighting as a bonus feat at 1st and 2nd level. Speed: At 3rd level, a vanguard gains a Rank in Speed, and every four vanguard levels thereafter. Massive Damage (keyblade): A vanguard gains a Rank in Massive Damage (keyblade) at 4th and 12th level. Dual Strike: At 6th level,a vanguard extensive training with two weapons allows him to attack with both while moving through a chaotic combat or fighting a running battle. After any types of movement (jogging, running, sprinting) you can make a melee attack with your keyblades. Both attacks use a the same attack roll to determine success, with a -2 penalty. Two-Keyblade Rend: At 11th level., a vanguard strikes build on the next, allowing you to deal more damage. If a vanguard successfully hits an opponent with both keyblades, he deals extra damage equal to 1d6 + 1-1/2 times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent. Hit Die: d10 Class Skills Balance, Climb, Concentration, Escape Artist, Intimidate, Jump, Listen, Spot, Tumble, Melee Attack, Melee Defense, Ranged Defense, Special Ranged Attack, and Thrown Weapons. Fort Ref Will Lvl Attack Save Save Save Special 1st +1 +2 +2 +0 Brutal Throw, Defense Combat Mastery +1, Enhanced [Strength] +1, Melee Attack Skill +2, Speed +1, Sword As A Shield 2nd +2 +3 +3 +0 Power Attack Feat 3rd +3 +3 +3 +1 4th +4 +4 +4 +1 Massive Damage (keyblade) +1 \5th +5 +4 +4 +1 Defense Combat Mastery +1 6th +6/+1 +5 +5 +2 Elusive Attack 7th +7/+2 +5 +5 +2 8th +8/+3 +6 +6 +2 Improved Critical, Melee Attack Skill +2, Massive Damage (keyblade) +1 9th +9/+4 +6 +6 +3 Defense Combat Mastery +1 10th +10/+5 +7 +7 +3 Improved Sword As A Shield 1th +11/+6/+1 +7 +7 +3 12th +12/+7/+2 +8 +8 +4 Massive Damage (keyblade) +1 13th +13/+8/+3 +8 +8 +4 Defense Combat Mastery +1 14th +14/+9/+4 +9 +9 +4 15th +15/+10/+5 +9 +9 +5 16th +16/+11/+6/+1 +10 +10 +5 Overpowering Attack 17th +17/+12/+7/+2 +10 +10 +5 Defense Combat Mastery +1 18th +18/+13/+8/+3 +11 +11 +6 Keyblade Supremacy 19th +19/+14/+9/+4 +11 +11 +6 20th +20/+15/+10/+5 +12 +12 +6 Class Features Brutal Throw (Ex): A warrior relies on strength to guide all of his attacks. A warrior can add his Strength modifier (instead of your Dexterity modifier) to attack rolls with his keyblade. Defense Combat Mastery: A warrior gains a Rank in Defense Combat Mastery at first level, and every four warrior levels thereafter. Enhanced [Strength]: A warrior gains a Rank in Enhanced [Strength]. Melee Attack Skills: A warrior is keen with his keyblade weapon. At 1st level, a warrior gains 2 ranks in Melee Attack Skills. Then another 2 at 8th level. Speed: A warrior gains a Rank in Speed at first level. Sword as A Shield (Ex): A warrior impulses make him block attacks with his weapon. When he uses his keyblade, the warrior can add his Strength bonus to Parry attacks. At 10th level, he able to add his Strength bonus to his AC, (The bonus does stack with the Parry bonus) as long as his keyblade. These bonuses to AC apply even when the warrior is flat-footed. He loses the bonuses when he is immobilized or helpless. Power Attack: At 2nd level, a warrior gains Power Attack as a bonus feat. Massive Damage (keyblade): A warrior is highly skilled with his keyblade. At 4th level, a warrior gains a Rank in Massive Damage (keyblade), and at 8th and 12th level. Elusive Attack (Ex): A warrior masters a technique of combining offense and Defense. As a full-round action, make one attack at your highest base attack bonus. Until the start of his next turn, you gain a +2 dodge bonus to AC. This bonus improves to +4 at 11th level and to +6 at 16th level. Improved Critical (Ex): A warrior knows how to hit where it hurts with his keyblade. At 8th level, when using your keyblade, you threat range is doubled. Overpowering Attack (Ex): A warrior never waste time wounding your opponent, instead concentrating on delivering one solid strike. At 16th level, as a full-round action, make one attack at your highest base attack bonus. That attack deals double damage, as ado any other attacks you make that before the start of your next turn. Keyblade Supremacy (Ex): A warrior is a grandmaster of his keyblade. When he holds it in his hands, no foe can stand against him. At 18th level, you gain +4 bonus on all checks made to resist being disarmed. You can wield your weapon against a foe who grapples you without penalty and without first making a grapple check. In ths situation, you can take a standard action or a full attack action as normal. 'When you take a full attack action, you can apply a +5 bonus to any single attack after your first strike. Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10. You gain a +1 bonus to AC. |
| nimbusconflict04-07-07, 05:04 AM | BESM is good in small quantities. much like d20 modern. we also had a long arguement about using various sources. the conclusion was that people wanted a more balanced dnd feel. however, i'll be the first to tell you i am a proud owner of the besm d20 hardback special addition, with the d20 mecha insert.if i can make characters work such as Renji from bleach, vegita from dbz, the sailor scouts, and kazuma the shellbullet from s-cry-ed, then anything can be done really. their classless character creation system was very useful. but if you use a standard d20 monster, or even their versions, you'll see how quickly a dragon just doesnt cut it. |
| wolfie-kun04-07-07, 10:33 AM | That's not dark, just mysterious because nobodies has a good idea who those people were. Don't know if you didn't catch this, but PEOPLE DIE IN KINGDOM HEARTS. It might have a very light tone to most of the scenes, especially those involving Sora in KH II, but it has some very serious, rather depressing emotional tones (look at Roxas. That is not a happy story, even at the ending, since his best friend is dead). |
| zeone300004-07-07, 12:04 PM | People die in real life, does that make life dark and depressing? NO! My grandma's on her death bed right now, and there is nothing I can do, except say goodbye and thank you for being grandma when I go home for summer break. People die and most good RPGs. It adds to the story. You act like they weren't gonna die eventually, you knew. |
| Lednera04-07-07, 12:36 PM | to Johnny person: Send me a PM with you email and I will send you the file. To Zeone: This could be just cuz I have a very good English professor atm, but KHI is a light tone save the girl and the world type game. In KH Chain of Memories you encounter the shadows of ppl who were neither dead, nor alive they were the nobodies. In the end you loose your memories and are trapped in a caccon along with your friends and your shadow joins the organization. The tone of the game turns darkner in KHII. A year has pass since you were trapped in the cacoon. How can I prove to you KHII is a dark tone game well w/o spoilers check out the art. The colors are much darker and the voice acting helps create a darker mood, yet still light enough for children or young adults to take. Analyze this much Riku seeks repentence, Sora helps the bad guys indirectly and when he finds out he is some what emotional about it. Skip the overlay of disney and square story telling elements and think what he was doing and when he found that out how he felt about being the "chosen one". A bit of food for thought. |
| zeone300004-07-07, 12:43 PM | Okay fine whatever. In the end it is just a A++ game, with a darker tone then its predocers. Now, when KHIII let me some blood or something then I'll finally see that Square-Enix is taking control, but Disney will be like NO and give Enix a slap on the wrist. Also, for those who are play-testing we need to set a date and time, and I still you need your e-mail. :mad: I got Zelgan's so far and you need to except my request. |
| zeone300004-07-07, 12:50 PM | BESM is good in small quantities. much like d20 modern. we also had a long arguement about using various sources. the conclusion was that people wanted a more balanced dnd feel. however, i'll be the first to tell you i am a proud owner of the besm d20 hardback special addition, with the d20 mecha insert.if i can make characters work such as Renji from bleach, vegita from dbz, the sailor scouts, and kazuma the shellbullet from s-cry-ed, then anything can be done really. their classless character creation system was very useful. but if you use a standard d20 monster, or even their versions, you'll see how quickly a dragon just doesnt cut it. So where can I BESM Monster Manual, I can redo my monsters, no problem. |
| johnnyd204-07-07, 12:51 PM | Lednera:sent you the PM... *waits* |
| Lednera04-07-07, 01:10 PM | PDF sent ey Zeone your email did not work, this you recieve your copy of the PDF? |
| zeone300004-07-07, 01:15 PM | I've been getting that alot for some reason. Change yahoo to hotmail then. I have a couple of then. Make sure I spelled it right, z-e-o-n-e-3-0-0-0, just like my screen name here, @yahoo.com or hotmail.com |
| Lednera04-07-07, 01:20 PM | ok attempting to send it to you and like that you get my email as well. |
| zeone300004-07-07, 01:43 PM | Yay it worked. Sweet also i got another play tester. So that makes two that are for sure, and I'm working on getting the last one. We need to set a date. |
| WanderingGod04-07-07, 02:59 PM | Lednera, I got your Kingdom Hearts pdf yesterday......cool ****. Thanks. |
| Lednera04-07-07, 04:00 PM | np |
| Wizardmon04-07-07, 06:41 PM | Sorry for posting in the wrong thread earlier. I really like a lot of this! It's really great! Only problem is, your PDF isn't functioning... or perhaps I'm clicking the link wrong? Anyway, your Legacy progression for Oblivion is SO much better than mine! I'm about to play Sora in an upcomming D&D game. We are all gonna be lvl 40 characters (All of them from video games! We got Sora, Cloud, Riku, Link, and Lulu!) Anyway, would you fix the PDF or tell me where I can get it, cause the Wizards forums are supper hard to read... |
| zeone300004-07-07, 06:44 PM | :nonono: But whatever floats your boat |
| Wizardmon04-07-07, 06:51 PM | :nonono: But whatever floats your boat I guess I'm just used to a different forum. Sorry If I offended you. |
| zeone300004-07-07, 06:55 PM | No it's cool, just make sure you enjoy it. Remember you are Lawful Good, if there is kitten that's in danger, but the BBEG gonna get away. Guess what you do? |
| Wizardmon04-07-07, 06:57 PM | No it's cool, just make sure you enjoy it. Remember you are Lawful Good, if there is kitten that's in danger, but the BBEG gonna get away. Guess what you do? Save the cat, of course. Its what Sora would do XD So... where do I get that PDF? |
| zeone300004-07-07, 06:58 PM | What is your e-mail? |
| Wizardmon04-07-07, 07:02 PM | flcljunkie@gmail.com Thankies :D |
| wolfie-kun04-07-07, 07:10 PM | Sorry for posting in the wrong thread earlier. I really like a lot of this! It's really great! Only problem is, your PDF isn't functioning... or perhaps I'm clicking the link wrong? Anyway, your Legacy progression for Oblivion is SO much better than mine! I'm about to play Sora in an upcomming D&D game. We are all gonna be lvl 40 characters (All of them from video games! We got Sora, Cloud, Riku, Link, and Lulu!) Anyway, would you fix the PDF or tell me where I can get it, cause the Wizards forums are supper hard to read... I really could have sworn I fixed the link in my sig...>.> |
| zeone300004-07-07, 07:11 PM | He's talking about Lednera's link, not yours. |
| wolfie-kun04-07-07, 07:14 PM | He's talking about Lednera's link, not yours. I'm not referring to that part of his statement. I have a link in my sig to "the overall KH D20 thread." Up until about two seconds ago, it led to our old one. |
| johnnyd204-07-07, 07:17 PM | just a question, is organization XIII going to be d20d? just asking. |
| wolfie-kun04-07-07, 07:24 PM | just a question, is organization XIII going to be d20d? just asking. We've been trying to decide on that for over a year now, actually. Some of us want to use psionics, some want to create PrCs to incorporate either all of them or only a few of them, some of us want to come up with multiclass builds for them... |
| Wizardmon04-07-07, 07:29 PM | Thanks a lot. The content is good, but you guys still have a lot to work on! :D Firstly, I would like to suggest that (whoever is in charge of updating the PDF) format it to a more reader friendly format. A table of Contence would help greatly... (If someone will send me the Open Office document of it, I can help with both of those.) Secondly, here are my renditions of Oblivion and Oathkeeper, and an Epic Prestige class that I made... I'm a Wizard's forum n00b, how do I do the "Code/Hide" thing? :confused: |
| zeone300004-07-07, 07:36 PM | with sblock and code, and that version is just something Lednera found sitting around |
| Wizardmon04-07-07, 07:56 PM | I made these when I was using current D&D rules to make a makeshift Sora. I didn't make legacy rituals for the Keyblades 'cause we were gonna start play at lvl 40. So you know, my version of Sora was a Warblade 20/ Warmage 20 who specilized in Iron Heart manuvers. I gave him an item from Tome of Magic that would give him the Dark template from time to time, and I planned on using that in lue of Anti-Form and Heartless Please forgive the suckage of these items :sweat: Defending Shortsword, it turns into and functions as a Vicious Claw when weilded by a Dark creature. The shortsword does slashing damage. (The claws count as martail wepaons) Omen: When drawn, the weilder hears the wisper "I promise" in Common. lvl abilitys {HP loss} {Save pen} {Atk Penalty} 5 Loyal to Master 6 - -4 7 Telekenetic Bond 8 Defending Shortsword/ Vicious Claw +1 -1 9 Lightbringer -2 -1 10 Deflection +1 11 Shoot 12 Blinding Light -2 13 Defending Shortsword/ Vicious Claw +2 -2 14 Deflection +2 15 Keyhole Seal -2 16 Defending Shortsword/ Vicious Claw +3 -2 17 Deflection +3 18 Heartgaurd -2 -3 19 Healing Light -4 20 Defending Shortsword/ Vicious Claw +5 21 Deflection +6 22 -3 23 -3 24 Defending Shortsword/ Vicious Claw +6 25 -3 26 -3 Loyal to Master- At the will of the Keyblade Barer, Oathkeeper can dissapear in a flash of light, seemingly out of existance. At will, the Barer can summon Oathkeeper "out of thin air" into his hand in a flash of light. These lights are not powerful enough to see in any sort of darkness, and does not give away the location of the Keyblade Barer in darkness. If Oathkeeper is summoned while in the hands of another, the person with the most powerful Legacy feat related to Oathkeeper retains control of Oathkeeper. If the feats are the same power, then Character Level is compaired, and the one with the most character levels wins. If character level is the same, then opposed Concentration checks are made, and the winner controls Oathkeeper(untill another summon is attempted O.o) Summoning or Dispelling Oathkeeper is considered a free action. However, Summoning or Dispelling Oathkeeper can only be done at the begining or end of a turn. Telekenetic Bond- When the weilder uses a free action to drop or dispell Oatkeeper, he may instead choose to have it float by his side. A floating Oathkeeper cannot be used to attack, but it frees up the hand it was weilded in, and Oathkeeper's Defending effect can still be used. The newly aquired free hand cannot be used to weild another weapon or climb a rope, etc, but it can be used to cast a spell or use a potion, etc. A floating Oathkeeper can be picked up again as a free action at any time turing the weilder's turn. (This effect cannot be used in Claw form o.o) Lightbringer- You can use Dancing Lights, Flare, and Light as the spells, using the spell name as the command word for each respective effect. The DC is 10 + your Charisma modifier. (This effect cannot be used in Claw form) Shoot- Thee times per day, when you point at a foe (which should be the target) and issue the command word "Shoot!," Oathkeeper launches five missiles of force, as the "Magic Missle" spell (CL 10) (This effect cannot be used in Claw form) Obscuring Light- Oathkeeper cannot be detected remotely through scrying, remote viewing, or other means of divination, as if it were contually affected by the obscure object spell. Keyhole Seal- Once per day, you can point Oathkeeper and an object or area and issue the command word "Seal" and create a seal that looks like a Keyhole which harms those who pass the warded object or area as the Glyph of Warding spell. The DC is 13 + your Charisma modifier. (This effect cannot be used in Claw form) Heartgaurd- While you are holding, wearing, or weilding Oathkeeper, you gain damage reduction 10/magic against ranged weapons, as if affected by the Protection from Arrows spell, except that there is no limit to the damage prevented. Healing Light- Once per day as a standard action, you can use Heal on yourself when holding, weilding, or wearing Oathkeeper. (This effect cannot be used in Claw form) Longsword +1, it turns into and functions as a Claw (with all applicable bonuses) when weilded by a Dark creature. (The claws count as martail wepaons) Omen: Anyone (besides those who have legacy feats associated with it) who weilds Oblivion get a feeling of dread, as of the sword itself does not wish to be used and it would seek revenge for sutch a violation. lvl abilitys {HP loss} {Skill Ch Pen} {Save Pen} {Caster lvl pen} {Sp Slot pen} 5 Loyal to Master 6 - 1st 7 Lock -1 -1 8 Cause Fear -1 2nd 9 Longsword/ Claw +2 10 Move Objects 3rd 11 Hidden in the Dark 12 Longsword/ Claw +3 4th 13 Cunning of the Dark -2 14 Detect Secret Doors 5th 15 Longsword/ Claw +4 -2 16 - 6th 17 Return to the Shadows 18 Paths of Darkness 7th 19 Vicious Longsord/ Vicious Claw +5 20 Forcefield 8th 21 Disjoin Magic 22 -3 23 -3 24 Vicious Longsord/ Vicious Claw +6 25 -3 26 -3 Loyal to Master- At the will of the Keyblade Barer, Oblivion can dissapear in a wave of shadows, seemingly out of existance. At will, the Barer can summon Oblivion "out of thin air" into his hand in a wave of shadows. If Oblivion is summoned while in the hands of another, the person with the most powerful Legacy feat related to Oblivion retains control of Oblivion. If the feats are the same power, then Character Level is compaired, and the one with the most character levels wins. If character level is the same, then opposed Concentration checks are made, and the winner controls Oblivion (untill another summon is attempted O.o) Summoning or Dispelling Oblivion is considered a free action. However, Summoning or Dispelling Oblivion can only be done at the begining or end of a turn. Lock- Once per day on command, you can magically lock a door, chest, or portal, as with the Arcane Lock spell. Doing this requires you to touch the object to be locked. Cause Fear- Five times per day on command, you can use Cause Fear as the spell. The Save DC is 11+ Cha mod. Move Objects- You can use Mage Hand, Mending, and open/close at will as the spells, using a different command word for each. Hidden in the Dark- Oblivion cannot be detectd remotely through scrying, remote viewing, or other means of Divination, as if it were continualy afffected byt eh Obscure Object spell. Cunning of the Dark- While you are holding, wearing, or weilding Oblivion, you are never flat-footed. Detect Secret Doors- While you are holding, wearing or weilding Oblicion, you can detect secret doors, compartments, caches, and so forth as if youing the detect secret doors spell. As with the spell, you must concentrate for a number of rounds to gain more detailed information. Return to the Shadows- Oncer per day, [command word "Banish," gesture: Point at target you can force an extraplanar creature out of your home plane as per the Banshiment spell. DC 17+ Cha mod. Paths of Darkness- Once per day, when you issue the command word and gesture with Oblivion, you can teleport a short distance, as if affected by the dimension door spell (CL 15). Forcefield- Twice per day, when you issue the command word and gesture with Oblivion, you can conjure an invisible barrier of force, as the Wall of Force spell. Disjoin Magic- 3 times per day on command, the weilder of Oblivion can use Mordenkainens Disjuncion as a spell like ability. The DC is 19+ Charisma modifier. HD d10 Man. Known Man. Readied Stances Known Special Spell Casting 1 1 0 0 Keyblade Feat Epic Spellcasting Bonus Feat 2 0 0 0 +1 Arcane spellcasting class 3 1 1 0 Keyblade Feat 4 0 0 0 +1 Arcane spellcasting class 5 1 0 1 Keyblade Feat 6 0 1 0 +1 Arcane spellcasting class 7 1 0 0 Keyblade Feat 8 0 0 0 +1 Arcane spellcasting class 9 1 1 0 Keyblade Feat 10 0 0 1 +1 Arcane spellcasting class SP: 4+ Int Bonus Class Skills: Balance, Concentration, Deplomacy, Intimidate, Jump, Knowlage (Arcana), Knowalge (History), Martial Lore, Spellcraft, Swim, Tumble Prerequisites: Epic Legacy 2 different Keyblades, Perfect Two-Weapon fighting, able to Initate 9th level manuvers, able to cast 9th level arcane spells, Concentration 23 ranks, Jump 23 ranks, Balance 23 ranks, Tumble 23 ranks, Knowlage (Arcana) 23 ranks, Spellcraft 23 ranks Manuvers: At every odd Keyblade Warrior of Ledgend level, you gain one manuver from the Iron Heart, Dimond Mind, or Tiger Claw diciplins. You must meet the manuver's prerequisite to learn it. You add your full Keyblade Warrior of Legend level to your martial adept class to determine your initiatior level and the highest-level manuvers known. At every third Keyblade Warrior of Legend level, you gain an additional Manuver readied. At Every even numbered Keyblade Warrior of Legend level, you can choose to lose a manuver for a new one (that can be of a higher level) which you meet the prerequisites for. Stances: At every fifth Keyblade Warrior of Legend level, you gain a new martail stance from either the Iron Heart, Dimond Mind, or Tiger Claw diciplins. You must meet the stance's prerequisite in order to learn it. Spell Casting: At 1st level, a Keyblade Warrior of Legend gains the Epic Spellcasting feat as a bonus feat. At every level indicated (and continuing the pattern at later levels), the Keyblade Warrior of Legend casts spells and has spells per day as an arcane caster in a casting class that he had before taking this class as if he had taken a level in that arcane casting class. Keyblade Feat: Due to two epic level Legacy Weapons, the Keyblade Warrior of Legend may have had to make several sacrifices in terms of feats in order to gain Epic Legacy feats with his Keyblades. Even so, it was still impossible for him to maximize both of the Legacies at the same time: untill now. When a Keyblade Warrior of Legend gains this class feature, he can pick one of the feats from this list as a bonus feat. He must qualify for the feat in order to sellect it. (Note: If he picks an Epic Legacy feat as a bonusfeat, he must still pay the price of and go through with the Legacy Ritual associated with that feat.) (Note: If a feat is sellected and it applies to a weapon, it must be for one of the Keyblade weapons he has an Epic Legacy with.) -Epic Legacy [Keyblade weapon], Adaptive Style, Avenging Strike, Ironheart Aura, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack, Combat Reflexes, Dodge, Mobility, Spring Attack, Metamagic Feats, Improved Critical, Improved Initiative, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Two-Weapon Defense [And others that tree off of it], Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Epic Weapon Focus, Epic Weapon Specialization, Improved Combat Reflexes, Improved Whirlwind Attack, Overwhelming Critical, Penetrate Damage Reduction, Superior Initiative I'm sorry if the lineing up of the numbers totally sucks, Note Pad and the fourm must work tabs and spaces differently... |
| Wizardmon04-07-07, 08:07 PM | I am reading up on the "True Keyblades" (or whatever their name is) What about the "Keyblade of Darkness" that Maleficent gave Riku in KH1? |
| Wizardmon04-07-07, 08:22 PM | I'm very interested in this. I would love to help you guys out! |
| Lednera04-07-07, 08:27 PM | *cough* I did not find it I made it, and yes i know it has horrible formating due to the fact that it was a data dump originally anyways. I can say with no shame that this project is sitting in the back burner atm for me :) but I can try and bring it to mid burner level if this thread becomes more active. Just been busy with college work. |
| Wizardmon04-07-07, 08:54 PM | *cough* I did not find it I made it, and yes i know it has horrible formating due to the fact that it was a data dump originally anyways. I can say with no shame that this project is sitting in the back burner atm for me :) but I can try and bring it to mid burner level if this thread becomes more active. Just been busy with college work. One thing you could do is make a new thread, if worse comes to worse. What I would do is make a free forum in addition to a new thread. That way, you can keep the thread clutter free and use the forum as a place bounce ideas back and forth off of other designers. |
| Wizardmon04-07-07, 10:47 PM | I got an idea about what the intro for the 'book' could go like. Firstly, it should be like the into description for Heartless and Nobodies, involving classic D&D characters but at the same time involving KH elements. I'll give it a try, but I'm more than open to suggestions on it. "Hey guys! Get in here!" came the call of the halfling, echoing of the walls of the inner chambers of the Temple of Palor. Redgar, Mialee, and Ember, who had been waiting in the last room, entered into the room where the cry came from. They approached Lidda, who was staring perplexedly at the seemingly blank space on the wall. "Is it trapped?" wispered Ember with caution. "Not from what I can tell," answered Lidda, "but that's not why I called you all in here." She pointed at the wall. "Look." "Yeah," agreed Redgar, "The layout of the bricks there is sort of odd... Is it supposed to be some sort of design?" Mialee put her hand on her chin, and thought deeply. "Yeah." With a burst of sudden insight, she figured it out. "It's a..." but the answer was even more confusing than the question. The elf raised an eyebrow "...a large keyhole? In the middle of a Temple?" |
| Lednera04-07-07, 11:49 PM | nice, like the description i can see it and visualize it. I think they would react that way if encountred with a giant keyhole. |
| nimbusconflict04-08-07, 03:14 AM | So where can I BESM Monster Manual, I can redo my monsters, no problem. i found the besm monster manual in Columbus Ohio.... good luck coming across that... and didn't we make a new thread already? this is the new one, right? anyway, you'll find that this thread is completely disorganized, and as soon as we decide on something we change it. and for that matter, none of us ever decide on one single thing. look at classes and keyblades, we have two divergent base class schemes, and like, three methods of making up keyblades. so as one has said, a lot of work. as for the book intro... can we embed an mp3? i mean, whats kingdom hearts without an upbeat jpop intro by utada hikari? |
| zeone300004-08-07, 03:15 AM | Well crap, i'll just order it online then. |
| Wizardmon04-08-07, 01:35 PM | nice, like the description i can see it and visualize it. I think they would react that way if encountred with a giant keyhole. Well, my thinking on it was that they HAD found their world's keyhole, but like the keyhole in all worlds at one point, theirs is still partially hidden. I'm glad you like it :D |
| Wizardmon04-08-07, 01:43 PM | as for the book intro... can we embed an mp3? i mean, whats kingdom hearts without an upbeat jpop intro by utada hikaru? XD Sure! We should petition and hire Midnight Syndicate to do a D&D - Passion remix! haha! But seriously, it would be great! I would want it to 'fit' D&D some how though. (Her last name is Hikaru, I changed it in the quote cause 'Hikari" is the Japanese word for "Light" and the Japanese name of the song "Simple and Clean") |
| Lednera04-08-07, 03:05 PM | i see, well been a bit busy working and playing around with my signiture. |
| nimbusconflict04-08-07, 05:08 PM | XD Sure! We should petition and hire Midnight Syndicate to do a D&D - Passion remix! haha! But seriously, it would be great! I would want it to 'fit' D&D some how though. (Her last name is Hikaru, I changed it in the quote cause 'Hikari" is the Japanese word for "Light" and the Japanese name of the song "Simple and Clean") >< my memory sucks ^^; only i could mangle a singers name with one of their song title. |
| Wizardmon04-08-07, 10:23 PM | I worked on it a ton today. It was a lot of work O.o When I get done with the information in the PDF version, I'm gonna send it to you Leandra to see what you think. I know that it is far from complete, and definitely inconsistent. But we all can work on that :D |
| wolfie-kun04-08-07, 10:27 PM | I worked on it a ton today. It was a lot of work O.o When I get done with the information in the PDF version, I'm gonna send it to you Leandra to see what you think. I know that it is far from complete, and definitely inconsistent. But we all can work on that :D Be sure that my two items are up to date, I don't think they were in Lednera's last version. Thanks a lot for deciding to help. Might get me motivated to start helping out again. :) |
| sword_war44404-09-07, 02:57 PM | Ok I think we need to start out right now on deciding on these things Which classes are we using (base and prc’s I guest) Zeon’s (d20 none Besm version) or Nimbus version. That will make things easier. We then have to decide on things like how exactly the key blades work. |
| zeone300004-09-07, 03:01 PM | You can choose either (And BESM is a form of d20 [Not the Tri-Stat one :yuck:], to me, it just fits better. So, that's what I'm going to change to. It's gonna be sweet, as soon as I can make BESM Heartless. Need money, damn pay check needs to get here already.) It's a playtest, not a campagin. I mean, it could evolve into one, but this to test these sort of things and see what work, what's out of balance, and/or could be added. And I have been working these things out, were the **** have you been? I got a Guardian and +S-D. |
| sword_war44404-09-07, 05:26 PM | to Lazy to post |
| zeone300004-09-07, 05:30 PM | Well laziness ain't gonna cut it. Now, choose a class. How does wednesday or friday sound as the first day? |
| Wizardmon04-09-07, 05:45 PM | Once I'm done compiling and organizing, it will become clear what all we need to make/find/scrap/edit. If you ask me, I would like the classes to be like standard d20, that way you can add Wizards supplements without conversion issues. But then again, the BESM classes don't need armor as much... Ooo! Speaking of organizing, I remember my favorite funny line from KH2: "I don't know who these Organizers are, but I will say they're makin' we pirates look like proper gents." |
| wolfie-kun04-09-07, 06:20 PM | Once I'm done compiling and organizing, it will become clear what all we need to make/find/scrap/edit. If you ask me, I would like the classes to be like standard d20, that way you can add Wizards supplements without conversion issues. But then again, the BESM classes don't need armor as much... Ooo! Speaking of organizing, I remember my favorite funny line from KH2: "I don't know who these Organizers are, but I will say they're makin' we pirates look like proper gents." I agree 100% with everything in that post. Okay, maybe that's not my favorite funny line... |
| zeone300004-09-07, 06:25 PM | That's fine and dandy for your campagins, but mine isn't going to be the standard D&D campagin. It will mostly be true to KH, hence why I am doing it BESM d20. But that's just me, do want you want. |
| Lednera04-09-07, 07:06 PM | Advance D20 Magic for BESM d20 works great to convert standard wizard stuff into BESM type spells |
| zeone300004-09-07, 07:22 PM | I think he was about Wizards of the Coast Supplements. Not wizard spells. But I'm not entirely sure either |
| Wizardmon04-09-07, 08:40 PM | Done! I'll go back and edit it more once I have a list of things to add/change. This is the link to download the new KH D20 pdf file. http://download.yousendit.com/C9A94F3400676E36 |
| zeone300004-09-07, 08:57 PM | To comment the whole god thing. Sora and crew didn't kill him, (they don't even bleed or have scratches), or even knock him out. At first he sent other things at them (Cerberus, Cloud, Hydra) because he felt they were beneath him. Anyway, they just wore him down to managable level to accomplish their goal. Yes, I know, you are only lvl 17 (in DnD terms) so maybe you just didn't do a good level conversion. I would mostly definitely call KH an epic adventure. So I say Sora was higher lvl. That and maybe Hades doesn't have class, or if he does, it's not that high of a level. He atleast has 20 outsider racial hit die. But that is just my take on your take. This isn't going to spark something :rolleyes: |
| Thomar_of_Uointer04-10-07, 01:41 AM | To comment the whole god thing. Sora and crew didn't kill him, (they don't even bleed or have scratches), or even knock him out. At first he sent other things at them (Cerberus, Cloud, Hydra) because he felt they were beneath him. Anyway, they just wore him down to managable level to accomplish their goal. Yes, I know, you are only lvl 17 (in DnD terms) so maybe you just didn't do a good level conversion. I would mostly definitely call KH an epic adventure. So I say Sora was higher lvl. That and maybe Hades doesn't have class, or if he does, it's not that high of a level. He atleast has 20 outsider racial hit die. But that is just my take on your take. This isn't going to spark something :rolleyes: Oh? Check out Kingdom Hearts 2. Definitely epic (wuxia in my opinion), you get Herc assisting you when you take on Hades (big balls of divine energy and other fun things). It ends with him falling into The Styx. |
| zeone300004-10-07, 01:43 AM | I have, I owned it, and pwned it. But I'm saying, do you agree or disagree? |
| wolfie-kun04-10-07, 09:44 AM | Oh? Check out Kingdom Hearts 2. Definitely epic (wuxia in my opinion), you get Herc assisting you when you take on Hades (big balls of divine energy and other fun things). It ends with him falling into The Styx. Yeah, but epic level play in d20 is simply insane, and I personally would much rather be able to have a 1-20 adventure using all the material. But yeah, in normal D&D terms KH II is rather epic in scale. |
| sword_war44404-10-07, 03:06 PM | I think either way it can go. But hey I tempoey but my Kh work on hold ( I am stating out every keyblade)and I am makeing epic class of nimbus core . I am also doing some prc's Also ze I am playing a Vanguard |
| zeone300004-10-07, 03:13 PM | Ok, now we just need a play date. |
| zeone300004-10-07, 03:16 PM | Yeah, but epic level play in d20 is simply insane, and I personally would much rather be able to have a 1-20 adventure using all the material. But yeah, in normal D&D terms KH II is rather epic in scale. Are you saying KH isn't insane. That stuff that happens in that game ain't normal, even by d20 standards. At the end, Sora is cutting through building like paper, and has maxed out ranks in Jump at an Epic Level with Legendary Leaper. |
