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View Full Version : [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)



GuyFawkes
2011-11-01, 08:03 AM
Exarch of the Emerald Shield
The Barrier Master 2.0



http://fc04.deviantart.net/fs39/f/2008/318/7/7/Invisible_Woman_COLOR_by_vest.jpg

My resolve is unwavering, my barriers impregnable. I am the shield that protects my comrades, the spear that pierces through any that blocks my path. - Hellion Lovell, an Exarch of the Emerald Shield.


Adventures: Exarchs of the Emerald Shield are more often than not part of old clans dedicated to keeping the safety and harmony of all living beings. They are often hired as sentries, guarding the most valued possessions of kingdoms because of their barrier arts. Some are sent as bodyguards, protecting key personalities in society. Other Exarchs are not so bound by this ancient tradition and just travel to hone their skills with their art, or for other personal reasons. Whatever the reason may be, an Exarch is certainly equipped to see them through.

Characteristics: The Exarch excels at using barriers to keep their opponents at bay or keep them confined. Their mastery with barrier allows them to manipulate them to achieve different effects, such that not only is a barrier a defensive tool for an Exarch, but a very potential means of offense as well. With different effects that can be simultaneously done on a barrier, the strategies in handling a particular situation are only limited by the Exarch's imagination.

Alignment: Different Exarchs can be of different alignment, although most tend to align towards the law, as it is their tradition to keep the order, especially in societies. How they go about this is largely dependent on each individual Exarch.

Religion: Religion is a matter of personal choice for an Exarch, and they are not bound to a specific deity as a group.

Background: The power to manipulate barriers as freely as Exarchs do is usually something one is born with, like the innate magical abilities of a sorcerer, and the ability is usually hereditary. However, there exists those capable of creating barrier magic even without having parents who are able to do so. And although rare, it is also not unheard of for some wizards to gravitate towards the specialization of barriers up to a point where they can freely manipulate it like those with the inborn abilities, often influenced by having witnessed an Exarch in action.

Races: The Exarch of the Emerald Shield can come from any race. Humans, with their versatility and frenetic pace often produce Exarchs both of the learned and the inborn types. Magically-gifted races such as elves and gnomes often produce Exarchs as well, and it is not unheard of to hear of a dwarf or an orc Exarch. Some of the gifted Exarchs are planetouched, like the tieflings and zenythris.

Other Classes: The affinity for magic keeps the Exarch in a relative understanding with other classes also delved into magic, although the rather single-minded approach of using barrier magic alone can be seen by others to be a rather simple and less dynamic form. Exarchs are less connected with the martial classes, although if it comes to it, they can create lots of opportunities for synergies between them when it comes to combat.

Role: The Exarch can fill almost any role in a party. Although bound by their specialization, the sheer amount of possibilities that could come out of their barrier arts is only bounded by the Exarch's creativity, such that they could operate anywhere in the battlefield; at the front lines, drawing heavy opposition fire while dishing out damage with their barrier techniques, or at the back, providing support and trying to control the battlefield.

Adaptation: An Exarch of the Emerald Shield can easily fit in a setting where a sorcerer or a wizard could be found.

GAME RULE INFORMATION
Exarchs of the Emerald Shield have the following game statistics.
Abilities: Intelligence is the most important ability for an Exarch of the Emerald Shield as it improves most of his abilities. Constitution is always important for a class with relatively low hit die. Exarchs could also use some points in Dexterity for some of his abilities that are ranged attacks and to boost AC for a class limited to light armors.
Alignment: Any lawful.
Hit Die: d6
Starting Age: As Sorcerer.
Starting Gold: As Sorcerer.

Class Skills
The Exarch of the Emerald Shield's class skills are Balance (Dex), Concentration (Con), Craft (Int), Gather Information (Cha), Jump (Str), Knowledge (arcana)(Int), Knowledge (architecture and engineering)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Exarch of the Emerald Shield


Level
BAB
Fort
Ref
Will
Special
min
1/4
1/3
1/2
max
Barrier Techniques Known


1st
+0
+2
+0
+2
Barrier Arts, Barrier Techniques (least), Shikigami

2
1
1
1
2


2nd
+1
+3
+0
+3


2
1
1
1
3


3rd
+2
+3
+1
+3
Restoration

2
1
1
1
3


4th
+3
+4
+1
+4


2
1
1
1
4


5th
+3
+4
+1
+4
Blank State (1/day)

3
2
1
1
4


6th
+4
+5
+2
+5
Barrier Techniques (lesser)

