KeyBlade Master PrC (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
PhantomTrain

03-22-07, 02:57 PM
Here is my attempt at a SoulKnife prestige class, more than a little inspired by Squaresoft's Kingdom Hearts game series. The basic premise is the perfection of the wielder's Mindblade, as it represents an extension of the wielder's soul.

I expect that many of you will find the build too powerful, but some help balancing it would be appreciated. It's lengthy, as a warning.



KeyBlade Master
Hit Die: d10

Prerequisites: Must be able to manifest a +2 Mindblade, must have a Charisma of 10 or higher
Special: A KeyBlade Master must have at least one non-neutral component of his alignment. True Neutral characters cannot become KeyBlade Masters.

BaB F,R,W Skill
Level 1: +1, +0, +0, +0 2+int
Level 2: +2, +0, +0, +0 2+int
Level 3: +3, +1, +1, +1 2+int
Level 4: +4, +1, +1, +1 2+int
Level 5: +5, +2, +2, +2 2+int
Level 6: +6, +2, +2, +2 2+int
Level 7: +7, +3, +3, +3 2+int
Level 8: +8, +3, +3, +3 2+int
Level 9: +9, +4, +4, +4 2+int
Level 10: +10, +4, +4, +4 2+int

Key to Self-Improvement: The KeyBlade Master continues to manifest an increasingly powerful Mindblade as he progresses in this prestige class. Levels of KeyBlade Master stack with any levels of Soul Knife for the purposes of determining the maximum Mindblade Enhancement a Master can manifest, as well as the level-dependant enhancement bonus to their Mindblades that Soulknives accrue, but give no other Soulknife class benefits.

Key to the Inner Arsenal: At first level, a KeyBlade Master gains the ability to shape his Mindblade into a KeyBlade. A KeyBlade is treated as a bastard sword (1d10, 19-20, x2) but can be wielded one-handed even without the Exotic Weapon Proficiency (Bastard Sword) feat (though the wielder still adds 150% of his Strength modifier if he chooses to wield it two-handed). KeyBlades are treated as possessing all non-Neutral components of the wielder’s alignment for the purposes of overcoming damage reduction (a Chaotic Good KeyBlade Master, for example, treats his KeyBlade as both Chaotic and Good for the purposes of overcoming damage reduction, whereas a Neutral Evil Master would treat his KeyBlade as Evil). The KeyBlade is a manifestation of the Master’s passions, so it does not benefit from any Neutral component of the Master’s alignment.

A KeyBlade counts as a Mindblade for all feats, abilities and prerequisites.

Once he attains this ability, the KeyBlade Master is forbidden from using magical weapons other than his KeyBlade and Mindblade. Should the KeyBlade Master voluntarily break this taboo, he can never again gain levels in the KeyBlade Master Prestige Class.

Key to the Soul: A KeyBlade Master treats his weapon as an extension of his already considerably powerful soul. He adds his Charisma modifier to all attack and damage rolls he makes with his KeyBlade.

Level 2

Key to Space: Once per day, while holding his KeyBlade, a KeyBlade Master can use Dimensional Door as a caster of his character level. He also gains a +10’ enhancement bonus to his movement speed.

Level 3

Key to Longevity: The KeyBlade Master’s soul is strengthened to the point that it protects his vitality. He permanently adds his Charisma modifier to all saving throws.

Key to Weakness: The KeyBlade Master’s KeyBlade gains the ability to more effectively penetrate the physical defenses of his foes. The KeyBlade Master can treat his KeyBlade as possessing the physical attributes of any material for the sole purposes of overcoming damage reduction. The KeyBlade only manifests the traits of one material at a time, though the KeyBlade Master can shift the material once per turn as a free action.

The KeyBlade does not manifest any other physical properties of the material (such as toughness or Hit Points), though it’s aesthetic changes to reflect what it is currently made of (for example, a KeyBlade manifesting Alchemical Silver would not deal -1 damage as silver weapons do, but would take on a silvery sheen and seem to flow around the wielder’s hand. On the next turn, if the wielder chose to change the material from Alchemical Silver to Wood, the KeyBlade would immediately transform to a knot of wood and thorns, still quite capable of being used as a weapon).

Level 4

Key to Time: Once per day per point of Charisma Modifier as a free action, a KeyBlade Master can use the Haste spell as a caster of his class level. This effect lasts a number of turns equal to his class level. His movement speed also enhanced by +10’.

Key to All Barriers: As a free action, a number of times per day equal to his class level, a KeyBlade Master can manifest a Knock spell. The KeyBlade Master must touch his KeyBlade to the lock he intends to affect.

Level 5

Key to the Heart’s Door: Against a living target with 11 Hit Dice or less, once per week, the KeyBlade Master can make a touch attack that does not provoke an attack of opportunity as a full-round action. The KeyBlade Master must declare the use of this ability before the attack, and so it is wasted on a failed attempt. The KeyBlade Master is considered flat-footed until his next initiative when attempting to use his Key to the Heart’s Door ability.

If the touch attack is successful, the KeyBlade Master deals no damage, but forces the target to make a fortitude save of DC 17+the KeyBlade Master’s Charisma modifier. If the target fails the save, it is slain instantly. If it makes its save, or has 11 Hit Dice or more, it takes 7d6 damage.

If the target dies, either from the effect or damage, its soul is considered locked out of its body and cannot be resurrected with magic less potent than a Miracle or Wish spell. If any effect resurrects a victim of this ability, the KeyBlade Master is instantly aware of it, though he is not aware of where, how, or any other details of the resurrection, only that it has occurred.

