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Kingdom Hearts Inspired D20 Game
13 July 2007 @ 10:54 pm
Keyblade Master

A Heart lies within every world; the same as in every person.  When a World Heart is threatened, sometimes a champion arises wielding the power to save or sacrifice the hearts of others.  Whether this power is born from within the World Heart or the champion is unknown.  This champion is known as a Keyblade Master and wields a magic weapon of unknown origin called the Keyblade.

Adventures:  Keyblade Masters often have adventure thrust upon them.  Regardless of the type of person the Keyblade Master was before, they are destined for a truly epic life regardless of whether they quest for the Light or serve the Darkness.

Characteristics:  Keyblade Masters have natural power over the Heartless.  They can never be without their weapon and have a broad range of abilities allowing great versatility.

Alignment:  Keyblade Masters have the very best and worst within their numbers.  Though often Keyblade Masters are true heroes, sometimes their powers corrupt them.  Fearlessness is the only common personality trait.

Role:  Their strength and courage make them natural party leaders.  Their versatility allows them to fill in as needed.  Though several Keyblade Masters can compliment each other nicely, working together often leads to tension.  In fact, many Keyblade Masters believe they are the only one capable of wielding the Keyblade and become quite despondent when they discover another, leading them to leave Keyblade Masters prefer to work with other brave adventures where their skills will be both unique and useful.

Abilities:  The key ability scores vary depending on the Keyblade Master's focus.  A Keyblade Master focusing on Offense may well choose strength to enhance their combat ability.  Those who focus on Agility would do well to choose Dexterity for the bonus to their primary skills or Intelligence for the extra skill points.  Those who focus on magic may wish to make Charisma their highest priority to increase their magic points and improve their spell DC.

Hit Die:  Usually d6 (Defense focus - d8)

Class Skills:
Offense - Climb, Craft, Handle Animal, Intimidate, Jump, Profession, Ride, Swim
2 + Int modifier/level
Defense - Climb, Craft, Jump, Listen, Profession, Search, Spot, Swim
2 + Int modifier/level
Skill - Balance, Climb, Craft, Disable Device, Escape Artist, Hide, Jump, Move Silently, Profession, Search, Sleight of Hand, Swim, Tumble
6 + Int modifier/level
Magic - Appraise, Bluff, Concentration, Craft, Gather Information, Knowledge (Arcana), Profession, Spellcraft, Use Magice Device
2 + Int modifier/level

Class Features

The Keyblade Master
LevelBABGood Save
Poor SaveDefense FocusMagic PointsSpellsMax Spell LevelSpecial
1+0+2+0+1 AC0*11stFocus Ability, Keyblade
2+1+3+0+1 AC121stNew Keyblade
3+2+3+1+1 AC321stKeyblade +1
4+3+4+1+1 AC, DR 1/-532ndNew Keyblade
5+3+4+1+2 AC, DR 1/-732ndFocus Ability
6+4+5+2+2 AC, DR 1/-1142ndNew Keyblade
7+5+5+2+2 AC, DR 1/-1543rdKeyblade +2
8+6/+1+6+2+2 AC, DR 1/-1953rdNew Keyblade
9+6/+1+6+3+2 AC, DR 2/-2353rdFocus Ability
10+7/+2+7+3+3 AC, DR 2/-2764thNew Keyblade
11+8/+3+7+3+3 AC, DR 2/-3564thKeyblade +3
12+9/+4+8+4+3 AC, DR 2/-4374thNew Keyblade
13+9/+4+8+4+3 AC, DR 2/-5175thFocus Ability
14+10/+5+9+4+3 AC, DR 3/-5985thNew Keyblade
15+11/+6/+1+9+5+4 AC, DR 3/-6785thKeyblade +4
16+12/+7/+2+10+5+4 AC, DR 3/-7996thNew Keyblade
17+12/+7/+2+10+5+4 AC, DR 3/-9196thFocus Ability
18+13/+8/+3+11+6+4 AC, DR 3/-103106thNew Keyblade
19+14/+9/+4+11+6+4 AC, DR 4/-115106thKeyblade +5
20+15/+10/+5+12+6+5 AC, DR 4/-127116thNew Keyblade


Weapon and Armor Proficiency:
Keyblade Masters are proficient with all simple weapons and the Keyblade.  They are proficient with Light Armor.  If the Keyblade Master chooses the Defense focus, then she is also proficient with Medium Armor and Shields (excluding Tower Shields)

Focus Ability:
Offense - 1st, Weapon Focus (Keyblade); 5th, Weapon Specialization (Keyblade); 9th, Greater Weapon Focus (Keyblade); 13th, Greater Weapon Specialization (Keyblade); 17th,

Defense - In lieu of bonus feats, a Defense-focused Keyblade Master receives a bonus to AC and Damage Reduction as listed in the chart.