| wolfie-kun04-10-07, 04:38 PM | Are you saying KH isn't insane. That stuff that happens in that game ain't normal, even by d20 standards. At the end, Sora is cutting through building like paper, and has maxed out ranks in Jump at an Epic Level with Legendary Leaper. ... Read my post again, then read yours. Doesn't follow, does it? |
| zeone300004-10-07, 04:48 PM | Sorry, I missed the last part, my bad. :embarrass |
| nimbusconflict04-10-07, 07:02 PM | before you go and make epic progressions of my classes.... I'd prefer if people would actually look at those classes. so far wolfie has remade '2?' or so, and they were a vast improvement. my opinion on D20 Core, and BESM. BESM is the quicker way to get to epic power levels. BESM is also so adaptable that it's dificult to make anything standardized. Making a lvl 20 Rogue is rather easy. Making a lvl 20 Magical girl with her bloody special attack near drove me mad. so in essense, BESM gets you stronger, faster, but takes a whole lot more work. btw Sword, which method are you using to make your keyblades? |
| Wizardmon04-10-07, 07:15 PM | I honestly like D20 better, but that might just be me. Getting a bonus to defense is just weird and contradicts the bonus to attack... Anyway, anybody download my version of the PDF? For those of you who did, what were your thoughts? (For those of you who missed it, it is on the previous page.) |
| zeone300004-10-07, 07:18 PM | It looks alright but, the tables don't mesh with rest of the PDF, if u get my meaning @nimbus that is y there is a lot different classes here. So everyone can enjoy them :D. No matter what you prefer, d20, BESM, DnD. We got it all, yay. |
| Wizardmon04-10-07, 07:23 PM | It looks alright but, the tables don't mesh with rest of the PDF, if u get my meaning Yeah, I do. After about 3 hours of reformatting 3 prestige classes, I was like "Screw reformatting! I'm just reorganizing!" This was, of course, after I realized I couldn't copy paste some of the classes without the damn outlines still attached. THAT was frustrating. So, I figure I'll go back and reformat the whole thing once we decide on a standard "Format" (font, font size, etc.) and I learn a bit more about just copying text/ unformating text/ blablabla. I made some notes on this and other things in the next to last chapter. -edit- As a side note, I noticed that a LA wasn't present for Nobodies... Would the LA also be +5? |
| wolfie-kun04-10-07, 08:15 PM | Yeah, I do. After about 3 hours of reformatting 3 prestige classes, I was like "Screw reformatting! I'm just reorganizing!" This was, of course, after I realized I couldn't copy paste some of the classes without the damn outlines still attached. THAT was frustrating. So, I figure I'll go back and reformat the whole thing once we decide on a standard "Format" (font, font size, etc.) and I learn a bit more about just copying text/ unformating text/ blablabla. I made some notes on this and other things in the next to last chapter. -edit- As a side note, I noticed that a LA wasn't present for Nobodies... Would the LA also be +5? Wait, what did, and what didn't, have listed LAs? Some of the monsters in there are really old, and haven't been updated. The one you're thinking of may be one of them. |
| Wizardmon04-10-07, 10:06 PM | Wait, what did, and what didn't, have listed LAs? Some of the monsters in there are really old, and haven't been updated. The one you're thinking of may be one of them. It is a template to make something a Greater Nobody, and perhaps Heartless General. The rest of them... I don't really see characters being able to play (Who would want to be a lesser Nobody, and a PC can't be a heartless do to the 1 Int.) In general though, I don't remember seeing a single LA. |
| wolfie-kun04-10-07, 10:10 PM | It is a template to make something a Greater Nobody, and perhaps Heartless General. The rest of them... I don't really see characters being able to play (Who would want to be a lesser Nobody, and a PC can't be a heartless do to the 1 Int.) In general though, I don't remember seeing a single LA. I could have sworn those ones did have LAs. That's odd, but no real matter. They're part of the material that needs to be updated. |
| Wizardmon04-10-07, 10:19 PM | I could have sworn those ones did have LAs. That's odd, but no real matter. They're part of the material that needs to be updated. Indeed. Someone should make a list of things to update... |
| sword_war44404-11-07, 10:14 AM | Me meme I will do it it is allready hald done |
| zeone300004-11-07, 12:43 PM | Sword how is your friday looking, and anyone else who is play testing? |
| Lednera04-11-07, 12:44 PM | np for me i think my schedule is clear |
| zeone300004-11-07, 12:48 PM | At 6 PM Arizona (GMT -7) time? |
| Wizardmon04-11-07, 04:34 PM | Friday at 6 oclock -7 time? I think I'll be free then. If not, that's because my friend will be spending the night. (It will be 9 oclock for me, I live in -4) |
| zeone300004-11-07, 04:35 PM | Oh didn'y know you want to. You never said anything. Well pick a class and give me your e-mail. |
| Wizardmon04-11-07, 04:45 PM | (sorry if I double post and it is against the rules...) I just came up with an idea for the next revision of the KH D20 rule book, and tell me what you all think. I think that, where applicable, I should split parts of the book into 2 sections, one using BESM D20 rules, and one using rules more similar to WotC rules. This way, not matter who uses the book, they will get what they want. |
| zeone300004-11-07, 06:58 PM | Sorry guys, I'll be computerless for awhile, starting friday for at least 2 weeks, but after that I'm good the whole summer. I should say, I won't be able to do the play-testing, til then. But I shall be around here and there til then. |
| Wizardmon04-11-07, 07:56 PM | So that means no RP Friday? Anyway, I had another idea for the book. I think that like other campaign settings, it should have a list of rules that apply to core classes. For instance, like it was suggested in the Fluff-a-Tron 1000, we could suggest that clerics were rare, and if they came from a world with zombies, they could turn/rebuke undead, if they are aware of how the World really works, they can turn/rebuke Heartless, and if they don't have either, they get an alternate class feature. We could make rules for the other classes too. |
| zeone300004-11-07, 08:04 PM | Yes, that's exactly what it means. For atleast 2 weeks, sorry. But after that totally gonna happen, promise. |
| wolfie-kun04-12-07, 10:30 AM | So that means no RP Friday? Anyway, I had another idea for the book. I think that like other campaign settings, it should have a list of rules that apply to core classes. For instance, like it was suggested in the Fluff-a-Tron 1000, we could suggest that clerics were rare, and if they came from a world with zombies, they could turn/rebuke undead, if they are aware of how the World really works, they can turn/rebuke Heartless, and if they don't have either, they get an alternate class feature. We could make rules for the other classes too. Sounds good. :) |
| Zylo_Drizzt04-12-07, 11:00 AM | I would like a copy of this PDF because I cannot find it. Could you put a link into your sig or in a thread. If you would like to email me I will give you that in a private message. |
| Wizardmon04-12-07, 04:27 PM | The original link is in my signature, but the link in my siggy should work for a time. (I'm not sure how long YouSendIt will host a file...) |
| Wizardmon04-12-07, 05:42 PM | I have a question to the person in charge of designing the world (if there is one.) What worlds, aside from already created KH worlds, do you plan on making sub-rules for? I think it would be interesting to go to Faerun and Eberron by gummi! And just think of it: Drizzt fighting Heartless in the Hollow Bastion/Radiant Garden! :D |
| sword_war44404-12-07, 07:04 PM | I am getting a big(er) pdf using nimbus classes. I will be posting it around next wedday |
| Wizardmon04-12-07, 07:47 PM | (Sorry for posting alot) Is it just me, or are the prices for Keychains a little low? Also, are we to assume that the cost of crafting Keychains is 1/2 market price and 1/25 in exp, and take 1 day per 1k in gold like normal magic items? |
| Wizardmon04-12-07, 10:30 PM | FYI, I'm starting a list of keychains yet to be made, and I plan to make them. I won't make the prices, as I think that the existing ones are a bit cheap. I'll submit them here for review when I'm done. Also, do you think we could ask to borrow the rules for moogles from the FF D20 thread? I have yet to see them, but I expect that they are fitting and existent there. And if they don't already have it, they should get a racial bonus to alchemy and crafing. |
| wolfie-kun04-13-07, 08:28 AM | (Sorry for posting alot) Is it just me, or are the prices for Keychains a little low? Also, are we to assume that the cost of crafting Keychains is 1/2 market price and 1/25 in exp, and take 1 day per 1k in gold like normal magic items? We had prices listed...for keychains. :nono: They're definitely all artifacts, no matter how powerful any given one might be. However...I'm starting to rethink the idea of having them as Legacy Weapons. The Faerie Garb makes a lot of sense as a legacy item, but I don't think the keyblades/keychains do. We also need to try to translate KH to KH 2 counterparts (had a list written down...somewhere. I might be able to find it sometime next week). Then we have to translate the Strength and Magic stats of each keyblade, and their abilities, into the D&D versions... |
| sword_war44404-13-07, 09:09 AM | wo wiz no do not make a list I already done them and will psot them somtime soon. |
| Lednera04-13-07, 12:06 PM | its ok to post often, I mean you come in with so much new energy to this project that you are motivating some of us to put more attention to the project :) |
| sword_war44404-13-07, 02:58 PM | yes like me. I am getign realy far with the pdf over 100 pages. I am beging to stat out every hero to |
| Wizardmon04-13-07, 04:29 PM | Waoh, your making a 100 p PDF for what now? Also, I agree to an extent about keychains and weapons of legacy. Here is my take on the situation: Keyblades- Artifact (Only the Legendary ones exist) Keychains- Magic items or artifacts (in the case of unique ones like Ultima and Oathkeeper.) (A keychain can be applied to any weapon with a handy Chain Loop spell.) (Yeah, there were prices for buying keychains, but the prices for crafting... not so much.) However, if we took out the being able to craft Keychains, I would definetly say that they were all artifacts. And yes, Faerie Garb is only doable with Legacy. :D I won't work on the list of keyblades, since you asked, but I did come up with a pretty kick ass idea for an working out a MP Rage like ability. Three times per day, as a swift action when an opponent makes a successful weapon attack against you, but before you know the amount of damage done, you may activate this effect. You take damage from that attack like normal. Calculate 1/10 of the damage done by the weapon attack (or first if there are more than one attack), and round down if there is a remainder. You now remember or restore a spell slot as if you had used a Memento Magicia or a Pearl of Power of that level or lower. For example, Donald Duck, a mage of sorts, is attacked by a Heartless. When he realizes that there is no way to avoid this attack, he instinctively activates his MP Rage ability. The Heartless'es attack dealt 47 damage. Even though Donald is now almost down for the count, he has one of his previously prepared and spent 4th level spells back. |
| Wizardmon04-13-07, 05:01 PM | I also had a few thoughts on the "Combo" abilities. Even though I know that there are already rules for Combo Plus, I disagree with the version I saw. Here are my thoughts. Combo Plus: When you make a full round attack, you can gain an extra attack. However, all attacks after the first are made with a cumulative -6 penalty to each (as opposed to the normal -5) (even if this would bring the BAB to an effective negative number.) This effect can be added multiple times. Each time, an extra attack is gained, and the penalty for each extra attack is increased by 1 point. (2 Combo Plusses = 2 extra attacks, with a cumulative -7 bonus.) Negative Combo: When you make a full round attack, and can make more than one attack, you can use this effect. You cannot make your attack with your lowest BAB, but the attacks you do make get a +1 (floating) bonus to attack. This effect can be added multiple times. Each time, you can lose an extra attack (to a minimum of 1 attack in the full round action) and gain a +1 (floating) bonus to attack for each attack lost in this way. |
| sword_war44404-13-07, 09:24 PM | No I like the old rule. t\Just wait a bit with all those ablties except trons and simba's. I state d every one out alreayd |
| Wizardmon04-13-07, 10:00 PM | Ok. So, I take it this PDF you are making IS of this? |
| sword_war44404-13-07, 10:31 PM | yay it is a edit of the first one but is has a lot more. It will be about 110+ pages. I am playtesting it. |
| Wizardmon04-13-07, 11:31 PM | yay it is a edit of the first one but is has a lot more. It will be about 110+ pages. I am playtesting it. Oh, I'm sorry, I didn't understand that you were doing that. *sweatdrop* Anyway, good luck with that! Are you using classic D20 or BESM rules? |
| nimbusconflict04-14-07, 12:06 AM | *blinks* I want moogles...... i also have good news. internet in my home! i can work on the stuffs more. *dances* FYI. If my classes seem odd, they are adapted from 10 lvl classes such as the ones used in d20 modern. I love the cleric idea. fixes many things. still kinda iffy of how they gain spells if they are outside their own world though. I have always advocated being able to enter the world of faerun and such from our fluff-o-tron idea. I say no crafting major keychains, maybe the lesser knockoff ones. and the lesser ones shouldn't do more than grant a +1 ability to a weapon. It takes a big event in the VG before he earns one. wish we had a way to set up polls. i'd like a way to decide on stuff, like WHICH keyblade method were going to use. For instance, i'd have to change my Keyblade Wielder PrC if we didn't use WoL. maybe an external poll site? personal projects: I really need to work on my classes. mostly the 4 spellcasting geared ones. had thought of moogles myself, never got around to it. sure someone has. so lets steal them. maybe another poll ^^ major ideas on magic on my end. thinking of using basically a materia slot spellcasting system. more details when i have it all in my head and on paper to my satisfaction. if anyone wants to rebuild my classes again, feel free, but expect me to rework the spells later. E.G. using Bo9S, Psionics, and my Materia idea. Later all. |
| Wizardmon04-14-07, 11:08 AM | I suggest an outside (free) forum so that we can make several small threads regaurding this project. |
| sword_war44404-14-07, 11:48 AM | Ok I wil;l be on tha right to day. Also nimbus the pdf is based on your classes. I reworked some of them and made a few prc that get talents they can gain the talents from old classes or they can gain them from a new list. The playtesting is going good. |
| wolfie-kun04-14-07, 11:58 AM | I suggest an outside (free) forum so that we can make several small threads regaurding this project. I sort of agree. |
| sword_war44404-14-07, 12:02 PM | ok the fourm http://kingdomheartsd20.niceboard.com |
| sword_war44404-14-07, 01:31 PM | http://www.savefile.com/files/639138 Here is the pdf not totaly done as i like but hey Some new stuff -it includes the race -base class -accesrios (more of a preview) -lots of keyblades and chain -not clear at all the prcs include -The solder -nimbus keyblade weilder -elemtal mage -pumkin king -cure master |
| Wizardmon04-14-07, 03:16 PM | I think its a good start. I would like to see a more readable and static format, but that can some later. I just browsed it (it was difficult to read), but from what I saw there were major improvements in content. I think that we should cite the works of different memebers, so that we know who to check changes and edits with. This should be made in the forum that was started. |
| sword_war44404-14-07, 03:29 PM | ok and thanks. Ok I will start. O yay how did you like my new prc's |
| Wizardmon04-14-07, 05:34 PM | I thought they were good. Though, I'm not quite sure why we have Jedi O.o Don't get me wrong, Jedi kick serous ass, but... my first impression is that they don't fit. I would prefer if you expanded the names of the PrC's to their full lenght instead of just two letters (makes it easier to read.) |
| sword_war44404-15-07, 03:03 PM | I did that. opps or do you mean core classes |
| Wizardmon04-15-07, 03:20 PM | Base classes I think too, I'm not sure which ones used abbriviations. |
| Wizardmon04-15-07, 09:58 PM | If you put a monitary value on the Artifact versions of Oblivion and Oathkeeper, how much would you say they would cost? |
| zeone300004-15-07, 10:11 PM | I thought they were good. Though, I'm not quite sure why we have Jedi O.o Don't get me wrong, Jedi kick serous ass, but... my first impression is that they don't fit. I would prefer if you expanded the names of the PrC's to their full lenght instead of just two letters (makes it easier to read.) Jedi was from my PrC Classes that sword posted a while back |
| wolfie-kun04-15-07, 10:13 PM | If you put a monitary value on the Artifact versions of Oblivion and Oathkeeper, how much would you say they would cost? All the munny you ever make in your life, plus everything everyone you knew ever made. |
| sword_war44404-16-07, 07:08 PM | ya i agree with wulfie |
| wolfie-kun04-16-07, 07:16 PM | ya i agree with wulfie ... HOW HARD IS THIS? IT'S AN "O" PEOPLE! NOT A "U!" AN "O!" AS IN "O, I'M SORRY, I KEEP MISPELLING YOUR NAME WHEN IT'S RIGHT THERE IN FRONT OF ME!" Okay, just had to get that out there. :P |
| Lednera04-16-07, 08:01 PM | lol nice I should take a picture of wolfie blowing a casket over how to read and write his/her name :) |
| wolfie-kun04-16-07, 08:51 PM | lol nice I should take a picture of wolfie blowing a casket over how to read and write his/her name :) :bored: :D Really though, I'm wondering where people are getting a 'u.' That letter doesn't appear in that part of my username. *scratches head* Oh well...>.> I'm a guy, btw. |
| zeone300004-16-07, 09:48 PM | hence the kun and not chan. |
| Lednera04-16-07, 09:53 PM | in rare occasions I have seen a female be called -kun, I believe it might be used if you are very close/child hood friends; need to brush up on my japanese honorifics been a couple of semesters since I have taken any japanese. |
| wolfie-kun04-16-07, 09:58 PM | in rare occasions I have seen a female be called -kun, I believe it might be used if you are very close/child hood friends; need to brush up on my japanese honorifics been a couple of semesters since I have taken any japanese. Same with being male and -chan. |
| WanderingGod04-16-07, 10:00 PM | IT'S AN "O" PEOPLE! NOT A "U!" AN "O!" AS IN "O, I'M SORRY, I KEEP MISPELLING YOUR NAME WHEN IT'S RIGHT THERE IN FRONT OF ME!" :rofl: They must have rolled a "1" on their spot checks. |
| Lednera04-16-07, 10:16 PM | proly, maybe we need large print in this forums for those that can't see very well or roll '1' in the spot checks :) |
| Ryuu_Tenshi04-17-07, 12:25 PM | All the munny you ever make in your life, plus everything everyone you knew ever made. Also, your heart, your firstborn child, and the hearts of everyone you've ever known and loved, and the hearts of anyone you may have had passing acquaintances with, such as that hobo you ignored in the subway station. Payment is to be made to 13 Oblivion Street, The World That Never Was, The Dark Realm, 131313. This message brought to you by Xemnas. |
| Lednera04-17-07, 03:31 PM | heehhe, nice one ryuu |
| sword_war44404-17-07, 04:25 PM | ok I am working on a few ideas about the orgination and i am soryy wolfi |
| Lednera04-17-07, 05:09 PM | sword, what we are more sorry is your spelling atrocities :) man get a United States English spell checker because some of your spelling is getting a bit worst :). |
| wolfie-kun04-17-07, 05:15 PM | sword, what we are more sorry is your spelling atrocities :) man get a United States English spell checker because some of your spelling is getting a bit worst :). Posts of that sort work better when there aren't spelling and grammar "atrocities" in them. >.> Seriously Sword, we'd be able to understand you a lot better if you did get a spellchecker. Easy way: download Firefox. The spellchecker is automatic, and I'm sure you can set it for United States English if not. |
| Lednera04-17-07, 05:35 PM | Posts of that sort work better when there aren't spelling and grammar "atrocities" in them. >.> Seriously Sword, we'd be able to understand you a lot better if you did get a spellchecker. Easy way: download Firefox. The spellchecker is automatic, and I'm sure you can set it for United States English if not. wolfie, according to firefox spellchecker atrocities is not misspelled. Though it might be the wrong word and I am sure it is grammatically incorrect as well :) |
| nimbusconflict04-17-07, 06:12 PM | I spend days working on my classes, and come back to another spelling war T-T You guys could make chocolate sound bad. and i love chocolate. anyway, updates of my stuff, and putting it all together. Updated Classes Class Magideux HD: D6 MD: D10 Skill points per Level: 6 +Int Modifier Class Skills: Concentration, craft, decipher script, gather information, intimidate, knowledge, listen, profession, ride/drive/pilot, sense motive, speak language, Spellcraft Level BAB Fort Reflex Will BDB Special 1 0 2 0 0 1 Talent, Materia I 2 1 3 0 0 1 3 2 3 1 1 2 Materia II 4 3 4 1 1 3 Talent 5 3 4 1 1 3 Materia III 6 4 5 2 2 4 Bonus Feat 7 5 5 2 2 5 Materia IV 8 6/1 6 2 2 5 Talent 9 6/1 6 3 3 6 Materia V 10 7/2 7 3 3 7 11 8/3 7 3 3 7 Materia VI 12 9/4 8 4 4 8 Talent 13 9/4 8 4 4 9 Materia VII 14 10/5 9 4 4 9 Bonus Feat 15 11/6/1 9 5 5 10 Materia VIII 16 12/7/2 10 5 5 11 Talent 17 12/7/2 10 5 5 11 Materia IX 18 13/8/3 11 6 6 12 19 14/9/4 11 6 6 13 Bonus Feat 20 15/10/5 12 6 6 13 Talent Weapon and Armor Proficiency: Magideuxs are proficient with all light and martial weapons, but not with any type of armor or shield. Armor of any type interferes with a Magideux’s movements, which can cause her spells with somatic components to fail. Spells: A Magideux casts arcane spells which are drawn from Materia. A Magideux must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Magideux must have an Intelligence score equal to at least 10 + the spell level, and possess a materia containing that spell. The Difficulty Class for a saving throw against a Magideux’s spell is 10 + the spell level + the Magideux’s Intelligence modifier. A Magideux may possess any number of materia. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour attuning Materia to herself. While studying, the Magideux decides which materia to prepare. A Magiduex can slot a number of Materia equal to her Intelligence Modifier times her level. Talents Magic Amplifier Tree Magic Haste You can cast spells at a faster rate. Treat your first spell for that turn as if it was Quickened. Magic Spice When casting spells with a specific target, if you cast multiple spells that turn at one target, the last spells effects are increased by 1.5, as is the area of effect. Endless Magic Once per day, for one round, treat all spells cast that round as if the were Quickened. Prerequisite: Magic Haste, Magic Spice Elemental Boost Tree Aero Boost Spells with the Air descriptor do 1.5 times damage Acid Boost Spells with the Acid descriptor do 1.5 times damage Aqua Boost Spells with the Water descriptor do 1.5 times damage Blizzard Boost Spells with the Cold descriptor do 1.5 times damage Darkness Boost Spells with the Darkness descriptor do 1.5 times damage Fire Boost Spells with the Fire descriptor do 1.5 times damage Force Boost Spells with the Force descriptor do 1.5 times damage Light Boost Spells with the Light descriptor do 1.5 times damage Sonic Boost Spells with the Sonic descriptor do 1.5 times damage Terra Boost Spells with the Earth descriptor do 1.5 times damage Thunder Boost Spells with the Electricity descriptor do 1.5 times damage Class Magistra HD: D8 MD: D10 Skill points per Level: 6 +Int Modifier Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, diplomacy, disguise, escape artist, forgery, gather information, heal, hide, knowledge, listen, move silent, open lock, perform, profession, ride/drive/pilot, search, sense motive, sleight of hand, speak language, Spellcraft, spot, tumble, use magic device, use rope Level BAB Fort Reflex Will BDB Special 1 0 2 0 0 1 Talent, Sigil of Aries 2 1 3 0 0 1 3 1 3 1 1 2 Sigil Aquarius 4 2 4 1 1 3 Talent 5 2 4 1 1 3 Sigil of Scorpio 6 3 5 2 2 4 Bonus Feat 7 3 5 2 2 5 Sigil of Leo 8 4 6 2 2 5 Talent 9 4 6 3 3 6 Sigil of Virgo 10 5 7 3 3 7 11 5 7 3 3 7 Sigil of Taurus 12 6/1 8 4 4 8 Talent 13 6/1 8 4 4 9 Sigil of Capricorn 14 7/2 9 4 4 9 Bonus Feat 15 7/2 9 5 5 10 Sigil of Libra 16 8/3 10 5 5 11 Talent 17 8/3 10 5 5 11 Sigil of Gemini 18 9/4 11 6 6 12 19 9/4 11 6 6 13 Bonus Feat 20 10/5 12 6 6 13 Talent Class Features All of the following are class features of the Magistra. Weapon and Armor Proficiency: Magistra are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A Magistra who chooses the War domain receives the Weapon Focus feat related to her deity’s weapon as a bonus feat. She also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. Spells: A Magistra casts divine spells, which are drawn from the Magistra spell list. However, her alignment may restrict him from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Magistra must choose and prepare her spells in advance (see below). To prepare or cast a spell, a Magistra must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Magistra’s spell is 10 + the spell level + the Magistra’s Wisdom modifier. Like other spellcasters, a Magistra can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is based on her accumilated MP. A Magistra also gets one domain spell of each spell level her can cast, starting at 1st level. When a Magistra prepares a spell in a domain spell slot, it must come from one of her two domains (see Deities, Domains, and Domain Spells, below). Magistra meditate or pray for their spells by praying to special Sigils. Each Magistra must choose a time at which her must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a Magistra can prepare spells. A Magistra may prepare and cast any spell on the Magistra spell list, provided that her can cast spells of that Sigil, but her must choose which spells to prepare during her daily meditation. Deity, Domains, and Domain Spells: A Magistra’s deity influences her alignment, what magic her can perform, her values, and how others see him. A Magistra chooses two domains from among those belonging to her deity. A Magistra can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a Magistra is not devoted to a particular deity, her still selects two domains to represent her spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the Magistra access to a domain spell at each spell Sigil her can cast, from Aries on up, as well as a granted power. The Magistra gets the granted powers of both the domains selected. With access to two domain spells at a given spell Sigil, a Magistra prepares one or the other each day in her domain spell slot. If a domain spell is not on the Magistra spell list, a Magistra can prepare it only in her domain spell slot. Sigils are crafted gemstones that are crafted with the signs of the zodic upon them. Since all worlds share one sky, a Magistra can channel divine power on any world, since they have access to the same stars. Each gem must be aligned with that constelation, and must have a value of 100 GP. Chaotic, Evil, Good, and Lawful Spells: A Magistra can’t cast spells of an alignment opposed to her own or her deity’s (if her has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Talents: Assistance Tree Counter spell Once per level, a Magistra can extend her strength of will to others within a 30 ft of the Magistra. Each round of the counterspell, her makes a Spellcraft check. Any creature in range can use this check instead of their Will save against any spell that requires a will save, whichever is higher, if a creature within range of the counterspell is already under the influence of a non instantaneous magical attack, it gains another saving throw against the spell, using the Magistra's Spellcraft check. Counterspell has no effect against effects that don't allow will saves. The Magistra can keep a up the counterspell for 10 rounds. Freedom Once per level, a Magistra can extend her strength of will to create an effect equivalent to a break enchantment spell (caster level equals the character's Magistra level). Using this ability require one minute of concentration, and it functions on a single target within 30 ft. a Magistra can not use Freedom on himself. Lay on Hands (Su): Magistra with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day her can heal a total number of hit points of damage equal to her magistra level x her Charisma bonus. A magistra may choose to divide her healing among multiple recipients, and her doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a magistra can use any or all of this healing power to deal damage to undead, nobody, or heartless creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The magistra decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. Control Tree Turn or Rebuke Undead (Su): By choosing this Talent, a Magistra has the power to affect undead creatures by channeling the power of her faith through her holy (or unholy) symbol (see Turn or Rebuke Undead). A good Magistra (or a neutral Magistra who worships a good deity) can turn or destroy undead creatures. An evil Magistra (or a neutral Magistra who worships an evil deity) instead rebukes or commands such creatures. A neutral Magistra of a neutral deity must choose whether her turning ability functions as that of a good Magistra or an evil Magistra. Once this choice is made, it cannot be reversed. A Magistra may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier. A Magistra with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. Turn or Rebuke Nobody (Su): As Turn or Rebuke Undead, except that the creature type effected is Nobody. Turn or Rebuke Heartless (Su): As Turn or Rebuke Undead, except that the creature type effected is Nobody. MP Recovery Tree MP Haste MP is recovered by 10% by spending one full round concentrating. MP Hastera MP is recovered by 20% by spending one full round concentrating. Prerequisite: MP Haste. MP Hastega MP is recovered by 30% by spending one full round concentrating. Prerequisite: MP Hastera. MP Rage When struck in combat, 30% of the damage taken is recovered as MP. Most of the work on these two is done by wolfie-kun, but i did some more updates in preparation of making the DaStrier a Martial Adept Class. And the StorMer class also got big changes. Stormer HD: d8 MP per Level: d6 Skill points per Level: 4+Int Modifier Class Skills: Balance, Climb, Craft, Drive/Pilot, Handle Animal, Intimidate, Jump, Knowledge, Listen, Profession, Ride, Speak Language, Survival, Swim Level BAB Fort Reflex Will BDB Special 1 1 2 0 0 1 Talent 2 2 3 0 0 1 Bonus Feat 3 3 3 1 1 2 4 4 4 1 1 3 Talent 5 5 4 1 1 3 6 6/1 5 2 2 4 Talent 7 7/2 5 2 2 5 8 8/3 6 2 2 5 Talent 9 9/4 6 3 3 6 10 10/5 7 3 3 7 Bonus Feat 11 11/6/1 7 3 3 7 12 12/7/2 8 4 4 8 Talent 13 13/8/3 8 4 4 9 14 14/8/4 9 4 4 9 Talent 15 15/9/5 9 5 5 10 16 16/10/6/1 10 5 5 11 Talent 17 17/11/7/2 10 5 5 11 18 18/12/8/3 11 6 6 12 Bonus Feat 19 19/13/9/4 11 6 6 13 20 20/15/10/5 12 6 6 13 Talent Class Features All of the following are class features of the Stormer. Weapon and Armor Proficiency: A StorMer is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Bonus Feats: At 2nd level, a stormer gets a bonus combat-oriented feat. The stormer gains an additional bonus feat at 10th level and at 18th level. These bonus feats must be drawn from the feats noted as stormer bonus feats. A stormer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A stormer is not limited to the list of stormer bonus feats when choosing these feats. Talents: Combo Tree Combo Plus (Ex): Benefit: For each successful consecutive attack you make, the penalty for your next iterative attack is reduced by 1. For example, with one Combo Plus, if you hit with your first attack, your second is made at a -4 to hit (instead of a -5). If that second attack hit, your third attack would be made at a -3, and so on. This ability can allow you to make up to one additional attack in a turn. Special: This effect stacks with other Combo Plus effects. Combo Boost (Ex): Prerequisite: You must have the Combo Plus talent to take Combo Boost. Benefit: For each successful consecutive attack you make, your next attack deals a cumulative +1 to damage (+1 if you hit with one attack, +2 if you hit with two, etc). Special: This effect stacks with other Combo Boost effects. Jump Growth Tree High Jump LV1 (Ex): Benefit: Calculate Jumps as if 1.5 times your height. High Jump LV2 (Ex): Prerequisite: High Jump LV1 Benefit: Calculate Jumps as if 2 times your height. High Jump LV3 (Ex): Prerequisite: High Jump LV2 Benefit: Calculate Jumps as if 3 times your height. Run Growth Tree Quick Run LV1 (Ex): Benefit: When performing a full round movement action, calculate your movement as if your base land speed were 1.5 times normal. Quick Run LV2 (Ex): Prerequisite: Quick Run LV1 Benefit: When performing a full round movement action, calculate your movement as if your base land speed were 2 times normal. Quick Run LV3 (Ex): Prerequisite: Quick Run LV2 Benefit: When performing a full round movement action, calculate your movement as if your base land speed were 3 times normal. Dodge Growth Tree Aerial Dodge LV1 (Ex): Prerequisite: High Jump LV1 Benefit: Any time that you would be struck by a sucessfull attack while in midair, you may make a Reflex Save, DC equal to the attack roll, to take only half damage. Aerial Dodge LV2 (Ex): Prerequisite: Aerial Dodge LV1 Benefit: Any time that you would be struck by a sucessfull attack while in midair, you may make a Reflex Save, DC equal to the attack roll, to take no damage. Aerial Dodge LV3 (Ex): Prerequisite: Aerial Dodge LV2 Benefit: Any time that you would be struck by a sucessfull attack while in midair, you may make a Reflex Save, DC equal to the attack roll, to take no damage. On a failed Reflex save you still only take half damage. Glide Growth Tree Glide LV1 (Ex): Prerequisite: Aerial Dodge LV1 Benefit: During the first round of becoming airborne, you are treated as having the effect of featherfall, aditionally, you can move in any horizontal direction while in midair, up to half your base land speed. This effect lasts one round, and cannot be used again until your body touches a solid surface. Glide LV2 (Ex): Prerequisite: Glide LV1 Benefit: During the first round of becoming airborne, you are treated as having the effect of featherfall, aditionally, you can move in any horizontal direction while in midair, up to your base land speed. This effect lasts Two rounds, and cannot be used again until your body touches a solid surface. Glide LV3 (Ex): Prerequisite: Glide LV2 Benefit: During the first round of becoming airborne, you are treated as having the effect of featherfall, aditionally, you can move in any horizontal direction while in midair, up to double your base land speed. This effect lasts three rounds, and cannot be used again until your body touches a solid surface. Bonus Feats: Blind Fight, Brawl, Cleave, Combat Reflexes, Finishing Study*, Great Cleave, Greater Two-Weapon Fighting, Improved Brawl, Improved Two-Weapon Fighting, Martial Stance**, Martial Study**, Power Attack, Weapon Focus, Weapon Specialization, Two-Weapon Fighting. * New Feat ** Found in Tome of Battle: Book of Nine Swords. Strider HD: D6 MP per Level: d8 Starting Feats: Simple and Martial Weapon Proficiencies Skill points per Level: 5+Int Modifier Class Skills: Balance, bluff, Climb, concentration, craft, decipher script, gather information, handle animal, hide, intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, Spellcraft, survival, swim Level BAB Fort Reflex Will BDB Special 1 1 0 2 0 0 Talent 2 2 0 3 0 1 3 3 1 3 1 1 4 4 1 4 1 1 Bonus Feat 5 5 1 4 1 2 6 6/1 2 5 2 2 7 7/2 2 5 2 2 8 8/3 2 6 2 3 Talent 9 9/4 3 6 3 3 10 10/5 3 7 3 3 11 11/6/1 3 7 3 4 12 12/7/2 4 8 4 4 Bonus Feat 13 13/8/3 4 8 4 4 14 14/9/4 4 9 4 5 15 15/10/5 5 9 5 5 16 16/11/6/1 5 10 5 5 Talent 17 17/12/7/2 5 10 5 6 18 18/13/8/3 6 11 6 6 19 19/14/9/4 6 11 6 6 20 20/15/10/5 6 12 6 7 Bonus Feat Talents: Trick Shot (Ex): Striders learn to make ranged attacks in the most unlikely of situations. Reduce any penalty to a ranged attack roll, whether from long range or other circumstances (but not the normal penalty for iterative attacks), by one half the Strider's class level (round down). In addition, a Strider no longer provokes attacks of opportunity from the target of her ranged attack for making a ranged attack in a threatened area. Other enemies threatening the area may still make an attack of opportunity normally. Sharp Shot (Ex): Prerequisite: Trick Shot By taking one turn to aim carefully at your opponent, you may make attacks to a vital area of any creature that is unaware of you. This damage is 1d6 for every three character levels. You can only use this ability with a ranged weapon, and at 30ft or more away. Barrage Prerequisites: Trick Shot, Sharp Shot Finishing Blow* As a full round action, you can make one ranged attack within 30ft of a target, that adds damage equal to 1d6 per number of attacks you would normally receive after the first. Bonus Feats: Far Shot, Dodge, Lightning Reflexes, Point Blank Shot, Quick Draw, Rapid Reload, Rapid Shot, Weapon Finesse, Any Meta magic Feat. Acrobatic, alertness, combat casting mobility, improved initiative, improved critical, I'll do the rest later >.