Kingdom Hearts - d20 Campaign Setting

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Candidates for Official KHd20 Races

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
nimbusconflic Core Class Candidates
+S-M

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<br /> 1 1 2 0 0 1 Talent<br /> 2 2 3 0 0 1 Bonus Feat<br /> 3 3 3 1 1 2 <br /> 4 4 4 1 1 3 Talent<br /> 5 5 4 1 1 3 <br /> 6 6/1 5 2 2 4 Bonus Feat<br /> 7 7/2 5 2 2 5 <br /> 8 8/3 6 2 2 5 Talent<br /> 9 9/4 6 3 3 6 <br /> 10 10/5 7 3 3 7 Bonus Feat<br /> 11 11/6/1 7 3 3 7 <br /> 12 12/7/2 8 4 4 8 Talent<br /> 13 13/8/3 8 4 4 9 <br /> 14 14/8/4 9 4 4 9 Bonus Feat<br /> 15 15/9/5 9 5 5 10 <br /> 16 16/10/6/1 10 5 5 11 Talent<br /> 17 17/11/7/2 10 5 5 11 <br /> 18 18/12/8/3 11 6 6 12 Bonus Feat<br /> 19 19/13/9/4 11 6 6 13 <br /> 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.


+S-D

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
<br /> Level BAB Fort Reflex Will BDB Special<br /> 1 1 0 2 0 0 Enfeeblement Magic<br /> 2 2 0 3 0 1 Talent<br /> 3 3 1 3 1 1 <br /> 4 4 1 4 1 1 Talent<br /> 5 5 1 4 1 2 <br /> 6 6/1 2 5 2 2 Enfeeblement Magic<br /> 7 7/2 2 5 2 2 <br /> 8 8/3 2 6 2 3 Talent<br /> 9 9/4 3 6 3 3 <br /> 10 10/5 3 7 3 3 Enfeeblement Magic<br /> 11 11/6/1 3 7 3 4 <br /> 12 12/7/2 4 8 4 4 Talent<br /> 13 13/8/3 4 8 4 4 <br /> 14 14/9/4 4 9 4 5 Enfeeblement Magic<br /> 15 15/10/5 5 9 5 5 <br /> 16 16/11/6/1 5 10 5 5 Bonus Feat<br /> 17 17/12/7/2 5 10 5 6 <br /> 18 18/13/8/3 6 11 6 6 Enfeeblement Magic<br /> 19 19/14/9/4 6 11 6 6 <br /> 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,


+D-M

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<br /> 1 1 0 2 0 1 Talent<br /> 2 1 0 3 0 2 Bonus Feat<br /> 3 2 1 3 1 3 <br /> 4 3 1 4 1 4 Talent<br /> 5 3 1 4 1 5 <br /> 6 4 2 5 2 6 Bonus Feat<br /> 7 5 2 5 2 7 <br /> 8 5 2 6 2 8 Talent<br /> 9 6/1 3 6 3 9 <br /> 10 7/2 3 7 3 10 Bonus Feat<br /> 11 7/2 3 7 3 11 <br /> 12 8/3 4 8 4 12 Talent<br /> 13 9/4 4 8 4 13 <br /> 14 9/4 4 9 4 14 Bonus Feat<br /> 15 10/5 5 9 5 15 <br /> 16 11/6/1 5 10 5 16 Talent<br /> 17 11/6/1 5 10 5 17 <br /> 18 12/7/2 6 11 6 18 Bonus Feat<br /> 19 13/8/3 6 11 6 19 <br /> 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.


+D-S

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<br /> 1 0 0 2 0 1 Talent<br /> 2 1 0 3 0 1 Enhancement Magic<br /> 3 1 1 3 1 2 <br /> 4 1 1 4 1 3 Talent<br /> 5 2 1 4 1 3 <br /> 6 2 2 5 2 4 Enhancement Magic<br /> 7 2 2 5 2 5 <br /> 8 3 2 6 2 5 Talent<br /> 9 3 3 6 3 6 <br /> 10 3 3 7 3 7 Bonus Feat<br /> 11 4 3 7 3 7 <br /> 12 4 4 8 4 8 Talent<br /> 13 4 4 8 4 9 <br /> 14 5 4 9 4 9 Enhancement Magic<br /> 15 5 5 9 5 10 <br /> 16 5 5 10 5 11 Talent<br /> 17 6/1 5 10 5 11 <br /> 18 6/1 6 11 6 12 Enhancement Magic<br /> 19 6/1 6 11 6 13 <br /> 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.


