[quote=@DustyOldCrow] I have read the player's guide quite a few times but none of my games for the system have ever gotten rolling. I'm pretty sure I've got it, at least through chargen. We using GP or starting equipment packs? EDIT: Also, I'm caught between Human Fighter and Human Barbarian. Could I see your keyblader archetypes to help my decision? [/quote] To keep it simple, equipment packs. [hider=Keyblade Archetypes] Barbarian Archetype [b]Path of Critical Impacter[/b] The journey ahead is unfit for the weak. The Path of Critical Impacter is for those who's ideals of strength are in physical measures. You're able to channel the power of your rage in the most optimal way. The keyblade responds to your will and unlocks the potential within your body to defeat every enemy you encounter. [b]Critical Rage[/b] Beginning at 3rd level when you enter your rage, your weapon attacks score a critical hit on a roll of 18, 19, or 20. [b]Force of Will[/b] Beginning at 6th level, when anyone attempts to Grapple or Restrain they face disadvantage, additionally you gain advantage on checks to escape grappling, and can move the grappler 5 ft in any direction you choose while you are grappled by them (when applicable). [b]Reaching Key[/b] Starting at 10th level, the keyblade is amplified by your will, extending your weapon attack range during your rage to 10 feet. Also during rage, your weapon attacks can hit creatures that are adjacent to each other -requiring a roll for each creature. This is to a maximum of 3 creatures and requires the targets are in a line an no further than 5 feet from each other. [b]Blitz Impact[/b] At 14th level, when you make an attack action you can choose to move 5 feet during your attack to get into range with the target. This does not incur an attack of opportunity for your opponent even if you move by or away from a hostile creature. During rage this movement increases to 10 feet. Alternatively you can move a target 5 feet from you on a successful hit. On a critical hit they are knocked prone as well. ----------- Fighter Archetype [B]Ability Master[/B] In everything that you do, the potential for greatness is unlocked by the keyblade. You gain Ability Points equal to half your Fighter level rounded down. There are many things that can be done with Ability Points. [b]Physical Arts[/b] Starting at 3rd level, you can spend one of your Ability Points to succeed on any Strength, Dexterity, or Constitution check. Alternatively you can spend two of your Ability Points to succeed on a Strength, Dexterity, or Constitution Saving Throw. You regain Ability Points used this way after a long rest. [b]Mighty Arts[/b] At 7th level, you can spend an Ability Points to gain advantage on a weapon attack you make with your keyblade once per turn. You regain Ability Points used this way after a long rest. [b]Critical Arts[/b] Beginning at 10th level, when you succeed on any weapon attack you can spend three Ability Points to treat the attack as a critical hit. You regain Ability Points used this way after a long rest. [b]Recharging Arts[/b] Starting at 15th level, when you deal damage to a creature and roll the maximum result of damage you regain an Ability Point. [b]Ultima Arts[/b] At 18th level, you can spend four Ability Points to apply your proficiency bonus to your weapon damage this turn. [/hider]