Post by cvasquez on Jul 12, 2021 6:14:59 GMT
Guardian of The Realm of Light
You've chosen to forgo the finery of all of the fancy multiversal keychains that so many Keyblade Wielder gallivant about with, instead choosing to focus on the true form of the keyblade of The Realm of Light - The Kingdom Key.
(All abilities in this class require the Kingdom Key to be equipped to use unless otherwise stated.)
Tier 1
Keyblade Smithing - The Kingdom Key, while a remarkable weapon of creation and ruin - it isn't typically very *strong*. Let's start to work on that. You gain four stat points to give to the kingdom key, spread as you wish to whatever stats you wish.
Chosen - The strength of your heart is apparently quite impressive to be chosen by the keyblade as you have, so the strength of your body should start to come up to snuff. You gain +X to your primary keyblade wielder stat, where X is equal to your tiers in this class.
Tier 2
Light 'Em Up - Shine on, you crazy diamond. The power of light within the Kingdom Key allows you to manipulate light itself based on your primary keyblade wielder stat (https://powerlisting.fandom.com/wiki/Light_Manipulation).
Double Time - Time to pick up the pace a bit. You can perform two basic melee attacks for the price of a single main action!
Tier 3
King of Hearts - Show them all the power of your heart! Once per encounter, create and fire off a series of hearts made of pure light at your enemies 2d2 times! You spread this among any number of targets as you wish. Based on your primary keyblade wielder stat.
En Garde! - Protect yourself! You can guard with your keyblade based on your primary keyblade wielder stat! Once per encounter, if your attack is in melee range you may make an immediate basic counter attack as a free action!
Tier 4
Keyblade Smithing (Bonus) - It's a shape you keep collecting these keychains you're simply not using. There's gotta be SOMETHING we can do with them (there is). You now have three ability slots for your Kingdom Key. You can fill these slots with any three abilities you have from any three of your multiversal keychains, allowing you to use their abilities without switching out the Kingdom Key! You can change these slots any time you are not on a mission.
The Power of Unlocking - Your dedication to the Kingdom Key has shown you a truth most can hardly seem to grasp. Every single universe is connected, you just need to… unlock the way. You may now attempt to "unlock" a portal to another universe with a performance check! Each time you are successful in doing so, you gain a permanent +4 to this check, so keep track! Keep in mind this will use a great deal of your mana reserves.
Tier 5
Ars Arcanum (Unique) - Your Kingdom Key becomes cloaked with pure light and you feel like there's no end to what you can do! Once per day, begin a brutal light-empowered combo against a single target. After the first attack in your combo, roll luck. Above a 50 and you can attack again! This may technically continue indefinitely, although the DC for this increases by 25 after each attack. When attacking a creature aligned with the forces of darkness, the DC only increases by 15.
Heart of Gold - What a charmer! You gain +X/2 to appeal, where X is equal to your tiers in this class.
You've chosen to forgo the finery of all of the fancy multiversal keychains that so many Keyblade Wielder gallivant about with, instead choosing to focus on the true form of the keyblade of The Realm of Light - The Kingdom Key.
(All abilities in this class require the Kingdom Key to be equipped to use unless otherwise stated.)
Tier 1
Keyblade Smithing - The Kingdom Key, while a remarkable weapon of creation and ruin - it isn't typically very *strong*. Let's start to work on that. You gain four stat points to give to the kingdom key, spread as you wish to whatever stats you wish.
Chosen - The strength of your heart is apparently quite impressive to be chosen by the keyblade as you have, so the strength of your body should start to come up to snuff. You gain +X to your primary keyblade wielder stat, where X is equal to your tiers in this class.
Tier 2
Light 'Em Up - Shine on, you crazy diamond. The power of light within the Kingdom Key allows you to manipulate light itself based on your primary keyblade wielder stat (https://powerlisting.fandom.com/wiki/Light_Manipulation).
Double Time - Time to pick up the pace a bit. You can perform two basic melee attacks for the price of a single main action!
Tier 3
King of Hearts - Show them all the power of your heart! Once per encounter, create and fire off a series of hearts made of pure light at your enemies 2d2 times! You spread this among any number of targets as you wish. Based on your primary keyblade wielder stat.
En Garde! - Protect yourself! You can guard with your keyblade based on your primary keyblade wielder stat! Once per encounter, if your attack is in melee range you may make an immediate basic counter attack as a free action!
Tier 4
Keyblade Smithing (Bonus) - It's a shape you keep collecting these keychains you're simply not using. There's gotta be SOMETHING we can do with them (there is). You now have three ability slots for your Kingdom Key. You can fill these slots with any three abilities you have from any three of your multiversal keychains, allowing you to use their abilities without switching out the Kingdom Key! You can change these slots any time you are not on a mission.
The Power of Unlocking - Your dedication to the Kingdom Key has shown you a truth most can hardly seem to grasp. Every single universe is connected, you just need to… unlock the way. You may now attempt to "unlock" a portal to another universe with a performance check! Each time you are successful in doing so, you gain a permanent +4 to this check, so keep track! Keep in mind this will use a great deal of your mana reserves.
Tier 5
Ars Arcanum (Unique) - Your Kingdom Key becomes cloaked with pure light and you feel like there's no end to what you can do! Once per day, begin a brutal light-empowered combo against a single target. After the first attack in your combo, roll luck. Above a 50 and you can attack again! This may technically continue indefinitely, although the DC for this increases by 25 after each attack. When attacking a creature aligned with the forces of darkness, the DC only increases by 15.
Heart of Gold - What a charmer! You gain +X/2 to appeal, where X is equal to your tiers in this class.