+M-S

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<br /> 1 0 0 2 2 1 Talent<br /> 2 1 0 3 3 1 White Magic<br /> 3 1 1 3 3 2 <br /> 4 1 1 4 4 3 Talent<br /> 5 2 1 4 4 3 <br /> 6 2 2 5 5 4 White Magic<br /> 7 2 2 5 5 5 <br /> 8 3 2 6 6 5 Talent<br /> 9 3 3 6 6 6 <br /> 10 3 3 7 7 7 White Magic<br /> 11 4 3 7 7 7 <br /> 12 4 4 8 8 8 Talent<br /> 13 4 4 8 8 9 <br /> 14 5 4 9 9 9 White Magic<br /> 15 5 5 9 9 10 <br /> 16 5 5 10 10 11 Talent<br /> 17 6/1 5 10 10 11 <br /> 18 6/1 6 11 11 12 White Magic<br /> 19 6/1 6 11 11 13 <br /> 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

+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<br /> 1 1 2 0 2 0 Talent<br /> 2 1 3 0 3 1 Black Magic<br /> 3 2 3 1 3 1 <br /> 4 3 4 1 4 1 Talent<br /> 5 3 4 1 4 2 <br /> 6 4 5 2 5 2 Black Magic<br /> 7 5 5 2 5 2 <br /> 8 5 6 2 6 3 Talent<br /> 9 6/1 6 3 6 3 <br /> 10 7/2 7 3 7 3 Black Magic<br /> 11 7/2 7 3 7 4 <br /> 12 8/3 8 4 8 4 Talent<br /> 13 9/4 8 4 8 4 <br /> 14 9/4 9 4 9 5 Black Magic<br /> 15 10/5 9 5 9 5 <br /> 16 11/6/1 10 5 10 5 Talent<br /> 17 11/6/1 10 5 10 6 <br /> 18 12/7/2 11 6 11 6 Black Magic<br /> 19 13/8/3 11 6 11 6 <br /> 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


references

Class Reference Tables <br /> BAB FORT REFLEX WILL BDB Skill points<br /> Strength 3 2 0 1 2 1<br /> Defense 2 1 2 0 3 1<br /> Magic 1 0 1 2 1 3

Strength as: Primary Secondary Not Applied <br /> Base Speed 40 30 20 <br /> Defense as: Primary Secondary Not Applied <br /> HD: D10 D8 D6 <br /> Magic as: Primary Secondary Not Applied <br /> MP per level 3 5 8

Formulas: <br /> BAB = Major <br /> Fort, Reflex, Will= Primary+Secondary

Feats: Major Minor <br /> Strength Martial Weapon Proficiency Martial Weapon Proficiency <br /> Defense Heavy Armour Proficiency Light Armour Proficiency <br /> 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<br /> Appraise Cc Cc Cc C C Cc Yes Int<br /> Balance C C Cc C Cc Cc Yes Dex<br /> Bluff C C C C C Cc Yes Cha<br /> Climb C C C C Cc Cc Yes Str<br /> Concentration Cc C Cc C C C Yes Con<br /> Craft C C C C C C Yes Int<br /> Decipher Script Cc C Cc C C C No Int<br /> Diplomacy Cc Cc Cc Cc C Cc Yes Cha<br /> Disable Device Cc Cc Cc C Cc Cc No Int<br /> Disguise Cc Cc Cc Cc C Cc Yes Cha<br /> Escape Artist Cc Cc Cc C C Cc Yes Dex<br /> Forgery Cc Cc Cc Cc C Cc Yes Int<br /> Gather Information Cc C Cc C C C Yes Cha<br /> Handle Animal C C C Cc Cc Cc No Cha<br /> Heal Cc Cc Cc Cc C Cc Yes Wis<br /> Hide Cc C Cc C C Cc Yes Dex<br /> Intimidate C C C C Cc C Yes Cha<br /> Jump C C C Cc Cc Cc Yes Str<br /> Knowledge(any)* C C C C C C No Int<br /> Listen C C C C C C Yes Wis<br /> Move Silent Cc Cc Cc C C Cc Yes Dex<br /> Open Lock Cc Cc Cc C Cc Cc No Dex<br /> Perform Cc Cc Cc Cc C Cc Yes Cha<br /> Profession C C C C C C C wis<br /> Ride/Drive/Pilot** C C C C C C No Dex<br /> Search Cc Cc Cc C C Cc Yes Int<br /> Sense Motive Cc Cc Cc Cc C C Yes wis<br /> Sleight of Hand Cc Cc Cc C C Cc Yes Dex<br /> Speak Language C C C C C C No None<br /> Spellcraft Cc C Cc C C C No Int<br /> Spot Cc Cc C C C Cc No wis<br /> Survival C C C Cc Cc Cc Yes wis<br /> Swim C C C Cc Cc Cc Yes Str<br /> Tumble Cc Cc Cc C C Cc Yes Dex<br /> Use Magic Device Cc Cc Cc C C Cc No Cha<br /> Use Rope Cc Cc Cc C C Cc Yes Dex