> Minor updates, serious overhauls in progress. Class Damascao HD: D10 MD: D6 Starting Feats: Martial Weapon Proficiency, Heavy Armour Proficiency Skill points per Level: 4+Int Modifier Class Skills: bluff, climb, craft, handle animal, intimidate, jump, knowledge, listen, profession, ride/drive/pilot, speak language, spot, survival, swim Level BAB Fort Reflex Will BDB Special 1 0 0 2 0 1 Talent 2 1 0 3 0 2 Bonus Feat 3 2 1 3 1 3 4 3 1 4 1 4 Talent 5 3 1 4 1 5 6 4 2 5 2 6 Bonus Feat 7 5 2 5 2 7 8 6/1 2 6 2 8 Talent 9 6/1 3 6 3 9 10 7/2 3 7 3 10 Bonus Feat 11 8/3 3 7 3 11 12 9/4 4 8 4 12 Talent 13 9/4 4 8 4 13 14 10/5 4 9 4 14 Bonus Feat 15 11/6/1 5 9 5 15 16 12/7/2 5 10 5 16 Talent 17 12/7/3 5 10 5 17 18 13/8/4 6 11 6 18 Bonus Feat 19 14/9/5 6 11 6 19 20 15/10/5 6 12 6 20 Talent Talents: Guard Tree Guard When an attack against yourself is announced, you may make an opposing melee attack to negate the attack. Counterguard Whenever you successfully Guard against an attack, you immediately get an attack of opportunity if the target is within range. Prerequisite: Guard Reaction Prerequisite: Counterguard Benefit: If an opponent succeeds in a special attack action against you (except grapple or disarm attempts), she or she provokes an attack of opportunity from you. (Special attack actions include bull rush, charge, overrun, trip, etc) Effect Tree Defender A Damascao may transfer some, or all of their weapons enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the user chooses how to allocate the weapons enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn. Aerial Recovery You gain the ability to fall slower than normal. This ability is automatic, and slows a fall down to 60ft per round, and the subject takes no damage upon landing while the effect is in place. This effect last for one round per class level of Damascao. Scan By studying your opponent for one round, you can ascertain their health. (HP and MP) Resistance Tree Unflinching This talent allows a Damascao to shrug off weak blows, as if they never even existed, giving you Damage Reduction 10/Magic Bull's Hide Your bullheaded and thick skinned, and your body shows it. You gain a +4 Natural Armour Bonus to AC. Resistance of the Unbeliever Your will and faith are great. It gives you an amazing ability, the ability to negate magic. A Damascao with this talent gains an SR of 11+character level Prerequisites: Unflinching, Bull's Hide. Bonus Feats: Combat Expertise, Dodge, Mobility, Toughness, Iron Will, Greater Fortitude...add more. Class Dastrier HD: D10 MD: D8 Proficiancies: Proficient with all armor and shields. Skill points per Level: 5 +Int Modifier Class Skills: Appraise, balance, bluff, climb, concentration, craft, decipher script, disable device, gather information, hide, intimidate, knowledge, listen, move silent, open lock, profession, ride/drive/pilot, search, sense motive, sleight of hand, speak language, Spellcraft, spot, tumble, use magic device*, use rope Level BAB Fort Reflex Will BDB Special 1 0 0 2 0 1 Talent 2 1 0 3 0 1 Bonus Feat 3 1 1 3 1 2 4 2 1 4 1 3 Talent 5 2 1 4 1 3 6 3 2 5 2 4 Bonus Feat 7 3 2 5 2 5 8 4 2 6 2 5 Talent 9 4 3 6 3 6 10 5 3 7 3 7 Bonus Feat 11 5 3 7 3 7 12 6/1 4 8 4 8 Talent 13 6/1 4 8 4 9 14 7/2 4 9 4 9 Bonus Feat 15 7/2 5 9 5 10 16 8/3 5 10 5 11 Talent 17 8/3 5 10 5 11 18 9/4 6 11 6 12 Bonus Feat 19 9/4 6 11 6 13 20 10/5 6 12 6 13 Talent Modifiers: Talent Tree Raging Tree Critical Plus When this ability is taken, the critical range of any attack is increased to the next factor. This stacks with other abilities and feats, such as Keen and Improved Critical. Berserk Charge When out of MP all attacks are calculated using 1.5 times strength. Evasion Tree Evasion By making a successful reflex saving throw against an attack that normally deals half damage on a successive roll, you instead instead take no damage. This ability can only be used while wearing light, or no Armour. A helpless Dastrier does not gain the benefit of evasion. Uncanny Dodge A Dastrier can react to danger before her senses would normally allow him to do so. She retains her Dexterity bonus to AC even if she is caught flatfooted or struck by an invisible attacker. However, it is still lost if she is immobilized. Improved Uncanny Dodge You can no longer be flanked, she can react to opponents on opposite sides as easily as she can react to a single attacker. This denies another person the ability to sneak attack the character by flanking, unless the person has at least 4 more class levels of the ability that grants it, than you. Professional Service Tree Trap Finding Dastrier who take this talent can use the Search skill to locate traps when the task has a difficulty higher than 20. Finding a nonmagical Trap has a DC of at least 20, or higher if it is well hidden. Finding a Magical Trap generally has a DC of 25+ the level of the spell used to create it. Upon taking this Talent a Damascao can now use the disable device skill to disarm magical trap. A Damascao who beats a trap's DC by 10 or more with a disable Device check can study a trap, figure out how it works, and bypass it without disarming it. Sneak Attack If a Dastrier has this talent, and can catch an opponent when she is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This attack does extra damage equal to 1d6 at first level and every two levels of Dastrier thereafter. Should a Dastrier hit a critical, this damage does not multiply. Ranged attacks can count as a sneak attack if within 30 ft. With a sap, or unarmed strike, this damage can be nonlethal damage instead of lethal. She can only sneak attack creatures that are not immune to critical attacks, are not concealed, or have anatomy that is beyond her reach. Use Magic Device Use Magic Device, becomes a class skill. In addition, you gain as many ranks in this skill as you have levels in Dastrier at the time of taking this talent. Keyblade Wielder ------------------------------------------ "A scattered dream that's like a far-off memory. A far-off memory that's like a scattered dream. I want to line the pieces up... yours and mine" Becoming a Keyblade Wielder To become a Keyblade wielder, you must already possess a keyblade with it's least powers unlocked, and be on the cusp of unlocking a keychain. No particular class is most associated with keyblade wielders - strength of heart can be visited upon anyone. Keyblade Wielder Entry Requirements Skill: Knowledge (keyblade or kistory) 5 ranks. Feats: Least Legacy Special: Must Possess a Greater Keyblade and Least or Greater Keychain. Character Level 10th. FLUFF OMITTED Class Features: At each level except 1st and 7th, you gain class features and an increase in effective level as if you also gained a level in a class to which you belonged Before adding the prestige class level. The specific class features you gain include spells per day(and spells known, if applicable, or MP Progressions), improved chance of turning or destroying undead, metamagic or item creation feats, monk special abilities, sneak attack progessions, and so on, depending on the class. You do not, however, gain the benefit of your previous class HD, attack Progression, skill points, or saving throws. If you had more than one class before becoming a Keyblade Wielder, you must decide to which class to add ech level for the purpose of determining class abilities. Reduced Ritual Cost: After you've made a successful Knowledge(history) check to learn the lesser legacy ritual for a keychain, you can perform the ritual and gain the Lesser Legacy feat as normal. However, you do not pay the ritual's associated XP cost. You still perform all other aspects of the ritual and pay any personal costs to unlock lesser abilities. This can be applied to more than one Legacy item, as long as they are all keychains. You may also apply this abilitiy to any keychain that you gain later. On reaching 7th level you can perform the greater legacy ritual as you did for the above. Switch Keychain(Ex): As your abilities with keyblades and keychains increase, so does your skill. At 2nd level you can switch to another keychain that you have unlocked the Lesser abiliies of. This takes one day of meditation to accomplish. During this time, you may not do anything else. At the end of the day, all personal costs, with the exception of GP are regained from the previous keychain. You then must pay all personal costs of the new keychain. With this special ability, you only pay the personal costs of the equipped keychain, not for every keychain that you have unlocked. At 5th level the meditation time is reduced to 8 hours, at 8th level it is reduced to an hour, and at 10th Level it takes only a full round action to complete. At 6th Level, choose one of the following: Dual Wielder(Ex): By choosing this ability, it is shown that your power of conviction has strengthened by such an amount that another keyblade is drawn to you. Once more you are faced with the dream, but armed with your knowledge, you can choose differently, at the conclusion of the dream, you now possess two keyblades instead of merely one. You may apply any and all abilities gained from this class to this keyblade as well. While wearing Light, or no armour, you are treated as having the Two weapon Fighting feat in regards to keyblades, even if you do not meet the requirements for this feat. Limit Break(Su): By choosing this ability, it is shown that your strength of conviction has increased to the point that those about you become almost intuitive linked. Once per day, you can use this ability to attack with a fellow party member during the same turn. you must be within one range increment of the party memeber, they must have an attack option available this round, and they must be adjacent to an opponent. During that round, during the turn of whoever has the higher initiative, you move to their side as a swift action that does not provoke an attack of opportunity. You both may then use a full round attack, or cast a spell. Attacks are treated as having the improved Critical feat, and spellcasters do not suffer an attack of opportunity. At the resolution of that turn, you move five feet to an adjacent space. The Keyblade Wielder Hit Die: D8 ------------------------------------------------------------------------------ [code] Level BAB Fort Ref Will Special Class Features 1st +0 +0 +0 +2 Reduced Ritual Cost(lesser) 2nd +1 +0 +0 +3 Switch Keychain(least) +1 Existing Class 3rd +2 +1 +1 +3 +1 Existing Class 4th +3 +1 +1 +4 +1 Existing Class 5th +3 +1 +1 +4 Switch Keychain(lesser) +1 Existing Class 6th +4 +2 +2 +5 Dual Wielder or Limit Break +1 Existing Class 7th +5 +2 +2 +5 Reduced Ritual Cost(greater) 8th +6 +2 +2 +6 Switch Keychain(greater) +1 Existing Class 9th +6 +3 +3 +6 +1 Existing Class 10th +7 +3 +3 +7 Switch Keychain(mastery) +1 Existing Class Class Skills (4 + Int Modifier per level): Concentration, Decipher Script, Gather Information, Knowledge(history, the planes, keyblades, heartless, nobody), Open Lock, Use Magic Device, plus existing class skills from all your classes. New Materials New Feats Imbue Zodiac Stone [Item Creation] Prerequisite: Caster level 1st. Benefit: You can imbue a Zodiac Stone with any spell that you have access to. Imbuing a zodiac stone takes one day for each 1,000 gp in its base price. The base price of a Zodiac Stone is its spell level x ?its caster level x ?50 gp, plus the cost of a 100gp gemstone. To Imbue a zodiac stone, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any Zodiac Stone that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when imbuing the Zodiac Stone.. You may imbue several spells into one stone, equal to your Charisma modifier. Craft Materia [Item Creation] Prerequisite: Caster level 1st. Benefit: You can create a Materia with any spell that you have access to. Crafting Materia takes one day for each 1,000 gp in its base price. The base price of a Materia is its spell level x ?its caster level x ?50 gp, plus the cost of a 100gp gemstone. To craft a Materia, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any materia that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when crafting Materia. You may store Several Spells in one Materia, equal to your Charisma modifier. If multiple spells are to be stored, they must be of the same Materia type. Slot Zodiac Stone [General] This feat grants the ability to equip one Zodiac Stone, and use any spells held therein. In order to be eligible to cast spells from this stone, you must have enough MP to cast the spell, be the minimum level or higher, and not be in conflict with any alignment properties of the spell. Normal: Only Magistra can normally use Zodiac Stone Sigils without consuming them. Special: This Feat can be taken multiple times. Slot Materia [General] This feat grants the ability to equip one Materia, and use any spells held therein. In order to be eligible to cast spells from this stone, you must have enough MP to cast the spell, and be the minimum level or higher. Normal: Only Magideux can normally use Materia without consuming them. Special: This Feat can be taken multiple times. Using Zodiac Stones: Zodiac Stones are stored spells created by Magistra that anyone can use. To activate a Zodiac Stone, a character must spend a standard action and channel the required MP into the Stone. The effect is cast, and the stone is consumed. Special: A character with the Slot Zodiac Stone feat can attune a Zodiac stone to themselves. This stone is not consumed when used by this character. The character must spend any costs associated with using this spell by preparing it at the beginning of the day for any spells she wishes to use from the Stone. Using Materia: Materia are stored spells created by Magideux, that anyone can use. To activate a Materia, a character must spend a standard action and channel the required MP into the Stone. The effect is cast, and the stone is consumed. If a Magideux attunes the Materia during her hour of study, it is not consumed, but she must pay any costs associated with preparing the spell as normal. Special: A character with the Slot Materia feat can attune a materia to themselves. This stone is not consumed when used by this character. They must pay any costs associated with casting the spells contained in the materia. Finishing Study General Feat Benefits: Ummm, im going to word it like martial study, but let it allow one to learn Finishing Blows. continued in next post. |
| nimbusconflict04-17-07, 06:14 PM | Materia MATERIA I Sapphire Materia Alarm: Wards an area for 2 hours/level. Endure Elements: Exist comfortably in hot or cold environments. Hold Portal: Holds door shut. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Citrine Materia Grease: Makes 10-ft. square or one object slippery. Mage Armor: Gives subject +4 armor bonus. Mount: Summons riding horse for 2 hours/level. Obscuring Mist: Fog surrounds you. Summon Monster I: Calls extraplanar creature to fight for you. Unseen Servant: Invisible force obeys your commands. Emerald Materia Comprehend Languages: You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Undead: Reveals undead within 60 ft. Identify M: Determines properties of magic item. True Strike: +20 on your next attack roll. Amethyst Materia Charm Person: Makes one person your friend. Hypnotism: Fascinates 2d4 HD of creatures. Sleep: Puts 4 HD of creatures into magical slumber. Ruby Materia Burning Hands: 1d4/level fire damage (max 5d4). Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Pearl Materia Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Disguise Self: Changes your appearance. Magic Aura: Alters object’s magic aura. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice for 1 min./level. Ebony Materia Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. Opal Materia Animate Rope: Makes a rope move at your command. Enlarge Person: Humanoid creature doubles in size. Erase: Mundane or magical writing vanishes. Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Jump: Subject gets bonus on Jump checks. Magic Weapon: Weapon gains +1 bonus. Reduce Person: Humanoid creature halves in size. MATERIA II Sapphire Materia Arcane Lock M: Magically locks a portal or chest. Obscure Object: Masks object against scrying. Protection from Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Citrine Materia Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Fog Cloud: Fog obscures vision. Glitterdust: Blinds creatures, outlines invisible creatures. Summon Monster II: Calls extraplanar creature to fight for you. Summon Swarm: Summons swarm of bats, rats, or spiders. Web: Fills 20-ft.-radius spread with sticky spiderwebs. Emerald Materia Detect Thoughts: Allows “listening” to surface thoughts. Locate Object: Senses direction toward object (specific or type). See Invisibility: Reveals invisible creatures or objects. Amethyst Materia Daze Monster: Living creature of 6 HD or less loses next action. Hideous Laughter: Subject loses actions for 1 round/level. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Ruby Materia Continual Flame M: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural shadow. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Gust of Wind: Blows away or knocks down smaller creatures. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Shatter: Sonic vibration damages objects or crystalline creatures. Pearl Materia Blur: Attacks miss subject 20% of the time. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Invisibility: Subject is invisible for 1 min./level or until it attacks. Magic Mouth M: Speaks once when triggered. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Phantom Trap M: Makes item seem trapped. Ebony Materia Blindness/Deafness: Makes subject blinded or deafened. Command Undead: Undead creature obeys your commands. False Life: Gain 1d10 temporary hp +1/level (max +10). Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. Scare: Panics creatures of less than 6 HD. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. Opal Materia Alter Self: Assume form of a similar creature. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Darkvision: See 60 ft. in total darkness. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Fox’s Cunning: Subject gains +4 Int for 1 min./level. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Pyrotechnics: Turns fire into blinding light or choking smoke. Rope Trick: As many as eight creatures hide in extradimensional space. Spider Climb: Grants ability to walk on walls and ceilings. Whispering Wind: Sends a short message 1 mile/level. MATERIA III Sapphire Materia Dispel Magic: Cancels magical spells and effects. Explosive Runes: Deals 6d6 damage when read. Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Nondetection M: Hides subject from divination, scrying. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Citrine Materia Phantom Steed: Magic horse appears for 1 hour/level. Sepia Snake Sigil M: Creates text symbol that immobilizes reader. Sleet Storm: Hampers vision and movement. Stinking Cloud: Nauseating vapors, 1 round/level. Summon Monster III: Calls extraplanar creature to fight for you. Emerald Materia Arcane Sight: Magical auras become visible to you. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Tongues: Speak any language. Amethyst Materia Deep Slumber: Puts 10 HD of creatures to sleep. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Hold Person: Paralyzes one humanoid for 1 round/level. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC. Suggestion: Compels subject to follow stated course of action. Ruby Materia Daylight: 60-ft. radius of bright light. Fireball: 1d6 damage per level, 20-ft. radius. Lightning Bolt: Electricity deals 1d6/level damage. Tiny Hut: Creates shelter for ten creatures. Wind Wall: Deflects arrows, smaller creatures, and gases. Pearl Materia Displacement: Attacks miss subject 50%. Illusory Script M: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Image: As silent image, plus sound, smell and thermal effects. Ebony Materia Gentle Repose: Preserves one corpse. Halt Undead: Immobilizes undead for 1 round/level. Ray of Exhaustion: Ray makes subject exhausted. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. Opal Materia Blink: You randomly vanish and reappear for 1 round/level. Flame Arrow: Arrows deal +1d6 fire damage. Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Keen Edge: Doubles normal weapon’s threat range. Magic Weapon, Greater: +1/four levels (max +5). Secret Page: Changes one page to hide its real content. Shrink Item: Object shrinks to one-sixteenth size. Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls. Water Breathing: Subjects can breathe underwater. MATERIA IV Sapphire Materia Dimensional Anchor: Bars extradimensional movement. Fire Trap M: Opened object deals 1d4 damage +1/level. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Remove Curse: Frees object or person from curse. Stoneskin M: Ignore 10 points of damage per attack. Citrine Materia Black Tentacles: Tentacles grapple all within 20 ft. spread. Dimension Door: Teleports you short distance. Minor Creation: Creates one cloth or wood object. Secure Shelter: Creates sturdy cottage. Solid Fog: Blocks vision and slows movement. Summon Monster IV: Calls extraplanar creature to fight for you. Emerald Materia Arcane Eye: Invisible floating eye moves 30 ft./round. Detect Scrying: Alerts you of magical eavesdropping. Locate Creature: Indicates direction to familiar creature. Scrying F: Spies on subject from a distance. Amethyst Materia Charm Monster:Makes monster believe it is your ally. Confusion: Subjects behave oddly for 1 round/level. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks. Geas, Lesser: Commands subject of 7 HD or less. Ruby Materia Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Resilient Sphere: Force globe protects but traps one subject. Shout: Deafens all within cone and deals 5d6 sonic damage. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. Pearl Materia Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Rainbow Pattern: Lights fascinate 24 HD of creatures. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. Ebony Materia Animate Dead M: Creates undead skeletons and zombies. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. Contagion: Infects subject with chosen disease. Enervation: Subject gains 1d4 negative levels. Fear: Subjects within cone flee for 1 round/level. Opal Materia Enlarge Person, Mass: Enlarges several creatures. Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast. Polymorph: Gives one willing subject a new form. Reduce Person, Mass: Reduces several creatures. Stone Shape: Sculpts stone into any shape. MATERIA V Sapphire Materia Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Dismissal: Forces a creature to return to native plane. Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Citrine Materia Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage. Mage’s Faithful Hound: Phantom dog can guard, attack. Major Creation: As minor creation, plus stone and metal. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will. Summon Monster V: Calls extraplanar creature to fight for you. Teleport: Instantly transports you as far as 100 miles/level. Wall of Stone: Creates a stone wall that can be shaped. Emerald Materia Contact Other Plane: Lets you ask question of extraplanar entity. Prying Eyes: 1d4 +1/level floating eyes scout for you. Telepathic Bond: Link lets allies communicate. Amethyst Materia Dominate Person: Controls humanoid telepathically. Feeblemind: Subject’s Int and Cha drop to 1. Hold Monster: As hold person, but any creature. Mind Fog: Subjects in fog get -10 to Wis and Will checks. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. Ruby Materia Cone of Cold: 1d6/level cold damage. Interposing Hand: Hand provides cover against one opponent. Sending: Delivers short message anywhere, instantly. Wall of Force:Wall is immune to damage. Pearl Materia Dream: Sends message to anyone sleeping. False Vision M: Fools scrying with an illusion. Mirage Arcana: As hallucinatory terrain, plus structures. Nightmare: Sends vision dealing 1d10 damage, fatigue. Persistent Image: As major image, but no concentration required. Seeming: Changes appearance of one person per two levels. Shadow Evocation: Mimics evocation below 5th level, but only 20% real. Ebony Materia Blight: Withers one plant or deals 1d6/level damage to plant creature. Magic Jar F: Enables possession of another creature. Symbol of Pain M: Triggered rune wracks nearby creatures with pain. Waves of Fatigue: Several targets become fatigued. Opal Materia Animal Growth: One animal/two levels doubles in size. Baleful Polymorph: Transforms subject into harmless animal. Fabricate: Transforms raw materials into finished items. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Passwall: Creates passage through wood or stone wall. Telekinesis: Moves object, attacks creature, or hurls object or creature. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Crystal Materia Permanency X:Makes certain spells permanent. MATERIA VI Sapphire Materia Antimagic Field: Negates magic within 10 ft. Dispel Magic, Greater: As dispel magic, but +20 on check. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. Guards and Wards: Array of magic effects protect area. Repulsion: Creatures can't approach you. Citrine Materia Acid Fog: Fog deals acid damage. Planar Binding: As lesser planar binding, but up to 12 HD. Summon Monster VI: Calls extraplanar creature to fight for you. Wall of Iron M: 30 hp/four levels; can topple onto foes. Emerald Materia Analyze Dweomer F: Reveals magical aspects of subject. Legend Lore M F: Lets you learn tales about a person, place, or thing. True Seeing M: Lets you see all things as they really are. Amethyst Materia Geas/Quest: As lesser geas, plus it affects any creature. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Suggestion, Mass: As suggestion, plus one subject/level. Symbol of Persuasion M: Triggered rune charms nearby creatures. Ruby Materia Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. Contingency F: Sets trigger condition for another spell. Forceful Hand: Hand pushes creatures away. Freezing Sphere: Freezes water or deals cold damage. Pearl Materia Mislead: Turns you invisible and creates illusory double. Permanent Image: Includes sight, sound, and smell. Programmed Image M: As major image, plus triggered by event. Shadow Walk: Step into shadow to travel rapidly. Veil: Changes appearance of group of creatures. Ebony Materia Circle of Death M: Kills 1d4/level HD of creatures. Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs. Eyebite: Target becomes panicked, sickened, and comatose. Symbol of Fear M: Triggered rune panics nearby creatures. Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4). Opal Materia Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level. Bull’s Strength, Mass: As bull’s strength, affects one subject/ level. Cat’s Grace, Mass: As cat’s grace, affects one subject/level. Control Water: Raises or lowers bodies of water. Disintegrate:Makes one creature or object vanish. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. Flesh to Stone: Turns subject creature into statue. Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level. Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower. Move Earth: Digs trenches and build hills. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level. Stone to Flesh: Restores petrified creature. Transformation M: You gain combat bonuses. MATERIA VII Sapphire Materia Banishment: Banishes 2 HD/level of extraplanar creatures. Sequester: Subject is invisible to sight and scrying; renders creature comatose. Spell Turning: Reflect 1d4+6 spell levels back at caster. Citrine Materia Instant Summons M: Prepared object appears in your hand. Mage’s Magnificent Mansion F: Door leads to extradimensional mansion. Phase Door: Creates an invisible passage through wood or stone. Plane Shift F: As many as eight subjects travel to another plane. Summon Monster VII: Calls extraplanar creature to fight for you. Teleport, Greater: As teleport, but no range limit and no off-target arrival. Teleport Object: As teleport, but affects a touched object. Emerald Materia Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. Scrying, Greater: As scrying, but faster and longer. Vision M X: As legend lore, but quicker and strenuous. Amethyst Materia Hold Person, Mass: As hold person, but all within 30 ft. Insanity: Subject suffers continuous confusion. Power Word Blind: Blinds creature with 200 hp or less. Symbol of Stunning M: Triggered rune stuns nearby creatures. Ruby Materia Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. Forcecage M: Cube or cage of force imprisons all inside. Grasping Hand: Hand provides cover, pushes, or grapples. Mage’s Sword F: Floating magic blade strikes opponents. Prismatic Spray: Rays hit subjects with variety of effects. Pearl Materia Invisibility, Mass: As invisibility, but affects all in range. Project Image: Illusory double can talk and cast spells. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. Simulacrum M X: Creates partially real double of a creature. Ebony Materia Control Undead: Undead don't attack you while under your command. Finger of Death: Kills one subject. Symbol of Weakness M: Triggered rune weakens nearby creatures. Waves of Exhaustion: Several targets become exhausted. Opal Materia Control Weather: Changes weather in local area. Ethereal Jaunt: You become ethereal for 1 round/level. Reverse Gravity: Objects and creatures fall upward. Statue: Subject can become a statue at will. Crystal Materia Limited Wish X: Alters reality-within spell limits. MATERIA VIII Sapphire Materia Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. Mind Blank: Subject is immune to mental/emotional magic and scrying. Prismatic Wall: Wall’s colors have array of effects. Protection from Spells M F: Confers +8 resistance bonus. Citrine Materia Incendiary Cloud: Cloud deals 4d6 fire damage/round. Maze: Traps subject in extradimensional maze. Planar Binding, Greater: As lesser planar binding, but up to 18 HD. Summon Monster VIII: Calls extraplanar creature to fight for you. Trap the Soul M F: Imprisons subject within gem. Emerald Materia Discern Location: Reveals exact location of creature or object. Moment of Prescience: You gain insight bonus on single attack roll, check, or save. Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Amethyst Materia Antipathy: Object or location affected by spell repels certain creatures. Binding M: Utilizes an array of techniques to imprison a creature. Charm Monster, Mass: As charm monster, but all within 30 ft. Demand: As sending, plus you can send suggestion. Irresistible Dance: Forces subject to dance. Power Word Stun: Stuns creature with 150 hp or less. Symbol of Insanity M: Triggered rune renders nearby creatures insane. Sympathy F: Object or location attracts certain creatures. Ruby Materia Clenched Fist: Large hand provides cover, pushes, or attacks your foes. Polar Ray: Ranged touch attack deals 1d6/level cold damage. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. Sunburst: Blinds all within 10 ft., deals 6d6 damage. Pearl Materia Scintillating Pattern: Twisting colors confuse, stun, or render unconscious. Screen: Illusion hides area from vision, scrying. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. Ebony Materia Clone M F: Duplicate awakens when original dies. Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. Horrid Wilting: Deals 1d6/level damage within 30 ft. Symbol of Death M: Triggered rune slays nearby creatures. Opal Materia Iron Body: Your body becomes living iron. Polymorph Any Object: Changes any subject into anything else. Temporal Stasis M: Puts subject into suspended animation. MATERIA IX Sapphire Materia Freedom: Releases creature from imprisonment. Imprisonment: Entombs subject beneath the earth. Mage’s Disjunction: Dispels magic, disenchants magic items. Prismatic Sphere: As prismatic wall, but surrounds on all sides. Citrine Materia Gate X: Connects two planes for travel or summoning. Refuge M: Alters item to transport its possessor to you. Summon Monster IX: Calls extraplanar creature to fight for you. Teleportation Circle M: Circle teleports any creature inside to designated spot. Emerald Materia Foresight: “Sixth sense” warns of impending danger. Amethyst Materia Dominate Monster: As dominate person, but any creature. Hold Monster, Mass: As hold monster, but all within 30 ft. Power Word Kill: Kills one creature with 100 hp or less. Ruby Materia Crushing Hand: Large hand provides cover, pushes, or crushes your foes. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. Pearl Materia Shades: As shadow conjuration, but up to 8th level and 80% real. Weird: As phantasmal killer, but affects all within 30 ft. Ebony Materia Astral Projection M: Projects you and companions onto Astral Plane. Energy Drain: Subject gains 2d4 negative levels. Soul Bind F: Traps newly dead soul to prevent resurrection. Wail of the Banshee: Kills one creature/level. Opal Materia Etherealness: Travel to Ethereal Plane with companions. Shapechange F: Transforms you into any creature, and change forms once per round. Time Stop: You act freely for 1d4+1 rounds. Crystal Materia Wish X: As limited wish, but with fewer limits. On the the next post! |
