PS and KH please don't shoot!

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perro's picture
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PS and KH please don't shoot!

Here we go.Alright look this is about kingdom hearts and PS.there will be no disney stuff at all!Instead wholley original stuff revioving around PS style heartless and nobodies(and the key blades)All right?Good.

About ten milenea ago a race known as the chasers mastered the ability of unlocking latenet potential in a person's soul.This led to them assuming an almost god like role for millenium.For unknown reasons a race from the far realms attacked these beings creating a long drawn out war and in the process killing the chaser's leader turning him into a heartless and nobody.these two beings are cast apart across the planes foever wondering.In the meantime a failed far realms invasion splits the chasers' prime into two worlds a world filled w/heartless stuck in the plane of shadow and a world inhabited by nobodies in the plane of radiance.The leader's nobody and heartless in their travels seeded slect bloodlines w/a fraction of the chaser's power to unlock the heart and also forged the tools needed to do so.when these two met at some time they vanished in a wave of pure magical energy which creadted a portal from the shadow plane to a small prime.In response the heartless attacked this prime turning millions into heartless and at that same time trigerring the blood lines thousands are now being drawn to the primes to face the darkness.They do not know why or when they will face it all they know is they will.

Fidrikon's picture
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I can't say Ive ever played kingdom hearts, but there are a few... oddities in your story.

1: a Far Realms race. The process of a breach between the multiverse and the far realms is so wonderfully complex that it, thankfully, almost never happens. I think the last time it happened we wound up with Illithids who took over nearly everything. There's a reason Illithids are in so many campaign settings. The breach required to bring through an army would be catastrophic, and would have shaken the planes in a number of other ways. It would not be an isolated incident.

2:All these heartless trappen in the Plane of Shadow. I would change this to some demi-planar prison. Why? The PoS gets plenty of visitors every day. All those shadow-dancers and primes looking to use it to get to other primes, The Heartless would need a reason not to have escaped before now.

3: I don't know what a Nobody is, or what a Heartless is, but you said that the Kind Heartless and the King Nobody both seeded people with a bit of their power (why? and how?) and created the means to do this through items. Are these the Keyblades you mentioned? I thought those were weapons gainst the Heartless. In which case the King Heartless making them is kinda weird. Unless it can hurt the other Heartless BECAUSE it was made by the King Heartless. In whiach case he still needs a valid reason for making them.

Thats all. I hope I dont sound too negative, but these didnt make sense to me.

ripvanwormer's picture
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All I know about Kingdom Hearts I learned from Wikipedia.

My learned opinion is that this idea needs more Disney stuff.

princessbunny99's picture
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omg....little mermaid in the elemental plane of water.

blackthornes's picture
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Ok........Perro and myself have been working on this for only a few weeks, and was hoping to put off the posting until after this weekend.

No offense to perro, but I will try to clear up his quick, not to mention confusing, typing.

Ok, along time ago on a prime far, far away, there lived a race of humanoids known as the chasers. The people of this prime were not ordinary in anyway, for they held the ultimate weapons: the keyblades. The keyblades are speacial swords that are like an extension of the wielders personality and origin, and came to existance through the crafting by their god-like leader. The Chasers lived a prospering existance, until on one faitful day, their freedom and will power was taken away by an onslaught of creatures from another place(believed to have been the far plane), known only as "the dark ones." Although the the chaser leader and his people could easily defeat these creatures, they just kept coming and coming, and the battle waged for days upon days. Finally, in a last ditch effort, the leader tried to use the great forces of his own power to rid his people of the creatures for good. This attempt seemed to have worked, but proved futile when even more appeared out of nowhere. The creatures slayed the king, and the people serendered to the power of the dark ones. When the creatures tried to take the planet and its people back to their home, the prime became two planets(and everybody was copied), and shifted to locations within the plane of shadow, and the ethreal. Because of some unexplainable mishap, the now two primes found their new homes, and were protected from any entry and exit by an unexplainable force. During the time of the chasers lives in these new places, the strange force around the planet started to change them from their original forms, to a wierd combination of the unexplained and either the shadows or ethreal. This creatures became known as the heartless(the ones in the plane of shadow) and the nobodies(the ones in the etreal plane). These two creatures can be made only two ways: a) for any creature to be slain by a heartless, or a nobody. b) For any creature to be Slain by a keyblade. When this happens, if the heart is filled with dark feelings or hatred, the heart and soul form the heartless, and the body left over is taken and turned into a nobody. When a creature is slain in either of these two methods, the created two are shifted to their respective planets on their respective planes (Shadow and Ethreal).