Feats:
<br /> Enfeeblement Magic Meta Magic <br /> You have the ability to cast arcane spells that debilitate and hinder your enemies. <br /> Prerequisite: <br /> Wisdom score of 11+Level of spell ability desired. Example, a Wisdom score of 20 is required to cast level 9 spells. <br /> Benefits <br /> You can cast Enfeeblement spells whose level equal the number of times that this feat has been taken. <br /> This feat can be taken up to nine times.

Enhancement Magic Meta Magic <br /> You have the ability to cast arcane spells that facilitate and aid yourself and allies. <br /> Prerequisite: <br /> Wisdom score of 11+Level of spell ability desired. Example, a Wisdom score of 20 is required to cast level 9 spells. <br /> Benefits <br /> You can cast Enhancement spells whose level equal the number of times that this feat has been taken. <br /> This feat can be taken up to nine times.

White Magic Meta Magic <br /> You have the ability to cast arcane spells that heal and protect yourself and allies, as well as manipulate your enemies. <br /> Prerequisite: <br /> Charisma score of 11+Level of spell ability desired. Example, a Charisma score of 20 is required to cast level 9 spells. <br /> Benefits <br /> You can cast White spells whose level equal the number of times that this feat has been taken. <br /> This feat can be taken up to nine times.

Black Magic Meta Magic <br /> You have the ability to cast arcane spells that damage and destroy your enemies. <br /> Prerequisite: <br /> Intelligence score of 11+Level of spell ability desired. Example, a Intelligence score of 20 is required to cast level 9 spells. <br /> Benefits <br /> You can cast Black spells whose level equal the number of times that this feat has been taken. <br /> This feat can be taken up to nine times.


spell list

To much coding!!! read the .xls file -_-;
Zeone3000 Core Class Candidates Part 1
Guardian

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +1 +2 +0 +2 Guardian's Insight, Item Boost, Combat +3<br /> Reflexes, Improved Shield Bash, Shield <br /> Specialization, Shield Ward<br /> 2nd +2 +3 +0 +3 Shield Block +1, Uncanny Dodge +3<br /> 3rd +3 +3 +1 +3 Hindering Opportunist, Shield Charge +3<br /> 4th +4 +4 +1 +4 Endurance +3<br /> 5th +5 +4 +1 +4 Viligant Defender +3<br /> 6th +6/+1 +5 +2 +5 Shield Ally, Shield Slam +4<br /> 7th +7/+2 +5 +2 +5 Damage Reduction 1/- +4<br /> 8th +8/+3 +6 +2 +6 Improved Uncanny Dodge +4<br /> 9th +9/+4 +6 +3 +6 MP Gift, Shield Sling, Stalwart Defense +4<br /> 10th +10/+5 +7 +3 +7 Damage Reduction 2/-, Improved +4<br /> Guardian's Insight<br /> 11th +11/+6/+1 +7 +3 +7 Diehard, Shield Block +2 +4<br /> 12th +12/+7/+2 +8 +4 +8 Guard +5<br /> 13th +13/+8/+3 +8 +4 +8 Damage Reduction 3/- +5<br /> 14th +14/+9/+4 +9 +4 +9 Improved Shield Ally +5<br /> 15th +15/+10/+5 +9 +5 +9 +5<br /> 16th +16/+11/+6/+1 +10 +5 +10 Damage Reduction 4/- +5<br /> 17th +17/+12/+7/+2 +10 +5 +10 +5<br /> 18th +18/+13/+8/+3 +11 +6 +11 +6<br /> 19th +19/+14/+9/+4 +11 +6 +11 Damage Reduction 5/- +6<br /> 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.