| nimbusconflict04-17-07, 06:15 PM | MAGISTRA SPELLS INHERENT SPELLS Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. Inflict Minor Wounds: Touch attack, 1 point of damage. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Virtue: Subject gains 1 temporary hp. ARIES SPELLS Bane: Enemies take –1 on attack rolls and saves against fear. Bless: Allies gain +1 on attack rolls and saves against fear. Bless Water M: Makes holy water. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Command: One subject obeys selected command for 1 round. Comprehend Languages: You understand all spoken and written languages. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Curse Water M: Makes unholy water. Deathwatch: Reveals how near death subjects within 30 ft. are. Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per three levels on attack and damage rolls. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. Endure Elements: Exist comfortably in hot or cold environments. Entropic Shield: Ranged attacks against you have 20% miss chance. Hide from Undead: Undead can’t perceive one subject/level. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Magic Weapon: Weapon gains +1 bonus. Obscuring Mist: Fog surrounds you. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Sanctuary: Opponents can’t attack you, and you can’t attack. Shield of Faith: Aura grants +2 or higher deflection bonus. Summon Monster I: Calls extraplanar creature to fight for you. AQUARIOUS SPELLS Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Augury M F: Learns whether an action will be good or bad. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Calm Emotions: Calms creatures, negating emotion effects. Consecrate M: Fills area with positive energy, making undead weaker. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Darkness: 20-ft. radius of supernatural shadow. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Delay Poison: Stops poison from harming subject for 1 hour/level. Desecrate M: Fills area with negative energy, making undead stronger. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Enthrall: Captivates all within 100 ft. + 10 ft./level. Find Traps: Notice traps as a rogue does. Gentle Repose: Preserves one corpse. Hold Person: Paralyzes one humanoid for 1 round/level. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). Make Whole: Repairs an object. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Shatter: Sonic vibration damages objects or crystalline creatures. Shield Other F: You take half of subject’s damage. Silence: Negates sound in 20-ft. radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Spiritual Weapon: Magic weapon attacks on its own. Status: Monitors condition, position of allies. Summon Monster II: Calls extraplanar creature to fight for you. Undetectable Alignment: Conceals alignment for 24 hours. Zone of Truth: Subjects within range cannot lie. SCORPIO SPELLS Animate Dead M: Creates undead skeletons and zombies. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Blindness/Deafness: Makes subject blinded or deafened. Contagion: Infects subject with chosen disease. Continual Flame M: Makes a permanent, heatless torch. Create Food and Water: Feeds three humans (or one horse)/level. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Daylight: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Dispel Magic: Cancels spells and magical effects. Glyph of Warding M: Inscription harms those who pass it. Helping Hand: Ghostly hand leads subject to you. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Invisibility Purge: Dispels invisibility within 5 ft./level. Locate Object: Senses direction toward object (specific or type). Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Magic Vestment: Armor or shield gains +1 enhancement per four levels. Meld into Stone: You and your gear merge with stone. Obscure Object: Masks object against scrying. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Searing Light: Ray deals 1d8/two levels damage, more against undead. Speak with Dead: Corpse answers one question/two levels. Stone Shape: Sculpts stone into any shape. Summon Monster III: Calls extraplanar creature to fight for you. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gases. LEO SPELLS Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Control Water: Raises or lowers bodies of water. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Death Ward: Grants immunity to death spells and negative energy effects. Dimensional Anchor: Bars extradimensional movement. Discern Lies: Reveals deliberate falsehoods. Dismissal: Forces a creature to return to native plane. Divination M: Provides useful advice for specific proposed actions. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. Freedom of Movement: Subject moves normally despite impediments. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Imbue with Spell Ability: Transfer spells to subject. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). Magic Weapon, Greater: +1 bonus/four levels (max +5). Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Restoration M: Restores level and ability score drains. Sending: Delivers short message anywhere, instantly. Spell Immunity: Subject is immune to one spell per four levels. Summon Monster IV: Calls extraplanar creature to fight for you. Tongues: Speak any language. VIRGO SPELLS Atonement F X: Removes burden of misdeeds from subject. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Command, Greater: As command, but affects one subject/level. Commune X: Deity answers one yes-or-no question/level. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. Disrupting Weapon: Melee weapon destroys undead. Flame Strike: Smite foes with divine fire (1d6/level damage). Hallow M: Designates location as holy. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures. Insect Plague: Locust swarms attack creatures. Mark of Justice: Designates action that will trigger curse on subject. Plane Shift F: As many as eight subjects travel to another plane. Raise Dead M: Restores life to subject who died as long as one day/level ago. Righteous Might: Your size increases, and you gain combat bonuses. Scrying F: Spies on subject from a distance. Slay Living: Touch attack kills subject. Spell Resistance: Subject gains SR 12 + level. Summon Monster V: Calls extraplanar creature to fight for you. Symbol of Pain M: Triggered rune wracks nearby creatures with pain. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. True Seeing M: Lets you see all things as they really are. Unhallow M: Designates location as unholy. Wall of Stone: Creates a stone wall that can be shaped. TAURUS SPELLS Animate Objects: Objects attack your foes. Antilife Shell: 10-ft. field hedges out living creatures. Banishment: Banishes 2 HD/level of extraplanar creatures. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. Blade Barrier: Wall of blades deals 1d6/level damage. Bull’s Strength, Mass: As bull’s strength, affects one subject/level. Create Undead: Create ghouls, ghasts, mummies, or mohrgs. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. Dispel Magic, Greater: As dispel magic, but up to +20 on check. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. Find the Path: Shows most direct way to a location. Forbiddance M: Blocks planar travel, damages creatures of different alignment. Geas/Quest: As lesser geas, plus it affects any creature. Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. Harm: Deals 10 points/level damage to target. Heal: Cures 10 points/level of damage, all diseases and mental conditions. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. Planar Ally X: As lesser planar ally, but up to 12 HD. Summon Monster VI: Calls extraplanar creature to fight for you. Symbol of Fear M: Triggered rune panics nearby creatures. Symbol of Persuasion M: Triggered rune charms nearby creatures. Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4). Wind Walk: You and your allies turn vaporous and travel fast. Word of Recall: Teleports you back to designated place. CAPRICORN SPELLS Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. Control Weather: Changes weather in local area. Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. Destruction F: Kills subject and destroys remains. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. Ethereal Jaunt: You become ethereal for 1 round/level. Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures. Refuge M: Alters item to transport its possessor to you. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Repulsion: Creatures can’t approach you. Restoration, Greater X: As restoration, plus restores all levels and ability scores. Resurrection M: Fully restore dead subject. Scrying, Greater: As scrying, but faster and longer. Summon Monster VII: Calls extraplanar creature to fight for you. Symbol of Stunning M: Triggered rune stuns nearby creatures. Symbol of Weakness M: Triggered rune weakens nearby creatures. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. LIBRA SPELLS Antimagic Field: Negates magic within 10 ft. Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells. Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. Discern Location: Reveals exact location of creature or object. Earthquake: Intense tremor shakes 80-ft.-radius. Fire Storm: Deals 1d6/level fire damage. Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells. Planar Ally, Greater X: As lesser planar ally, but up to 18 HD. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures. Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells. Summon Monster VIII: Calls extraplanar creature to fight for you. Symbol of Death M: Triggered rune slays nearby creatures. Symbol of Insanity M: Triggered rune renders nearby creatures insane. Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells. GEMINI SPELLS Astral Projection M: Projects you and companions onto Astral Plane. Energy Drain: Subject gains 2d4 negative levels. Etherealness: Travel to Ethereal Plane with companions. Gate X: Connects two planes for travel or summoning. Heal, Mass: As heal, but with several subjects. Implosion: Kills one creature/round. Miracle X: Requests a deity’s intercession. Soul Bind F: Traps newly dead soul to prevent resurrection. Storm of Vengeance: Storm rains acid, lightning, and hail. Summon Monster IX: Calls extraplanar creature to fight for you. True Resurrection M: As resurrection, plus remains aren’t needed. MAGISTRA DOMAINS AIR DOMAIN Granted Powers: Turn or destroy earth creatures as a good Magistra turns undead. Rebuke, command, or bolster air creatures as an evil Magistra rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Air Domain Spells 1 Obscuring Mist: Fog surrounds you. 2 Wind Wall: Deflects arrows, smaller creatures, and gases. 3 Gaseous Form: Subject becomes insubstantial and can fly slowly. 4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle). 5 Control Winds: Change wind direction and speed. 6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. 7 Control Weather: Changes weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures. 9 Elemental Swarm*: Summons multiple elementals. *Cast as an air spell only. ANIMAL DOMAIN Granted Powers: You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of Magistra class skills. Animal Domain Spells 1 Calm Animals: Calms (2d4 + level) HD of animals. 2 Hold Animal: Paralyzes one animal for 1 round/level. 3 Dominate Animal: Subject animal obeys silent mental commands. 4 Summon Nature’s Ally IV*: Calls creature to fight. 5 Commune with Nature: Learn about terrain for 1 mile/level. 6 Antilife Shell: 10-ft. field hedges out living creatures. 7 Animal Shapes: One ally/level polymorphs into chosen animal. 8 Summon Nature’s Ally VIII*: Calls creature to fight. 9 Shapechange F: Transforms you into any creature, and change forms once per round. *Can only summon animals. CHAOS DOMAIN Granted Power: You cast chaos spells at +1 caster level. Chaos Domain Spells 1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Shatter: Sonic vibration damages objects or crystalline creatures. 3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level. 4 Chaos Hammer: Damages and staggers lawful creatures. 5 Dispel Law: +4 bonus against attacks by lawful creatures. 6 Animate Objects: Objects attack your foes. 7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. 8 Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells. 9 Summon Monster IX*: Calls extraplanar creature to fight for you. *Cast as a chaos spell only. DEATH DOMAIN Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per Magistra level you possess. If the total at least equals the creature’s current hit points, it dies (no save). Death Domain Spells 1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. 2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level. 3 Animate Dead M: Creates undead skeletons and zombies. 4 Death Ward: Grants immunity to death spells and negative energy effects. 5 Slay Living: Touch attack kills subject. 6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs. 7 Destruction F: Kills subject and destroys remains. 8 Create Greater Undead M: Create shadows, wraiths, spectres, r devourers. 9 Wail of the Banshee: Kills one creature/level. DESTRUCTION DOMAIN Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your Magistra level (if you hit). You must declare the smite before making the attack. This ability is usable once per day. Destruction Domain Spells 1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5). 2 Shatter: Sonic vibration damages objects or crystalline creatures. 3 Contagion: Infects subject with chosen disease. 4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). 5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures. 6 Harm: Deals 10 points/level damage to target. 7 Disintegrate: Makes one creature or object vanish. 8 Earthquake: Intense tremor shakes 80-ft.-radius. 9 Implosion: Kills one creature/round. EARTH DOMAIN Granted Power: Turn or destroy air creatures as a good Magistra turns undead. Rebuke, command, or bolster earth creatures as an evil Magistra rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Earth Domain Spells 1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage. 2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. 3 Stone Shape: Sculpts stone into any shape. 4 Spike Stones: Creatures in area take 1d8 damage, may be lowed. 5 Wall of Stone: Creates a stone wall that can be shaped. 6 Stoneskin M: Ignore 10 points of damage per attack. 7 Earthquake: Intense tremor shakes 80-ft.-radius. 8 Iron Body: Your body becomes living iron. 9 Elemental Swarm*: Summons multiple elementals. *Cast as an earth spell only. EVIL DOMAIN Granted Power: You cast evil spells at +1 caster level. Evil Domain Spells 1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Desecrate M: Fills area with negative energy, making undead stronger. 3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. 4 Unholy Blight: Damages and sickens good creatures. 5 Dispel Good: +4 bonus against attacks by good creatures. 6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs. 7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. 8 Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells. 9 Summon Monster IX*: Calls extraplanar creature to fight for you. *Cast as an evil spell only. FIRE DOMAIN Granted Power: Turn or destroy water creatures as a good Magistra turns undead. Rebuke, command, or bolster fire creatures as an evil Magistra rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Fire Domain Spells 1 Burning Hands: 1d4/level fire damage (max 5d4). 2 Produce Flame: 1d6 damage +1/ level, touch or thrown. 3 Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type. 4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. 5 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. 6 Fire Seeds: Acorns and berries become grenades and bombs. 7 Fire Storm: Deals 1d6/level fire damage. 8 Incendiary Cloud: Cloud deals 4d6 fire damage/round. 9 Elemental Swarm**: Summons multiple elementals. *Resist cold or fire only. **Cast as a fire spell only. GOOD DOMAIN Granted Power: You cast good spells at +1 caster level. Good Domain Spells 1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10). 3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. 4 Holy Smite: Damages and blinds evil creatures. 5 Dispel Evil: +4 bonus against attacks by evil creatures. 6 Blade Barrier: Wall of blades deals 1d6/level damage. 7 Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects. 8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. 9 Summon Monster IX*: Calls extraplanar creature to fight for you. *Cast as a good spell only. HEALING DOMAIN Granted Power: You cast healing spells at +1 caster level. Healing Domain Spells 1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5). 2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). 3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). 4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). 5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures. 6 Heal: Cures 10 points/level of damage, all diseases and mental conditions. 7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). 8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures. 9 Heal, Mass: As heal, but with several subjects. KNOWLEDGE DOMAIN Granted Power: Add all Knowledge skills to your list of Magistra class skills. You cast divination spells at +1 caster level. Knowledge Domain Spells 1 Detect Secret Doors: Reveals hidden doors within 60 ft. 2 Detect Thoughts: Allows “listening” to surface thoughts. 3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. 4 Divination M: Provides useful advice for specific proposed actions. 5 True Seeing M: Lets you see all things as they really are. 6 Find the Path: Shows most direct way to a location. 7 Legend Lore M F: Lets you learn tales about a person, place, or thing. 8 Discern Location: Reveals exact location of creature or object. 9 Foresight: “Sixth sense” warns of impending danger. LAW DOMAIN Granted Power: You cast law spells at +1 caster level. Law Domain Spells 1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Calm Emotions: Calms creatures, negating emotion effects. 3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. 4 Order’s Wrath: Damages and dazes chaotic creatures. 5 Dispel Chaos: +4 bonus against attacks by chaotic creatures. 6 Hold Monster: As hold person, but any creature. 7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. 8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells. 9 Summon Monster IX*: Calls extraplanar creature to fight for you. *Cast as a law spell only. LUCK DOMAIN Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll. Luck Domain Spells 1 Entropic Shield: Ranged attacks against you have 20% miss chance. 2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10). 3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 4 Freedom of Movement: Subject moves normally despite impediments. 5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. 6 Mislead: Turns you invisible and creates illusory double. 7 Spell Turning: Reflect 1d4+6 spell levels back at caster. 8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save. 9 Miracle X: Requests a deity’s intercession. MAGIC DOMAIN Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your Magistra level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack. Magic Domain Spells 1 Magic Aura: Alters object’s magic aura. 2 Identify: Determines properties of magic item. 3 Dispel Magic: Cancels magical spells and effects. 4 Imbue with Spell Ability: Transfer spells to subject. 5 Spell Resistance: Subject gains SR 12 + level. 6 Antimagic Field: Negates magic within 10 ft. 7 Spell Turning: Reflect 1d4+6 spell levels back at caster. 8 Protection from Spells M F: Confers +8 resistance bonus. 9 Mage’s Disjunction: Dispels magic, disenchants magic items. PLANT DOMAIN Granted Powers: Rebuke or command plant creatures as an evil Magistra rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your list of Magistra class skills. Plant Domain Spells 1 Entangle: Plants entangle everyone in 40-ft.-radius. 2 Barkskin: Grants +2 (or higher) enhancement to natural armor. 3 Plant Growth: Grows vegetation, improves crops. 4 Command Plants: Sway the actions of one or more plant creatures. 5 Wall of Thorns: Thorns damage anyone who tries to pass. 6 Repel Wood: Pushes away wooden objects. 7 Animate Plants: One or more trees animate and fight for you. 8 Control Plants: Control actions of one or more plant creatures. 9 Shambler: Summons 1d4+2 shambling mounds to fight for you. PROTECTION DOMAIN Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your Magistra level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. Protection Domain Spells 1 Sanctuary: Opponents can’t attack you, and you can’t attack. 2 Shield Other F: You take half of subject’s damage. 3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 4 Spell Immunity: Subject is immune to one spell per four levels. 5 Spell Resistance: Subject gains SR 12 + level. 6 Antimagic Field: Negates magic within 10 ft. 7 Repulsion: Creatures can’t approach you. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Prismatic Sphere: As prismatic wall, but surrounds on all sides. STRENGTH DOMAIN Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your Magistra level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. Strength Domain Spells 1 Enlarge Person: Humanoid creature doubles in size. 2 Bull’s Strength: Subject gains +4 to Str for 1 min./level. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Spell Immunity: Subject is immune to one spell per four levels. 5 Righteous Might: Your size increases, and you gain combat bonuses. 6 Stoneskin M: Ignore 10 points of damage per attack. 7 Grasping Hand: Large hand provides cover, pushes, or grapples. 8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes. 9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes. SUN DOMAIN Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. Sun Domain Spells 1 Endure Elements: Exist comfortably in hot or cold environments. 2 Heat Metal: Make metal so hot it damages those who touch it. 3 Searing Light: Ray deals 1d8/two levels, more against undead. 4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. 5 Flame Strike: Smite foes with divine fire (1d6/level damage). 6 Fire Seeds: Acorns and berries become grenades and bombs. 7 Sunbeam: Beam blinds and deals 4d6 damage. 8 Sunburst: Blinds all within 10 ft., deals 6d6 damage. 9 Prismatic Sphere: As prismatic wall, but surrounds on all sides. TRAVEL DOMAIN Granted Powers: For a total time per day of 1 round per Magistra level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of Magistra class skills. Travel Domain Spells 1 Longstrider: Increases your speed. 2 Locate Object: Senses direction toward object (specific or type). 3 Fly: Subject flies at speed of 60 ft. 4 Dimension Door: Teleports you short distance. 5 Teleport: Instantly transports you as far as 100 miles/level. 6 Find the Path: Shows most direct way to a location. 7 Teleport, Greater: As teleport, but no range limit and no off-target arrival. 8 Phase Door: Creates an invisible passage through wood or stone. 9 Astral Projection M: Projects you and companions onto Astral Plane. TRICKERY DOMAIN Granted Power: Add Bluff, Disguise, and Hide to your list of Magistra class skills. Trickery Domain Spells 1 Disguise Self: Disguise own appearance. 2 Invisibility: Subject invisible 1 min./level or until it attacks. 3 Nondetection M: Hides subject from divination, scrying. 4 Confusion: Subjects behave oddly for 1 round/level. 5 False Vision M: Fools scrying with an illusion. 6 Mislead: Turns you invisible and creates illusory double. 7 Screen: Illusion hides area from vision, scrying. 8 Polymorph Any Object: Changes any subject into anything else. 9 Time Stop: You act freely for 1d4+1 rounds. WAR DOMAIN Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon. War Domain Spells 1 Magic Weapon: Weapon gains +1 bonus. 2 Spiritual Weapon: Magical weapon attacks on its own. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. 5 Flame Strike: Smite foes with divine fire (1d6/level damage). 6 Blade Barrier: Wall of blades deals 1d6/level damage. 7 Power Word Blind: Blinds creature with 200 hp or less. 8 Power Word Stun: Stuns creature with 150 hp or less. 9 Power Word Kill: Kills creature with 100 hp or less. WATER DOMAIN Granted Power: Turn or destroy fire creatures as a good Magistra turns undead. Rebuke, command, or bolster water creatures as an evil Magistra rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Water Domain Spells 1 Obscuring Mist: Fog surrounds you. 2 Fog Cloud: Fog obscures vision. 3 Water Breathing: Subjects can breathe underwater. 4 Control Water: Raises or lowers bodies of water. 5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 6 Cone of Cold: 1d6/level cold damage. 7 Acid Fog: Fog deals acid damage. 8 Horrid Wilting: Deals 1d6/level damage within 30 ft. 9 Elemental Swarm*: Summons multiple elementals. *Cast as a water spell only. |
| nimbusconflict04-17-07, 06:19 PM | Last Post of Set Greater Keyblades are a rare type of weapon renowned for there ability of opening paths to other worlds, versatility, and growth. While this is the most known aspect, what isn't known is that keyblades seek out their owner, and look for very specific attributes. They are the keys that open and close the paths that bind Kingdom Hearts to the Hearts of every world. Thus keyblades are more diverse than a simple key shaped sword. Below are six examples of Greater keyblades that can be found. Omens: All keyblades share a common omen; they all look like keys. additionally, all keyblades are +1 weapons. Wielder requirements: Must have a strong heart. Legacy Ritual: I've been having these weird thoughts lately, like is any of this for real or not? All keyblades select their owner shortly after the candidate has a strange dream. During this dream, they are asked; If you give it form... It will give you strength. Choose well. They are presented with a Sword(Strength), a Shield(Defense), and a Rod(Magic). Then they are asked; Now, what will you give up in exchange? They are presented with a Sword(Strength), a Shield(Defense), and a Rod(Magic). The candidate finds him/her self unable to choose the same answer for both. at the end of this dream they are forced to Fight a shadow creature (heartless or nobody without DR/keyblade) who's CR is equal to or greater than their own. When they awaken victorious a keyblade will replace their current weapon at the start of the next combat. Greater Keyblade(+Strength-Magic) A large, ragged keyblade, designed to be wielded two handed. It's cutting capabilities seem to relie more on folding enemies in half than it does on actual sharpness. Exotic Weapon-Medium Two Handed(use bastadsword rules) Cost Damage Critical Range Weight Type 1500gp 1d10 19-20/x2 - 12Ibs Slashing/Keyblade Attack Save HP Lvl Penalty Penalty Loss Ability 5th - - - +2 Keyblade 6th - - 4 +2 to Str 7th - - - 8th - -1 - +3 Keyblade 9th -1 - 2 10th - - - Keychain Loop Greater Keyblade(+Strength-Defense) Long, and graceful, this keyblade carries an even cutting edge to deliver the killing blow. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500gp 1d8 19-20/x2 - 9 lbs Slashing/Keyblade Attack MP HP Lvl Penalty Loss Loss Ability 5th - - - +2 Keyblade 6th - 1 2 Blade Meditation (preferred Weapon: Keyblade) 7th - - 2 8th -1 2 - +3 Keyblade 9th - - 2 10th - 3 - Keychain loop. Greater Keyblade(+Defense-Magic) Large and bulky, this type of keyblade is hardly a blade, and more of a hammer with which to smite your foes. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500 1d8 x3 - 10 lbs Bludgeoning/Keyblade Defense Save HP Lvl Penalty Penalty Loss Ability 5th - - - Deflection +1 6th -1 - - Resistance +1 7th - -1 2 8th - - 2 +2 Keyblade 9th - -2 - 10th - - - Keychain Loop Greater Keyblade(+Defense-Strength) Either a slim, elegant keyblade, or a dark barbed shaft, this type of keyblade it meant to pierce the defenses and drive home the point... that they are about to die. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500gp 1d6 18-20/x2 - 3 lbs Piercing/Keyblade Def HP MP Lvl Penalty Loss Loss Ability 5th - - - Deflection +1 6th - 2 1 +2 Keyblade 7th - 2 - 8th -1 - 2 Lesser Empower Power 9th - 2 - 10th - - 3 Keychain Loop Greater Keyblade(+Magic-Strength) A small keyblade, with very little offensive power, it generally works better as a rod or wand, though it is sturdy enough to crack a few heads who get to close. Exotic Weapon-Small Cost Damage Critical Range Weight Type 1500gp 1d4 x2 - 4 lbs Bludgeoning/Keyblade Skill Caster Skill Check Level Point MP Lvl Penalty Penalty Loss Loss Ability 5th - - - - Lesser Metamagic 6th - -1 2 - Cure Light Wounds 7th - - - 1 8th - - 2 - Cure serious Wounds, self 9th - - 2 - 10th -1 - - 2 Keychain Loop Greater Keyblade(+Magic-Defense) A large, Gothic looking device, this keyblade is useful in battles of all sorts, particularly if its an offensive magic battle. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500gp 1d6 x2 - 6 lbs Bludgeoning/Keyblade Skill Caster Skill Check Level Point MP Lvl Penalty Penalty Loss Loss Ability 5th - - - Lesser Metamagic 6th - - - 1 Magic Missile 7th - -1 -1 - 8th -1 - - 2 Scorching Ray 9th - - - - 10th - - - 3 Keychain Loop Keychain Loop(Su) Keychain loop allows for three things: It's wielder can cast Knock once per day. Once per week, it's wielder can Activate Keyhole. This allows for the attachment of keychains. Blade Meditation(Ex): As the feat described in Tome of Battle: Book of Nine Swords, except that keyblade becomes one of our chosen disciplines preferred weapons. You must have access to one martial maneuver to benefit from this ability. The rest can be taken directly from the book, so i'm not rewriting them. to lazy First, on keychains. While Keyblades are manifestations of a worlds link to Kingdom Hearts, Keychains are manifest links of the world with the people who influence it. While a keyblade will find a wielder for itself, keychains are formed from a momentous event upon that world. a prime example being when a Keyhole is activated to limit or expand the pathways between the worlds. These keychains come to reflect the state of the world at that time, and range from highly violent and dark, to very passive and brimming with light. Below is an example of one such keychain. Way to the Dawn(Greater Keychain) ------------------------------------------- Way to the Dawn is a keychain designed to be affixed to a keyblade. It's motif appears as the wing of a demon overlapping the wing of an angel. Non legacy Game Statistics: A keychain; Cost 2,000 gp. You gain a +1 magical bonus to attacks with weapons that this keychain is attached to, and add +1 negative energy damage to all successful strikes. Omen: Way to the Dawn hums when near a Greater Keyblade, and glows a sullen red when near Oblivion or Oathkeeper specifically. History Way to the Dawn was forged on the world of Hollow Bastion, in the hands of a young man named Riku. He was a young man who had witnessed his world swallowed by darkness, and to preserve himself, and one he held dear, he chose to embrace it. Finding himself on a new world, he was quite lost, and the one he held dear, Kairi, was in a coma like state. It was in such a straight he was found by Maleficent, a dark sorceress, who recognized the boys affinity to darkness. Not even she knew to what depth he had already plunged. Thus found, he went under her tutelage, and learned of his friend Sora, and keyblades. Most specifically, the keyblade that should have been his! And with this knowledge, Riku's true mentor revealed himself to him. His name was Ansem, a heartless by choice, a master wielder of darkness. Buffering Riku's convictions, Way to the Dawn formed attached to the dark sword Soulreaver. None knew what this weapon was to become. (Embrace of the Soulreaver DC: 25) This knowledge led Riku to his darkest hour, where when he confronted Sora, he attacked Sora's Emotions, and wrested from him his Keyblade. Triumphant at last, he did not expect his friend to recover from the shock, and thus when Sora confronted Riku a second time, the keyblade returned to Sora. But this was not the end for Riku, for having held one keyblade, he recognized Soulreaver for what it was, a Keyblade in it's own right! whats more, this one could unlock the hearts of those it touched. Using it's dark power, Riku fought Sora, and was soundly defeated. Weakened, Ansem showed himself at last, using Riku's body as a host. Ansem then used the keyblade to unlock the hearts of the princesses of heart, and opened the path to kingdom hearts. Ansem then abandoned the keyblade and fled. Sora then picked up the dark key, and unlocked his own heart to awaken Kairi, the one that both Riku and Sora held dear. The Way to the Dawn vanished at that point. Many believe that in Sora's hands, it became known as the Keychain Oblivion. What is known is that it was not seen again until tales of Riku were heard in the castle of Organization 13. There SoulReaver seemed to have lost much of it's power, as if it's true strength was still with Sora and Oblivion. Historians argue that Soulreaver did not regain it's full strength until Riku gained control of Oblivion during his battle with the Organization Member known as Roxas. And once returned it was once more changed, and became known as Way to the Dawn, after Riku's struggle to free himself from the clutches of Ansem. However, even after freeing himself from Ansem, Riku is said to have still used darkness to further his goals. (Finding the Way DC:30) As an interesting side note, the tales say that Riku returned Oblivion to Sora, and that it's strength was much more than what it had been. Theorist speculate that Way to the Dawn actually caused the creation of Oblivion. Legacy Rituals Two rituals are required to unlock all the abilities of Way to the Dawn. Embrace of the Soulreaver In order to unlock the Way to the Dawn, you must first initiate it as the SoulReaver. It must be attached to a Greater Keyblade that deals Slashing or Piercing Damage. Then, at this level, or the next, the Wielder must place at least one rank in Knowledge(Darkness). The prospective Wielder must then Meditate for 5 days without interruption. Cost: 11,500 gp. Feat Granted: Lesser Legacy Finding the Way You must face an ordeal of combat, where you must defeat a creature of type Nobody of CR equal to or greater than your own. During this battle, you do not have use of this Keychain. Cost: 39,000 gp. Feat Granted: Greater Legacy Wielder Requirements The Wielders of Way to the Dawn must possess a Greater Keyblade. Attack MP HP Lvl Penalty Loss Loss Abilities 11th - - - Darkvision 12th - 4 - Dark Break 13th - - 2 14th - 5 - Dark Shield 15th - - 2 16th - 6 - Darkness of Ones Heart 17th - - - Dark Fire 18th - 7 - 19th - - 2 20th - 8 - Dark Aura Legacy Item Abilities All of the following are legacy item abilities of Way to the Dawn. Darkvision(Ex): The wielder of Way to the Dawn's ambition to see the coming light enables him to see through the present darkness up to 60 ft away. Dark Break(Su): Five times per day, you can imbue your keyblade with negative energy. (This does not harm you.) the keyblade deals an extra 5d6 points of negative damage. Dark Shield(Su): Darkness is your finest tool, and by shaping it your keyblade can even ward of dangerous magics. Once per day, when you issue the command word and gesture with the keyblade, you are protected from 1st-3rd level spell effects, as the spell lesser globe of invulnerability. Darkness of Ones Heart(Su): Once per day, by making a touch attack, you can transform others into creatures of Darkness by stealing their hearts. Treat this as the spell Polymorph Other, with the exception that they turn into a creature of type Heartless, of CR equal to or lower than the targets level. The Save DC is 14, or 13 + your Charisma Modifier, whichever is higher. Dark Fire(Sp): By once more channeling the power of darkness to uses outside the norm, your keyblade can create flames made of pure darkness. Once per day on command, you can create a maximized fireball as the spell, dealing negative energy damage instead of fire damage, enhanced by the Maximized Spell metamagic Feat. The Save DC is 14, or 13 + your Charisma Modifier, whichever is higher. Dark Aura(Sp): Once per day on command, you can englobe yourself and any creatures within 30 ft in utter darkness, and frighten them to death, as the Weird spell. The save DC is 23, or 19 + your Charisma modifier, whichever is higher.(this is the closest they have in the book, but i'm very open to ideas on how best to replicate this pants wetting attack) ======================================== ================ best used with: Base Keyblade(+Strength-Defense) Long, and graceful, this keyblade carries an even cutting edge to deliver the killing blow. Exotic Weapon-Medium Cost Damage Critical Range Weight Type 1500gp 1d8 19-20/x2 - 9 lbs Slashing/Keyblade Attack MP HP Lvl Penalty Loss Loss Ability 5th - - - +2 Keyblade 6th - 1 2 Blade Meditation (preferred Weapon: Keyblade) 7th - - 2 8th -1 2 - +3 Keyblade 9th - - 2 10th - 3 - Keychain loop. other concepts. Let the mass produced keyblade copies be known as Lesser Keyblades, where the ones with legacy progressions i made be greater ones. seems like a tradition in dnd. Let There be three types of Keychains. Least, which are mass produced copies that give only marginal benefits, Lesser which are keychains with only Lesser Legacy Progressions, and Greater Keychains that have Lesser and Greater Legacy Progressions. I'm going to make a keyblade wielder PrC. before you guys point out that i always said not to have one, this one isn't going to be anything like the others. this is going to be more like the champion of legacy than anything else, that is keyblade specific. so it makes unlocking keychains cheap, and owning multiple keychains doable by allowing them to be switched simply by a day of meditation. any arguments? because other than Sora, we see no one else able to switch keychains, so i think this is a way of explaining how he does it. There, that should be all the material i've submitted. and several updated pieces. good luck. i left out most of the formatting so that others can format as they please. |