Ok, now to explain what happened to the chaser leader. When he was killed, he pulled all of the existing keyblades with him. Sense he had his hand in each of their creations, the were not only extensions of his people, but extensions of himself as well. When this happened, the keyblades were altered by the untainted evil of the dark ones. They became sinister things that could trap the hearts and souls of others, but could also release them. Not only could they do this, they could also free those trapped hearts and souls. This attempt was made by the dark ones to get their hands on the keyblades, and their plan failed. When the leader was slain, he suffered the same fate as any slain by a heartless or nobody. He split into the two. Although this happened, his heartless and nobody could not return to were they belonged, because the places didnt exist yet. The two were instead let out onto different locations on the palnes. The two knew nothing of their original lives, and could only remember one thing. They were looking for something. They both retained half of the original keyblades, and also the knowledge of what they were and how to make them. So the two did the only thing someone looking for something unexplainable would do: they became planewalkers. They traveled the planes serching for their answers, and crafted new keyblades in their travels. Eventually, the two found each other, and they came together in a burst of action and dissapeared. This action set out a wave of great magical power, and all of the keyblades were implanted into specific blood lines all over the multiverse until they met one that was born with a similar personality and origin. Although some had already found new wielders, they laid dormant. This dormancy would only be broken with the rebirth of the chaser king. Upon the rebirth of the king, the keyblades that were inside the bodies of their chosen ones, would call out to them to go to a place the have known thier entire life, but had never known its purpose ( For instance, a strange door they had never entered). This door would lead to a random location on a remote prime world, were they have been sent for their ultimate purpose: to remove the threat of the the heartless and the nobodies, and to free the souls of the trapped chaser people so they can finally be laid to rest, for you see, when the king is reborn, not only will the keyblades become active, but this event will also open a portal from the worlds of the heartless' and the nobodies, to the same remote prime. The keyblade masters must then learn the trials of the island and how to use their new weapon and powers.
-------------------------------------------------------------------------------------

Please, if their are any questions or comments, I will gladly answer them, and Im sure that perro will also answer questions that any may have.

Suggestions are also welcome, as long as they aren't completely trolling or a complete throw out of our basic idea, shown above.

perro's picture
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NO DISNEY!! THIS IS TOTALLY SEPERATE FROM THE GAME! We were trying to create a mix between Nobody's and Heartless and PS, alright? Frid. I hope Blackthornes explaination made things more understandable... Laughing out loud

Sango Uchiha 08's picture
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*poofs in* Hey there people....! What's going on?
~Nikki

Smeazel's picture
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'Fidrikon' wrote:
1: a Far Realms race. The process of a breach between the multiverse and the far realms is so wonderfully complex that it, thankfully, almost never happens. I think the last time it happened we wound up with Illithids who took over nearly everything. There's a reason Illithids are in so many campaign settings. The breach required to bring through an army would be catastrophic, and would have shaken the planes in a number of other ways. It would not be an isolated incident.

Actually, according to Lords of Madness, mind flayers aren't from the Far Realms. They're actually from the future.

Which I think is stupid and contradicts previously established canon*, so personally I'm more or less ignoring it.

(*Actually, it was never explicitly said in previous canon that mind flayers were from the Far Realm. But there were some pretty big hints. And then Lords of Madness just threw that all away. And then conversely said that psurlons were from the Far Realm--which again contradicted previously established canon, since previous books had explicitly said psurlons were from a Prime world. Bah. There's some stuff I like about Lords of Madness, but the complete ignoring of previous canon? Not so much.)

Mind flayers aside, though, there have certainly been recent breaches between the Far Realms and the Prime. Like in Gates of Firestorm Peak, the module that first introduced the Far Realm in the first place. And other times since then. It happens. It's not exactly a common occurrence, but it's definitely not true that it "almost never happens".

Bob the Efreet's picture
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Although it seems like your primary goal is to introduce Heartless, Nobodies, and keyblades into our normal PS, I think the Kingdom Hearts concept is reasonably Planescapish in nature. The idea that there are many worlds, and each one has a heart. Somebody comes along and starts opening the hearts of the worlds, trying to reach the fabled world of Kingdom Hearts, where he can achieve ultimate power. Now, in the (first) game, problems were solved by fighting enemies and a cut scene in which your keyblade handled the world-sealing process automatically. But I think in a tabletop RPG the concept of a world's heart, and the consequences of opening and closing the heart, could be explored further. If we add in ideas from KH2 like the Nobodies and Organization XIII, well, then it just gets more interesting.

I guess what I'm saying here is that there's so much more you could use (and none of it has to do anything with Disney or even Square), that there's no reason to limit it to just the monsters.

__________________

Pants of the North!

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Heartless traits:
+2 dex,-4 int.,con-
unerring teleportation like a yugoloth.
heart sense:heartless can see any creature w/a soul(nullifying invisbility)
DR2times HD/keyblade
S.r.5+HD
DV 60'
are not immune to critical hits or flanking
+2 hide in darkness

shadow(tiny undead)
HD:1d12(6)
BAB:+0
AC:15
special:heartless traits,spiderclimb
Skills:+2hide,+1climb
Feats:improved iniative
Abilities:str8,dex18,con-,int-,wis14,cha3
Environment:any
Treasure:1/2standard
C.R.:1
Saves:+0fort,+9ref.,+1will
Iniative:+8
Attacks:1claw(1d6-2)
shadows are the weakest and most common heartless they manifest as small bipedal creatures with incessantly twitching antenna and large yellow eyes.they are ambush creatures and prefer to use numbers to overcome an enemy.

Neoshadow (small undead)
HD:3d12(24)
BAB:+4
AC:17
special:heartless traits spiderclimb
Skills:+4hide,+2move silently,+4jump
Feats:improved iniative,power attack
Abilities:srt14,dex18,con-,int5,wis16,cha7
Environment:any
Treasure:standard
C.R.:5
Saves:fort2,ref8,will7
Iniative:+5
Attacks:2claws(1d6+2)
neoshadows are a more developed version of the common shadow they still use the same tatics but manifest as a black humanoid figure with long antenna growing from it's head

soldier(small undead)
HD:3D12( 18 )
BAB:+4
AC:16
special:heartless traits
Skills:+4climb,+4hide
Feats:improved iniative,power attack
Abilities:str15,dex15,con-,int1,wis13,cha5
Environment:any
Treasure:standard
C.R.:2
Saves:fort+2,+4reflex,+2will
Iniative:7
Attacks:2 claws(1d6+2)
soldiers are almost as common as shadows and act as cannon fodder in the heartless ranks

Lance soldier(med. undead)
HD:5d12(30)
BAB:5
AC:17
special:heartless traits
Skills:+3 jump
Feats:power attack,weapon focus
Abilities:str15,dex17,con-,int3,wis15,cha7
Environment:any
Treasure:standard
C.R.:4
Saves:fort+3,reflex+7,will+5
Iniative:+3
Attacks:1 lance(1d8+2)
lance soldiers are fully armored and more developed soldiers that are controlled by their semi-intellengent lances which they appeared to be led around by.