Magus

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +0 +2 +0 +2 Magus Limit, Force of Personality +1<br /> 2nd +1 +3 +0 +3 Bonus Feat, Magus Aegis +1<br /> 3rd +2 +3 +1 +3 +2<br /> 4th +3 +4 +1 +4 Bonus Feat, Extra Edge +2<br /> 5th +3 +4 +1 +4 +2<br /> 6th +4 +5 +2 +5 Bonus Feat +2<br /> 7th +5 +5 +2 +5 Sudden Empower +2<br /> 8th +6/+1 +6 +2 +6 Bonus Feat +2<br /> 9th +6/+1 +6 +3 +6 +3<br /> 10th +7/+2 +7 +3 +7 Bonus Feat, Sudden Enlarge +3<br /> 11th +8/+3 +7 +3 +7 +3<br /> 12th +9/+4 +8 +4 +8 Bonus Feat +3<br /> 13th +9/+4 +8 +4 +8 Magus Ward +3<br /> 14th +10/+5 +9 +4 +9 Bonus Feat +3<br /> 15th +11/+6/+1 +9 +5 +9 Sudden Widen +4<br /> 16th +12/+7/+2 +10 +5 +10 Bonus Feat +4<br /> 17th +12/+7/+2 +10 +5 +10 +4<br /> 18th +13/+8/+3 +11 +6 +11 Bonus Feat +4<br /> 19th +14/+9/+4 +11 +6 +11 +4<br /> 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.


Mystic

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +0 +0 +0 +2 Boost, Spell Resistance +2<br /> 2nd +1 +0 +0 +3 Bonus Feat +2<br /> 3rd +1 +1 +1 +3 MP Rage +3<br /> 4th +2 +1 +1 +4 MP Haste, Bonus Feat +3<br /> 5th +2 +1 +1 +4 +3<br /> 6th +3 +2 +2 +5 Bonus Feat +4<br /> 7th +3 +2 +2 +5 MP Hastera +4<br /> 8th +4 +2 +2 +6 Bonus Feat +4<br /> 9th +4 +3 +3 +6 +5<br /> 10th +5 +3 +3 +7 Bonus Feat +5<br /> 11th +5 +3 +3 +7 +5<br /> 12th +6/+1 +4 +4 +8 Bonus Feat +6<br /> 13th +6/+1 +4 +4 +8 +6<br /> 14th +7/+2 +4 +4 +9 Bonus Feat +6<br /> 15th +7/+2 +5 +5 +9 +7<br /> 16th +8/+3 +5 +5 +10 Bonus Feat +7<br /> 17th +8/+3 +5 +5 +10 +7<br /> 18th +9/+4 +6 +6 +11 Bonus Feat +8<br /> 19th +9/+4 +6 +6 +11 +8<br /> 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.


Sentry

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +0 +2 +2 +2 Longer Keyblade, Critical Strike, Outbreak Assault, +2<br /> Iron Body, Endurance, Keyblade Focus <br /> 2nd +1 +3 +3 +3 Evasion, Steadfast Determination +2<br /> 3rd +2 +3 +3 +3 Bulwark of Defense +3<br /> 4th +3 +4 +4 +4 Keyblade Specialization, Slow fall 20 ft. +3<br /> 5th +3 +4 +4 +4 Short Haft, Vigilant Defender +3<br /> 6th +4 +5 +5 +5 Slow fall 30 ft. +3<br /> 7th +5 +5 +5 +5 Damage Reduction 1/- +3<br /> 8th +6/+1 +6 +6 +6 Greater Keyblade Focus, Slow Fall 40 ft. +3<br /> 9th +6/+1 +6 +6 +6 Improved Evasion +4<br /> 10th +7/+2 +7 +7 +7 Damage Reduction 2/-, Improved Iron Body, +4<br /> Slow Fall 50 ft.<br /> 11th +8/+3 +7 +7 +7 Critical Raid, Greater Outbreak +4<br /> 12th +9/+4 +8 +8 +8 Greater Keyblade Specialization, Slow Fall 60 ft. +4<br /> 13th +9/+4 +8 +8 +8 Damage Reduction 3/- +4<br /> 14th +10/+5 +9 +9 +9 Slow Fall 70 ft. +4<br /> 15th +11/+6/+1 +9 +9 +9 +5<br /> 16th +12/+7/+2 +10 +10 +10 Damage Reduction 4/- +5<br /> 17th +12/+7/+2 +10 +10 +10 +5<br /> 18th +13/+8/+3 +11 +11 +11 Slow Fall 90 ft. +5<br /> 19th +14/+9/+4 +11 +11 +11 Damage Reduction 5/- +5<br /> 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.