| Lednera04-17-07, 06:19 PM | nimbus it is not a war but a little skirmish :) |
| nimbusconflict04-17-07, 06:27 PM | Mwahahahaha! Life is war! but mostly, i just wanted to get all that up so people arent using the old stuff ^^ |
| wolfie-kun04-17-07, 07:47 PM | Okay Nimbus, I know you put a lot of work into those, but I have a couple questions. This is Kingdom Hearts, not FF7. Why are we using Materia? And where did this Zodiac Stone thing come from? (Note: I'm asking based on flavor, not function.) Next, the issue of Keyblades as Legacy Weapons. As I've said before (well...within the past week or so anyway) after some thought keyblades make more sense as simple magic items or artifacts rather than legacy items. It's not like they get more powerful themselves as Sora levels up. Nothing else beyond that, yet. EDIT: Oh yeah, and could you put the class features and such outside of the code tags? Scrolling = fail. |
| WanderingGod04-17-07, 08:31 PM | "Atrocities" is the correct spelling....I checked. Kudos to you, Lednera. Anyways, is there a file or something that has all of this updated stuff? Also, I must tell you guys that I'm most impressed by all of the thought and work that you are putting into this. It is *******-i-n-g awesome!! :clap: |
| Thomar_of_Uointer04-17-07, 08:59 PM | Materia MATERIA I Sapphire Materia Alarm: Wards an area for 2 hours/level. Endure Elements: Exist comfortably in hot or cold environments. Hold Portal: Holds door shut. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Citrine Materia Grease: Makes 10-ft. square or one object slippery. Mage Armor: Gives subject +4 armor bonus. Mount: Summons riding horse for 2 hours/level. Obscuring Mist: Fog surrounds you. Summon Monster I: Calls extraplanar creature to fight for you. Unseen Servant: Invisible force obeys your commands. Emerald Materia Comprehend Languages: You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Undead: Reveals undead within 60 ft. Identify M: Determines properties of magic item. True Strike: +20 on your next attack roll. Amethyst Materia Charm Person: Makes one person your friend. Hypnotism: Fascinates 2d4 HD of creatures. Sleep: Puts 4 HD of creatures into magical slumber. Ruby Materia Burning Hands: 1d4/level fire damage (max 5d4). Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Pearl Materia Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Disguise Self: Changes your appearance. Magic Aura: Alters object’s magic aura. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice for 1 min./level. Ebony Materia Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. Opal Materia Animate Rope: Makes a rope move at your command. Enlarge Person: Humanoid creature doubles in size. Erase: Mundane or magical writing vanishes. Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Jump: Subject gets bonus on Jump checks. Magic Weapon: Weapon gains +1 bonus. Reduce Person: Humanoid creature halves in size. MATERIA II Sapphire Materia Arcane Lock M: Magically locks a portal or chest. Obscure Object: Masks object against scrying. Protection from Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Citrine Materia Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Fog Cloud: Fog obscures vision. Glitterdust: Blinds creatures, outlines invisible creatures. Summon Monster II: Calls extraplanar creature to fight for you. Summon Swarm: Summons swarm of bats, rats, or spiders. Web: Fills 20-ft.-radius spread with sticky spiderwebs. Emerald Materia Detect Thoughts: Allows “listening” to surface thoughts. Locate Object: Senses direction toward object (specific or type). See Invisibility: Reveals invisible creatures or objects. Amethyst Materia Daze Monster: Living creature of 6 HD or less loses next action. Hideous Laughter: Subject loses actions for 1 round/level. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Ruby Materia Continual Flame M: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural shadow. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Gust of Wind: Blows away or knocks down smaller creatures. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Shatter: Sonic vibration damages objects or crystalline creatures. Pearl Materia Blur: Attacks miss subject 20% of the time. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Invisibility: Subject is invisible for 1 min./level or until it attacks. Magic Mouth M: Speaks once when triggered. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Phantom Trap M: Makes item seem trapped. Ebony Materia Blindness/Deafness: Makes subject blinded or deafened. Command Undead: Undead creature obeys your commands. False Life: Gain 1d10 temporary hp +1/level (max +10). Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. Scare: Panics creatures of less than 6 HD. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. Opal Materia Alter Self: Assume form of a similar creature. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Darkvision: See 60 ft. in total darkness. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Fox’s Cunning: Subject gains +4 Int for 1 min./level. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Pyrotechnics: Turns fire into blinding light or choking smoke. Rope Trick: As many as eight creatures hide in extradimensional space. Spider Climb: Grants ability to walk on walls and ceilings. Whispering Wind: Sends a short message 1 mile/level. MATERIA III Sapphire Materia Dispel Magic: Cancels magical spells and effects. Explosive Runes: Deals 6d6 damage when read. Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Nondetection M: Hides subject from divination, scrying. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Citrine Materia Phantom Steed: Magic horse appears for 1 hour/level. Sepia Snake Sigil M: Creates text symbol that immobilizes reader. Sleet Storm: Hampers vision and movement. Stinking Cloud: Nauseating vapors, 1 round/level. Summon Monster III: Calls extraplanar creature to fight for you. Emerald Materia Arcane Sight: Magical auras become visible to you. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Tongues: Speak any language. Amethyst Materia Deep Slumber: Puts 10 HD of creatures to sleep. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Hold Person: Paralyzes one humanoid for 1 round/level. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC. Suggestion: Compels subject to follow stated course of action. Ruby Materia Daylight: 60-ft. radius of bright light. Fireball: 1d6 damage per level, 20-ft. radius. Lightning Bolt: Electricity deals 1d6/level damage. Tiny Hut: Creates shelter for ten creatures. Wind Wall: Deflects arrows, smaller creatures, and gases. Pearl Materia Displacement: Attacks miss subject 50%. Illusory Script M: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Image: As silent image, plus sound, smell and thermal effects. Ebony Materia Gentle Repose: Preserves one corpse. Halt Undead: Immobilizes undead for 1 round/level. Ray of Exhaustion: Ray makes subject exhausted. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. Opal Materia Blink: You randomly vanish and reappear for 1 round/level. Flame Arrow: Arrows deal +1d6 fire damage. Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Keen Edge: Doubles normal weapon’s threat range. Magic Weapon, Greater: +1/four levels (max +5). Secret Page: Changes one page to hide its real content. Shrink Item: Object shrinks to one-sixteenth size. Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls. Water Breathing: Subjects can breathe underwater. MATERIA IV Sapphire Materia Dimensional Anchor: Bars extradimensional movement. Fire Trap M: Opened object deals 1d4 damage +1/level. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Remove Curse: Frees object or person from curse. Stoneskin M: Ignore 10 points of damage per attack. Citrine Materia Black Tentacles: Tentacles grapple all within 20 ft. spread. Dimension Door: Teleports you short distance. Minor Creation: Creates one cloth or wood object. Secure Shelter: Creates sturdy cottage. Solid Fog: Blocks vision and slows movement. Summon Monster IV: Calls extraplanar creature to fight for you. Emerald Materia Arcane Eye: Invisible floating eye moves 30 ft./round. Detect Scrying: Alerts you of magical eavesdropping. Locate Creature: Indicates direction to familiar creature. Scrying F: Spies on subject from a distance. Amethyst Materia Charm Monster:Makes monster believe it is your ally. Confusion: Subjects behave oddly for 1 round/level. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks. Geas, Lesser: Commands subject of 7 HD or less. Ruby Materia Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Resilient Sphere: Force globe protects but traps one subject. Shout: Deafens all within cone and deals 5d6 sonic damage. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. Pearl Materia Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Rainbow Pattern: Lights fascinate 24 HD of creatures. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. Ebony Materia Animate Dead M: Creates undead skeletons and zombies. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. Contagion: Infects subject with chosen disease. Enervation: Subject gains 1d4 negative levels. Fear: Subjects within cone flee for 1 round/level. Opal Materia Enlarge Person, Mass: Enlarges several creatures. Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast. Polymorph: Gives one willing subject a new form. Reduce Person, Mass: Reduces several creatures. Stone Shape: Sculpts stone into any shape. MATERIA V Sapphire Materia Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Dismissal: Forces a creature to return to native plane. Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Citrine Materia Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage. Mage’s Faithful Hound: Phantom dog can guard, attack. Major Creation: As minor creation, plus stone and metal. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will. Summon Monster V: Calls extraplanar creature to fight for you. Teleport: Instantly transports you as far as 100 miles/level. Wall of Stone: Creates a stone wall that can be shaped. Emerald Materia Contact Other Plane: Lets you ask question of extraplanar entity. Prying Eyes: 1d4 +1/level floating eyes scout for you. Telepathic Bond: Link lets allies communicate. Amethyst Materia Dominate Person: Controls humanoid telepathically. Feeblemind: Subject’s Int and Cha drop to 1. Hold Monster: As hold person, but any creature. Mind Fog: Subjects in fog get -10 to Wis and Will checks. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. Ruby Materia Cone of Cold: 1d6/level cold damage. Interposing Hand: Hand provides cover against one opponent. Sending: Delivers short message anywhere, instantly. Wall of Force:Wall is immune to damage. Pearl Materia Dream: Sends message to anyone sleeping. False Vision M: Fools scrying with an illusion. Mirage Arcana: As hallucinatory terrain, plus structures. Nightmare: Sends vision dealing 1d10 damage, fatigue. Persistent Image: As major image, but no concentration required. Seeming: Changes appearance of one person per two levels. Shadow Evocation: Mimics evocation below 5th level, but only 20% real. Ebony Materia Blight: Withers one plant or deals 1d6/level damage to plant creature. Magic Jar F: Enables possession of another creature. Symbol of Pain M: Triggered rune wracks nearby creatures with pain. Waves of Fatigue: Several targets become fatigued. Opal Materia Animal Growth: One animal/two levels doubles in size. Baleful Polymorph: Transforms subject into harmless animal. Fabricate: Transforms raw materials into finished items. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Passwall: Creates passage through wood or stone wall. Telekinesis: Moves object, attacks creature, or hurls object or creature. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Crystal Materia Permanency X:Makes certain spells permanent. MATERIA VI Sapphire Materia Antimagic Field: Negates magic within 10 ft. Dispel Magic, Greater: As dispel magic, but +20 on check. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. Guards and Wards: Array of magic effects protect area. Repulsion: Creatures can't approach you. Citrine Materia Acid Fog: Fog deals acid damage. Planar Binding: As lesser planar binding, but up to 12 HD. Summon Monster VI: Calls extraplanar creature to fight for you. Wall of Iron M: 30 hp/four levels; can topple onto foes. Emerald Materia Analyze Dweomer F: Reveals magical aspects of subject. Legend Lore M F: Lets you learn tales about a person, place, or thing. True Seeing M: Lets you see all things as they really are. Amethyst Materia Geas/Quest: As lesser geas, plus it affects any creature. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Suggestion, Mass: As suggestion, plus one subject/level. Symbol of Persuasion M: Triggered rune charms nearby creatures. Ruby Materia Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. Contingency F: Sets trigger condition for another spell. Forceful Hand: Hand pushes creatures away. Freezing Sphere: Freezes water or deals cold damage. Pearl Materia Mislead: Turns you invisible and creates illusory double. Permanent Image: Includes sight, sound, and smell. Programmed Image M: As major image, plus triggered by event. Shadow Walk: Step into shadow to travel rapidly. Veil: Changes appearance of group of creatures. Ebony Materia Circle of Death M: Kills 1d4/level HD of creatures. Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs. Eyebite: Target becomes panicked, sickened, and comatose. Symbol of Fear M: Triggered rune panics nearby creatures. Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4). Opal Materia Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level. Bull’s Strength, Mass: As bull’s strength, affects one subject/ level. Cat’s Grace, Mass: As cat’s grace, affects one subject/level. Control Water: Raises or lowers bodies of water. Disintegrate:Makes one creature or object vanish. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. Flesh to Stone: Turns subject creature into statue. Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level. Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower. Move Earth: Digs trenches and build hills. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level. Stone to Flesh: Restores petrified creature. Transformation M: You gain combat bonuses. MATERIA VII Sapphire Materia Banishment: Banishes 2 HD/level of extraplanar creatures. Sequester: Subject is invisible to sight and scrying; renders creature comatose. Spell Turning: Reflect 1d4+6 spell levels back at caster. Citrine Materia Instant Summons M: Prepared object appears in your hand. Mage’s Magnificent Mansion F: Door leads to extradimensional mansion. Phase Door: Creates an invisible passage through wood or stone. Plane Shift F: As many as eight subjects travel to another plane. Summon Monster VII: Calls extraplanar creature to fight for you. Teleport, Greater: As teleport, but no range limit and no off-target arrival. Teleport Object: As teleport, but affects a touched object. Emerald Materia Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. Scrying, Greater: As scrying, but faster and longer. Vision M X: As legend lore, but quicker and strenuous. Amethyst Materia Hold Person, Mass: As hold person, but all within 30 ft. Insanity: Subject suffers continuous confusion. Power Word Blind: Blinds creature with 200 hp or less. Symbol of Stunning M: Triggered rune stuns nearby creatures. Ruby Materia Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. Forcecage M: Cube or cage of force imprisons all inside. Grasping Hand: Hand provides cover, pushes, or grapples. Mage’s Sword F: Floating magic blade strikes opponents. Prismatic Spray: Rays hit subjects with variety of effects. Pearl Materia Invisibility, Mass: As invisibility, but affects all in range. Project Image: Illusory double can talk and cast spells. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. Simulacrum M X: Creates partially real double of a creature. Ebony Materia Control Undead: Undead don't attack you while under your command. Finger of Death: Kills one subject. Symbol of Weakness M: Triggered rune weakens nearby creatures. Waves of Exhaustion: Several targets become exhausted. Opal Materia Control Weather: Changes weather in local area. Ethereal Jaunt: You become ethereal for 1 round/level. Reverse Gravity: Objects and creatures fall upward. Statue: Subject can become a statue at will. Crystal Materia Limited Wish X: Alters reality-within spell limits. MATERIA VIII Sapphire Materia Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. Mind Blank: Subject is immune to mental/emotional magic and scrying. Prismatic Wall: Wall’s colors have array of effects. Protection from Spells M F: Confers +8 resistance bonus. Citrine Materia Incendiary Cloud: Cloud deals 4d6 fire damage/round. Maze: Traps subject in extradimensional maze. Planar Binding, Greater: As lesser planar binding, but up to 18 HD. Summon Monster VIII: Calls extraplanar creature to fight for you. Trap the Soul M F: Imprisons subject within gem. Emerald Materia Discern Location: Reveals exact location of creature or object. Moment of Prescience: You gain insight bonus on single attack roll, check, or save. Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Amethyst Materia Antipathy: Object or location affected by spell repels certain creatures. Binding M: Utilizes an array of techniques to imprison a creature. Charm Monster, Mass: As charm monster, but all within 30 ft. Demand: As sending, plus you can send suggestion. Irresistible Dance: Forces subject to dance. Power Word Stun: Stuns creature with 150 hp or less. Symbol of Insanity M: Triggered rune renders nearby creatures insane. Sympathy F: Object or location attracts certain creatures. Ruby Materia Clenched Fist: Large hand provides cover, pushes, or attacks your foes. Polar Ray: Ranged touch attack deals 1d6/level cold damage. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. Sunburst: Blinds all within 10 ft., deals 6d6 damage. Pearl Materia Scintillating Pattern: Twisting colors confuse, stun, or render unconscious. Screen: Illusion hides area from vision, scrying. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. Ebony Materia Clone M F: Duplicate awakens when original dies. Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. Horrid Wilting: Deals 1d6/level damage within 30 ft. Symbol of Death M: Triggered rune slays nearby creatures. Opal Materia Iron Body: Your body becomes living iron. Polymorph Any Object: Changes any subject into anything else. Temporal Stasis M: Puts subject into suspended animation. MATERIA IX Sapphire Materia Freedom: Releases creature from imprisonment. Imprisonment: Entombs subject beneath the earth. Mage’s Disjunction: Dispels magic, disenchants magic items. Prismatic Sphere: As prismatic wall, but surrounds on all sides. Citrine Materia Gate X: Connects two planes for travel or summoning. Refuge M: Alters item to transport its possessor to you. Summon Monster IX: Calls extraplanar creature to fight for you. Teleportation Circle M: Circle teleports any creature inside to designated spot. Emerald Materia Foresight: “Sixth sense” warns of impending danger. Amethyst Materia Dominate Monster: As dominate person, but any creature. Hold Monster, Mass: As hold monster, but all within 30 ft. Power Word Kill: Kills one creature with 100 hp or less. Ruby Materia Crushing Hand: Large hand provides cover, pushes, or crushes your foes. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. Pearl Materia Shades: As shadow conjuration, but up to 8th level and 80% real. Weird: As phantasmal killer, but affects all within 30 ft. Ebony Materia Astral Projection M: Projects you and companions onto Astral Plane. Energy Drain: Subject gains 2d4 negative levels. Soul Bind F: Traps newly dead soul to prevent resurrection. Wail of the Banshee: Kills one creature/level. Opal Materia Etherealness: Travel to Ethereal Plane with companions. Shapechange F: Transforms you into any creature, and change forms once per round. Time Stop: You act freely for 1d4+1 rounds. Crystal Materia Wish X: As limited wish, but with fewer limits. On the the next post! What the heck? That's just the D&D spell schools given shiny gem names. I'd use materia in a low-magic setting (i.e., D20 Modern characters fighting many, many monsters that don't carry treasure). Just make it command-activated magic items and reward virtual gp to the party that they can use to purchase upgrades for all of their equipment. |
| zeone300004-18-07, 02:56 AM | Okay Nimbus, I know you put a lot of work into those, but I have a couple questions. This is Kingdom Hearts, not FF7. Why are we using Materia? And where did this Zodiac Stone thing come from? (Note: I'm asking based on flavor, not function.) The Zodiac Stones are from Final Fantasy Tactics, decent game once you get further into it. |
| wolfie-kun04-18-07, 02:09 PM | The Zodiac Stones are from Final Fantasy Tactics, decent game once you get further into it. Oooooooh...>.> |
| sword_war44404-18-07, 06:19 PM | Nimbus I like(love) your new stuff. How ever now I have to rework some things in the pdf. Now here is my new stuff also I need feedback abut the pdf. This ability goes for greater nobody Power You “buy” ablates. What this mean is that you by bonuses with points. All greater nobody get 25 free points. If increase your La by1 you gain 25 more points. The ablates and cost are below Legacy weapon (5 pt+) cost amount to just get it. (Axel spent 10 pt 5 for each) You can spend 1 more to revel it history (normal see below) 3pt freely get the feat.Also all of these weapons have a special history that has to be discovered normaly. This center around there life before a nobody. Be token more than once. Spellike ability (still in the works) Affinity: Chose a element. You get +1 to the save dc of that and +5 dam. Can be token more than once but only for one element. This is all I can think of right now. Might post later today so chek back soon. I also think on Matria that it should work as spells. Unlike spells they can be made into "scrolls" easeier |
| sword_war44404-18-07, 09:36 PM | Just some ruff ideas here below Sitar 1d6 x2 (other stuff is ???) This is a weapon and a instrument Should these be spells Water Wall- Demyx uses it. He use it in combonation with attack Water Colum- Demyx uses it. Water Ball Attack- Demyx uses it. Orgination XII This is a quick run down of it Hd:D6 Req: greater nobody and Bonouse Points: Gain bounse points to be used to buy powers. Spell casting: At evewry level but 3rd you get +1 (lv1 if this is the first time) of a chosen spell casting class. Bonouse class: read nimbus keyblade master Lv Speacil Bonouse Class Bonouse magic 1 +10 points +1 class ablites +1 Arcane of divine spell casting 2 +10 points +1 class ablites +1 Arcane of divine spell casting 3 +10 points 4 +10 points +1 class ablites +1 Arcane of divine spell casting 5 +10 points +1 class ablites +1 Arcane of divine spell casting Spell casting can be substituted with psion Muscian Let Rock - Yin, A musician Muscians are master of music and magic (or powers). Wheter they sing dance, play a instruments or something along that line they are a Muscains HD: D4 Bab: low Saves: Good Will Lv Speacil 1 +1 spellcasting abltiy, Musical Gist, Songs, 2 Musical Gift, Songs 3 +1 spellcasting abltiy 4 Musical Gift 5 +1 spellcasting abltiy 6 Muscial Gist 7 +1 spellcasting abltiy, Songs 8 Musical Gift 9 +1 spellcasting abltiy 10 +1 spellcasting abltiy Spell casting: You Improve your ablity by 1 I need help. I think songs will be like more powerful spells and wnadering chek on page 16 near the end. In one of mine is a pdf |
| Wizardmon04-21-07, 04:26 PM | Sorry that I haven't been active this week. Some things came up. I should be a bit more free this week, but I'm still pretty busy. |
| nimbusconflict04-21-07, 07:38 PM | Okay Nimbus, I know you put a lot of work into those, but I have a couple questions. This is Kingdom Hearts, not FF7. Why are we using Materia? And where did this Zodiac Stone thing come from? (Note: I'm asking based on flavor, not function.) Next, the issue of Keyblades as Legacy Weapons. As I've said before (well...within the past week or so anyway) after some thought keyblades make more sense as simple magic items or artifacts rather than legacy items. It's not like they get more powerful themselves as Sora levels up. Nothing else beyond that, yet. EDIT: Oh yeah, and could you put the class features and such outside of the code tags? Scrolling = fail. ok, here's why i used materia. one, i used the word because it's recognizable. so if we want to call them something else. i could care less. not a picky girl. And yes, Zodiac Stones idea was basically Tactics. they WERE holy stones, and i really needed to figure out how to get a basic cleric class to work. That was my solution. kingdom hearts does have a lot of FF flavors. if we really don't like Materia or Zodiac Stones... call them bangles, or rings, or whatnot. Whenever Sora got a spell in kh 1 1 saw him receive a sphere. they never gave those spheres a name. So i thought if i had to give them a name, steal a popular one. I also added some feats so that those stones could be created to be used by anyone. Which does give us a way to say sora learned several spells without bothering to take a spellcaster class. Also is a nice replacement for scrolls, which is what they basically are. Keyblades as weapons of Legacy.That material is actually from several months ago, where many of us were using the idea. If we really want to be versatile, we Can explain a couple methods for designing keyblades within our pdf. Core Rules Variant: Use the standard Keyblade, with a total enhancement bonus of +4, and then Various Keychains that can increase the total bonus of Keyblades to +10, which is the max i believe in that system before it goes epic? the only thing i dislike about the method is it isn't as fun to put together. No real complaints really. Legacy Variant: Use the method i have in the previous post. This allows for a custom tailored keyblade that increases in power as the game goes on and ends it's progression at nearly Artifact power. This could also include the PrC i designed specifically to use WoL Style keyblades and keychains. You, myself, and sword have used this one in some way shape or form, whereas ive only seen sword use a more basic one consistently. Should we poll it on the other forum? Lastly... Some of what Sword posted looks interesting. Anyone up for Translating it? I tried to read his pdf and failed.... Sorry sword ^^ from what I can read though, do me a favor, Where you have "+1 to existing Arcane or Divine Spellcasting class", include Psionic and Martial Adept classes. I've been reading through the psionics to update my DaStrier, and Bo9S for my DaMascao. EDIT: As the edit before asked me tp fix some horrid formatting, i did. i also ran a spell checker again. i missed two whole documents. |
| wolfie-kun04-22-07, 08:20 AM | Okay nimbus, thanks for the explanation. I'd say for the pdf we can call them soemthing generic like "spell spheres," and simply mention in a sidebar that they're very similar to materia in both form and in function. I'd also use a sidebar for the legacy variant. Also, for most keyblades named in the game, I'd definitely put them at artifact level in tems of power. Though it's easy enough to simply make a number of new keyblades for the everyday purposes of things. Am I the only one who thinks this part will get about 20x easier when KH3 comes out in about three years? |
| nimbusconflict04-22-07, 02:16 PM | Yes. Oh, and on the existing in game keyblades... we don't need all that many. Do a chapter on Magical keyblades, like they do in the DMG for other magical weapons. You know, a chart of different types of keyblades (I still say have a variety of basic blade styles) a table to say if they are Lesser or Artifact quality, then the table for the abilities a keyblade can have. Then do the same for keychains. That way a DM could randomly generate a keyblade. Then Have a couple of examples. Maybe I'll work on that tonight. ^^ Later boys. |
| sword_war44404-22-07, 07:47 PM | I agree with kun. Yay let just rlax for 3 years. Wait that is to long. I am working on some prc's just want some imput on what ablites a heartless slayer would have |
| Lednera04-23-07, 12:08 AM | i would think cutting through any type of DR would make sense and maybe banishment (sp) at the higher levels of the Prestige Class. Greater Heartless are immune to the Heartless Slayer's Banishment ability but not the DR Bypass or bonus damage. |
| wolfie-kun04-23-07, 09:05 AM | Yes. Oh, and on the existing in game keyblades... we don't need all that many. Do a chapter on Magical keyblades, like they do in the DMG for other magical weapons. You know, a chart of different types of keyblades (I still say have a variety of basic blade styles) a table to say if they are Lesser or Artifact quality, then the table for the abilities a keyblade can have. Then do the same for keychains. That way a DM could randomly generate a keyblade. Then Have a couple of examples. Maybe I'll work on that tonight. ^^ Later boys. I like that idea. And I wasn't suggesting we wait or anything. :P |
| nimbusconflict04-23-07, 02:27 PM | it gives me something to do other than download anime and AMVs. plus, i procrastinate, my tonight means sometime this week. |
| sword_war44404-23-07, 06:54 PM | me to I love procastion. Ok banishment got it |