Skill -

Magic - 1st, Magic Talent (+2); 5th, Magic Talent (+3); 9th, Magic Talent (+4); 13th, Magic Talent (+5); 17th, Magic Talent (+6)


Keyblade:

At first level, the Keyblade is a magic weapon, summonable at will as a swift action on the Keyblade Master's turn.  If dropped or disarmed, the Keyblade disappears after two rounds or when the Keyblade Master summons it as a swift action, whichever comes first.  The Keyblade always has the following properties: 1d8 bludgeoning damage, critical threatened on a natural 20/x2, Magic for purposes of damage reduction.  The damage increases to 1d10 if the Keyblade is held in both hands.

The Keyblade receives an enhancement bonus to attack and damage starting at 3rd level, which increases at every 4th level thereafter (7th, 11th, 15th and 19th) until it reaches +5 at 19th level.

Additional Keyblade forms become available to the Keyblade Master at every even level.  When choosing a new Keyblade, the Keyblade Master may choose a number of Minor Abilities equal to his class level minus 1 (i.e. 1 at 2nd level, 3 at 4th level, etc.)  The Keyblade Master may trade two minor abilities for one lesser ability, two lesser abilities for one greater ability and two greater abilities for one master ability.

Minor abilities - Silver, Cold Iron, Reach, Slashing damage, Piercing damage

Lesser abilities - Good, Evil, Adamantite, Damage increase (1d10 single handed, 2d6 for two handed)

Moderate abilities - Flaming, Frost, Shock, Keen, Defending, Thundering

Greater abilities - Holy, Unholy, Anarchic, Axiomatic, Flaming Burst, Icy Burst, Shocking Burst,

Master abilities - Brilliant Energy, Speed, Vorpal

Updated 7-14-07, 1:12pm
Updated 7-14-07, 5:20pm
Updated 7-17-07, 5:24pm
 
 
 
Kingdom Hearts Inspired D20 Game
09 July 2007 @ 09:35 pm
Defender

Adventures:  Defenders adventure primarily to protect someone or something.  They are combatants, much like fighters, but they focus on ensuring their own survival so that they can always be there to protect their charge. 

Characteristics:  The primary quality of a Defender is her ability to endure a great deal of damage and remain standing, thus reducing enemy resources.

Alignment:  Defenders tend towards Lawfulness.

Role:  Defenders excel in leading a party forward into the unknown, confident of their ability to withstand an ambush with ease and allowing the other members of the party to attack from behind the safety of the Defender's shield.

Abilities:   Strength and Constitution are the Defender's most important abilities, allowing them to hold the line while pressing inexorably forward.  A high wisdom is also helpful in fueling the Defender's determination and Will.

Hit Die: d12.

Class Skills:  Climb, Concentration, Craft, Handle Animal, Jump, Profession, Ride, Swim
Skill Points at first level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
Weapon and Armor Proficiency: Defenders are proficient with all simple weapons and also with shield bashing and shield spikes.  Furthermore, they are proficient with all Exotic Shield weapon proficiencies.  Defenders are proficient with light, medium and heavy armor as well as Shields, including Tower Shields.

The Defender
LevelBABFortRefWillDRAC BonusSpecial
1+0+2+0+2+0Bonus Feat
2+1+3+0+3 +0Bonus Feat
3+2+3+1+31/-+0 
4+3+4+1+41/-+0Bonus Feat
5+3+4+1+41/-+1 
6+4+5+2+52/-+1Bonus Feat
7+5+5+2+52/-+1 
8+6/+1+6+2+62/-+1Bonus Feat
9+6/+1+6+3+63/-+1 
10+7/+2+7+3+73/-+2Bonus Feat
11+8/+3+7+3+73/-+2 
12+9/+4+8+4+84/-+2Bonus Feat
13+9/+4+8+4+84/-+2 
14+10/+5+9+4+94/-+2Bonus Feat
15+11/+6/+1+9+5+95/-+3 
16+12/+7/+2+10+5+105/-+3Bonus Feat
17+12/+7/+2+10+5+105/-+3 
18+13/+8/+3+11+6+116/-+3Bonus Feat
19+14/+9/+4+11+6+116/-+3 
20+15/+10/+5+12+6+126/-+4Bonus Feat

