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Valor Keyblade master

A Valor Key blade master is a person of great strength and constitution and their heart beats with the rhythm of one destined for glory. With the strength of their heart they summon the legendary key blade and with it fight often for the light but sometimes there is a wielder that struggles with the darkness. Those that struggle with the darkness can use it for light at a risk or give into it completely and gain great power at the cost of all that is good in them. Genre: Generally allowed in any campaign that arcane casters are allowed. Some traits may be changed depending on the progress level of the campaign. Alignment restriction: any non nutral Hit Points 1st level: 10 + Con score Hit points each level: 1d10 + Con mod Arcane Magic points at 1st level: 6 + wis score Arcane magic points each level: 1d6 + wis mod Class Skills The Valor keyblade masters class skills (and the key ability for each skill) intimidate (cha), climb (str), jump (str), sense motive (wis), survival (wis) swim (str) Skill points at First Level 2 + intelligence mod x4 Skill Points at Each Additional Level 2 + Int modifier. Class Features Weapon and Armor Proficiency Valor masters are proficient with only his key blade and are capable of wearing up to heavy armor. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base attack bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+ 5 Fort sav e +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Summoned keyblade, sacred key Choose path Path lv Path lv Path lv Path lv Path lv Path lv Path lv Path lv Path lv Spells known 0 2 1st 2 2 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th

must choose between slashing, piercing, or bludgeoning damage. The keyblade appears as a large size weapon but must resemble a key and is considered magical and deals damage as alignment to surpass DR.

Sacred Key
A keyblade wielder has the unique ability to magically unlock locks and peoples hearts as well as to seal locks and peoples hearts. To attempt this you must make a modified wisdom check (character Lv + wis mod).

Path of the Sentinel


The path of the sentinel for a valor master is a path of protection and self-sacrifice. Stalwart Defense At 2nd lv when one chooses the path of the sentinel they become driven to protect others and feel that this is the best thing to do and with this the sentinel focuses on being able to step in front of allies and block blows. With this in mind the sentinel is able to apply his Con modifier to his AC. Wise Defender At 3rd lv the sentinel becomes capable of defending allies that are close at hand. The sentinel can produce an aura that boosts allies AC by his wisdom modifier within a 15ft radius for a d4 rounds equal to their wis Mod. At 7th lv the range increases to 25ft. A Good Defense is a Good Offense At 5th lv the sentinel is capable of performing attacks of opportunities on any enemy that threatens any ally within a 15ft radius a number of times equal to their wisdom mod. At 9th lv the range is increases to 25ft Wall of Keys Ally At 11th lv the sentinel can protect allies from all damage by summoning a protective barrier of keyblades reactively. 10% negates all damage within a 15ft radius. At 15th lv 20% negates at a 25ft radius. Wall of Keys Personal At 13th lv similar to wall of keys a sentinel can negate damage dealt to him at a 10% success rate and at 17th lv this increases to 20%. Valor Form Reaching the peak of a sentinel they can shift into valor form. At 19th lv all sentinel abilities are increased by 50% when in valor form which will last a D8 rounds.

Path of the Titan


The path of the titan is the valor masters path to glory and strength. This path believes in an all-out offensive and leads to a warrior who can dole out devastating attacks. One aspect of this path is the ability to use the darkness to amplify attacks. For every +1 you add to an attack or damage increase be it magic or melee you gain a darkness point. If you reach 20 darkness points you shift into an ANTI-FORM where you temporarily become a heartless and attack your allies and your foes. When in ANTI-FORM your speed and amount of times you can attack are doubled but also your damage received is doubled. The only way to get rid of darkness points is to do significantly kind acts. Willful Keyblade A keyblade wielders greatest asset is his will. It is what shapes his weapon. At 2nd lv a titan is able to add his wisdom mod to his damage as well as his strength. Encourage Valor A titan is a strong leader and through his valor he inspires it in others. At 3rd lv a titan through his awesome presence gives players within sight of him a bonus to damage by his Wis modifier for 1D4 rounds. Sweeping Arc A titan has great skill with his keyblade and so he has access to many techniques. At 5th lv a titan can swing his keyblade in a wide arc hitting all enemies that may surround him as long as they are in front of him and in adjacent squares and is a Full round action.

Spell Casting
A valor master is lightly proficient in magic and has access to specific spells depending on the path that he chooses. The path of the sentinel unlocks the arcane knowledge of defensive spells only and the path of the titan unlocks damage spells only. These spells cost 3 x spell lv to cast in magic points and can be found in the wizards spell list.

Summon Keyblade
At 1st lv a valor master is capable of summoning the legendary keyblade via the strength of their heart. At 1st lv the keyblade does 1D8 damage and increases a dice step every 4 lvs and the wielder

Stunning Blow A titan is so powerful that at 7th lv his blows become so strong that they have a 10% chance of stunning the enemy. At 11th this becomes a 20% chance. Massive Keyblade At 9th lv a titan is able to elongate his keyblade so that it has a 10ft reach. Air Hike Strike Yet another epic feat of the titan is the air hike strike gained at 13th lv. This technic is a full round action where with the first strike the titan flings the enemy in the air and with the rest of his blows he slashed at the enemy then drives him to the ground with his final blow knocking the enemy prone. This attack cannot be reused until a d8 rounds after initial use. Shockwave Pulsar A titans will is great, so great that at 15th lv they are able to focus it into their keyblade and when they swing it in a wide arc they send a wave of energy in a 30ft cone that deals damage equal to the current keyblade damage, however there is a recharge rate of d6 rounds. These attacks also take MP equal to the character lv. Ragnarok At 17th lv as a full round action a titan can focus all his energy into his keyblade and launch a salvo of a d20 magic missiles at a D8 damage into the air which enemies have a 50% chance of being struck in a 20ft radius around the titan. This takes a d10 rounds to recharge and the wielder is fatigued for a d4 rounds. These attacks also take MP equal to the character lv. Valor Form At 19th lv a titan has hit his peak as a fighter and can shift into valor form. In this form all numerical stats for a titans unique abilities are maxed out for a d8 rounds.

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