| nimbusconflict04-24-07, 12:02 AM | ok, here's what i got done so far. Tell me if the format is basically ok. War Keyblade Exotic Weapon-Medium Two Handed(use bastadsword rules) Damage Critical Range Weight Type 1d10 19-20/x2 - 12Ibs Slashing/Keyblade A large, ragged keyblade, designed to be wielded two handed. It's cutting capabilities seem to rely more on folding enemies in half than it does on actual sharpness. Graceful Keyblade Exotic Weapon-Medium Damage Critical Range Weight Type 1d8 19-20/x2 - 9 lbs Slashing/Keyblade Long, and graceful, this keyblade carries an even cutting edge to deliver the killing blow. Heavy Keyblade. Exotic Weapon-Medium Damage Critical Range Weight Type 1d8 x3 - 10 lbs Bludgeoning/Keyblade Large and bulky, this type of keyblade is hardly a blade, and more of a hammer with which to smite your foes Penetrating Keyblade Exotic Weapon-Medium Damage Critical Range Weight Type 1d6 18-20/x2 - 3 lbs Piercing/Keyblade Either a slim, elegant keyblade, or a dark barbed shaft, this type of keyblade it meant to pierce the defenses and drive home the point... that they are about to die. Gentle Keyblade Exotic Weapon-Small Damage Critical Range Weight Type 1d4 x2 - 4 lbs Bludgeoning/Keyblade A small keyblade, with very little offensive power, it generally works better as a rod or wand, though it is sturdy enough to crack a few heads who get to close. Sturdy Keyblade Exotic Weapon-Medium Damage Critical Range Weight Type 1d6 x2 - 6 lbs Bludgeoning/Keyblade A large, Gothic looking device, this keyblade is useful in battles of all sorts, particularly if its an offensive magic battle. % Keyblade 01-14 War Keyblade 15-27 Graceful Keyblade 28-41 Heavy Keyblade 42-54 Penetrating Keyblade 55-68 Gentle Keyblade 69-81 Sturdy Keyblade 82-84 Greater War Keyblade** 85-87 Greater Graceful Keyblade** 88-90 Greater Heavy Keyblade** 91-93 Greater Penetrating Keyblade** 94-96 Greater Gentle Keyblade** 97-99 Greater Sturdy Keyblade** 100 DM's choice or Legacy Keyblade ** Greater Keyblades are actually Artifact Quality, and Cannot be crafted. In addition, a Greater Keyblade is marginally intelligent, and will always return itself to it's rightful owner. Unlike normal weapons Keyblades require only the Keychain Loop ability before other magical enhancements can be applied. A Lesser Keyblade cannot have a total Weapon bonus higher than +5 without the benefits of a Keychain equipped. A Greater Keyblade cannot have a Total weapon bonus higher than +10 without the benefits of a keychain equipped. % Material 01-60 Normal 61-70 Silver 71-80 Mithral 81-90 Adamantine 91-100 Darkwood Lesser Greater Weapon Bonus Base PRice 01-10 +1(KeychainLoop) 2000 11-29 +2 4000 30-58 01-10 +3 18000 59-62 11-29 +4 32000 30-58 +5 50000 59-62 +6 72000 +7 98000 +8 128000 +9 162000 +10 200000 63-68 63-68 Specific Keyblade 69-100 69-100 Ability + Reroll Lesser Greater Special Ability Modifier 01-05 01-04 Bane +1 06-10 05-08 Defending +1 11-15 09-12 Fortunate* +1 16-20 13-16 Ghost Touch +1 21-25 17-20 Harmony* +1 26-30 21-24 Ki Focus +1 31-35 25-28 Merciful +1 36-40 29-32 Shrinking* +1 41-45 33-36 Spell Storing +1 46-50 37-40 Throwing +1 - 41-44 Keyhole Finding +1 51-55 45-48 Viscious +1 56-60 49-52 Disrupting +2 61-65 53-56 Eager* +2 66-70 57-60 Everbright* +2 71-75 61-64 Proficient* +2 76-80 65-68 Radiant* +2 81-85 69-72 Wounding +2 86-90 73-76 Knockback* +3 91-96 77-80 Speed +3 81-84 Opening/Closing +3 85-88 Brilliant Energy +4 89-92 Dancing +4 93-96 World Crossing +5 96-100 97-100 Roll again Twice *Taken from the Arms and Armor Guide. Edit: Copy Pasta, via Wolfie-kun. Keyhole Finding: Whenever anyone wielding a Greater Keyblade with this property passes within 5 feet of a world's Keyhole, he is entitled to a Search check to notice it as if he were actively looking for it. Opening/Closing: In addition to providing the same benefit as the Keyhole Finding property, if a wielder of a Greater Keyblade with the Opening/Closing property is within 5 feet of a world's Keyhole (and knows exactly where it is), he can seal the world, or release a seal already in place. Doing either requires a full round action that provokes attacks of opportunity. (We'll need to describe the difference between Opened and Closed in another section). World Crossing: An effect only the strongest of keyblades can produce, World Crossing allows a keyblade wielder to simply walk from one world to the next. The wielder of a Greater Keyblade with this property can use plane shift as a spell-like ability three times each day. When a keyblade wielder uses this property to plane shift he may choose the exact location in the new world (but only if he is very familiar with it). Ok, now as you will notice there are three abilities that are new. and Greater keyblade specific. Keyhole finding allows it's wielder to get an automatic search check anytime she comes close to a keyhole, much like elven trapdoor senses. Opening/Closing includes this Benefit, and the ability to Open, or Close that worlds Keyhole. The last is World Crossing, this enables a keyblade wielder to cross to other worlds without the need of a gummi ship. sora does this once, and riku and mickey seem to be able to move about at will as well. Can I safely leave it to Wolfie-kun to write me up some nice balanced abilities that do just that? *bats her eyelashes at wolfie and gives him puppydog eyes* |
| Lednera04-24-07, 12:58 AM | *side glance at nimbus* Nice concept I like it and keeps a nice feel to the entire keyblades, plus gives them some character :) love your work on this nimbus. You are giving me ideas for my character to dual wield katar like keyblades. |
| Jenrock04-24-07, 01:25 AM | Most likely, none of you remember me (this being my third post, and the other two were way back on the old thread), but I've got an idea for keyblades. Give keyblade wielders 7 points to spend on the following things: Damage d4 (0 points) d6 (1 point) d8 (2) d10 (3) d12 (4) Critical 20/x2 (0) 19-20/x2 (1) 20/x3 (1) 18-20/x2 (2) Damage Type The first damage type costs no points Adding a second type costs 3 points Adding a third type costs 5 points If you're feeling good about this, ask Animana (http://boards1.wizards.com/member.php?u=354027) if you can use the exotic sword abilities from the Soldier (http://boards1.wizards.com/showthread.php?t=706356) class. Give each of them a 2 point price tag. |
| wolfie-kun04-24-07, 08:18 AM | *bats her eyelashes at wolfie and gives him puppydog eyes* Alright, alright... Keyhole Finding: Whenever anyone wielding a Greater Keyblade with this property passes within 5 feet of a world's Keyhole, he is entitled to a Search check to notice it as if he were actively looking for it. Opening/Closing: In addition to providing the same benefit as the Keyhole Finding property, if a wielder of a Greater Keyblade with the Opening/Closing property is within 5 feet of a world's Keyhole (and knows exactly where it is), he can seal the world, or release a seal already in place. Doing either requires a full round action that provokes attacks of opportunity. (We'll need to describe the difference between Opened and Closed in another section). World Crossing: An effect only the strongest of keyblades can produce, World Crossing allows a keyblade wielder to simply walk from one world to the next. The wielder of a Greater Keyblade with this property can use plane shift as a spell-like ability three times each day. When a keyblade wielder uses this property to plane shift he may choose the exact location in the new world (but only if he is very familiar with it). Might need a little adjustment, but I think these should work well enough. :) |
| sword_war44404-24-07, 04:26 PM | ok I like that I guess and I am running a pbp kh game http://www.dndonlinegames.com/forumdisplay.php?f=4508 that is the thread |
| nimbusconflict04-25-07, 05:19 PM | Most likely, none of you remember me (this being my third post, and the other two were way back on the old thread), but I've got an idea for keyblades. Give keyblade wielders 7 points to spend on the following things: Damage d4 (0 points) d6 (1 point) d8 (2) d10 (3) d12 (4) Critical 20/x2 (0) 19-20/x2 (1) 20/x3 (1) 18-20/x2 (2) Damage Type The first damage type costs no points Adding a second type costs 3 points Adding a third type costs 5 points If you're feeling good about this, ask Animana (http://boards1.wizards.com/member.php?u=354027) if you can use the exotic sword abilities from the Soldier (http://boards1.wizards.com/showthread.php?t=706356) class. Give each of them a 2 point price tag. I love that class ^^, but i'm not keen on a class that only makes a cool keyblade. it's why we began with legacy weapons. now we seem to be leaving that concept behind and doing more standard stuffs. on a side note, im going to throw a SOLDIEr at my players this friday just for the fun of it. |
| Jenrock04-25-07, 11:19 PM | I love that class ^^, but i'm not keen on a class that only makes a cool keyblade. it's why we began with legacy weapons. now we seem to be leaving that concept behind and doing more standard stuffs. on a side note, im going to throw a SOLDIEr at my players this friday just for the fun of it. I was actually just thinking of incorporating this with every class that has a keyblade. Sure, you could make a class that revolved around the keyblade (and, hence, have extra points), but only if you want to. |
| zeone300004-29-07, 04:30 PM | You guys have been, I guess what you could call busy :P. Anyway, I'm back and have full time computer access again :w00t: . So be excepting my magic system some time soon. |
| sword_war44404-30-07, 04:18 PM | good hurry up with it I want ot see it |
| zeone300004-30-07, 05:18 PM | Well since sword can't seem to wait here is what i have so far Fire/-a/-aga/-agun Evocation [Fire] Level: 1/3/5/7 Components: V, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft/2 levels) Target: One creature or object Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A ball of fire jets out from the tip of your keyblade and requires a ranged touch attack to hit, dealing 1d6 points of fire damage per caster level (maximum 5/10/15/20d6). Blizzard/-a/-aga/-agun Evocation [Cold] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A burst of ice and snow spring from your keyblade, dealing 1d8 points of cold damage per caster level (maximum 5/10/15/20d8), with a Reflex save for half damage. Thunder/-a/-aga/-agun Evocation [Fire] Level: 3/5/7/9 Components: V, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft/2 levels) Target: One creature (see text) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A bolt lighting is called down to strike down your foe, dealing 1d8 points of electric damage per caster level (maximum 5/10/15/20d8), with a Reflex save for half damage. At 3 rd level, the area increases to one creature in a 5 ft. burst. At 5th level, the burst increases to 10 ft. At 7th level, the burst increases to 15 ft. At 9th level, the burst increases to 20 ft. My system mimics KH, that being that you have find multiple materia-like spells to upgrade them (at the GM's desecration), but you can use the lesser when you feel like it. I'm leaning towards the MP cost being 3 x spell level, but that does make a 9th-level spell cost 27 MP. I still got a lot of things to work out still. *What next Aero, Cure, maybe Magnet* :whatsthis walks off, writing notes down* |
| WanderingGod05-01-07, 04:13 PM | 3 x spell level? Wouldn't that make a 9th-level spell only 27 MP? 3 x 9 = 27 9 x 9 = 81 |
| sword_war44405-01-07, 04:16 PM | Yay it would and those are great I love them you are good |
| nimbusconflict05-01-07, 06:48 PM | ^^; well, i have been working hard! Go look at page 17, i did a lot of class editing. yes, again.... and there will be more. Mwahahaha. Mostly the Dastrier and the StriDer will be getting the most changes at this point. The class i want really looked at at this moment is the StorMer. Very different now. I also have the keychain stuff! It only uses KHII keyblades as examples though, as i don't have the strategy guide for the first. Keychains are wonderous items. However, the only method of activating a keychain is by attaching it to a chain loop. There are also two qualities of Keychains. Lesser keychains can be made via the Craft Wonderous Items feat, and can have a total bonus no higher than +5. Greater Keychains are usually created by the world itself, however, a strange race of creature known as Moogles can craft greater keychains via the Moogle Synthesis feat. Crafted Greater keychains have a max bonus of +10, though no ne knows if World spawned Keychains have such a limitaion. Table: Random Keychain Quality % Quality 01-80 Lesser 81-100 Greater Table: Keychain Lesser Greater Weapon Bonus Base Price 01-10 +1 2,000 gp 11-29 +2 8,000 gp 30-58 01-20 +3 18,000 gp 59-62 21-38 +4 32,000 gp 39-49 +5 50,000 gp +6* 72,000 gp +7* 98,000 gp +8* 128,000 gp +9* 162,000 gp +10* 200,000 gp 63-68 50-63 Specific Keychain** 69-100 64-100 Special ability and roll again*** * A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. ** See Table: Specific keychains or Legacy Keychain Variant. *** See Table: Keychain Special Abilities. Table: Keychain Special Abilities Lesser Greater Ability Bonus 01-02 01-02 Acid Boost +1 03-04 03-04 Aero Boost +1 05-07 05-06 Wisdom shot +1 08-09 07-08 Aqua Boost +1 10-11 09-10 Blizzard Boost +1 12-14 11-12 Darkness Boost +1 15-16 13-14 Defender +1 17-18 15-16 Effect Slot +1 19-21 17-18 Fire Boost +1 22-23 19-20 Force Boost +1 24-25 21-22 Light Boost +1 26-28 23-24 Master Magic +1 +1 29-30 25-26 Negative Combo +1 31-32 27-28 Sonic Boost +1 33-35 29-30 Thunder Boost +1 36-37 31-32 Terra Boost +1 38-39 33-34 Flaming +1 40-42 35-36 Frost +1 43-44 37-38 Shock +1 45-46 39-40 Thundering +1 47-49 41-42 Air combo Plus +2 50-51 43-44 Air Combo Boost +2 52-53 45-46 Combo Boost +2 54-56 47-48 Combo Plus +2 57-58 49-50 Finishing Boost +2 59-60 51-52 Finishing Plus +2 61-63 53-54 Item Boost +2 64-65 55-56 Leaf bracer +2 66-67 57-58 Magic Lock-on +2 68-70 59-60 Master Magic +2 +2 71-72 61-62 MP Haste +2 73-74 63-64 Reaction Boost +2 75-77 65-66 Flaming Burst +2 78-79 67-68 Icy Burst +2 80-81 69-70 Shocking Burst +2 82-84 71-72 Berserk Charge +3 85-86 73-74 Endless Magic +3 87-88 75-76 Jackpot +3 89-91 77-78 Magic Haste +3 92-93 79-80 Master Magic +3 +3 94-95 81-82 MP Hastera +3 96-98 83-84 MP Rage +3 85-86 Auto Assault +4 87-88 Experience Boost +4 89-90 Lucky Lucky +4 91-92 Master Magic +4 +4 93-94 MP Hastega +4 95-96 Crime and Punishment +5 97-98 Master Magic +5 +5 99-100 99-100 Roll again twice* Table: Specific Keychains I did keychains from KHII, but i don't have any flowery descriptions, nor prices on them atm. Do we really want specific keychains from KH? or do we all want to make one lesser and one greater apeice and use those instead? It'd be more personal and original that way. That and a great portion of the KH ones are all really high level ones, and almost all have the Master Magic quality... The KHII ones and the description of all abilities is appended below. Name Ability Kingdom Key +2 Keychain of Defender and Master Magic +1 Oathkeeper +2 Keychain of --- and Master Magic +3 Oblivion +5 Keychain of --- and Master Magic +2 Star Seeker +2 Keychain of Air Combo Plus and Master Magic +1 Hidden Dragon +1 Keychain of MP Rage and Master Magic +2 Hero's Crest +3 Keychain of Air Combo Boost Monochrome +2 Keychain of Item Boost and Master Magic +2 Follow the Wind +2 Keychain of --- and Master Magic +1 Circle of Life +3 Keychain of MP Haste and Master Magic +1 Photon Debugger +2 Keychain of Thunder Boost and Master Magic +2 Gull Wing +2 Keychain of Experience Boost Rumbling Rose +4 Keychain of Finishing Plus Guardian Soul +4 Keychain of Reaction Boost and Master Magic +1 Wishing Lamp +3 Keychain of Jackpot and Master Magic +3 Sweet Memories Keychain of Lucky Lucky Mysterious abyss+2 Keychain of Blizzard Boost and Master Magic +3 Sleeping Lion +4 Keychain of Combo Plus and Master Magic +3 Bond of Flame +3 Keychain of Fire Boost and Master Magic +4 Ultima Weapon +5 Keychain of MP Hastega and Master Magic +4 Decisive Pumpkin+5 Keychain of Combo Boost and Master Magic +1 Fatal Crest +2 Keychain of Berserk Charge and Master Magic +5 Fenrir +6 Keychain of Negative Combo and Master Magic +1 |
| nimbusconflict05-01-07, 06:52 PM | Acid Boost Spells with the Acid descriptor do +1d6 damage. Aerial Recovery Benefits: You are treated as having Featherfall at all times. Aero Boost Spells with the Air descriptor do +1d6 damage. Air Combo Plus Benefit: For each successful consecutive ranged attack you make, the penalty for your next iterative attack is reduced by 1. For example, with one Combo Plus, if you hit with your first attack, your second is made at a -4 to hit (instead of a -5). If that second attack hit, your third attack would be made at a -3, and so on. This ability can allow you to make up to one additional attack in a turn. Special: This effect stacks with other Air Combo Plus effects. Air Combo Boost Benefit: For each successful consecutive ranged attack you make, your next attack deals a cumulative +1 to damage(+1 if you hit with one attack, +2 if you hit with two, etc). Special: This effect stacks with other Air Combo Boost effects. Aqua Boost Spells with the Water descriptor do +1d6 damage. Auto Assault Benefit: This is the same ability as Dancing Weapon. Berserk Charge When you are out of MP, you gain +4 to your Strength. This effect last until you have regained a quarter of your MP. Blizzard Boost Spells with the Cold descriptor do +1d6 damage. Combo Boost Benefit: For each successful consecutive melee attack you make, your next attack deals a cumulative +1 to damage (+1 if you hit with one attack, +2 if you hit with two, etc). Special: This effect stacks with other Combo Boost effects. Combo Plus Benefit: For each successful consecutive melee attack you make, the penalty for your next iterative attack is reduced by 1. For example, with one Combo Plus, if you hit with your first attack, your second is made at a -4 to hit (instead of a -5). If that second attack hit, your third attack would be made at a -3, and so on. This ability can allow you to make up to one additional attack in a turn. Special: This effect stacks with other Combo Plus effects. Crime and Punishment Benefit: Two rounds per day, when you could normally cast spells, use powers or both, and have the ability to cast from multiple sources (from a keychain with Effect Slot, item with spell storing, class feature, etc..), you may cast spells from both sources at the same time. This ability can be used in conjunction with Magic Haste, Queckened Spells or Powers, and Endless Magic. Darkness Boost Spells with the Darkness descriptor do +1d6 damage. Defender Benefit: This is the same ability as described in the DMG Effect Slot Benefit: You can place objects into a slot on a Keychain that grant spells or powers. These include: Materia, Zodiac Stones, Psi Crystals, and Martial Inscriptions. Additionally, these items are not consumed by doing so, but they must be attuned to the user as if he had the class features that would alow him to use such an item. If the user wishes to change the Slotted item, the old item is consumed when you place the new one into the slot. To slot an item requires 1 hour of uninterrupted meditation. Endless Magic Benefit: Once per day, for one round, treat all spells cast that round as if the were Quickened. This does not increase the MP cost of these spells. Experience Boost Benefit: When Experience Rewards are calculated, you are treated as being one level lower than your actual level. Finishing Plus Benefit: Once per day, you can use another Finishing Blow Manuever immediately following the conclusion of a Finishing Blow Manuever. Fire Boost Spells with the Fire descriptor do +1d6 damage. Force Boost Spells with the Force descriptor do +1d6 damage. Item Boost Benefit: The effect of HP and MP restoring items do an additional die of restoration. Jackpot Benefit: When calculating random treasure, calculate Gold, HP, and MP orbs as 1.25 times normal. Special: This ability stacks with other Jackpot abilities, including those of other party memebers. Leaf Bracer Benefits: If you are attacked while casting a Divine spell, you get a +10 to your concentration check. Light Boost Spells with the Light descriptor do +1d6 damage. Lucky Lucky Benefit: When calculating random Treasure, Calculate Items and art work as if the CR of the creature(s) was one higher. Special: This ability stacks with other Lucky Lucky abilities, including those of other party members. Magic Haste You can cast spells at a faster rate. Treat your first spell for that turn as if it was Quickened. Magic Lock-On Benefits: If you are attacked while casting an Arcane spell, you get a +10 to your concentration check. Magic Spice When casting spells with a specific target, if you cast multiple spells that turn at one target, the last spells effects are increased by 1.5, as is the area of effect. Master Magic Benefit: Increases the effective caster level for the purposes of calculating DC, damage, duration, and range. This bonus is considered a competency bonus, and ranges from +1 to +5. This ability does not stack with other abilities that grant higher effective caster levels. MP Haste MP is recovered by 10% by spending one full round concentrating. MP Hastera MP is recovered by 20% by spending one full round concentrating. Prerequisite: MP Haste. MP Hastega MP is recovered by 30% by spending one full round concentrating. Prerequisite: MP Hastera. MP Rage When struck in combat, 20% of the damage taken is recovered as MP. Negative Combo (Ex): Benefit: It takes one less successful attack to activate a Finishing Blow. Special: This ability stacks with all other Negative Combo effects. Reaction Boost Benefit: When you use a Reaction, add +2d6 damage to the attack. Scan Benefits: You may spend a round studying a target. At the end of that round, you are aware of the targets health (HP). bg Sonic Boost Spells with the Sonic descriptor do +1d6 damage. Thunder Boost Spells with the Electricity descriptor do +1d6 damage. Terra Boost Spells with the Earth descriptor do +1d6 damage. Wisdom Shot Benefit: All attacks with this keyblade are now ranged attacks, and deal damage at the next lower die type. Once more, i lack really flowery descriptions, but i leave that to people who are. if it even matters... meh. I am now going to work on my martial manuever list. I dub it the Kingdom School. hehe. Im borrowing the book of nine swords friday, so the abilities from khI and II should make an adequate list. Later. |
| wolfie-kun05-01-07, 07:27 PM | Pretty good at a scan, nimbus. I'd make Boosts either much more expensive (+3 bonus) or much weaker, though--say +1d6 when you cast the spell. Also, Crime and Punishment doesn't even make sense. There's no action mentioned, no limit... That's it for now...I'm too damn exhausted to look at the rest of it. x.x |
| zeone300005-02-07, 02:44 AM | soory for the horrid math, i was in a rush and slightly tired. SO 3x does work, yay! |
| nimbusconflict05-02-07, 06:16 PM | Pretty good at a scan, nimbus. I'd make Boosts either much more expensive (+3 bonus) or much weaker, though--say +1d6 when you cast the spell. Also, Crime and Punishment doesn't even make sense. There's no action mentioned, no limit... That's it for now...I'm too damn exhausted to look at the rest of it. x.x There, reworded Crime and Punishment a tad. as for the boosts, i think i'll just make them weaker. |
| sword_war44405-02-07, 08:15 PM | :inlove: Nimbus I loves those those are awsome you are great you are realy good |
| Lednera05-02-07, 08:33 PM | WOOT good job nimbus |
| sword_war44405-02-07, 09:55 PM | Well here it is. I may need to rework all of this mainly the class it selve Favored Enemy [Daister or other] This works like the ranger ablity may be tacken more than once. There is also 2 new options on the list and that is nobodies and heartless. Heartless Slayer PreBab: 3, Favorite enemy (heartless) +2 Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +2 Banshment/1 2nd +2 +3 +3 +3 3rd +3 +3 +3 +3 4th +4 +4 +4 +4 5th +5 +4 +4 +4 Banshment/2 6th +6 +5 +5 +5 7th +7 +5 +5 +5 8th +8 +6 +6 +6 9th +9 +6 +6 +6 10th +10 +7 +7 +7 Banshiment/3 Banshiment (ex?) T=Useable x+ cha mod amounts per day. It works like the spell but the caster level is equal to level in this class +1/2 your charcter level. The save is equal to the caster level+cha mod. It works just for Heartless Optional: instead of having the caster level and save be determind by the level make determind by the favorite enemy bonouse. Favorite enemy: every even level+ level one you get either +1 to your favorite enemy (heartless) or to any subgroup. (the sub groups are +2 common, +3 any other +4 specfic, and they do stack with regular bonouse). They power banshiment (optionally) and if you sue subgroup use thazt bounce instead of save and castelevel. Style: every time you gain a favorite enemy you gain a style. This only works when fighting the enemy you chose for that level. A style is one feat for every +1 the bonus was and for and 1 talent for every 2 feat (minimum 1). Is this over or underpowered. Favorite Enemy This gives you or increase your favorite enemy (usually heartless or nobodies) by 1. Favorite Enemy Ability You chose a enemy type (one like heartless or nobody). You chose another keyblade abltiy. When ever you fight that type of enemy you gain that ablity. Also it enhancement bounce is cut in half. Note: to use this you may need a favorite enemy ablity (class or otherwisw Favorite Enemy Something Comment: ??? Casting time: instant Duration: a day Target:1 Range: 20 ft Level: all Effect: Gives or enhance favorite enemy (heartless or such) by 1. Note: This spell cost 1 mp per +1 granted. For every mp you it counts as a higher level spell. So if you can not cast a level 5 spell you can not use 5 mp. This is enhancement magic (sigils) and all heartless slayers can learn it. |
| zeone300005-03-07, 03:39 AM | Ummm decent job sword. It's overpowered in my opionion, and kinda hard to understand. I could clean it up if u want. Anyway, check this out. If you will recall, I was switching over to BESM d20. Here is my take on the shadow. SHADOW Small {5 CP} Outsider {2 CP} (Chaotic {1 CP}, Extraplanar {0 CP}) Hit Dice: 1d8 (4 hp) {13.5 CP} Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft. AC: +3 (+1 size, +2 Dex) Armor: 0 BAB/Grapple: +1/+1 Attack: Claws +2 melee (1d4) Full Attack: Claws +2 melee (1d4) Special Attack: Special Attack Rank 1, Conversion (Drain Soul: Charisma {Drains 1d4 Charisma, rather than exactly 2; counts as 2 Abilities], Linked: Grapple, Incapacitating, Melee, No Damage, Unique Disability: Target may attempt a Charisma based Will Saving Throw ([DC 11] to negate Drain Soul. Unique Disability: The target must be grappled by a total of three shadows for this special attack to work. {4 CP}). {4 CP} Special Qualities Outsider Traits: Heightened Senses (Darkvision); Special Defense (Needs never eat or sleep); Unique Defect (Cannot be raised, reincarnated, or resurrected). Chaotic Traits: A shadow's natural weapon are treated as chaotic-aligned for the purpose of overcoming armor; it is susceptible to all affects that specifically affect Chaotic Subtype creatures. Creature Traits: Alternate Form Rank 1, Two-Dimensional ({9 CP]; Activation Time: One round {1 BP}, Restriction; Cannot attack {4 BP}); Highly Skilled {1 CP}. {5 CP} Saves: Fort +2, Ref +4, Will -1 Abilities: Str 10, Dex 14, Con 10, Int 1, Wis 1, Cha 1 {18.5 CP} Skills: Hide +6, Move Silently +3, Unarmed Attack (Claws) +1, Unarmed Attack (Grapple) +4 Feats: Improved Initiative Creature Points: 49 Challenge Rating: ½ Treasure: Lucid Shard, Dark Shard Sorry if it's messy, but I'm tired and will fix later today if anyone really wants me too. |
| sword_war44405-03-07, 08:55 PM | Nice besm conversion and yay you can clean it up |
| zeone300005-03-07, 08:58 PM | Wait, which one? Mine or yours? |
| sword_war44405-03-07, 09:39 PM | Both stuff. Ok I would some one rebalnce the accesories I have in my pdf. I made every acceroriy but thye are aunbalnced. OK and also here is more Spells Reflect/-a/-aga/-agun Evocation [] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: One ally Mp: 3xlevel Duration:Till next turn Saving Throw: Spell Resistance: All projectile attacks are reflected at the attacker at +1 the attack bounse per caster level (maximum 5/10/15/20). You can also reflect a melle by canceling the spell early Note: This is a enhancement magic spell (sigil) Cure/-a/-aga/-agun Evocation [Cure] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: One ally Mp:3xlevel Duration: Instantaneous A cure blast heals a ally, healing 1d8 points of cold damage per caster level (maximum 5/10/15/20d8). Note: This is a White magic spell (sigil) Magnet/-a/-aga/-agun Evocation [Magnet] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: 10ft/version Mp: 3xlevel Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No A orb draw in all nearby enmeys. All enemy in the radius move 5ft per1/2 your caster level+spell level. They also take 1d4 points of damage per caster level (maximum 5/10/15/20d4). Note: This is a enfeeblement magic spell (Matria) |
| zeone300005-03-07, 09:45 PM | Wow those are decent. I'll clean them up when i get done with what I'm doinf currently. Could be a while. |
| sword_war44405-03-07, 09:58 PM | Ok and thanks. Now In my opion Areo and Reflect are amlost the same thing, So should I do areo. I am going to do Gravity so I think I might as well. |
| zeone300005-03-07, 10:07 PM | Not really Aero is better in my opinion. It damages and protect and last a hell of a lot longer. But is higher level. |
| Thomar_of_Uointer05-05-07, 02:15 AM | Both stuff. Ok I would some one rebalnce the accesories I have in my pdf. I made every acceroriy but thye are aunbalnced. OK and also here is more Spells Reflect/-a/-aga/-agun Evocation [] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: One ally Mp: 3xlevel Duration:Till next turn Saving Throw: Spell Resistance: All projectile attacks are reflected at the attacker at +1 the attack bounse per caster level (maximum 5/10/15/20). You can also reflect a melle by canceling the spell early Note: This is a enhancement magic spell (sigil) Cure/-a/-aga/-agun Evocation [Cure] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: One ally Mp:3xlevel Duration: Instantaneous A cure blast heals a ally, healing 1d8 points of cold damage per caster level (maximum 5/10/15/20d8). Note: This is a White magic spell (sigil) Magnet/-a/-aga/-agun Evocation [Magnet] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: 10ft/version Mp: 3xlevel Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No A orb draw in all nearby enmeys. All enemy in the radius move 5ft per1/2 your caster level+spell level. They also take 1d4 points of damage per caster level (maximum 5/10/15/20d4). Note: This is a enfeeblement magic spell (Matria) Umm... What happened to Abjuration and Conjuration (Healing)? And why does Cure only heal cold damage, shouldn't it heal other types of damage as well? Waaay too much bookkeeping to know exactly what type of damage each hit dealt. |
| sword_war44405-05-07, 08:19 PM | O the domain I just chose them at random I do not know i just gussed:D :D And for the cold damage it heals all damage I just used the blizzard spell and edit and i forgot to take the cold out here are some more (noot totaly done) Aero/-a/-aga/-agun Evocation [] Level: 4/5/8/9 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: One ally Mp: 3xlevel Duration: 5 round/per level/version Saving Throw: Spell Resistance: You make a shield around. It gives a +1 to ac+1 Every upgrade. At version 2+ there is a 15% (25/30%) that the act will miss. At version 2+ it deals 1d6 when ever a enemy attacks you with melle (maximum 5/10/15/20). Note: This is a enhancement magic spell (sigil) Gravity/-a/-aga/-agun Evocation [Cure] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: One enemy Mp:3xlevel Duration: Instantaneous This is not totally like the game version This makes you lighter or heavier. It deals d8 per caster level (maximum 5/10/15/20d8). Also a fort save is required to avoid crushing. Crushing does ????. I need help with this spell badly Note: This is a White magic spell (sigil) Stop/-a/-aga/-agun Evocation [Magnet] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: 10ft/version Mp: 5xlevel Duration: 1 round/version Saving Throw: no Spell Resistance: yes You stop time for all enemies for the duration. This mean they can not move but any time effecting ablates on them are also halted. I am done with those spells but i will have editted verison and more soon. please commit and critise |
| Holy_Beholder05-05-07, 08:28 PM | Gravity could just increase load so it is twice as heavy, slowing or immobilizing opponents., make falling damage worse(d10), and make flying creatures of up to a certain HD(2xCaster level, max 5, 10, 15, 20) fall to the ground. |
| sword_war44405-05-07, 10:15 PM | ok that could work |
| Thomar_of_Uointer05-06-07, 10:28 PM | O the domain I just chose them at random I do not know i just gussed:D :D And for the cold damage it heals all damage I just used the blizzard spell and edit and i forgot to take the cold out here are some more (noot totaly done) Aero/-a/-aga/-agun Evocation [] Level: 4/5/8/9 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: One ally Mp: 3xlevel Duration: 5 round/per level/version Saving Throw: Spell Resistance: You make a shield around. It gives a +1 to ac+1 Every upgrade. At version 2+ there is a 15% (25/30%) that the act will miss. At version 2+ it deals 1d6 when ever a enemy attacks you with melle (maximum 5/10/15/20). Note: This is a enhancement magic spell (sigil) Gravity/-a/-aga/-agun Evocation [Cure] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: One enemy Mp:3xlevel Duration: Instantaneous This is not totally like the game version This makes you lighter or heavier. It deals d8 per caster level (maximum 5/10/15/20d8). Also a fort save is required to avoid crushing. Crushing does ????. I need help with this spell badly Note: This is a White magic spell (sigil) Stop/-a/-aga/-agun Evocation [Magnet] Level: 2/4/6/8 Components: V, F Casting Time: 1 standard action Range: 30 ft. Area: 10ft/version Mp: 5xlevel Duration: 1 round/version Saving Throw: no Spell Resistance: yes You stop time for all enemies for the duration. This mean they can not move but any time effecting ablates on them are also halted. I am done with those spells but i will have editted verison and more soon. please commit and critise Looks lazy. In D&D, you simply stat up the weakest version of the spell in full, then the more powerful versions just note that "this spell works as ______ except as noted here". Stop is far too powerful, it needs the stipulations that time stop and temporal acceleration have, or it should work like time hop. (These are psionic powers, the XPH has the best time effects.) |