I'll continue to modify this class as necessary.  I still need to create a pool of feats to draw from for the Bonus Feats. 
Edited 7/10/2007 9:45am
 
 
 
Kingdom Hearts Inspired D20 Game
07 July 2007 @ 09:18 pm
I've developed a few ideas for how to create a Keyblade Master class.  Essentially, it starts with a few base characteristics which are not terribly great, but depending on the player's choice of Primary and Secondary specialties, the class is improved in different ways.

Base class description:
Hit Die: d6
Attack Bonus progression: 3/4 (like a cleric)
Skill Points: 2 + Int per level
Can summon the Keyblade as an immediate action, at will.
Keyblade damage increases one step at 5th level and every 5th level, thereafter.
Learns one spell at 1st level, one at 2nd level, then one every 2nd level, thereafter.
Gains spell points like a Psychic Warrior.
Gains a bonus feat at 1st level, then every 3rd level thereafter.  (1st, 4th, 7th, etc.)

Keyblade damage is based on the following table.  Small characters start at 1d6 when wielding it one-handed.  Medium characters start at 1d8 when wielding it one-handed.  Wielding the Keyblade in two hands raises the damage up one step.

1d6
1d8
1d10
2d6
2d8
3d6
3d8
4d6
4d8 (increasing by 1d8 thereafter)

Specializations

Defender - Primary
Hit Die changes to d10
Gains Damage Reduction 1/- at 4th level, which increases by 1 at every 4th level thereafter. (4th, 8th, 12th, etc.)
The Defender gains a +1 to AC at 5th level and increases by one at every 5th level thereafter.
Character gains access to Defender-only feats

Defender - Secondary
Hit Die changes to d8
Character gains access to Defender-only feats

Fighter - Primary
Keyblade damage starts one step higher.
Keyblade damage increases at 4th level and every 4th level thereafter (4th, 8th, 12th, etc.)
Character may draw from the fighter pool of bonus feats.

Fighter - Secondary
Keyblade damage starts one step higher.
Character may draw from the fighter pool of bonus feats.

Rogue - Primary
Skill points per level increase to 6+Int per level.
Character may take Sneak Attack (+1d6) in place of any bonus feat, stackable.
Gains Trapsense and the ability to disable traps with DCs higher than 20.

Rogue - Secondary
Skill points per level increase to 4+Int per level.
Character may take Sneak Attack in place of bonus feats, stackable, but no more than once every three levels.

Wizard - Primary
Gain spell points like a Psion or Wilder gains power points.
Learns one spell every level.

Wizard - Secondary
Learns one spell every level.

This is just a temporary class description.  I'll probably need to rewrite it pretty thoroughly at some point.  I just wanted to get the ideas down while I had them in mind.  Next up I need to more thoroughly develop the Defender and Wizard classes.
 
 
 
Kingdom Hearts Inspired D20 Game
07 July 2007 @ 12:23 pm
I'm still fine tuning the classes, but for ease of use, I'm narrowing it down to just a few, as follows:

Fighter
Exactly the same as the fighter class described in the Player's Handbook 3.5e which can be found here:
http://www.wizards.com/d20/files/v35/ClassesI.rtf

Defender
Like a fighter but with more hitpoints and a lower base attack bonus.  I'm still working out the basic stats, but it will be based heavily on the Dwarven Defender prestige class described in the Dungeon Masters Guide.  You can also see a description of the Dwarven Defender here:
http://www.wizards.com/d20/files/v35/PrestigeClasses.rtf

However, at this point, I'm looking at the following traits:
Hit Die d12.  Attack Bonus 3/4 (like a cleric).  Bonus feat every other level drawing from a pool of feats based off of the videogames.  Damage reduction increases at some level increment.  Defender will definitely not have the Defensive Stance ability described under the Dwarven Defender prestige class.