Skirmisher

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +0 +2 +2 +0 Double Keyblade, Sneak Attack +1d6, Two as One +3<br /> 2nd +1 +3 +3 +0 Evasion +3<br /> 3rd +2 +3 +3 +1 Sneak Attack +2d6 +4<br /> 4th +3 +4 +4 +1 Uncanny Doge +4<br /> 5th +3 +4 +4 +1 Shield of Blades, Sneak Attack +3d6 +4<br /> 6th +4 +5 +5 +2 +5<br /> 7th +5 +5 +5 +2 Sneak Attack +4d6 +5<br /> 8th +6/+1 +6 +6 +2 Improved Two as One +5<br /> 9th +6/+1 +6 +6 +3 Improved Uncanny Doge, Sneak Attack +5d6 +6<br /> 10th +7/+2 +7 +7 +3 Improved Evasion, Savvy Rouge +6<br /> 11th +8/+3 +7 +7 +3 +6<br /> 12th +9/+4 +8 +8 +4 Sneak Attack +6d6 +7<br /> 13th +9/+4 +8 +8 +4 +7<br /> 14th +10/+5 +9 +9 +4 Sneak Attack +7d6, Crippling Strike +7<br /> 15th +11/+6/+1 +9 +9 +5 +8<br /> 16th +12/+7/+2 +10 +10 +5 Sneak Attack +8d6, Mastery of Two as One +8<br /> 17th +12/+7/+2 +10 +10 +5 Defensive Roll +8<br /> 18th +13/+8/+3 +11 +11 +6 Sneak Attack +9d6 +9<br /> 19th +14/+9/+4 +11 +11 +6 +9<br /> 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.

Soulblader


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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +0 +2 +0 +2 Signature Keyblade, Keyblade Focus +4<br /> 2nd +1 +3 +0 +3 Surge of Valor +4<br /> 3rd +2 +3 +1 +3 +5<br /> 4th +3 +4 +1 +4 Keyblade Specialization, Power Critical +5<br /> 5th +3 +4 +1 +4 Force of Will +5<br /> 6th +4 +5 +2 +5 +6<br /> 7th +5 +5 +2 +5 +6<br /> 8th +6/+1 +6 +2 +6 Greater Keyblade Focus, Improved Crtiical +6<br /> Keyblade Mastery<br /> 9th +6/+1 +6 +3 +6 +7<br /> 10th +7/+2 +7 +3 +7 Body and Spirit, Overwhelming Force +7<br /> 11th +8/+3 +7 +3 +7 Burst of Valor +7<br /> 12th +9/+4 +8 +4 +8 Greater Keyblade Specialization +8<br /> 13th +9/+4 +8 +4 +8 +8<br /> 14th +10/+5 +9 +4 +9 Burst of Speed +8<br /> 15th +11/+6/+1 +9 +5 +9 +9<br /> 16th +12/+7/+2 +10 +5 +10 +9<br /> 17th +12/+7/+2 +10 +5 +10 Unbreakable Spirit +9<br /> 18th +13/+8/+3 +11 +6 +11 Keyblade supremacy +10<br /> 19th +14/+9/+4 +11 +6 +11 +10<br /> 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.