| wolfie-kun05-07-07, 08:20 AM | I'd have Aero grant DR and energy resistance (1/- and resistance 5 in the first version, going up by 1 point of DR and 5 points of energy resistance each time) in addition to the AC bonus--make that a deflection bonus, while you're at it. Remove the miss chance (as even with the highest level version of the spell you take a minimum of one point of damage whenever you get hit). Compared to most arcane spells, it should be a 3rd level spell. Higher levels would be at 5th, 7th, and maybe 9th. Gravity should pretty much just force anything flying to the ground (making it a lower level spell). Higher level versions would be able to pull down larger or more powerful flyers. So it would probably start as 3rd level again, allow a Fort save to negate, and deal no damage. You can force one target of Medium size, two targets of Small size, etc, to land (safely) on the ground, and prevent them from taking off until their turn next round. Graviga would get one Large, two Mediums, etc, next level would get Huge, and next level Gargantuan. You know, I'm starting to think we should just let these finish at 7th level, because that's the last level they'll feel impressive at. I'm sorry, but a 9th level spell had better do more than just making a bunch of flying creatures land on the ground in front of me... |
| Lednera05-07-07, 11:21 AM | on a side note wolf, those landing creatures that dropped from the sky do to a 9th Level Gravity spell will be taking x1, x1.5, or x2 falling damage that should count for something especially if it is an area of effect spell. |
| sword_war44405-07-07, 05:02 PM | To Thomar. These are spells. I modal them off of Zeone so cause him lazy to. To Kun: those suggestions could work. I will try. Led those are also good idea’s. I may have more stuff up later tonight |
| zeone300005-07-07, 08:14 PM | One, I didn't ask you to keep making spells. Two, just because I haven't post, doesn't mean I haven't made any more. Three, I've been converting mine to BESM because all of my friends finally agreed on it yesterday, finally. |
| wolfie-kun05-07-07, 08:18 PM | One, I didn't ask you to keep making spells. Two, just because I haven't post, doesn't mean I haven't made any more. Three, I've been converting mine to BESM because all of my friends finally agreed on it yesterday, finally. And no one asked you anything. :bored: |
| zeone300005-07-07, 08:19 PM | Well fine then *walks away from thread* |
| Lednera05-07-07, 08:52 PM | ROFLOL :) *sits down on a movie theater type seat* *starts eating popcorn* |
| sword_war44405-07-07, 09:01 PM | hey I can't I give my hand at making spells. realy can't we just all be freinds:D :D :D :D :D :D :P you hurt my fealings :weep: :weep: :weep: :weep: :weep: :weep: :weep: :weep: :weep: |
| zeone300005-07-07, 10:11 PM | Don't cry. That was for calling me lazy without evidence. |
| nimbusconflict05-08-07, 01:06 AM | bloody hell, you boys argue to much. i'd call for spankings, but the lot of you would probably enjoy it. now... do we really need more spells?if you all feel we really do, then make sure of the following. Arcane or Divine, Level, and school. once we have those i can toss them into the spell lists. thank you and goodnight. |
| zeone300005-08-07, 01:24 AM | Only from you nimbus. Sorry couldn't resist. Bad zeone, bad *slaps wrist* |
| nimbusconflict05-08-07, 01:31 AM | don't tempt me. i have a friend who purchased a yaoi paddle at Ohayocon. For those who don't recognize yaoi, it's a rather interesting form of Japanese entertainment, and ohayocon is just a specific convention i like. |
| zeone300005-08-07, 01:33 AM | So your friends into that or just thought it be funny? |
| nimbusconflict05-08-07, 02:07 AM | she likes to smack her boyfriend with it. :P Actually of the two of us, I'm the one who owns Gravitation... mwahaha. a good series by the way if your not a homophobe like my charlie is. he won't watch it with me :( anyway, leddy, any chance you can update some of the stuff on page 1? |
| Lednera05-08-07, 02:21 PM | sure nimbus, will get on that this weekend since classes are about over. I think Gravitation is odd but kinda cute in its own way. BTW nimbus what up with your sudden change in avatar? |
| wolfie-kun05-08-07, 03:41 PM | don't tempt me. i have a friend who purchased a yaoi paddle at Ohayocon. For those who don't recognize yaoi, it's a rather interesting form of Japanese entertainment, and ohayocon is just a specific convention i like. You were at Ohayocon this year? I wonder if we saw each other... |
| sword_war44405-08-07, 04:26 PM | Nimbus you can read men minds. And I was doing it because I was bored, inspired by Zeone, and those are need to capture the feel. So yay you can edit them if you like I would like if you did. I also think we should cast cotes on decding what classes are official and races. I mean yes they will probably change but just so we can have some official stuff. I am working on si=ome idea for the orgination so ya |
| Lednera05-08-07, 11:27 PM | *takes out a dictionary/translator* *Re-reads Sword's post* Oh... thats what he means, ok you almost made me not be able to sleep do to the bad writing :) I agree we should put it as a vote to start making this a more defined and solid project. To any visitor that is not working on the project you are welcome to join and cast your vote and opinions we value them greatly. |
| zeone300005-09-07, 02:47 AM | So working towards a complete and comprehensible pdf basically. Ok fine, I think we should we start with classes. |
| sword_war44405-09-07, 05:22 PM | no offense Zeone I i am going to vote for these Races obivously nimbus's Class Nimbus (i like yours Zeone's but nimbus is more what i built mine around) |
| zeone300005-09-07, 05:28 PM | No I agree with you, my stuff is well my stuff I just posted it for fun and get to see what people thought. |
| sword_war44405-09-07, 06:00 PM | I might be making some monsters from Kh2 mainly bosses because they are my favorite. And ok that is good that we agree |
| zeone300005-10-07, 11:14 AM | I havre question sword. When does your campagin take place? Also, that goes toward any person here who is GMing a KH d20 campagin. |
| nimbusconflict05-10-07, 07:03 PM | no offense Zeone I i am going to vote for these Races obivously nimbus's Class Nimbus (i like yours Zeone's but nimbus is more what i built mine around) i did races? if I'm being given credit for other peoples work...sweet! and yes wolfie, I was at ohayocon with my schools anime club. BTW sword, ive done classes and keyblade design tools, no races. oh, and a few miscellaneous feats. once i get my classes done and can hack my scanner drivers enough to get it to work with Vista. it took me a week rewriting my drivers to ge it to work with xp. *if i had paid attention, the 2000 drivers would have taken far less work to rework*.... i got side tracked. anyway, i'll upload some art somewhere. maybe i'll look for that old deviantart page i had back in highschool. |
| zeone300005-10-07, 07:53 PM | Wait, did u type that u could rewrite drivers? So that means you know how to code then. Awesome if u can. |
| sword_war44405-10-07, 08:40 PM | To Zeone Mine take place a few years (2) after KH2. And speaking of that I ocould use more players.Pretty please To Nimbus Opps. My bad about the races. I have some pretty good art for the classes. |
| nimbusconflict05-10-07, 09:03 PM | Wait, did u type that u could rewrite drivers? So that means you know how to code then. Awesome if u can. I am an electronics engineering student at Devry Univ. and with enough Google searching anyone can make their computer lie to a driver. I can write very rudimentary C++ programs. oh, and yes, i changed my avatar. this was originally someone else's account. since he never uses it, i decided to make it all my own ^^ |
| sword_war44405-10-07, 10:01 PM | hey nimbus are you almost done with your maunvers and suhch. I am workign on lots of stuff. 3 Pages in word done today. Man Am I tired. I have some cool idea's about subdisplines (working on them) and on the powers of Nobodies. I am using the Point sytem of building nodies described earler. Here are some new feats and Power for nobodies Form Mind Blade 10 points as the Soulknife class feture. To take this you must first pay 5 more and gain wild talent feat Imporve Mindblade 5+2 every level. Your effective soulKnife level increases for the ablity to enhance yourmind blade Double MIndBlades[Psionic] Pre:Mindblade, two weapon fighitng You use 2 mindblades Effect:You can form a second Mindblade. For the fact of enhanicng it use 1/2 of your effective soulknife level |
| nimbusconflict05-14-07, 09:50 PM | hey nimbus are you almost done with your maunvers and suhch. I am workign on lots of stuff. 3 Pages in word done today. Man Am I tired. I have some cool idea's about subdisplines (working on them) and on the powers of Nobodies. I am using the Point sytem of building nodies described earler. Here are some new feats and Power for nobodies Form Mind Blade 10 points as the Soulknife class feture. To take this you must first pay 5 more and gain wild talent feat Imporve Mindblade 5+2 every level. Your effective soulKnife level increases for the ablity to enhance yourmind blade Double MIndBlades[Psionic] Pre:Mindblade, two weapon fighitng You use 2 mindblades Effect:You can form a second Mindblade. For the fact of enhanicng it use 1/2 of your effective soulknife level actually, my players have been absent due to vehicles, so i haven't been able to use the book for my maneuvers.... and i've misplaced the 'backup' of the book i use when the good copy isn't in my hands. however, Psionics are part of the SRD, so i worked on my DaStrier instead. so i present, the improved Dastrier Dastrier HD: D10 MD: D8 Proficiancies: Proficient with all armor and shields. Skill points per Level: 5 +Int Modifier Class Skills: Appraise, Concentration, Decipher script, Hide, Knowledge, Move Silent, Open Lock, Profession, Search, Sleight of Hand, Spellcraft, Psicraft, Tumble, Use rope. In addition, a DaStrier gains access to additional class skills based on his discipline: Seer (Clairsentience): Gather Information (Cha), Listen (Wis), and Spot (Wis). Shaper (Metacreativity): Bluff (Cha), Craft(Int), Disguise (Cha). Kineticist (Psychokinesis): Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha). Egoist (Psychometabolism): Autohypnosis* (Wis), Balance (Dex) and Heal (Wis). Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis). Level BAB Fort Reflex Will BDB Special 1 0 0 2 0 1 Talent, 1st Level Manifestor 2 1 0 3 0 1 Bonus Feat 3 1 1 3 1 2 2nd Level Manifestor 4 2 1 4 1 3 Talent 5 2 1 4 1 3 3rd Level Manifestor 6 3 2 5 2 4 7 3 2 5 2 5 4th Level Manifestor 8 4 2 6 2 5 Talent 9 4 3 6 3 6 5th Level Manifestor 10 5 3 7 3 7 Bonus Feat 11 5 3 7 3 7 6th Level Manifestor 12 6 4 8 4 8 Talent 13 6 4 8 4 9 7th Level Manifestor 14 7 4 9 4 9 15 7 5 9 5 10 8th Level Manifestor 16 8 5 10 5 11 Talent 17 8 5 10 5 11 9th Level Manifestor 18 9 6 11 6 12 Bonus Feat 19 9 6 11 6 13 20 10 6 12 6 13 Talent Class Features All the following are class features of the Dastrier. Weapon and Armor Proficiency: Dastrier are proficient with the club, dagger, heavy crossbow, light crossbow, keyblade, quarterstaff, and shortspear. They are proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers. Mana Points/Day: A Dastrier’s ability to manifest powers is limited by the Mana points she has available. Her base daily allotment of power points is derived from the Dastrier Mana Die. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Mana Points). Her race may also provide bonus Mana points per day, as may certain feats and items. Discipline: Every Dastrier must decide at 1st level which psionic discipline she will specialize in. Choosing a discipline provides a Dastrier with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the Dastrier cannot learn powers that are restricted to other disciplines. She can’t even use such powers by employing psionic items. Powers Known: A psion begins play knowing two psion powers of your choice. Each time he achieves a new level, she unlocks the knowledge of two new powers. Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Dastrier to learn powers from the lists of other disciplines or even other classes.) A Dastrier can manifest any power that has a mana point cost equal to or lower than her manifester level. The number of times a Dastrier can manifest powers in a day is limited only by her daily power points. A Dastrier simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent mana points. The Difficulty Class for saving throws against Dastrier powers is 10 + the power’s level + the Dastrier’s Intelligence modifier. Maximum Power Level Known: A Dastier begins play with the ability to learn 1st-level powers. As she attains higher levels, a Dastrier may gain the ability to master more complex powers. To learn or manifest a power, a Dastrier must have an Intelligence score of at least 10 + the power’s level. Bonus Feats: A Dastrier gains a bonus feat at 2nd level, 10th level, and 18th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every three levels. A Dastrier is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats. PSIONIC DISCIPLINES A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy. Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways. Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command. Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter. Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time. Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease. Talent Tree Raging Tree Critical Plus When this ability is taken, the critical range of any attack is increased to the next factor. This stacks with other abilities and feats, such as Keen and Improved Critical. Berserk Charge When out of MP all attacks are calculated using 1.5 times strength. Evasion Tree Evasion By making a successful reflex saving throw against an attack that normally deals half damage on a successive roll, you instead instead take no damage. This ability can only be used while wearing light, or no Armour. A helpless Dastrier does not gain the benefit of evasion. Uncanny Dodge A Dastrier can react to danger before her senses would normally allow him to do so. She retains her Dexterity bonus to AC even if she is caught flatfooted or struck by an invisible attacker. However, it is still lost if she is immobilized. Improved Uncanny Dodge You can no longer be flanked, she can react to opponents on opposite sides as easily as she can react to a single attacker. This denies another person the ability to sneak attack the character by flanking, unless the person has at least 4 more class levels of the ability that grants it, than you. Professional Service Tree Trap Finding Dastrier who take this talent can use the Search skill to locate traps when the task has a difficulty higher than 20. Finding a nonmagical Trap has a DC of at least 20, or higher if it is well hidden. Finding a Magical Trap generally has a DC of 25+ the level of the spell used to create it. Upon taking this Talent a Damascao can now use the disable device skill to disarm magical trap. A Damascao who beats a trap's DC by 10 or more with a disable Device check can study a trap, figure out how it works, and bypass it without disarming it. Sneak Attack If a Dastrier has this talent, and can catch an opponent when she is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This attack does extra damage equal to 1d6 at first level and every two levels of Dastrier thereafter. Should a Dastrier hit a critical, this damage does not multiply. Ranged attacks can count as a sneak attack if within 30 ft. With a sap, or unarmed strike, this damage can be nonlethal damage instead of lethal. She can only sneak attack creatures that are not immune to critical attacks, are not concealed, or have anatomy that is beyond her reach. Use Magic Device Use Magic Device, becomes a class skill. In addition, you gain as many ranks in this skill as you have levels in Dastrier at the time of taking this talent. Use Psionic Device Use Psionic Device, becomes a class skill. In addition, you gain as many ranks in this skill as you have levels in Dastrier at the time of taking this talent. there ya go. whoever is working with the PDF, enjoy the lack of formatting ^^ |
| zeone300005-14-07, 10:11 PM | nimbus i think u messed up the BAB it's 7!?!?!?!?!?!?!?!? |
| nimbusconflict05-14-07, 10:20 PM | nimbus i think u messed up the BAB it's 7!?!?!?!?!?!?!?!? no. This is a class that has Chosen Defense and given up Strength, as such they have a poor BAB progression. |
| zeone300005-14-07, 11:12 PM | Ok, whatever makes your boat float. Well i think it should at least be 10. Also, what is the point of maneuvers if your BAB sucks? |
| nimbusconflict05-14-07, 11:50 PM | Ok, whatever makes your boat float. Well i think it should at least be 10. Also, what is the point of maneuvers if your BAB sucks? manuevers... umm, this is the psionic class......... |
| zeone300005-15-07, 12:30 AM | manuever doesn't equal manifester. Sorry about that, I wasn't paying enough attention i guess :embarrass |
| nimbusconflict05-15-07, 12:23 PM | not a problem ^^ *dances off to find some good anime download4g3* |
| sword_war44405-15-07, 05:39 PM | O anime Now any way the bab needs to be atleast 10. And why not give it a talent tree that let it have acees to mantles. And thanks for the great amount of formatting for me |
| nimbusconflict05-15-07, 06:24 PM | as you wish. |
| sword_war44405-15-07, 06:38 PM | o yay Ok and I working on lots of stuff. I also think we should alow Incaurm |
| nimbusconflict05-15-07, 06:56 PM | in changing one class, i realized something.... the xml sheet i used to calculate bab had an incorrect formula.... almost ALL of my classes BAB were wrong..... i feel so unloved! no one spotted it until page 20 TT_TT anyway, i went back and changed them all. btw, can someone who writes decent english tell me what Incarnum is from and why we should use it? and then someone do me a favor and rip the Bonus Power point table. change the title to Mana Table, and make it fit in here? the srd copy i have isn't working right. |
| wolfie-kun05-15-07, 10:28 PM | in changing one class, i realized something.... the xml sheet i used to calculate bab had an incorrect formula.... almost ALL of my classes BAB were wrong..... i feel so unloved! no one spotted it until page 20 TT_TT anyway, i went back and changed them all. btw, can someone who writes decent english tell me what Incarnum is from and why we should use it? and then someone do me a favor and rip the Bonus Power point table. change the title to Mana Table, and make it fit in here? the srd copy i have isn't working right. Okay, while it's nice that we're coming up with stuff for some of the supplements, we really don't need to support every damn one of them. I think a simple sidebar will do for Incarnum, don't worry yourself about it, nimbus. |
| nimbusconflict05-16-07, 02:16 AM | Okay, while it's nice that we're coming up with stuff for some of the supplements, we really don't need to support every damn one of them. I think a simple sidebar will do for Incarnum, don't worry yourself about it, nimbus. i have no clue what your referring too.... i just wanted a quick run down of what it was... im lazy. same reason i asked someone else to grab that tabe. i tried and it turned the table into one big unformatted line-o-text. i want that table to explain bonus MP for high stats. since there are no bonus spell slots..... at least not for my classes.... hehe |
| sword_war44405-16-07, 07:12 PM | Ok I will do all taht formatting and explain it to you Yay I am working on other supplements to just because the whole world traveling thing means you could have a world in like Eberon so using different supplements is a good way to show this. I will do Incaurm if you want. A simple way to put it is that it uses soul power can creates a “magic item. You use a thing called essetnia (just simplfy it to mp), to create soulmelds that take up a slot for magic items but also gives cool powers |
| sword_war44405-16-07, 08:32 PM | I am almost done with the next version of the PDF |
| nimbusconflict05-17-07, 11:26 PM | So it's an item creation system.... geez, i'll just Wiki it >.> |
| Lednera05-18-07, 03:51 PM | nimbus, I think if that comment was directed to me it was well placed but I do like the indirect suggestion of creating a Wiki for the project like that we all can mod it as we need and add sections and variants. Anyone know how to do a wiki type site? |
| sword_war44405-18-07, 04:22 PM | I have some not much but a bit of how two do it |
| nimbusconflict05-21-07, 05:26 PM | actually, i meant that i was going to look something up.... but you know, im sure i could learn how to make a wiki site ^^ i'll use my 1337 h4xx0rzi..... oh wait, i don't need to hack it.. lemme do some research. |
| sword_war44405-21-07, 05:28 PM | Now here is a realy bad beta stat block of Donal duck Donald Duck Magiudeux 6,/Magistra 1/Court Magician 3 ; CR 10; Medium Humanoid (Aivar); HD 6d6+1D8+3D4; hp ; Init +2; Spd 30 ft; Defense 17 (+2 dex, ), Touch 17, Flat-Footed 15; BAB +5; Grap +5; Atk +5 melee (by weapon) or +8 ranged (by weapon); Full Atk +5(by weapon) or +7/ ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; AE: ??; SV Fort +7, Ref +7, Willl+6; Str 10, Dex 17, Con 9, Int 19, Wis 15, Cha 18. SQ: Slow fall Mp: 7D10+4D10 Skills: ??/// Racial bounse: +2 search/spot cheks, +2 intimadte, -2 Diplomacy, +2 Jump Feats: Enlarge Spell, Widen Spell, Spell penetration, Craft Magic Items, Slot Materia Talent (Magiudeux): (Blizzard boost), Materia I, Materia II, (Fire Boost),Materia III, (Spell Penetration ) Talent (Magistra): (Mp Rage), Sigil of Aries Talent (Court Magcian): (Slot Materia), (Flare) Spells: Arcane (Black) 7, Divine (White) 3 Black Magic 1st: Fire 2nd:Blizzard, 3rd: Thunder, Firea, White Magic 1St: 2nd: Cure, Reflect Equipment: |
| nimbusconflict05-21-07, 05:54 PM | hey, i can read that!!! and it looks pretty good too. by the way, the following people need to check their messages and reply to them for the wiki: Lednara Sword_war444 wolfie-kun zeone3000 Ryuu_Tenshi if your name isn't there, and should be, message me with a link to your work in the thread, and your e-mail. sorry, i only looked back 4 pages for names. |
| sword_war44405-21-07, 05:58 PM | Thanks. Next Goofy then Sora version 1 |
| nimbusconflict05-21-07, 09:15 PM | For those who want to just look at the Wiki, the url is: http://kh-d20.clearwiki.com/ |
| sword_war44405-21-07, 09:21 PM | Hey nimbus I am posting some of your stuff just to save you the trouble. You no just compiling it all |
| nimbusconflict05-21-07, 10:33 PM | .. i went to get dinner.... and then spent the rest of this night working on your spelling errors... |
| Lednera05-22-07, 05:31 PM | lol, poor sword we never give him/her a break about that :). At any rate send you my email nimbus. |
| sword_war44405-23-07, 08:09 PM | Yes you never give me (and I do not know the answer to wether I am a him or her), a brake |
| wolfie-kun05-23-07, 09:49 PM | Yes you never give me (and I do not know the answer to wether I am a him or her), a brake Um...I'd certainly hope you know whether you're male or female... O.o |
| Lednera05-24-07, 04:51 PM | ey nimbus I think your Wiki died on you since i can't get to it |
| nimbusconflict05-24-07, 10:19 PM | seems to work for me. http://kh-d20.clearwiki.com/ try again and once you've made your account, i have to set you as a super user so that you can edit anything. so whoever was having problems posting or editing, just complain. ^^ |
| sword_war44405-25-07, 08:41 AM | Ok I am going to Be realy busy all to day becasue I can. I am Planing on doing severeal stat Bloks. And a lot of other stuff. I and I am going to post more PRc's and other stuff |
| Lednera05-25-07, 01:20 PM | Guys give me a list of a handful of Locations in Gummi Space for me to create and start the Gummi Space and World Hopping section in the Wiki |
| sword_war44405-25-07, 02:24 PM | I already have a theroy for Gummi traval and such (it deals with mist) and I have a Gummi syytem I could change to d20. Or keep it the same. The Gummi ships just have different attributes then a regluar charcter |
| nimbusconflict05-25-07, 04:32 PM | didnt ryuu tenshi do this with the fluff-o-tron? ....i blew up my laptop >.< using friends for a minute |
| Lednera05-25-07, 04:48 PM | um ryuu might have, I was talking more on the mechanical aspect then the fluff-a-tron. Similar to a Manual of the Planes akin but with the KH themes. |
| nimbusconflict05-25-07, 06:43 PM | whadeve' Bwau chicka bwau bwau |
| Thomar_of_Uointer05-25-07, 10:53 PM | Guys give me a list of a handful of Locations in Gummi Space for me to create and start the Gummi Space and World Hopping section in the Wiki Hoo boy... Assault of the Dreadnought (coolest level evar, the first time through you probably barely make it out alive, if you do it with a decent ship you can destroy the gargantuan Nobody cube, essentially thwarting the Nobody fleet for what it's worth. Therefore, this won't show up before the KH2 timeline, but after the KH2 timeline it would be the Dreadnought's Graveyard.) Broken Highway Okay, let's break out the Internet... http://www.gamefaqs.com/console/ps2/file/915410/42268 Asteroid Sweep Stardust Sweep Phantom Storm Splash Island Floating Island Ancient Highway Sunlit Storm I don't think they were named in KH1. |
| sword_war44405-26-07, 01:04 AM | they where not becuase they where routes not mission. Unless you had a certain gummi you had to do each route. |
| nimbusconflict05-29-07, 06:50 PM | True. So are we going to do space battle systems? i think d20 future had a system for that. not sure of the quality. if not, we could go REALLY OLD SCHOOL and do, like, a Starfleet Battles system. It took so long to do a battle but was sooooo fun. I used to play it with my dad ^^ ....i cant access the wiki due to the libraries cookie banning. T-T |
| Lednera05-30-07, 12:16 AM | um.. thats an idea, and the Gummi Space Battles could be an entire type of encounter on its own. You know if their was a NoBody Armada their should be other types of Gummi Travellers. Any ideas or concepts? |
| Thomar_of_Uointer05-30-07, 12:52 AM | um.. thats an idea, and the Gummi Space Battles could be an entire type of encounter on its own. You know if their was a NoBody Armada their should be other types of Gummi Travellers. Any ideas or concepts? D20 Future has a simplified space combat system, I would use that or template your system off of it. And yes, of course you'd get experience for it. Hmm, let's flex some creative muscles... "Go around it? Sure, kid, ya' could, but not in that boat. The storms will rip it to shreds, and if ya' get really really lucky, ya' just wind up stranded on some world nobody else would ever find. Stick to the routes, kid. No, here's the real trick... See this block? It lets ya' make routes. Just turn it on right before ya' get into what looks like a trouble spot, a freak storm, pirates, or, heavens forbid, heartless, and plunge right in. If your ship gets disabled, just shut it off and it'll warp ya' right back to the spot ya' turned it on. Get out in the clear, and ya' can set up a permanent warp by simply... What? No, I'm trying to sell it to ya'! Ya' think I just give these things away to strangers, do ya'?" |
| sword_war44405-30-07, 10:27 AM | Ok how about a simple sytem like this. (rough draft) Size and parts: depends on a core and stuff A gummi ship contains the following attributes Basic atk power: this dictates the power of each weapon. Also determines like attack a round. Also determine max power level of each weapons and weapons combined. Defense: How much it damage you take is your damage – def Mobility: determines if you are hit or not. Also determines speed. En: It is determined by your core+other parts Example this is a rough draft core sample of a gummi ship. Core ship Medium Ship (huge size) HP: 100 Atk: 10 Def: 10 Moblity: 10 Attacks: Laserx2. +10/+6/+2 for each laser EN: 1000 Ok this is probaly gibberrish. I will clean it up later to day |
| nimbusconflict05-31-07, 06:46 PM | I have scored the book of nine swords.... and no pc. i have to say, i had no clue trying to write martial maneuvers using a hacked nintendo DS would be such a &!%@$....... ^^; |
| sword_war44405-31-07, 08:05 PM | You blew up your lap top. How did you do that just wonderin |
| nimbusconflict05-31-07, 08:18 PM | i have a knack for tinkering with electronics. and im poor ^^ so I've been using this paperweight with word processing capabilities known as the Compaq armada 7000mt..... which premiered in 1995. i keep it out of sheer stubbornness. ive gone through 7 desktops since ive had this laptop and ive only had to replace the ram and sound card. well, when i was reading the Berserk manga the screen started acting up. So of course i got my repair kit, opened her up, and as i was disassembling, a ribbon cable came loose. so i went to remove the screen so i could resolder the cable. and the power leads snapped out of the connector..... so i'll just wait till my friend moves and buy his old laptop when he gets a new one. go from 66mhz to 1ghz. wish i had the space to bring my desktop home. prolly get stolen in my neighborhood though. |
| sword_war44405-31-07, 08:47 PM | Well I use the backside of my parents house. ( Hey it is a sweet crib for a college student. It is not even connected to the house.) And I can not believe You actualy tinker with teconocgy. I never met a girl who tinker with technolgy. And realy I can right the mauvers and such. You just right new ones If you ever get I chance. |
| nimbusconflict06-01-07, 12:26 AM | let me repeat myself. I am a senior Electronics Engineering Technologies student!!!! my senior project was an automated drink mixer, the instabar!!! :D i do way more than tinker. i got bored one day and modded all my game consoles, and half my room mates. Literally, room mate appears to find both ps2's, my DS, and the XBox had all been soft modded. I was then told if i touched the xbox 360 before the warranty expires, im dead. only other console left was the GC, which has the best anti-piracy scheme... by not being worth the hassle. so anyway, I would then download anime with my laptop at school, or set the server i keep in my brothers room to download via ssh commands, and then stream them to SMS on the PS2, or XBox Media Center. I get bored to easily. For that matter, tonight i need to see what i can do with the new M3 Simply card i got in the mail ^^; best app compatability in the market. as for the maneuvers, I'll do them, since it's my class :p I'm selfish. mwahahahahaha i think i can find an old usb keyboard somewhere for the ps2, and some text editor homebrew edit: seems my launcher has some. if that doesn't work i have to install linux onto the ps2 |
| Thomar_of_Uointer06-01-07, 12:35 AM | Ok how about a simple sytem like this. (rough draft) Size and parts: depends on a core and stuff A gummi ship contains the following attributes Basic atk power: this dictates the power of each weapon. Also determines like attack a round. Also determine max power level of each weapons and weapons combined. Defense: How much it damage you take is your damage – def Mobility: determines if you are hit or not. Also determines speed. En: It is determined by your core+other parts Example this is a rough draft core sample of a gummi ship. Core ship Medium Ship (huge size) HP: 100 Atk: 10 Def: 10 Moblity: 10 Attacks: Laserx2. +10/+6/+2 for each laser EN: 1000 Ok this is probaly gibberrish. I will clean it up later to day Check out D20 Future, it has a workable spaceship combat system. In fact, I wouldn't even bother changing or even adding anything, D20 Future is staggeringly comprehensive. |
| nimbusconflict06-01-07, 12:41 AM | see, sometimes i do know what i'm talking about even before i read the books! Im psycho... or was it psychic... anyway, the only reason i said starfleet battles would be interesting was because the ships were done on a grid like system. i used to design awesome command cruisers using paint, of all things. |
| sword_war44406-01-07, 02:06 PM | Ok so we are done with gummi's yes |
| Thomar_of_Uointer06-01-07, 09:01 PM | Ok so we are done with gummi's yes Well, no. I'd like to see major spaceships statted out. Things like the Highwind, Falcon, Invincible, the Phantom Boat, Nobody fortress-ships, the Nobody Dreadnought, the nasty space monster from the level 3 version of Assault of the Dreadnought, and so on. Let me try some stuff... |
| Thomar_of_Uointer06-01-07, 09:14 PM | Silly me, they already have dreadnoughts. I'd say Highwind is a katana-class scout, 8 crew means that five crew members (that's soradonaldandgoofy plus two chipmunks) can run her without penalty. |
| nimbusconflict06-02-07, 01:16 PM | Silly me, they already have dreadnoughts. I'd say Highwind is a katana-class scout, 8 crew means that five crew members (that's soradonaldandgoofy plus two chipmunks) can run her without penalty. you gotta wonder whats the world coming to if you have to rely on chip and dale.... |
| sword_war44406-02-07, 05:58 PM | Why. Yay maybe they will make the ship explodes:D :D but that would be fun. |
| Thomar_of_Uointer06-03-07, 01:31 AM | you gotta wonder whats the world coming to if you have to rely on chip and dale.... Oh, come on! It's only a -2 penalty to attack rolls and skill checks without them! Suck it up! |
| zeone300006-03-07, 04:56 PM | You say that now but wait til u r one or two off from a really important check. |
| sword_war44406-04-07, 02:28 PM | yay. I realy wish there was a ring of intergers. It basicaly would make all negtive penalties postive. Yay |
| nimbusconflict06-04-07, 04:17 PM | no one in there sane mind would allow or create such a thing.... which is why i need to make one and give it to one of my BBEGs..... mwahahahahaha |
| sword_war44406-05-07, 11:27 AM | Exactly. I love being evil……………. I mean um the dm yay. |
| Uriah06-07-07, 01:13 AM | Wow, for a wee bit I thought this project had died o.o But I guess I just stopped looking right or something. Aw Well. |
| RAGNAROKISCOMING200706-07-07, 01:34 AM | kingdom hearts..........interesting............. |
| sword_war44406-07-07, 09:09 AM | intresting. No extremely intresting. Now nimbus we need to actualy work. agian. we are majorly off task (as usal). we must concentrate. |
| wolfie-kun06-07-07, 04:29 PM | We haven't been on task in at least a year...:P |
| sword_war44406-08-07, 08:48 AM | Realy. See we need other people to make us actualy work. Us 3 or 4 or 5 just talk abour . |
| Lednera06-08-07, 05:10 PM | lol, I guess its work as you feel, no slave driven development cycle to follow heheeh..... |
| sword_war44406-10-07, 02:57 PM | guesse so |
| zeone300006-10-07, 06:52 PM | Well first make a plan. |
| sword_war44406-10-07, 09:34 PM | How about we make a plan of what do next with are little sytem |
| Thomar_of_Uointer06-11-07, 12:27 AM | What you guys need to do is assemble everything you've done so far. Put it together in vB code so you can post it directly to the board, or use OpenOffice to put it into an Adobe Acrobat document that people can download. It looks like you have a full-blown system at this point, so go ahead and put some work into making it nicer. |