Sword soldier(med. undead)
HD:7d12(42)
BAB:7
AC:18
special:heartless traits
Skills:
Feats:power attack,w.focus(long sword),improved iniative
Abilities:str17,dex15,con-,int10,wis12,cha10
Environment:any
Treasure:standard
C.R.:5
Saves:fort+4,ref+8,will+6
Iniative:+6
Attacks:1 longsword(1d8+4)
sword soldiers are the highest form of non speciallized heartless they appear as stilt legged warriors clad in armor wielding longswords grafted to their arms.

blackthornes's picture
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Yes bob, the idea is still blooming. for now, our idea is to set it on the prime, but from there, what could possibly happen. there is much more to explain and come up with, and so far so good im thinking. As far as the hearts of the worlds and kingdom hearts, we havent delved into it.....yet. We may eventually deal with those elements, but for now, this is our current project. Essentially our plan was to have a planar campaign, introducing the heartless, nobodies, keyblades, and keyblade masters(this will hopefully be worked out with a well rounded pristege class).

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The damage is off for pretty much all of them. I also have no idea how the hell shadows wound up with a negative BAB, or some of the soldiers would up with one equal to (or greater than) their HD. Undead have a BAB progression of 3/4. Hell, I'm pretty sure you've fucked up the saves as well.

Going by the weapons (and dice for natual weapons) here is what it should be:
Shadows: +0, claw (1d6-1)
Neoshadows: +4, 2 claws (1d6+2)
Soldier: correct
Lance soldier: 1 lance (1d8+3) (+magic bonuses)
Sword soldier: 1 longsword (1d8+3)

Also, the sword soldier's nowhere near CR7. If it fought a level 7 party, it would be dead with a round or two. Hell, if it fought a level 7 Wizard or Cleric it'll be dead with a round or two, never mind the rest of the party.

Vs. a party:
Mage casts fireball, deals 7d6 damage (24.5 damage average).
Cleric casts Cure Critical Wounds. Deals 4d8+7 damage (25 damage average).
Fighter attacks it. Deals about 10-15 points of damage per hit, depending on gear.
Rogue shoots it with a crossbow. It takes about 5 damage.
Skeleton deals 1d8+3 damage with longsword, dealing about 7 damage. Even the mage has HPs in the low 30's by now if he has a Con bonus.

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'nick012000' wrote:
I also have no idea how the hell shadows wound up with a negative BAB, or some of the soldiers would up with one equal to (or greater than) their HD.

I think probably because Perro confused Attack Bonus with BAB. The numbers given seem to make sense as total Attack Bonuses (the shadow's 8 STR, for example, would account for the negative number), but certainly not as BABs.

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sorry my books are on loan at the moment so I was guessing at the damage and CR :oops:
anyway more heartless the first set here is for the inner planes enjoy Smiling
Reqiuem(dimuniutive undead)
HD:3D12(12)
BAB:+2
AC:18
special:heartless traits,spellcasting,levitation
Skills:+9 hide
Feats:eschew materials
Abilities:str4,dex22,con-,int20,wis16,cha12
Environment:any
Treasure:standard
C.R.:5
Saves:fort+1,ref+10,will+6
Iniative:+6
Attacks:-
reqiuems are minor elemental heartless they depending on their coloration cast a set of elemental spells while hiding behind more physicaly strong heartless.they appear as small floating critters wearing pointed hats and flailing feet.
Combat
spellcasting-reqiuems come in four varieties.Red(fire),blue(cold),yellow(air),and green(sonic).Once per round they can cast a spell as a third level wizard that has the same desriptor as they do.

Infernos (medium undead)
HD:6d12(42)
BAB:+5
AC:18
special:heartless traits,flame body,fire sub-type
Skills:-4 hide,-2 move silently
Feats:power attack,improved iniative,iron will
Abilities:str16,dex18,con-,int7,wis13,cha8
Environment:any
Treasure:none
C.R.:
Saves:fort2,will5,reflex7
Iniative:+8
Attacks:2claws(1d6+3),fireblast(2d8+0)[10 feet]
when a strong fire elemental falls to darkness an infernos is born.These manifest as a humanoid figure made of black crackling flames
Combat
flame body-any attacks made against an infernos recieve 1d6 fire damage,and all attacks made by an infernos deal an extra 1d6 fire damage

Glacia(medium undead)
HD:4d12(48 )
BAB:+3
AC:21
special:heartless traits,cold subtype,cold aura
Skills:
Feats:power attack,weapon focus(tentacle)
Abilities:str20,dex14,con-,int4,wis13,cha5
Environment:any cold
Treasure:standard
C.R.:
Saves:fort+2,+3will,reflex+4
Iniative:+2
Attacks:2tentacles(1d6+5),1slam(1d4+5)
a heartless born from a greater water elemental a glacia menifests as a puddle of semi solid ice like fluid that is in constant motion.When threatened it lashes out with two tentacles formed of semi liquid ice
Combat
Cold aura-same as an infernos except cold damage

Tempest(medium undead)
HD:3d12(18 )
BAB:+2
AC:16
special:heartless traits,incorporeal
Skills:+10 hide,+10 move silently
Feats:stealthy,ability focus(shriek)
Abilities:str-,dex18,con-,int1,wis7,cha1
Environment:any
Treasure:none
C.R.:
Saves:fort+1,will-2,reflex+6
Iniative:4
Attacks:1shriek(3d6+4)
when a greater air elemental turns to darkness a tempest is born,it manifests as a formless mass of air that shrieks and screams,allowing it too attack.