Rogue
This class is not really represented in the videogame except for npcs, but it seems necessary.  This class is exactly like the one described in the Players Handbook 3.5e or as described at the following link:
http://www.wizards.com/d20/files/v35/ClassesII.rtf

Wizard
This class is based only loosely on the wizard described in the Players Handbook.  Instead, this class will be based more on the Psion class from the Expanded Psionics Handbook or described here:
http://www.wizards.com/d20/files/v35/PsionicClasses.rtf

The reason for basing it on the psion rather than the wizard is the point system it uses correlates more directly with the magic system used in the games than keeping track of spell slots and memorized spell lists.  Instead a wizard knows a spell or doesn't and has enough magic to cast that spell, or doesn't.  Also, the powers described in the Expanded Psionics Handbook resemble spells from the videogames more often than the spells in the Players Handbook.

The attack bonus will be low (1/2) like a wizard or psion.  The HD will probably also be a d4.  As for spell points, powers learned, bonus feats, etc., that will have to be developed in a later post.

Keyblade Master
Rather than some kind of superclass that obsoletes all the others, this class will be balanced in regards to the other classes.  Furthermore, it will be an amalgamation of the other classes with abilities from each, but not mastery.  The sole unique feature of this class will be the Keyblade; a weapon drawn from the characters' own spirit.  In that respect, it is similar to the Soulblade class described in the Expanded Psionics Handbook (see the link above.)  The individual details still need to be worked out, but for right now plans are to choose a primary and secondary set of subclasses that inform how the Keyblade Master advances.  For example, a Fighter/ Wizard Keyblade Master would have a strong focus on dealing damage, both physical and magical, while a Defender/Rogue Keyblade Master would be better at absorbing and avoiding damage.

More to come...
 
 
 
Kingdom Hearts Inspired D20 Game
07 July 2007 @ 11:26 am
The majority of both the heroes and villains (excluding the heartless) are human. The rest are either cartoon animals (mice, ducks, dogs, etc.) or unique characters that are not really suitable for play as characters in an RPG (like Skeleton Jack or Ariel.) Therefore, I'm going to focus on rules for characters that are either human or a cartoon animal.

Human
Humans are created using the rules in the Player's Handbook. You can also see those rules at the following site:
http://www.wizards.com/d20/files/v35/Races.rtf

Cartoon Dog
Size Medium. Constitution +2, Charisma -2. Scent ability. Gains a +2 to Spot and Listen. Bonus feat at first level.

Cartoon Duck
Size small, with all appropriate modifiers. Intelligence +2, Strength -2. +5 Swim checks. Gains a bonus feat at first level.

Cartoon Mouse
Size small, with all appropriate modifiers. Dexterity +2, Strength -2. +5 Listen checks. Gains a bonus feat at first level.

Cartoon Horse

Size Medium. Strength +2, Charisma -2. Speed 40. Bonus feat at first level.

Cartoon Bull/Cow
Size Medium. Strength +2, Constitution +2, Intelligence -2, Wisdom -2, Charisma -2. Bonus feat at first level.

Like everything I post on this journal. This is a work in progress. I am tentatively planning on filling this part in more thoroughly. Alternatively, I might try to develop a racial system that allows players to make up their own races by picking and choosing racial abilities. It would be a monumental task, but if I can accomplish it, it might more truly represent the infinite multiverse represented within the game. One could presume that since every star in the sky represents a world, there's more than just Disney movies up there, perhaps every movie or story ever created. Therefore, there could be conceivably be any kind of person imaginable. I'll work on it more later.
 
 
 
Kingdom Hearts Inspired D20 Game
07 July 2007 @ 11:24 am
Being a D20 game, the use of attributes is unchanged.  Please refer to the Player's Handbook 3.5e.

You can also find a copy at:

http://www.wizards.com/d20/files/v35/Basics.rtf
 
 
 
Kingdom Hearts Inspired D20 Game
07 July 2007 @ 10:45 am
You know that an idea is a great one when just witnessing it compels your mind to bubble with ideas of your own.  I am a fan of D20 roleplaying games and a big fan of the Kingdom Hearts series of games.  It seems to me that the two should complement each other nicely.  As of right now, I've not seen any evidence of plans to create an RPG based on this series of games.  I decided that until they do, I'll have to make my own.  Looking through the open source D20 SRD website it seems to me that everything I would need to create such an RPG already exists.

That website is here:  http://www.wizards.com/default.asp?x=d20/article/srd35

I have some ideas and outlines either written down or in my head.  My plan is to make a series of posts dealing with the mechanics for this RPG in roughly the same order as the Player's Handbook.