Twilightblader

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +1 +2 +0 +2 [i]Arcane Attument[/i], Insightful Reflexes, +2<br /> Keyblade Focus, Midnight's Veil<br /> 2nd +2 +3 +0 +3 Combat Casting, Combat Expertise +2<br /> 3rd +3 +3 +1 +3 Arcane Channeling +2<br /> 4th +4 +4 +1 +4 Keyblade Specialization, Power Critical +2<br /> 5th +5 +4 +1 +4 Quick Cast +2<br /> 6th +6/+1 +5 +2 +5 Spell Power +2, Improved Combat Expertise +3<br /> 7th +7/+2 +5 +2 +5 +3<br /> 8th +8/+3 +6 +2 +6 Greater Keyblade Focus, Improved Critical +3<br /> 9th +9/+4 +6 +3 +6 +3<br /> 10th +10/+5 +7 +3 +7 Improved Midnight's Veil +3<br /> 11th +11/+6/+1 +7 +3 +7 Spell Power +3 +3<br /> 12th +12/+7/+2 +8 +4 +8 Greater Keyblade Specialization +4<br /> 13th +13/+8/+3 +8 +4 +8 Aracne Channeling (Full Attack) +4<br /> 14th +14/+9/+4 +9 +4 +9 +4<br /> 15th +15/+10/+5 +9 +5 +9 +4<br /> 16th +16/+11/+6/+1 +10 +5 +10 Spell Power +4 +4<br /> 17th +17/+12/+7/+2 +10 +5 +10 +4<br /> 18th +18/+13/+8/+3 +11 +6 +11 Spell Power +5 +5<br /> 19th +19/+14/+9/+4 +11 +6 +11 +5<br /> 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.


Vanguard

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<br /> Lvl Attack Save Save Save Special Speed Bonus Bonus<br /> 1st +1 +2 +2 +0 Two Keyblades, Keyblade Focus, Two-Keyblade Fighting, +0 ft +3<br /> Two-Keyblade Defense, Oversized Two-Keyblade Fighting,<br /> 2nd +2 +3 +3 +0 Dodge, Evasion +0 ft +3<br /> 3rd +3 +3 +3 +1 Fast Movement, Mobility +10 ft +4<br /> 4th +4 +4 +4 +1 Keyblade Specialization, Pin Shield, Spring Attack +10 ft +4<br /> 5th +5 +4 +4 +1 +10 ft +4<br /> 6th +6/+1 +5 +5 +2 Improved Two-Keyblade Fighting, Improved Two-Keyblade +20 ft +5<br /> Defense, Dual Strike, Two-Keyblade Pounce<br /> 7th +7/+2 +5 +5 +2 +20 ft +5<br /> 8th +8/+3 +6 +6 +2 Greater Keyblade Focus +20 ft +5<br /> 9th +9/+4 +6 +6 +3 Improved Evasion +30 ft +6<br /> 10th +10/+5 +7 +7 +3 +30 ft +6<br /> 11th +11/+6/+1 +7 +7 +3 Greater Two-Keyblade Fighting, Greater Two-Keyblade +30 ft +6<br /> Defense, Two-Keyblade Rend<br /> 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +40 ft +7<br /> 13th +13/+8/+3 +8 +8 +4 +40 ft +7<br /> 14th +14/+9/+4 +9 +9 +4 +40 ft +7<br /> 15th +15/+10/+5 +9 +9 +5 +50 ft +8<br /> 16th +16/+11/+6/+1 +10 +10 +5 +50 ft +8<br /> 17th +17/+12/+7/+2 +10 +10 +5 +50 ft +8<br /> 18th +18/+13/+8/+3 +11 +11 +6 +60 ft +9<br /> 19th +19/+14/+9/+4 +11 +11 +6 +60 ft +9<br /> 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.


Vanguisher

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +1 +2 +2 +0 Fast Movement, Keyblade Focus, Power Attack +3<br /> Righteous Strength<br /> 2nd +2 +3 +3 +0 Uncanny Dodge, Mad Foam Rager +3<br /> 3rd +3 +3 +3 +1 +4<br /> 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +4<br /> 5th +5 +4 +4 +1 Improved uncanny Dodge +4<br /> 6th +6/+1 +5 +5 +2 +5<br /> 7th +7/+2 +5 +5 +2 Damage Reduction 1/- +5<br /> 8th +8/+3 +6 +6 +2 Greater Keyblade Focus, Improved Critical +5<br /> 9th +9/+4 +6 +6 +3 +6<br /> 10th +10/+5 +7 +7 +3 Damage Reduction 2/- +6<br /> 11th +11/+6/+1 +7 +7 +3 Greater Righteous Strength +6<br /> 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization, +7<br /> 13th +13/+8/+3 +8 +8 +4 Damage Reduction 3/- +7<br /> 14th +14/+9/+4 +9 +9 +4 Indomitable Will +7<br /> 15th +15/+10/+5 +9 +9 +5 +8<br /> 16th +16/+11/+6/+1 +10 +10 +5 Damage Reduction 4/- +8<br /> 17th +17/+12/+7/+2 +10 +10 +5 +8<br /> 18th +18/+13/+8/+3 +11 +11 +6 +9<br /> 19th +19/+14/+9/+4 +11 +11 +6 Damage Reduction 5/- +9<br /> 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.
Zeone3000 Core Class Candidates Part 2
Voyager