Trembolo(medium undead)
HD:7d12(70)
BAB:+4
AC:19
special:heartless traits,crystaline body
Skills:-2 move silently
Feats:power attack,weapon focus(claws),weapon focus(spikes)
Abilities:str23,dex15,con-,int2,wis13,cha6
Environment:any
Treasure:standard(gems only)
C.R.:
Saves:fort+2,will+3,reflex+5
Iniative:2
Attacks:2claws(1d8+6),1slam(1d6+6),3spikes(1d6+6)[10 feet]
the heartless of a greater earth elemental a trembolo manifests as a human figure wielding claws and made out of solid crystal.It can grow spikes made of crystal as a free action which it can attack with
Combat
crystaline body-a trembolos' body is sensitive to sonic attacks taking double damage from them.

And here's the celestial heartless!!
Echelon(medium undead)
HD:8D12(48 )
BAB:+9
AC:20
special:heartless traits,light aura
Skills:+5spot,+3bluff,+2balance
Feats:power attack,weapon focus(longsword),improved iniative,fly by attack
Abilities:str20,dex20,con-,int14,wis13,cha10
Environment:any
Treasure:double standard
C.R.:12
Saves:fort+2,will+4,ref+7
Iniative:+9
Attacks:2claws(1d6+5),1 +2longsword(1d8+7)
when the rare celestial becomes consumed by rage and hate for evil it becomes it,the echelon was a celestial that fell to darkness and now serves it as a heartless.It manifests as a black winged being with ebony skin and eyes the color of red coals,black armor covers it's body and crackles with power when it moves.
Combat
light aura-as full action a echelon can create an aura of crackiling lighting that deals 1d6 electricity damage.

Sango Uchiha 08's picture
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Wow... that's alot of Stats! I cant even imagine what this will look like after you and Blackthornes get together, Perro! About what will you two be going over?

Sorry about my randomness on here... but for the time being, I really have nothing else to say, but I still want to let you guys know I'm here... so this would be the only way to do both...

perro's picture
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Trust me there's alot more too come.Just wait till I post nobodies Laughing out loud
Now here's the lower planes.

Drak(huge undead)
Hd:10d12(80)
BAB+10
AC15
ATTACKS1bite(2d6+7),2claws(2d6+7),1tail blade(2d8+7)
SPECIAL-heartless traits,energy ray
SKILLS-
FEATS-flyby attack,awesome blow,cleave,improved grapple
ABILITIES-str24,dex20,con-,int10,wis17,cha13
TREASURE-double standard
ENVIROMENT-any
CR-12
FORT-5
WILL-9
REFLEX-8
INIATIVE-5
a massive flying heartless native to gehhene.It serves as a troop carrier and air battle ship in the heartless forces.It manifests as a huge skeletal wyvern
COMBAT
Energy ray-once every two rounds a drak can release a ray of negative energy that deals 3d8 damage and leaves the target exhausted

aero trooper(medium undead)
Hd:3d12(24)
BAB+3
AC-19
ATTACKS-2claws(1d6+1)
SPECIAL-heartless traits
SKILLS-+3 move silently,+4 jump,+6spot
FEATS-flyby attack
ABILITIES-str13,dex24,con-,int3,wis12,cha4
TREASURE-standard
ENVIROMENT-any
CR-3
FORT-+1
WILL-+8
REFLEX-+3
INIATIVE- 7
the flying version of the soldier these heartless are born from acheron's skies

Brawler(large undead)
Hd:7d12(65)
BAB-7
AC-15
ATTACKS2claws(1d8+8 ),1slam(1d6+8 ),1gore(2d6+8 )
SPECIAL-heartless traits,flame aura
SKILLS-+4 spot
FEATS-power attack,improved grapple,improved iniative
ABILITIES-srt27,dex12,con-,int4,wis12,cha10
TREASURE-standard
ENVIROMENT-any
CR7
FORT-+4
WILL-+5
REFLEX-+7
INIATIVE-+5
the brawler is a baatorian heartless gifted with a wicked set of horns and claws these act as chargers and defense breakers in the heartless forces
combat
Flame aura-at will a brawler can engulf it's body in black flames these deal 1D8 fire damage to attackers and add 1d8 to it's attacks.These can be negated by a spell with the cold desriptor if it is of 3rd level or higher

