Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Kingdom Hearts Feats and Keyblades
#1
So I'm Currently running a Kingdom Hearts Themed Campaign with some friends, and I decided to homebrew some Feats and the way Keyblades could work in FFD20.

On the Keyblade side of things I drew some inspiration from Cheezez earlier work on this sort of thing: http://forums.finalfantasyd20.com/showth...dom+Hearts

I also wrote a number of Accompanying Feats, including Combat Style feats designed to mimic some of the Command Styles found in Kingdom Hearts: Birth by Sleep.

I'd love to hear what you guys think of it, so I'm posting it here:


Keyblade Stats: 
Standard Keyblade (1 Handed, Exotic Weapon) 
Melee 1d10, 19-20/x2, Slashing or Bludgeoning (User’s Choice) 
Can be treated as a martial weapon when wielded with two hands. 
Keychain Base Cost: TBD 
 
Power Keyblade (2 Handed, Exotic Weapon) 
Melee 2d6, 19-20/x2, Slashing or Bludgeoning (User’s Choice) 
Keychain Base Cost: TBD 
 
Finesse Keyblade (1 Handed, Exotic Weapon) 
Melee 1d6, 19-20/x2, Slashing or Bludgeoning (User’s Choice) 
Is treated as a light weapon for the purposes of feats like Two-Weapon Fighting. 
Keychain Base Cost: TBD 
 
Magic Keyblade (1 Handed, Exotic Weapon) 
Ranged (30ft.) 1d6, x2, Elemental Damage or Non-Elemental Damage 
Keychain Base Cost: TBD 
 
Special Qualities of Keyblades: 
When you gain the ability to wield a keyblade, you choose its base form from the Keyblade Types listed above. That becomes the form it will take when no keychains are attached to it. 
After acquiring a keyblade, you automatically gain Exotic Weapon Proficiency (Keyblade) on your next level up. 
 
Keychains: 
Keychains are special attachments for keyblades that alter their form and properties. Keychains always have a default keyblade form, selected from those listed above. They can be enchanted in the same way as a masterwork weapon. They also imbue the keyblade with the qualities of the material they are made from, if they are made from any special materials. 
When a Keychain is attached to a Keyblade, that keyblade takes on the default form of the Keychain, and gains its enchantments. 
Keychains can be crafted using the same prices used for weapon crafting. 


Feats: 

Synch Blade (Combat) 
Prerequisites: Two-Weapon Fighting, Exotic Weapon Proficiency (Keyblade) 
You have learned to call forth a second keyblade, and wield it in your off-hand effectively. 
Benefit: You may call a second keyblade to your off-hand. You may equip a keychain to your offhand keyblade, but it cannot be the same keychain you use for your main keyblade. You may transform your off-hand keyblade using the Unlock Transformation feat. 
 
Spellweaver (Combat, Fighting Style) 
Prerequisites: Int 15 or Wis 15, MP Pool 
You have learned the basics of Spellweaver, a command style that blends magic with martial prowess. 
Benefit: You can spend 1 MP to fire an energy bolt from your weapon while making an attack. This bolt deals your weapon’s damage, and hits all targets in a 15ft. line in front of you. This attack counts as one of your attacks this round. 
 
Spellweaver: Magic Melee (Combat, Fighting Style) 
Prerequisites: Spellweaver (Combat), Int or Wis 17 
Your proficiency with Spellweaver allows you to command your melee weapons from a distance. 
Benefit: You can spend 1 MP to attack an enemy within 20ft. as if they were within melee range. When you do this, you deal an additional 1d4 Non-Elemental Damage. 
 
Spellweaver: Finale (Combat, Fighting Style) 
Prerequisites: Spellweaver: Magic Melee (Combat) 
Your mastery of Spellweaver allows you to end a combo with an area blast of magical energy. 
Benefit: You can spend 3 MP to replace the final attack you make in a full attack action with an AOE Explosion. When you do this, deal 2d6+Int or 2d6+Wis Non-Elemental Damage to all targets within 5ft. of you. 
 
Fever Pitch (Combat, Fighting Style) 
Prerequisites: Dex 17 
You have learned the basics of Fever Pitch, a High-Speed Command Style that allows you to strike with incredible speed. 
Benefit: By taking a -2 Penalty to your attack rolls this turn, you may make an additional attack at your full BaB as part of an attack action. 
 
Fever Pitch: Dash (Combat, Fighting Style) 
Prerequisites: Fever Pitch 
Your proficiency with Fever Pitch allows you to traverse the battlefield at a tremendous pace. While using this fighting style you gain a bonus 10ft. of Land Speed. 
 
Fever Pitch: Tri-Slash (Combat: Fighting Style) 
Prerequisites: Fever Pitch: Dash 
Your Mastery of Fever Pitch allows you to strike through an entire line of foes. 
Benefit: As an attack action, you may deal damage to all enemies in a 20ft. line starting at your current position, and then move yourself to the other end of that line (if the final space is occupied, instead move to the closest available space that is part of the line). This movement does not provoke an attack of Opportunity. 
 
Ghost Drive (Combat, Fighting Style) 
Prerequisites: Int 15 or Wis 15, MP Pool 
You have learned the basics of Ghost Drive, a Lightning Fast command Style that utilises magic to greatly boost attack speed. 
Benefit: You may spend 1 MP to perform an extra attack at your full BaB as part of an attack action. You may only use this ability once per turn. 
 