3
2
1
1
5


7th
+5
+5
+2
+5


4
2
1
1
6


8th
+6/+1
+6
+2
+6
Sensory Barrier

4
3
2
1
6


9th
+6/+1
+6
+3
+6


5
3
2
1
7


10th
+7/+2
+7
+3
+7
Spatial Phasing

5
4
2
1
7


11th
+8/+3
+7
+3
+7
Blank State (3/day), Barrier Techniques (greater)

5
4
3
2
8


12th
+9/+4
+8
+4
+8


5
5
3
2
9


13th
+9/+4
+8
+4
+8
Absolute Boundary

5
5
4
2
9


14th
+10/+5
+9
+4
+9


5
5
4
3
10


15th
+11/+6/+1
+9
+5
+9
Dimensional Breach

5
5
5
3
10


16th
+12/+7/+2
+10
+5
+10
Barrier Techniques (master)

5
5
5
4
11


17th
+12/+7/+2
+10
+5
+10
Blank State (5/day)

5
5
5
4
12


18th
+13/+8/+3
+11
+6
+11
Time Rejection

5
5
5
5
12


19th
+14/+9/+4
+11
+6
+11
True Boundary

5
5
5
5
13


20th
+15/+10/+5/
+12
+6
+12
Advent of a New World

5
5
5
5
13



Class Features
All of the following are class features of the Exarch of the Emerald Shield.

Weapon and Armor Proficiencies: The Exarchs are proficient in all simple weapons, light armors, and with light shields.


Barrier Arts (Su): The signature technique of the Exarch is the creation and manipulation of barriers, for defense, and, uniquely, for offense. These barriers are force creations in nature, similar to a wall of force or a prismatic sphere. The Exarch begins by being able to create an invisible barrier the size of a one-foot cube at level one. This is done by designating a point in space, then focusing and materializing the barrier around that space. These barriers last until destroyed, released, imploded by the Exarch, or when the time limit is reached, which is one hour per class level. Barrier arts is a supernatural ability, thus creating a barrier does not provoke attacks of opportunity, nor is it negated by spell resistances.

The maximum size barrier an Exarch can make is 5x5x5 cubic feet per level, with a maximum of 100x100x100 cubic feet at level 20, and as small as a twelfth of an inch. Barriers smaller than an inch require the Exarch to roll a Craft (Barriers) check, with a DC of 13 + the reciprocal of the size relative to 1 inch (DC for 1/12 of an inch is 13 + 12 = 25). The Exarch can attempt to create barriers smaller than a twelfth of an inch, but the DC for this is 13 + three times the reciprocal of the size relative to 1 inch (DC for 1/13 of an inch is 13 + 13*3 = 52). The Exarch can create a number of differently-sized barriers per day as found in the table: Exarch of the Emerald Shield. These numbers are the sizes of the barriers created relative to the maximum size created by the Exarch at his level. Ratios of sizes falling in between always use up the next bigger size slot. The Exarch can also make one-cubic-foot barriers or smaller at-will at level 1, and this increases by 1x1x1 cubic foot per two levels after, ie the Exarch can cast 2x2x2 cubic feet barriers or smaller at-will at level 3, 3x3x3 feet barriers or smaller at-will at level 5, and so on. The Exarch can create a barrier within a range of 400 feet at 1st level and an additional 40 feet per level.

In creating a barrier, the Exarch can set it to either of the two parameters: coordinate or conditional. Coordinate barriers are formed around a specific coordinate in space, such that when they are created, they can never be moved from that point in space. Conditional barriers are formed following a set of conditions, such as having no fixed position, only the relative points of its corner, making it easily movable, or fixed to a moving point in space, such as a creature's limb or a part of a moving object. These conditions have to be stated explicitly before a barrier is created, and failure to do so will result in a failed barrier creation. Capturing a target with a barrier depends on the size of the barrier relative to target. Barriers smaller than the target (ie capturing parts of the target's body, like an arm or a foot) requires the Exarch to roll for a ranged touch attack, while barriers equal to or larger than the square or squares occupied by the target do not need attack rolls.