Shriekers(small undead)
Hd:4d12(40)
BAB-4
AC-21
ATTACKS-bite(1d4+0)
SPECIAL-heartless traits,wail,gibbering
SKILLS-
FEATS-improved iniative,ability focus(wail)
ABILITIES-str10,dex20,con-,int3,wis9,cha6
TREASURE-standard
ENVIROMENT-any
CR-4
FORT-2
WILL-3
REFLEX-7
INIATIVE-8
native to pandemonium shriekers are a loud nightmare,they manifest as a floating sphere whose only feature is a large toothy maw that is always smiling
COMBAT
Wail-once every round a shrieker can belt out a terrible wail that deals 3d6
sonic damage and leaves the target dazed for 1d4 rounds
gibbering-a shriekers can fill a persons' mind with noise once per day leaving them dazed for 2d6 rounds.

blackthornes's picture
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Perro, do you want me to post the original keyblades on here, along with the new heartless sketches?

perro's picture
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yes that'd be good!
here's the newest heartless
Strikers
Large undead
HD-4D12(48 )
BAB-+4
AC-8
Attacks-2claws(1d8+4),1bite (1D8+4),1trial(1D+4)
Special-Heartless traits, wind aura, Dark wound,Sneack attck
(+2D6)
Skills-+4 climb,+2 jump, +4intimadate
Feats-Power attack,Imp. Intiative
Abilities-str18,dex20,con-,Inti,wis16,cha7
Environment-any
Treasure-standerd
Will-+6
Fort-+3
Ref-+7
CR-9

strikes are abysall heartless that act as assasins and special forces in heartless forces.Strikers look like tall thin bipeal lizards armed with wicked claws and teeth. their emblem is apattern on it's chest.

Combat- Strikers are ambush fighters, using their sneak attack whenever possible.
Wind aura- a stricker can at will surround itself with a deadly wind (1d6) that slices flesh.
Darkwound- with attack stricker can infect (DC 19) w/ dark essence.In 2D12 hours after the iniatal infection will transform into a heartless (apply H. traits) and will become viscious and wild.(aligment changes to CE)

Sumata(medium undead)
HD-6d12(72)
BAB-5
AC-17
Attacks-6longswords(1d6+5)
Special-heartless traits,dervish strike
Skills-+6climb,+4jump
Feats-power attack,multiattack,cleave,multiweapon fighting
Abilities-str20,dex18,con-,int12,wis16,cha8
Environment-any
Treasure-double standard
Will-3
Fort-6
Reflex-7
iniative-4
CR-12
Smata are chaser heartless.They serve as field commanders and strike leaders.they manifest as six armed humanoids made of darkness and wielding in each hand a black longsword.

Combat-
dervish strike-a sumata can with a full round action attack twelve,after this it is treated prone for one round.

Gargant(large undead)
HD-5d12(60)
BAB-5
AC-16
Attacks-2claws(1d8+6),1slam(1d12+6),1bite(1d8+6)
Special-heartless traits,regenaration,summons
Skills-+8jump,+6climb
Feats-power attack,improved natural attack
Abilities-str23,dex18,con-,int4,wis11,cha13
Environment-any
Treasure-standard(no art)
Will-+5
Fort-2
Reflex-+6
iniative-4
CR-9

the darkness in the heart of a giant is great and as such many become heartless and nigh all them become gargants,manifesting as massive neaoshadows with bulging muscles and small lumps underneath their skin
COMBAT
summon-once every three rounds a gargant can cause the lumps on it's body to burst realeasing 1d4 shadows

regenaration-a gargant can heal itself by consuming other heartless weaker than it.a shadow or soldier heal 1d6 HP petr HD,this does not allow for bonus HP

shackle(large undead)
HD-4d12(56)
BAB-3
AC-18
Attacks-6claws1d10+4),6chains(1d6+4)
Special-heartless traits,ensnare,levitation
Skills-+3hide,+4escape artist
Feats-power attack,wepon finesse
Abilities-str18,dex20,con-,int3,wis14,cha6
Environment-any
Treasure-standard
Iniative-4
Will-4
Fort-2
Reflex-6
CR-6
shackles are carcerai heartless they manifest as an orb with six chains ending in claws,three sets of yellow eyes glare evily
COMBAT
Ensnare-by sacrificing a claw and chain a character must make a reflex (DC17)or be ensnared and treated prone.

black king(med undead)
HD-6d12(72)
BAB-6
AC-18
Attacks-1greatsword(1d8+7)
Special-heartless traits,dark pulse,dark aura
Skills-+3intimadate
Feats-power attack,cleave,great cleave
Abilities-str24,dex14,con-,int12,wis16,cha17
Environment-any
Treasure-double standard
Iniative-2
Will-6
Fort-4
Reflex-5
CR-10
a chaser heartless,the black king is a copmmander of heartless armies.It manifests as a knight clad in pitch black armor and wielding a greatsword and shield.
COMBAT
dark pulse-at will a black king can cast darkness as an 8th level wizard any non heartless not caught in this recieves 1d4 per round

dark aura-at will a black king can surrround itself in black flames that deal 1d10 damage

spiteful queen(medium undead)
HD-8d12(96)
BAB-6
AC-19
Attacks-1spear(1d6+3)
Special-heartless traits,raise the forces,spells
Skills-+3 climb,+2move silently
Feats-improved counter spelling,stealthy,iron will
Abilities-str16,dex18,con-,int16,wis20,cha18
Environment-any
Treasure-double standard
Iniative-4
Will-6
Fort-4
Reflex-9
CR-12
the spiteful queen is another chaser heartless and also commander like the black king.They manifest as a faceless woman clad in black robes and wearing a crown of twisted thorns.
COMBAT
raise the forces-once every four a spiteful queen can bolster all heartless within 60 foot heasrtless with a bless spell as cast by a 3rd level cleric