Ghost Drive: Flash Step (Combat, Fighting Style) 
Prerequisites: Ghost Drive (Combat), Int 17 or Wis 17. 
Your Proficiency with Ghost Drive allows you to warp short distances when making attacks or evading. 
Benefit: You may spend 1 MP to move to a space within 15ft, without provoking an attack of opportunity. This is treated as a move action. If you perform an attack immediately after using this ability, you deal an additional 1d6 + Int or Wis Non-Elemental Damage. 
 
Ghost Drive: Multi-Pierce (Combat, Fighting Style) 
Prerequisites: Ghost Drive: Flash Step (Combat) 
Your Mastery of Ghost Drive allows you to move with incredible speed and precision. 
Benefit: Once per day you may warp to a point within 30ft. before making a full attack action. 
 
Dark Impulse (Combat, Fighting Style) 
Prerequisites: Str or Con 15 
You have learned the basics of Dark Impulse, a command style that draws on your inner darkness to strengthen you. 
Benefit: You may take 1d4 Shadow Damage to enter Dark Mode, gaining Shadow Resist 10 and causing all of your melee attacks to deal Shadow Damage instead of their normal damage types. Dark mode lasts for 3+Con Rounds. At level 10 this becomes 5+Con Rounds. 
 
Dark Impulse: Shadow Step (Combat, Fighting Style) 
Prerequisites: Str or Con 17, Dark Impulse (Combat) 
Your Proficiency with Dark Impulse allows you to use darkness to traverse short distances instantly. 
Benefit: While in Dark Mode, you may use your move action to instantly disappear and emerge from any shadow within 30ft. This becomes 60ft. at level 15. This provokes an attack of opportunity if you disappear within melee range of someone who knows you can do this. 
 
Dark Impulse: Chaos Claw (Combat, Fighting Style) 
Prerequisites: Dark Impulse: Shadow Step (Combat) 
Your Mastery of Dark Impulse allows you to manifest a great claw formed from darkness, lashing out at foes in front of you. 
Benefit: While in Dark Mode, you may perform a single melee attack on a target within melee range. If the attack hits, you may immediately make a melee attack on all foes within 5ft of the initial target, even if they would not normally be within melee range. You may use this ability 3+Con times per day. 
 
Bladecharge (Combat, Fighting Style) 
Prerequisites: Str 15 or Dex 15 
You have learned the basics of Bladecharge, a Command Style that cloaks your weapons with a magic aura, extending their reach. 
Benefit: By taking -2 to Attack Rolls with a melee weapon, you may grant that weapon the reach weapon quality if it does not normally have it. 
 
Bladecharge: Whirlwind (Combat, Fighting Style) 
Prerequisites: Str 17 or Dex 17, Bladecharge 
Your Proficiency with Bladecharge allows you to spin your blade almost 360 Degrees, catching foes behind you with the backswing of your attack. 
Benefit: While using Bladecharge, you may make one additional attack against any foes within melee range who are located behind you. 
 
Bladecharge: Final Revolution (Combat, Fighting Style) 
Prerequisites: Bladecharge: Whirlwind 
Your Mastery of Bladecharge allows you to perform a rapid spinning finishing move, slicing through everything around you. 
Benefit: While using Bladecharge, you may take an additional -2 to your attack rolls (-4 total) during a full attack action. When you do so, the final attack instead deals 2d6+Str or 2d6+Dex Slashing Damage. 
 
Shotlock (Combat) 
Prerequisites: Exotic Weapon Proficiency (Keyblade) 
You gain one of the Shotlock Limit Breaks, as Described Below: 

Ultima Cannon (Su): 
You transform your keyblade into a cannon, firing a single shot that decimates a wide area. Deal 1d6 Non-Elemental Damage per class level in a burst 4 centred on a space within 30ft. of you. 
 
Multivortex (Su): 
You conjure six blades of energy and charge the target, trapping them in a hurricane. Charge at a target, dealing 1d6 Slashing Damage per class level to the target, and then dealing half as much damage to targets within 5ft. of the original target. 
 
Lightbloom (Su): 
You spin, releasing countless light blasts from your keyblade that home in on your targets. Choose up to 5 targets within 40ft. of you (You may choose the same target multiple times). Roll 1d4 per class level, and divide the result among the targets as Holy Damage. 
 
Dark Volley (Su): 
You fire a barrage of dark bolts from your keyblade that home in on your targets. Choose up to 5 targets within 40ft. of you (You may choose the same target multiple times). Roll 1d4 per class level, and divide the result among the targets as Shadow Damage. 
 
Unlock Transformation (Combat) 
Prerequisites: Keyblade Proficiency, 5th Level. 
You may select a weapon type you are proficient with. Your keyblade can transform into that weapon type as a move action. If you possess the Quick Draw feat you may instead do this as a shift action. Any keychain enchantments that would not be applicable in the new form are rendered inactive until the keyblade transforms back to normal. You may take this feat multiple times, choosing a new weapon type each time. 
 
Keyblade Glider 
Prerequisites: Keyblade Proficiency, 10th Level. 
You may transform your keyblade into a Keyblade Glider, a flying vehicle with a flight speed of 30ft. (Good) 
 
Stuff to be added in future Versions: 
- Open Gateway 
- Wingblade, Wingblade: Revolution, Wingblade: Finisher
- Rhythm Mixer, Rhythm Mixer: Jam, Rhythm Mixer: Master Mix 



Thanks for Reading this Smile
Reply


Messages In This Thread
Kingdom Hearts Feats and Keyblades - by Silverfin008 - 05-19-2018, 11:55 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)