| sword_war44406-11-07, 08:58 AM | Yes. Well I post my prc's in to the wiki. Ya. so every one lets spend the next few days posting anything you got. If it is done put it in the wiki. If it is scratch post it here. We can then make a list of where to go next. |
| nimbusconflict06-11-07, 02:00 PM | do you know how tough it is to do things using a nintendo DS web browser? i'm to poor to get a new laptop as of yet. we do indeed have most of a whole system. We need to make it quite prettier. thats why i put up the wiki. That way we can find anything we post, edit as much as we want, and don't have to bug leddy to update our stuff. and i still have one class to finish >< need usb keyboard...... Edit: This is an old point, but since we don't want to use materia as a name, i noticed the first kh used the name Arts. So will Arts work as the name for arcane magic? |
| Lednera06-11-07, 03:50 PM | yeah I think Arts works good for Arcane magic and Faiths for Divine magic. I feel your pain nimbus, I use my cellphone to do this gr..... |
| sword_war44406-11-07, 03:57 PM | Well i used a lap top. :D :D . But yes I know what you mean. That is very hard. I like the name arts personaly so lets go with that name. |
| nimbusconflict06-12-07, 04:25 PM | cellphone ^^, i used to use t-mobile's Sidekick II, but i had to cancel the service plan. >< now i have a sidekick ii stuffed in a drawer. and sword..... *uses gypsy mind control techniques and makes him air mail his laptop* I have a question.... in KH they don't use armor, just bangles and whatnot. Do we intend to use that, or go with classical armor? |
| wolfie-kun06-12-07, 04:50 PM | cellphone ^^, i used to use t-mobile's Sidekick II, but i had to cancel the service plan. >< now i have a sidekick ii stuffed in a drawer. and sword..... *uses gypsy mind control techniques and makes him air mail his laptop* I have a question.... in KH they don't use armor, just bangles and whatnot. Do we intend to use that, or go with classical armor? We should use the Class Defense Bonus, then let bangles and such act like the Accessories in KH. |
| sword_war44406-12-07, 04:53 PM | Let do both. May be like they work like ac boosting items that combine with amour bonus. And nimbus I took a feat wich change the spell restiance line of all spell to yes. And I just happen to have a sr of 8888889944444444488888888888888888844444 44444444444444444444444+ infinty :P :dancin: :cheer: :angel: :king: o yay air mail broken to. ( could uou not just make a key board very easy. I hooked one up to my tv, One that I made.!!!!!!!!!!!!!!!!!!1) |
| nimbusconflict06-12-07, 04:59 PM | Let do both. May be like they work like ac boosting items that combine with amour bonus. And nimbus I took a feat wich change the spell restiance line of all spell to yes. And I just happen to have a sr of 8888889944444444488888888888888888844444 44444444444444444444444+ infinty :P :dancin: :cheer: :angel: :king: o yay air mail broken to. ( could uou not just make a key board very easy. I hooked one up to my tv, One that I made.!!!!!!!!!!!!!!!!!!1) make a keyboard? i could, but it's far easier to buy one. and won't require me to rummage through a box of parts.... etc. I was told i could have my pc back... but they're keeping all the other stuff.... so i'd need to get a new monitor, cables, board/mouse kit.... >< greedy parents. as for class bonus and bangles/badges/widgets.... ok |
| sword_war44406-12-07, 05:01 PM | Well seeing how my parents no didly squat about computers theywould never do that to me because I have to like help them totaly. and for the widgets those arew ok to me |
| nimbusconflict06-14-07, 06:39 PM | So.... what IS remaining for us to do? Just editing? I suppose putting everything in order would help as well.... and the addition of Fluff. We need more Fluff. |
| sword_war44406-14-07, 06:50 PM | Hey well we need those maunvers aka finishers. And then editing and may be a little finishing touches and a little extra stuff. And then we need a fancy pdf made by me. I am on fluff ( I got some of the stuff down and done already.) And I got art. My friend is making a kick arse cover art for us and then I am finshing some of my pics for the class (none are colored.) I even got a dancer nobody done. Once we do this I think we should get a new thread and officaly release it and then do updates often. We can discus new martrial for updated on the wiki or by pm. |
| nimbusconflict06-16-07, 10:11 PM | you wish to write the pdf and fluff??? who are you having fix your grammer and spelling? and can we see some samples of the said artwork? not to be rude, but i'm quite good at drawing myself, and ill be one of the first people who will have an opinion on the work. |
| sword_war44406-18-07, 09:34 AM | O I have editing hmmmmmmmmmm. I will edit it (I am quiet good If I have a lot more time than I do when I post.) For art work as soon as the stupid scanner works. It is brocken. |
| Lednera06-18-07, 10:56 PM | :rolleyes: um.... sure you do sword when you edit make sure to have a dictionary besides you preferably a sword language to common english language one :P |
| Holy_Beholder06-19-07, 11:52 AM | I have to wonder about the editing skills of someone who says they are quiet(not loud) good instead of quite(almost very) good |
| nimbusconflict06-19-07, 06:54 PM | gotta love a broken scanner. i need to get a new one. In the mean time, i am going to spend the next three hours trying to fix this lexmark all-in-one i found in three pieces in a box in my mothers living room. I'll return with this breaking story once i have results. Report: Well, the scanner works. Printer portion doesnt seem to. i think it's just dead ink carts though. I'm not home with access to my artwork, i'll see if mom has some. otherwise i'll just draw and post some rough art. Last Statement: Ok, it's all older stuff really, but here's some of my work. http://arusiasotto.deviantart.com/ to see them all (only 6 atm) make sure to click polular in the gallery, else it only shows 5 of them. |
| Lednera06-20-07, 12:52 AM | sadness in arms reminds me of Ovan or what ever the guys name is from .Hack//Roots |
| sword_war44406-20-07, 09:20 AM | Well my friend said we can use his so we are working on that. And here is some fluff for the stormer. Stormer A stormers is not so much as group like some classes are but are more so a way of studying a path. A stormer could be a destroyer who is only happy when he see’s fire and nothing else as the remains of his newest victim, or he could be a protector of the weak and innocent who uses swords and his speed to destroy wrong doers. He could even be a boy who dreams of other worlds and one who choose the darkness to aid in combat.A stormer is a parties primary melle member. |
| nimbusconflict06-20-07, 04:46 PM | Well my friend said we can use his so we are working on that. And here is some fluff for the stormer. Stormer A stormers is not so much as group like some classes are but are more so a way of studying a path. A stormer could be a destroyer who is only happy when he see’s fire and nothing else as the remains of his newest victim, or he could be a protector of the weak and innocent who uses swords and his speed to destroy wrong doers. He could even be a boy who dreams of other worlds and one who choose the darkness to aid in combat.A stormer is a parties primary melle member. Good idea, now for the localization A Stormer is not so much an organization, like some classes, but more a path chosen for ones life. A Stormer could 'easily be a destroyer, who is only happy when she faces fire or the remains of her newest victim, or she could be a protector of the weak and innocent who uses her swords and strength of arm to destroy wrong doers. Any one can be called to the path of a Stormer, be he a boy who dreams of other worlds; to one who choose the darkness to aid her in combat. No matter how a Stormer comes to her calling, you will always find them in the front lines of battle. Makes a little more sense to those of us who natively speak English. I must say, your grammar and sentence Structure are improving. maybe schools should assign wizards forums as English Homework. I have my work books today, so i shall be putting more recent stuff on my deviant site. and no, Sadness wasn't based on Ovan. I drew him after watching Visions of Escaflowne. So far, I'm thinking: 'Urival of the Two Blades', as a Strider. 'Alice, Cleric of Nerull', as a Damascao (strictly Image wise) 'Orival of the darkened Tavern' for Magideux. 'Masim, Keyblade Mistic', for Magistra. I'll work on two more ^^ |
| sword_war44406-21-07, 10:09 AM | Here are the ones me and my freinds have done Dark cailber: Stormer or a darkness class Sei: Court Magican Ta Hey: Probaly one of the magic classes Tu: The dog race guy (what are those again) Sarah: Princese of the heart (I messed up on the face) I got done a dancer Glynn: Stormer or one of the darkness classes Edit Nice art. Beat the crud out of most of mine. Not by much. Ok Me and my freind are almost done with the art now we should probaly clean up soe stuff like I am re-editing the fairy garb and some one should redo the dark classes and maybe my prc's and the court magician. We need some better tables to. I will work on some more fluff and some kh univers fluff. k |
| zeone300006-21-07, 12:56 PM | I could redo the classes and make them look pretty in table. I got a award for ICA (Intergrated Computer Applications ie Word, Excel, Powerpoint stuff like that.) |
| nimbusconflict06-22-07, 04:28 PM | That would be quite useful |
| sword_war44406-22-07, 04:56 PM | O shiny tables. That would be useful. I am compiling it currently. And I thought of somthing. Nimbus can you do the marnuvers or are we leaving them as finshers. (I do not like that so much). I am adding the art right now to the doc |
| nimbusconflict06-24-07, 10:09 PM | O shiny tables. That would be useful. I am compiling it currently. And I thought of somthing. Nimbus can you do the marnuvers or are we leaving them as finshers. (I do not like that so much). I am adding the art right now to the doc I can't do the maneuvers at the moment. I can barely use the libraries pc for an hour a day. I may have to just do it by hand and try and use OCR to input the data at my moms house. I really need to get a usb keyboard. i'd simly use the ps2 to type... |
| zeone300006-25-07, 06:44 PM | So who's going to send me the stuff? |
| sword_war44406-26-07, 09:27 AM | What do you mean. I am the compiler. I got classes done. Now we need an order of chapters (sub chapters) for the pdf. This is what I got so far Credits intro Chapter 1: Class |
| Lednera06-26-07, 10:42 AM | *points to page 1 of thread for chapter suggestions, Zeo what do you mean if you dig one or two pages back you will find the wiki were we are formalizing all the work at. |
| zeone300006-26-07, 01:13 PM | well nimbus made it sound like they need someone to make it look pretty. Well, if I'm wrong, meh; if I'm right, still, meh. |
| sword_war44406-26-07, 03:09 PM | Yes thanks |
| nimbusconflict06-26-07, 10:19 PM | not look pretty, SOUND pretty. Many pf my classes don't have introductions and descriptions like most classes do. |
| sword_war44406-27-07, 01:49 PM | ok sound perrty is good to |
| sword_war44406-30-07, 09:39 AM | starting tommowrow I will not be able to post for a week |
| sword_war44407-12-07, 02:00 PM | bump Hi I am back but it seems this thread is dieing so close to the realse. Come on kepp this alive. |
| nimbusconflict07-12-07, 06:34 PM | well, its just that there isn't much more to add. I return to class next week, so i will have more access to computers. thats about it |
| Holy_Beholder07-12-07, 07:36 PM | Well, how far is the PDF? Once its done, another thread can be made with it linked. Then this one can and should die. |
| Lednera07-12-07, 09:56 PM | I agree, I think we just need to make the last ditch effort to finish this project, at least we got most of the core done then we can branch out if we feel like participating in the project later :) I think I have to say thanks to all of you who put so much work into this project though this project was not my original idea and I became the editor in the original thread, we have grown a bit and improved in our design concepts. To all you who have been following this thread I and all of us appreciate your dedication and please give feedback to us on what future things you would like to see developed for this campaign setting we put together with bubblegum and ducktape. |
| nimbusconflict07-13-07, 12:17 PM | I would like the thank... my coach, the president of mexico... Sephiroth, and his ungodly battle routines... that guy Rob, down the street... |
| sword_war44407-16-07, 07:59 PM | So what is are final descion on maunvers, finshers psionic ect. I know we are using spell arts. And do you want me to so the pdf or led and what not, |
| Lednera07-17-07, 01:25 PM | go ahead and do the PDF sword |
| sword_war44407-17-07, 03:44 PM | awsome I am still waitning on the final descion with funshers or what ever. Are we going to use the old version of some of the classes with the finshers as a talent or what. |
| nimbusconflict07-17-07, 03:56 PM | no, the ones that don't have the finishers. such as those on the wiki. Im going to get the book o' nine swords tomorrow, and begin working on the new school and finishing blows after my one short class. |
| sword_war44407-17-07, 04:30 PM | so that all will be started tommmorow. Cool So keep the classes the same. Ps: Can some one repost the darkness classes |
| sword_war44407-19-07, 03:42 PM | I am almost done just waiting on those few things |
| sword_war44407-23-07, 12:12 PM | all I need are the thingd from nimbus |
| TheFiifthMan07-26-07, 01:34 AM | This project looks very interesting; i googled it and this popped up. I tried to look at the wiki but it's protected access; is there a way for me to take a look at it? |
| sword_war44407-26-07, 12:09 PM | Well we are getting ready for a offical release of the pdf but I have to wait for nimbus to give me some of the last stuff but you can om her |
| Wizardmon07-30-07, 12:29 AM | Hey guys, sorry for not posting in forever. On the topics of classes, I just recently made a Kingdom Hearts based variant on the soulknife. It also incorperates some hints of Tome of Battle, and warmage and hexblade. Anyway, tell me what you think: (Sorry for not making a chart thingie) (Also, where it makes sense to, replace the word "soulknife" with "heartblade" and "mind blade" with "keyblade." I missed a couple of those... BAB and Saves As Soulknife Alignment Any Hit Die 1d8 Class Skills Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowlage (Religion, The Planes, Arcana) (Int), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex), Use Magic Device (Cha). Skill Points at 1st Level (4 + Int modifier) ×4. Skill Points at Each Additional Level 4 + Int modifier. Class Features All the following are class features of the Heartblade. Weapon and Armor Proficiency Heartblades are proficient with all simple weapons, with their own keyblades, and with light armor and shields (except tower shields). Spellcasting A Heartblade can cast a number of spells per day as a Hexblade can. A heartblade's bonus spells, saving DC, and spellcasting 'style' are the same as a Warmage. At the first level, a heartblade must choose between the Warmage or Hexblade spell list. If he wishes to change it at a later on, he must either Atone (to change from a Hexblade's spell list to a Warmage's) or complete a Geas/Quest (to change from a Warmage's spell list to a Hexblade's.) Maneuvers Besides as stated in the following, a heartblade follows the same rules regarding learning, preparing, etc, maneuvers as a warblade. A heartblade does not begin his carier knowing any martial maneuvers. However, starting at the second level, and every odd level thereafter (2, 3, 5, 7, etc), he can learn a martial maneuver from the Diamond Mind, Iron Heart, Setting Sun, Stone Dragon, or White Raven diciplins. If he chose the Warmage spell list, he may also chose maneuvers from Devoted Spirit and Desert Wind. If he chose the Hexblade spell list, he may also chose maneufers from Shadow Hand and Tiger Claw. If the chosen spell list changes, the learned maneuvers do not change, however, maneuvers that can be learned do change, and the heartblade may retrain the old maneuvers as per the normal rules. A heartblade can ready 2/3 of his known maneuvers (rounded down), to a minimum of 1. (If a heartblade does not know any maneuvers, he cannot ready them.) Stances Known At level 1, 10, and 20, the heartblade learns a stance that he meets the prerequisites for from the diciplins he may learn maneuvers from. Keyblade (Su) As a move action, a heartblade can summon a sword modeled after a key born from the powers which forged the universe. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium heartblade materializes a Medium keyblade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Heartblades who are smaller or larger than Medium summon keyblades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a keyblade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade cannot be "broken" par se. When it is attacked, it is treaded as having hardness 10 and 10 hit points. However, instead of breaking, it only dissapears, and a heartblade can simply re-summon it on his next move action. When he relinquishes his grip on the keyblade, it does not dissapear, and instead it takes free action on his turn to make it do so (as normal.) If someone else picks up a keyblade that does not belong to him, it dissapears and returns to its owners hands when the holder makes a standard action, a second move action, or his turn ends, whichever happens first (if the owner of the keyblade has his hands full when it is meant to return to his hands, it dissapears as normal). A keyblade is considered a magic weapon for the purpose of overcoming damage reduction. A heartblade can use feats such as Power Attack or Combat Expertise in conjunction with the keyblade just as if it were a normal weapon. He can also choose keyblade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers, maneuvers or spells that effect weapons can be used on a keyblade. A heartblade’s keyblade improves as the character gains higher levels. At 4th level and every four levels thereafter, the keyblade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). Special Ability At fifth level, pick one of the following special abilitys to gain. Key Power (Su) When a heartblade uses his keyblade as an additional focus for a heartblade spell that deals damage, he may add his intelegence bonus to the damage dealt. This abilty functions as the warmage edge class feature. Key Dominance (Su) When a heartblade uses his keyblade as an additional focus for a heartblade spell that requires a save, the DC is increased by one. Free Draw (Su) A heartblade becomes able to materialize his keyblade as a free action instead of a move action. He can make only one attempt to materialize the keyblade per round, however. Shape Keyblade (Su) At 5th level, a heartblade gains the ability to change the form of his keyblade. As a fullround action, he can change his keyblade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a heartblade shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a heartblade can split his keyblade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both keyblades have an enhancement bonus 1 lower than the hearblade would otherwise create with a single keyblade. Whenever the keyblade rematerializes, it retains the form it took due to Shape Keyblade when it dissapeared. Keyblade Enhancement (Su) At 6th level, a heartblade gains the ability to enhance his keyblade. He can add any one of the weapon enchantment that has an enhancement bonus value of +1. At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level. The weapon ability or abilities remain the same every time the soulknife materializes his keyblade (unless he decides to reassign its abilities, or takes the Key-Chain feat; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape keyblade class ability. A heartblade can reassign the ability or abilities he has added to his keyblade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. [General] Key-Chain Prerequistes: Keyblade Enhancement Effect: For every 4 Heartblade levels, a character with this feat gains one "Key-Chain." A key-chain is an object that allows a heartblade to quickly change the enchantements bestowed on his keyblade. When a character with this feat recives a key-chain, he must decide on what enchantments it will bestow on his keyblade. The key-chain can add any and as many weapon enchantments that would normally be permissible at your heartblade level. When attached to a keyblade, a key-chain removes the "default" weapon enchantments, and replaces them with the ones specified by the key-chain in use. When the key-chain is removed, the new enchantments are removed, and the "default" ones are restored. It takes a full round action to attach, remove, or switch out a key-chain. It takes 24 hours after the new gained level to gain a new keychain or upgrade previously existing key-chains. A heartblade may change the enchantments on existing keychains in the same manner he would change them on his own keyblade. Though key-chains are tangible, magical objects, they have no market value, and cannot be used by anybody besides the owner. Key-chains may, however, be traded between heartblades who have the same level of strength Keyblade Enhancement. A keyblade shaped into two short swords may have one, two or no key-chains attached. Attaching times apply as normal, and a "two-shortsword-keyblade" may only be shaped when it has one or no key-chains attached. |
| sword_war44407-30-07, 02:18 PM | Pretty good and I am still waiting for nimbus |
| LegacyKing07-30-07, 07:53 PM | I'm eagerly awaiting the new edition. I have the older version from May sent to me by Luis (sorry forgot his screen name). |
| sword_war44407-30-07, 07:58 PM | Yes well I am the one making htat and I am waiting for nimbus for 2 weeks going on 3 |
| LegacyKing07-30-07, 09:58 PM | Wow, is it normal to wait that long for Nimbus? Hey, just a quick question - Would anyone mind if (when I get the newest version) I put the information together into a data set that would work with PCGen? PCGen is found here: http://pcgen.sourceforge.net/01_overview.php Thanks, LegacyKing |
| Lednera07-31-07, 01:36 AM | i say go ahead, and nimbus most be out of her DS Hacked Internet. BTW Legacy I was the one who sent you the older version and we are nearly done, hopefully we can get nimbus back online she has an odd habit like mine going MIA when the internet goes missing :P |
| LegacyKing07-31-07, 02:55 AM | Hi Lednera, Thanks, can't wait for the new version... I enjoyed the older PDF, though in some sections it was 'broken' making it hard to understand. |
| sword_war44407-31-07, 01:31 PM | Well I can give yuou mostly done one but It is broken a but and go aheda put it on pcgen. And Nimbus hurry up. We are close to being done. She will probaly come back when school starts up again |
| Wizardmon07-31-07, 03:06 PM | By "done," what do you mean? |
| sword_war44407-31-07, 03:19 PM | We are planing a relase of the document. We will still update often but by done I mean it will be relased and sorta done in a way |
| Wizardmon07-31-07, 03:30 PM | Humm... I daresay I hope it is far more complete, organized, and better formated that the version I got to work with. Anyway, I was thinking: if it is not already artistically formated and stuff, maybe we could ask the art person from the FF3.5 thread to make us backgrounds for the PDF. |
| Lednera07-31-07, 05:22 PM | that sounds like a good idea, wizardmon why don't you take care of that for us. When we say done we mean that most or all of the core systems for the c ore part of the setting are done. Still no fancy world hopping mechanics but we will have core classes and some kingdom heart themed item creation stuff plus races and spells plus a updated bestiary i belive with more streamlined stats well that is my understanding anyway. We might work on the Gummi Ships and Gummi Space and World creation mechanics next after this release. |
| LegacyKing07-31-07, 06:12 PM | Alright, well, I'll be waiting for the new release. Hopefully there aren't to many changes to the feats and six basic classes. I've already started coding up the classes and feats from the May version, just to get something going in the mean time. [Yeah, I've noticed I become absent online when my internet goes down, or does everyone else become absent because I'm still here? :plotting: ] |
| sword_war44407-31-07, 10:57 PM | Ok more orginize. Well I will send it to led after I am done. he can do final edits and such. And then we can finish it. And yes after this we need to make a list of what to do for the 1st update. I say expand the number of prc and add gumi rules Actualy my descion is to release it this week. We can add the stuff of nimbus later. As such I will email the word doc tonight or tomrow. You can edit. I can make the pdf or you can. I would perfer if you sent it back to me afterwards and I will start the thread. Also can you make us a site-forum. If you can make a forum as well add a part so that only staff can get in to so we can discuss the next update. WE should update about once a week or once a month if we want a huge update.Here is a list that will be edited as time go on for the 1st update New chapter Gummis and war ect Appendix 2: charcters added Goofy Magic maunvers ect and martial lists. |
| LegacyKing07-31-07, 11:59 PM | I take it from the discussion you'll be getting a Website for downloading and taking the discussion to a custom forum (safe from being sent to the archives). I don't mind a raw Document file, I can easily make it into a PDF. In fact if the Doc has the tables aligned and no writing behind a table (which seemed to be an issue in the PDF) I'd prefer the doc. One of the few things that took a moment to figure out, in the class there was BDB. I'm assuming (and correct me if I'm wrong) Base Defense Bonus? Is this supposed to be a Class Defense (Stacks with everything?) or something else, cause there wasn't anything defined in the document. And who do I pm or where do I go to get the latest and greatest version when it does get released? |
| sword_war44408-01-07, 12:03 AM | The first offical relase well we will make a new thread. It will be Ingdom hearts d20 finaly here. and the pdf is for a more people like and can use it b it is more offical and make theproject seem bigger than it is (in the sense of bill gate) And you are right about the bdb. |
| Lednera08-01-07, 12:24 PM | Sword I have to finally ask this after we have worked together for such a long time, what is your primary language? In other words what is your native language. |
| sword_war44408-01-07, 01:20 PM | I realy do not know. I have been speaking Itilain - french -spanish -english sense I wwas young. I have not been well teached in english langue. |
| Lednera08-01-07, 03:13 PM | that explains a couple of grammar issues with your writing style :). I should put you to do the international version then :P |
| sword_war44408-01-07, 04:42 PM | No I am terrible at trans |
| Lednera08-01-07, 08:28 PM | practice makes perfect :P |
| nimbusconflict08-02-07, 02:12 PM | I'm sorry, and yes, i managed to frag the file system on my microsd card. i have been so bloody busy. I shall begin working right after this post, i have like 2 hours till my next class. |
| Lednera08-03-07, 03:20 PM | welcome back nimbus you have been missed :) |
| sword_war44408-03-07, 04:17 PM | You have been. Yes now work. And I gues I can try trans |
| sword_war44408-08-07, 05:47 PM | Ok here are some rough draft Optional rule for use with tome of magic. For all of these you must be a magic casting core class (preferably the arcane one). You either can choose between regular benifts or these or you must choose one or another at level 1. Binding Each time you choose this you can use the next level of vestiges. Also things like vestige suppression and vestiges you can use ect are increased. Shadow magic Like number of mysteries know. Truename ??????????? |
| RoxasGray08-15-07, 08:24 AM | alrighty...everybody out there should know who my name refers to... me and my friends are just starting our KH style DD Campaign today in about 30 min... this is a GENERAL request for any useful stuff that could seriously help us... just send to roxasgray@yahoo.com so help us out ok!:D |
| Wizardmon01-25-08, 08:27 PM | If there is anybody out there who will read this... I strongly plan to revisit this project, or start one like it, once 4e comes out. I think that 4e will be a lot easier to design for, especially for a KH game. |
| sword_war44401-27-08, 11:54 AM | I will be right be hind you. I put alot of work into this project so I would defintly do that |
| Wizardmon01-27-08, 09:46 PM | You know, there is little reason not to start planning basic design ideas now. Sure, too much detail cannot be achieved, but some basic ideas can be developed, at least. PM me if you would like my input, or would like to begin planning and stuff. |
| sword_war44401-30-08, 08:04 PM | hey I am going to make stats for alot of the charter in the game, so i could uise some help here |
| sword_war44402-01-08, 01:16 PM | http://img156.imageshack.us/img156/1200/xigbar3jv.jpg Strider 15; CR 15; Medium outsider (Humaniod/nobodie); HD 15d8; hp 120; Mas 50; Init +5; Spd 30 ft; Defense 21 (+5 Dex, +6 Class), Touch 16, Flat-footed 11; Attack options: Sharp Shot (take a turn to aim +5d6 to damage), many shot, rapid shot, combat reflexises (5), shot on the run, BAB +15 or full: +15/+10/+5; Grap +2; Atk +6 ranged weapon (loader) 1d8 damage and +1 loader 1d8 damage or many shot +6/+4 ranged weapon (loader) 1d8 damage and +1/-1 loader 1d8 damage Full Atk +15/+10/+5 ranged loader (1d8 damage each) and +11/+7 (1d8 damage) or rapid shot: +13/+8/+3/+1 ranged loader (1d8 damage each) and +9/+5/+3 (1d8 damage) or FS 5 ft by 5 ft; Reach 5 ft; AL varies; SV Fort +5, Ref +14, Will +7; MP: 150 (15d8 md+30); Str 12, Dex 20, Con 10, Int 13, Wis 14, Cha 12. Skills: Feats: (2 feats), Pointblankshot, Rapid shot, two weapon fighting, improved two weapon fighting, many shot, dodge, mobility, shot on the run, Combat reflexises, weapon focuse, Far shot Talent (Strider): (Trick Shot), (Sharp Shot), (point blank shot), (Bounse Feat: Rapid shot) Nobody level: 8 Charge shot: (lv 4); This is a full attack action that hits all targets in a 50ft range. There are 4 bullets each. Deal damage Ultimate shot Equipment: various personal gear. |
| Vadin03-01-08, 12:19 AM | *bump!* |
| sword_war44403-08-08, 10:04 PM | can some please comment on xiba |
| Firerypyro03-12-08, 11:03 PM | I thimk I have a good combonation for Axel. Axel- Elan Pyrokenetist/ Swordsage (disipline Desert Wind) I realized this is a pretty potent version of Axel. The Swordsage with the Discipline Desert Wind just adds to the firery goodness if anyone has any questions about it the Swordsage and Desert Wind is in The Book of Nine Swords, Desert Wind is using Ki and turning into fire energy. He would still get all the racial bonuses and minuses for being a Elan. |
| LegacyKing04-20-08, 05:16 PM | Who holds the updated PDF? |
| sword_war44405-25-08, 10:18 AM | This Progect will not die yet. Next stats Maybe a good little Sora combined with oo I don't know maybe Riku. And a new template Creature of Darkness to repersent a good aligned chacrter who devoes theres elf totaly in darkness for a holy cause. Aka Riku lookin like ansem |
| Valzak06-12-08, 02:00 PM | Oo' um... this thread has been necro rezzed who knew that my project is still hanging for its dear life. FYI: This is Lednera |
| MoonSprite06-12-08, 02:40 PM | Hi! Long time no see! Amazed...what happened with your username? |
| Valzak06-12-08, 05:46 PM | for my user name thank our good folk here that manage the forums, my email i had my original user name associated with had been terminated so I was unable to obtain my original name when the forums were upgraded. I have been keeping a low profile for the time being. |
| sword_war44406-18-08, 11:39 PM | HeY so is any one up to converting to 4rth edition. |
| Valzak06-21-08, 01:19 PM | no 4e books |
| sword_war44406-21-08, 06:30 PM | Well this projec is praticly complete for 3.5. |
| ClericOfAspel06-25-08, 12:36 PM | This looks like this has stagnated somewhat. With that in mind, I'm starting a project to do (amongst other things) a Kingdom Hearts D20 build. If you're interested, I've just set up a forum (http://dadsynergy.proboards80.com/index.cgi). I'm currently designing individual components and putting them together to form a more complete build, but for now I have notes on keyblades, drive forms, classes (three for keyblade wielders) and notes on alternate rules to cover bonus abilities and whatnot. |
| DragonGhoula07-01-08, 10:07 AM | Can anyone post a link to the newest version of the PDF, cause this looks very interesting and I have been looking for something like this for a looooong time, but haven't really found much. If someone would post it, I would be very, very greatful. Thanks so much. |
| Ashlord07-10-08, 03:51 PM | Can anyone post a link to the newest version of the PDF, cause this looks very interesting and I have been looking for something like this for a looooong time, but haven't really found much. If someone would post it, I would be very, very greatful. Thanks so much. Ditto. I am also interested. Always willing to give feedback! :D |
| karmatic_sliver11-04-08, 10:48 PM | *casts animate thread* soo... how is that pdf coming along.... anyone? please? its so quiet here... |
| LegacyKing11-04-08, 10:53 PM | I have the older version of the pdf, I don't know if a revised version has come out yet... The version I have definitely needed to be cleaned up as some words were overlapping... so if anyone has the original files, I'd be happy to make a clean pdf. |
| karmatic_sliver11-04-08, 11:11 PM | I have the older version of the pdf, I don't know if a revised version has come out yet... The version I have definitely needed to be cleaned up as some words were overlapping... so if anyone has the original files, I'd be happy to make a clean pdf. id take that one and clean it up. just give me some time to fix it and post the pdf. my playgroup had been wanting to try this out for a while, [since around 2006, i believe] but we never got a hold of the complete files. since some of it is still lacking, [and i have WAY too much time on my hands] i wouldnt mind fixing/finishing it up. |
| LegacyKing11-09-08, 11:55 AM | Sent you a PM so I know what email to send it too... No replies. Did you still want it? |