spells-all the following spells are able to be cast at will as an 8th level spell:darkness,fireball,wall of fire,evard's black tentacles,mirror image,lighting bolt,scorching ray,mage armor

goliath(huge undead)
HD-10d12
BAB-+7
AC-18=(10+1+15)
Attacks-claws(1d10+11),1slam(3d6+11),energy blast(2d10+2)
Special-heartlless traits,summons,rift maker
Skills-+6intimadate,+4climb
Feats-powerattack,awesome blow,imp iniative,
Abilities-str34,dex13,con-,int13,wis 14, cha 15.
Environment-any
Treasure-dbl standard
Iniative-+ 5
Will-+4
Fort-+2
Reflex-+3
CR-12
Goliaths look like featureless black giants, with bright yellow eyes covering its body.
Combat
Summons- once every 20 rounds a goliath can create a one-way portal out 2d6 shadows, 1d4 neo shadows
Rift maker- once per day a goliath can create a planar breach to the hearless planet on the plane of shadow, lasting 1d10 minutes. At this time the Goliath remains prone, but, 1d12 shadows, 1d8 neoshadows, and 1 other random heartless, with a cr range from 5-8.

hammer(large undead)
HD-6d12 (50hp)
BAB-+8
AC-17
Attacks-1 claw (1d8 +6) 1 Hammer (1d6+6) 1 slam(1d10+6)
Special-heartless traits, smash, berserk
Skills-+4 Jump, +3 climb
Feats-Power Attack, weapon focus
Abilities-str 22, dex 15, con-, int 10, wis 13, cha 6
Environment-any
Treasure-standard
Iniative- +2
Will- +3
Fort- +2
Reflex- +4
CR- 7
Looks like a black ogre. has a hammer for one hand.
combat
smash- as a full round action hammer is able to create a thunderclap like attack as a "shatter".
berserk- as a full attack a hammer can perform a whirlwind attack , with a -4 to attack roll

morphic(large undead)
HD-6d12(48hp)
BAB-+4
AC-15
Attacks-3 claws(1d6+5) 1 slam(1d6 +5) 2 bites (1d6+5)
Special-heartless traits, cold aura, amorphous,
Skills-+3 climb, +2 spot, +4 jump
Feats-power attack, multi attack, cleave, imp. grapple
Abilities-str 20, dex 12, con-, int 3, wis 12, cha 7
Environment-any
Treasure-standard
Iniative-+1
Will-+2
Fort-+1
Reflex-+3
CR-7
a amorphous manifests as oozing blackness with three atms and two maws forming at random on it's body

Combat
Cold aura- as a free action a morphic surronds itself with an aura of cold air. any creature who tries to attack it takes 1d6 cold damage.

cogworks(large undead)
HD-8d12(96)
BAB-10
AC-14
Attacks-4claws(1d8+5),
Special-heartless traits,grind
Skills--2 move silently
Feats-power attack,cleave,improved grapple,multiattack
Abilities-str20,dex12,con-,int6,wis14,cha5
Environment-any
Treasure-standard
Iniative-1
Will-6
Fort-3
Reflex-4
CR-9
a mechanus heartless a cogwork manifests as a four legged four armed machine,inside of it you can see gears and pistons moving with alarming speed
combat
Grind-when an oppnet is pinned a hatch opens on the cogwork revealing razor sharp cogs and pistons the cogwork shoves the opponet into this dealing 3d12 damage per round.

leviathan(gargantuan undead)
HD-10d12(120)
BAB-5
AC-16
Attacks-slam(2d6+9),bite(2d8+9),tail sweep(2d8+9),gore(2d8+9)
Special-heartless traits,energy blast
Skills-
Feats-improved iniative,awesome blow,improved grapple,ability focus(energy blast)
Abilities-str30,dex14,con-,int5,wis13,cha15
Environment-any
Treasure-double standard
Iniative-6
Will-4
Fort-3
Reflex-6
CR-13
an astral heartless it manifests as a serpentine creature made of tarnished silver with pale red veins etched into it's hide.
combat
energy blast-at will a cone of pale force that deals 4d6 sonic,electric or cold damage

perverter(diminutive undead)
HD-1d12(12)
BAB-+1
AC-22
Attacks-none
Special-heartless traits,perversion,symbiosis,possesion
Skills-+5 move silently,+5hide,
Feats-improved iniative
Abilities-str-,dex18,con-,int15,wis19,cha18
Environment-any
Treasure-standard
Iniative-8
Will-7
Fort-2
Reflex-6
CR-6
a recruiter heartless it manifests as a floating eye with a red iris
combat
perversion-a perverter can release the darkness in being forcing them to make a DC19 if failed begins to hear the voices of his dark desires he then must make another if it is suceeded he must make another each hour(+5perhour)if this is failed the person becomes a neoshadow
posession-a target must make a DC21 will save if failed the perverter takes over them turning them into puppet and bleaching their skin white and their eyes yellow.If ever seperated both the host and parasite die

imperious(gargantuan undead)
HD-12d12(144)
BAB-7
AC-18
Attacks-4claws(2d6+10),1slam(2d6+10),tail sweep(2d6+10)
Special-heartless traits,pale blast(5d10+4)[80feet]
Skills-
Feats-awesome,cleave,multiattack,improved iniative,ability focus(pale blast)
Abilities-str32,dex18,con-,int10,wis13,cha12
Environment-any
Treasure-triple standard
Iniative-8
Will-3
Fort-4
Reflex-8
CR-14
a dragons' heartless these beasts manifest as monstrous serpents gifted scales nearly as hard as metal and nasty temprament

ortars(medium undead)
HD-3d12(36)
BAB-4
AC-17
Attacks-2scimatars(1d6+6)
Special-heartless traits,dark plight
Skills-+5jump,+3movesilently
Feats-two weapon fighting,two wepon defense
Abilities-str20,dex17,con-,int6,wis17,cha10
Environment-any
Treasure-syandard+two +1scimatars
Iniative-3
Will-5
Fort-2
Reflex-5
CR-5
a torilian heartless the ortar manifests as a cloaked figure dual wielding scimatars and laking any facial features
COMBAT
dark plight-an ortar can cst deafness/blindness as a spell-loke ability at will as 5th level sorcerer