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +1 +2 +2 +0 Keyblade Focus, Run, Weapon Finesse +3<br /> 2nd +2 +3 +3 +0 Grace +1, Fleet of Foot +3<br /> 3rd +3 +3 +3 +1 Insightful Strike +4<br /> 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +4<br /> 5th +5 +4 +4 +1 Dodge Bonus +1 +4<br /> 6th +6/+1 +5 +5 +2 +5<br /> 7th +7/+2 +5 +5 +2 Acrobatic charge +5<br /> 8th +8/+3 +6 +6 +2 Greater Keyblade Focus, Improved Critical, +5<br /> Improved Flanking<br /> 9th +9/+4 +6 +6 +3 +6<br /> 10th +10/+5 +7 +7 +3 Dodge Bonus +2 +6<br /> 11th +11/+6/+1 +7 +7 +3 Grace +2, Lucky +6<br /> 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +7<br /> 13th +13/+8/+3 +8 +8 +4 Acrobatic Skill Mastery +7<br /> 14th +14/+9/+4 +9 +9 +4 Weakening Critical +7<br /> 15th +15/+10/+5 +9 +9 +5 Dodge Bonus +3 +8<br /> 16th +16/+11/+6/+1 +10 +10 +5 +8<br /> 17th +17/+12/+7/+2 +10 +10 +5 Slippery Mind +8<br /> 18th +18/+13/+8/+3 +11 +11 +6 +9<br /> 19th +19/+14/+9/+4 +11 +11 +6 Wounding Critical +9<br /> 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.


Warrior

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<br /> Lvl Attack Save Save Save Special Bonus<br /> 1st +1 +2 +2 +0 Keyblade Focus, Fast Movement, Sword as +2<br /> A Shield, Brutal Throw<br /> 2nd +2 +3 +3 +0 Bonus Feat, Power Attack +2<br /> 3rd +3 +3 +3 +1 Evasion, Power Throw +2<br /> 4th +4 +4 +4 +1 Keyblade Specialization, Power Critical +2<br /> 5th +5 +4 +4 +1 Uncanny Dodge +2<br /> 6th +6/+1 +5 +5 +2 Bonus Feat, Elusive Attack +3<br /> 7th +7/+2 +5 +5 +2 +3<br /> 8th +8/+3 +6 +6 +2 Greater Keyblade Focus +3<br /> Improved Critical, Keyblade Mastery<br /> 9th +9/+4 +6 +6 +3 Improved Uncanny Dodge +3<br /> 10th +10/+5 +7 +7 +3 Improved Sword as a Sheild, Bonus Feat +3<br /> 11th +11/+6/+1 +7 +7 +3 Improved Evasion +3<br /> 12th +12/+7/+2 +8 +8 +4 Greater Keyblade Specialization +4<br /> 13th +13/+8/+3 +8 +8 +4 +4<br /> 14th +14/+9/+4 +9 +9 +4 Bonus Feat +4<br /> 15th +15/+10/+5 +9 +9 +5 +4<br /> 16th +16/+11/+6/+1 +10 +10 +5 Overpowering Attack +4<br /> 17th +17/+12/+7/+2 +10 +10 +5 +4<br /> 18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat, Keyblade Sumpremacy +5<br /> 19th +19/+14/+9/+4 +11 +11 +6 +5<br /> 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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RAW KH Characters (20 level builds)


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)
Pending Information
Think we've got enough reserved space, Lednera?
Yeah I think we do, I will say this much we will have information better organized :D
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.
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.
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
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 does not work 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*
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.
Dudes, check out the contest at the top of this thing yo.

One of us must make Ansem the Seeker/
Show
Xehanort's Heartless
or Xemnas.

Even if it's just to get press for our thread.
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 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
I played tested some stuff and made a Saix build I will paste it here
*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.
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.
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