Level 6

Key to Survival: The KeyBlade Master’s soul is sufficiently powerful that he can now protect his body through sheer force of will. The KeyBlade Master adds a deflection bonus to his AC equal to his Charisma Modifier. This effect takes the form of phantasmal KeyBlades (1 per point of Charisma Modifier) that move to parry oncoming attacks. The KeyBlade Master retains this bonus to AC even when flat-footed or grappled.

Once he attains this ability, the KeyBlade Master is forbidden from donning magical armor or using magical shields. Should the KeyBlade Master voluntarily break this taboo, he can never again gain levels in the KeyBlade Master Prestige Class.

Key to Communication: The KeyBlade Master’s soul is so potent that it can make its desires known to any creature with a language. The KeyBlade Master is under a constant Tongues and Comprehend Languages effect.

Level 7

Key to the Journey: Once per week, a KeyBlade Master can manifest a Greater Teleport effect, as a caster of his class level.

Key to Death’s Door: At this level, a KeyBlade Master permanently manifests a more powerful version of his KeyBlade. The KeyBlade is now treated as one size category larger, with appropriately increased damage, though its reach does not change. This effect stacks with all others that increase the damage of the KeyBlade.

Level 8

Key to the ‘Verse: Once per week, a KeyBlade Master can open a passage between planes. This functions as a Plane Shift spell, with the KeyBlade Master’s caster level equal to his class level.

Key to Success: The KeyBlade Master’s soul is made manifest in every endeavor he undertakes. Once per day, a KeyBlade Master can add his Charisma Modifier to any single skill check, including Charisma-based skills, as a circumstantial bonus.

Level 9

Key to Greatness: The KeyBlade Master can now call upon the elemental forces of the universe to aid him in battle. As a free action once per turn, the KeyBlade Master can sheathe his KeyBlade in one elemental energy, dealing an extra 1d8 of either Fire, Electrical, Ice, Acid, Sonic, Holy or Unholy damage (Good KeyBlade Masters can only manifest Holy energy, and Evil KeyBlade Masters can only manifest Unholy energy. A Neutral KeyBlade Master cannot manifest either).

Also, all the KeyBlade Master’s attacks are considered to have that elemental property for as long as it is manifest (for example, a KeyBlade Master battling a Red Dragon might sheathe his KeyBlade in Ice. For the rest of the turn, all attacks the KeyBlade Master makes with his KeyBlade are treated as Ice damage for the purpose of the Red Dragon’s Cold Vulnerability, as well as dealing an additional 1d8 cold damage per successful strike).

Similar to the Key to Weakness ability, this power changes the aesthetic of the KeyBlade to reflect the element it is channeling.

Level 10

Key to Perfection: To attain this level of power, a KeyBlade Master must look deep within himself and make a total dedication to his KeyBlade. A week-long ritual of solitary meditation, fasting, and self-contemplation are necessary to place the Master in the proper mental state to receive the last of his KeyBlade’s power. At the culmination of the ritual, at midnight of his seventh day of solitary meditation, the KeyBlade Master finds himself at the apex of a snow-capped mountain under a full moon, where his trial must occur. The details of every Master’s trial are different, but they are no less difficult than facing a foe of superior power (at least the Master’s character level +2) in single combat, though non-martial challenges are just as meaningful. The Master must overcome some inner demon, be it a fear, an old foe, or a vice.

After proving victorious in his challenge, the Master must make a final sacrifice to create the key to unlock his own greatness. He can never again wield a weapon other than his KeyBlade, including other manifestations of his Mindblade. He is forbidden from ever donning armor, or raising a shield in his defense. Finally, the KeyBlade Master loses all Neutral portions of his alignment as his innermost passions are unlocked, though he can choose what direction they change in (a Neutral Good Master can become either Lawful Good or Chaotic Good, whereas a Chaotic Neutral Master could become Chaotic Good or Chaotic Evil.).

Once this oath is made, the consequences for breaking it, either by voluntarily using forbidden items or by voluntarily gaining a neutral alignment, are dire. The KeyBlade Master loses all special benefits from this Prestige Class, and his levels in KeyBlade Master cease to stack with his levels of Soulknife for any purpose. Any feats that he has gained as a result of these levels stacking are lost until the KeyBlade Master can qualify for them in another way. Further, as a result of this profound self-betrayal, the former KeyBlade Master suffers a penalty on all hit rolls, damage rolls, and saves equal to his Charisma Modifier. This penalty is permanent, and cannot be removed by effect.

For all he gives up, the KeyBlade Master gains significant power. From the unlocking of his inner potential, the Master’s KeyBlade increases in power, being treated as a weapon of yet another size category larger, with appropriately higher damage, though its reach still does not change. He gains an armor bonus equal to his Charisma Modifier, which takes the form of a semi-visible sheen of force which is equally effective against corporeal and incorporeal attacks. Finally, he gains the ability to fly, with a speed equal to his movement and perfect maneuverability.
danzibr

03-22-07, 03:47 PM
I didn't see anything about Kingdom Hearts in there... except the first line.

Anyways, the PrC looks alright. You're level 8 when you get your +2 enchantment bonus, so earliest availability (unless I'm missing something) is 8 Soulknife/1 KeyBlade Master. Which is kind of late, but not too bad.

But I dunno... I'm certainly no master when looking at the balance of classes, but they get a d10, full BAB, add Cha to attack, damage and saves (and eventually armor... granted, these aren't that great, but hey, nice bonus) and a bunch of other abilities.

All of the abilities are neat, but the Key to Perfection doesn't seem worth it. I don't have much to tell you beyond the fact that it looks a bit overpowered (which I believe you already know, as you said) but neat.

Dan