Viking(large undead)
HD-7d12(70)
BAB-4
AC-17
Attacks-2battleaxes(1d10+8)
Special-heartless traits,whirlwind
Skills-+2jump,+3climb
Feats-power attack,two weapon fighting,cleave
Abilities-str24,dex16,con-,int3,wis10,cha5
Environment-any
Treasure-standard+ 1 +1battleaxe
Iniative-3
Will-3
Fort-2
Reflex-6
CR-7
a ysgardian heartless the viking manifests as a monsterous warrior dragging two black axes attached to it's wrists by chains
COMBAT
whirlwind_once every two rounds as full attack a viking can iniate a whirlwind attack as the feat

their that's the last heartless now I've got to start on the nobodies

perro's picture
Offline
Namer
Joined: 2005-10-12
PS and KH please don't shoot!

I know i should'nt double post but this is a neccesaty cause here's the nobodies

Nobodie traits
d12 HD
+2 str,+2dex,+1int,-5cha
unerring teleport to any location on the same plane
contortion-natural +3 escape artist checks
heartless sight-a nobodie can sense any heartless within a 120foot radius

Dusk(medium undead)
HD:3d12(12)
BAB:+3
AC:14
special:nobodie traits,
Skills:+5jump,+3move silently
Feats:power attack
Abilities:str14,dex16,con-,int10,wis13,cha5
Environment:any
Treasure:1/2 standard
C.R.:2
Saves:fort1,will2,ref4
Iniative:3
Attacks:2claws(1d4+2)
the most common nobodie. they manifest as humanoid figures that have been grossly distorted and armed with sickle like claws

grey archers(medium undead)
HD:3d12(20)
BAB:4
AC:18
special:nobody traits,spiderclimb
Skills:
Feats:precise shot,improved iniative
Abilities:str13,dex22,con-,int15,wis16,cha10
Environment:any
Treasure:standard
C.R.:4
Saves:fort2,will4,ref8
Iniative:10
Attacks:energy bolt(2d6+6)[120feet]
grey archers are snipers they attack from a distance using a bolt of force that rarley misses.they manifest as humanoid figures dressed in oversized hooded tunics wielding silver crosbows

swordsman(medium undead)
HD:4d12(24)
BAB:4
AC:18
special:nobodie traits,duel stance
Skills:
Feats:poer attack,two weapon fighting
Abilities:str18,dex21,int15,wis14,cha13
Environment:any
Treasure:standard
C.R.:4
Saves:fort2,will4,ref7
Iniative:5
Attacks:2shortswords(1d6+5)
swords man are the nobodies of warriors who fell to darkness.they now appear as robed figures wearing faceless masks and weilding two swords.

COMBAT
duel stance-if an opponet atacks a swordsman there is a 25% chance for ti to make an attack of oppurtunity.

blackthornes's picture
Offline
factotums
Joined: 2005-04-21
PS and KH please don't shoot!

Hey everyone! finally got the pristege class done! oh, by the way, perro edited some feats in, so dont over look them.

Keyblade Master

the heartless are incredible foes who are almost anbeatable. Only one thing can stop them: the keyblade. The keyblade master is the only one who can tap into the blades full potential, and do it with proficency.

Usually, classes with high combat abilities become keyblade masters, such as fighters, rogues, rangers, and barbarians, though some there are exceptions.

Requirements: To qualify, a character must have the following:
base attack bonus: +6
special: must posess a keyblade, and have hands on training with another keyblade master for 1d8x10 days.
The Keyblade Master
level-BaB--fort.-ref.-will--special---------------------
1-----+1---+2--+2--+0---Keyblade Proficency, Path of Destiny
2-----+2---+3--+3--+0---Bonus Feat
3-----+3---+3--+3--+1---Bonus Feat
4-----+4---+4--+4--+1---Bonus Feat
5-----+5---+4--+4--+1---Bonus Feat
6---+6/+1-+5--+5--+2---Bonus Feat
7---+7/+2-+5--+5--+2---Bonus Feat
8---+8/+3-+6--+6--+2---Bonus Feat
9---+9/+4-+6--+6--+3---Bonus Feat
10-+10/+5-+7--+7--+3---Bonus Feat, Unlock Potential
Class Skills:
Balance, Climb, Concentration, Jump, Knowledge(planes), listen, open lock, search, sense motive, spot, swim, tumble, use magic device.
Class Features:
weapon and armor proficiency:Keyblade masters are the only characters who can gain proficiency with the keyblade. They are proficient with all light armor. Any size higher prohibits the connection between the person and the blade, and the blades abilities dont work.
Path of Destiny: There are two paths; warrior and mage. when a character gains the first level in the master class, they must make a choice. Their choice opens up a particular group of bonus feats thast they can choose from later in their progression.
Bonus Feats: every level after first, the keyblade master gains a bonus feat depending on the path of destiny they picked. Their choices are as follows:
Warrior: Combo Plus, Raging Blade, Percise Strike, Combo Double, Striker, Rising Sun, Dervish, High Jump, Uppercut, Arial Attack, Strike-Raid, Dash, Glide, Dodge Roll, Dual-Blade.
Mage: Base Magics, Fira, blizzara, thundara, cura, firaga, blizzaga, thundaga, curaga, reflect, magnet, magnatera, magnataga, leaf bracer, High Jump, Dash, Glide.
Unlock Potential: This is gained at tenth level. It is your particular keyblades final and most powerful ability, given with the blade atomatically. You can only unlock the potential ability of the keyblade you started the class with, not any others you use via the Dual-blade feat.

blackthornes's picture
Offline
factotums
Joined: 2005-04-21
PS and KH please don't shoot!

Combo Plus[General]
Prequisite: str 16
Benefit: Allows for second attack at a -2 penalty instead of -5

Raging Blade[General]
prequisite: combo plus, dex17
benefit: by sacrafising a first level spell slot or suffering a -1 to damage rolls, you gain a +2 to attack rolls.

Precise Strike[Keyblade]
prequisites: combo plus, dex 18
benefit: as a full round action you can make a called shot at a +0 instead of -4 penalty.

Combo Double[Keyblade]
prequisites: combo plus, str 17
benefit: as combo plus, except two attacks instead of one.

Base Magics[keyblade]
benefit: gain the ability to create spell like attacks doing either 1d6 fire, cold, electricity damage, or healing 1d6. each having a range of 20 ft. effects like a ranged attack. 4/day + int. modifier

fira[keyblade]
prequisites: base magics
benefit: increase the fire damage to 1d8 with a range of forty feet.

blizzara[keyblade]
prequisite: base magics
benefit: upgrade cold damage to a 10 foot cone doing 1d8 damage.

thundara[keyblade]
prequisite: base magics
benefit: upgrade electric damage to 1d8, with a showering effect, hitting a circle diameter of 30' around wielder.

cura[keyblade]
prequisites: base magics
benefit: upgrade to heal 1d8

firaga[keyblade]
prequisites: fira
benefit: range 60ft, 1d12 damage.

blizzaga[keyblade]
prequisites: blizzara
benefit: 20 ft cone, 1d10 damage

thundaga[keyblade]
prequisites: thundara
benefit: 60' diameter, 3d6 damage

Curaga[keyblade]
prequisites: cura
benefit: heals 3d6 damage, can be sent all to one person, or split evenly between a group.

Reflect[keyblade]
prequisites: thundara
benefit: 2/day recieve dr 10/+3, for 3 rounds plus int mod.

magnet[keyblade]
prequisites: base magic
benefit: gain ability to pull in metallic objects within ten feet 3/ day

magnatara[keyblade]
Prequisites: magnet
benefit: range becomes 20, 4/day

magnataga[keyblade]
prequisites: manatara
benefit: range 40, 5/day

Striker[keyblade]
prequisites: combo double, raging blade, str 18
benefit: as a full attack 1/day, you can ignore a targets hardness and natural armor for 3 rounds plus str mod.

leaf bracer[general]
prequisites: eschew materials
benefit: when casting a spell or using a spell like ability, you gain a +3 deflection mod to ac, and ignore all penalties to concentration checks from getting attacked.

rising sun[keyblade]
prequisites: raging blade, high jump
with a succesful jump and tumble check(both DC 20) you gain +4 to hit, +8 to damage. Opponent must be on the ground. if you fail either save, you are flatfooted for one round, if you miss both saves, you are flat-footed until your next round.

dervish[keyblade]
prequisites: combo double, str 19
benefit:instead of two attacks, gain four attacks at -2 penalty

High Jump[keyblade]
benefit: gain +5 to jump checks. feat can be taken multiple times.

Uppercut[keyblade]
benefit: after a successful attack, you can choose to launch the creature you attacked into the air, as long as it is your size or smaller. the sail straight up into the air, until they reach maximum hieght of 2xstr mod. they remain prone in the air, and rise and fall at a speed of two feet per round.

Arial Attack[keyblade]
prequisite: high jump
benefit: if you can reach an opponent in the air with a succesful jump check, you can attack them with a regular melee attack

Strike-Raid[keyblade]
prequisite: combo plus
benefit: you can throw the keyblad eat an opponent as a ranged attack, with a range of thirty feet. it returns to your hand as a boomerang effect.

dash[keyblade]
benefit: move twice normal running speed as a move action.

Glide[keyblade]
benefit: at the top of a jump, you can float twice the hieght from the ground to the top of your jump.
ex: if you jumped up four feet at the top of a ledge that was twenty feet, you could glide a total distance of 48 feet before reaching the ground.

Dodge Roll[keyblade]
Prequisite: dex18
benefit: gain +3 to tumble checks, and gain rogue ability evasion. if you already have evasion, you gain improved evasion.

Dual-Blade[keyblade]
prequisite: Dervish, str20
benefit: gain the ability to wield two keyblades, with the ability of having three aditional attacks, only suffering a -3 penalty to attack rolls

perro's picture
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Namer
Joined: 2005-10-12
PS and KH please don't shoot!

Thank you,thank you,thank you!!!We finally have our class and feats!!!

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