Once a barrier is created, the Exarch has three options. One is to release the barrier, dissipating it without affecting anything around it, except for objects resting on or against any of its walls, which would then fall due to gravity unless supported otherwise. Releasing a barrier is a free action. Another option is to implode the barrier, causing damage to whatever is caught inside it. The barrier implosion does damage equal to 1d6 at level 1 and and an additional 1d6 for every 2 levels thereafter multiplied by a factor of 1 for the min sized barriers, 2 for 1/4, 3 for 1/3, 4 for 1/2, and 5 for max sized barriers. Anything brought down to 0 hit points by this attack is disintegrated, as the disintegrate spell (in cases where the barrier imploded only affects a part of the target creature and it is brought down to 0 hit points, only the affected part is disintegrated). Barrier damage through implosion is of pure magical damage such that elemental resistances do not affect it. The last option is to manipulate existing barriers using the Barrier Techniques ability.

Barriers can be created at any point in space, even inside structures or creatures. Barriers can also partially enclose part of a structure or a creature. Barriers cannot slice objects or creatures in two by partially enclosing them with a barrier, but this impedes movement of that particular part of the creature which can only be overcome by destroying the barrier or other means such as through teleportation effects. However getting Magical Isolation or Dimension Lock also removes these options.

Creating barriers inside creatures or objects is treated as per normal barrier creation, but you have to make a Craft (Barrier) check with a DC of 25 to be able to form barriers inside creatures or objects. For creatures, they should be successful on a Fort save with a DC of 10 + 1/2 class level + Int mod or be staggered for 1d6 rounds, after which, unless the barrier is removed by any means, the creature will die. The Exarch can also implode the barrier at any point before the duration expires which will also cause death.

Creating a barrier takes up an action depending on the size of the barrier. The at-will sized (min) barriers take up a swift action to create, the Exarch can spend a full round action to create a number of barriers of this size or smaller up to a number equal to the number of attacks granted by BAB. Barriers 1/4 the maximum size or smaller take a move action to create, 1/2 and smaller takes a standard action, and those greater than 1/2 take a full-round action to create.

Imploding barriers take up a specific action depending on the size as follows: at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a move action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a standard action to implode barriers up to a number equal to the number of attacks granted by BAB. Under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB.

Barriers, like wall of force or prismatic wall, persists in an antimagic field when already created. An Exarch, however, can't create barriers when he himself is inside an antimagic field, nor can he manipulate a barrier inside an anitmagic field, regardless of whether he himself is inside the field or not. Like a wall of force, barriers cannot be dispelled (except by the Dispel Barrier Technique), however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against the Exarch's Will saves), sphere of annihilation, or mage's disjunction (against the Exarch's Will saves). Barriers, unlike other force effects, can be damaged by mundane attacks, as well as magical attacks, and are destroyed when brought down to 0 hit points. Each barrier has hit points equal to 50 x class level x Barrier Size Modifier (1 for max sized barriers, 1/2 for 1/2 sized barriers, etc., 1/5 for min sized barriers), AC equal to 10 + the barrier's size modifier (http://www.dandwiki.com/wiki/Size#Big_and_Little_Creatures_in_Combat), a hardness of 5 plus 1 per class level, and can support weight equal to 10 pounds x the maximum hit points of the barrier.


Barrier Techniques (Su): The Exarch does not deserve to be called a master if all he can do is create barriers. What makes him a master is the relative ease at which he could manipulate these barriers with his Barrier Techniques to produce effects other caster could only dream about doing with barriers. The Exarch can use any Barrier Technique he knows at-will.

Barrier techniques are supernatural abilities; thus, unless indicated in the description, using a technique is a standard action that does not provoke an attack of opportunity and are not subject to spell resistance. The save DC for a technique (if it allows a save) is equal to 10 + 1/2 class level + the Exarch's Intelligence modifier. The spell levels for a particular technique (if applicable) is equal to half the class level, and the caster level (if applicable) is equal to the class level.

The four grades of Barrier techniques, in order of their relative power, are least, lesser, greater and master. An Exarch begins play with knowledge of two least-grade Barrier techniques. As an Exarch gains levels, he learns new Barrier techniques, as shown on the table above. At any level when an Exarch learns a new technique, he may also replace a technique he already knows with another technique of the same or a lower grade. At 6th level, a Exarch gains access to lesser Barrier techniques; at 11th level, an Exarch gains access to greater Barrier techniques and at 16th level the Exarch gains access to master Barrier techniques.


Shikigami (Su): At 1st level, the Exarch is able to create little paper dolls called shikigami to do their bidding. They can do mundane tasks such as clean a place, lift objects (each shikigami can lift objects up to twice the overhead weight limit of the character), and other simple tasks, or even perform Restoration (see below). These shikigami cannot be used to attack, and they have an AC equal to that of the Exarch, and hit points equal to 1/4 the Exarch's maximum hit points.

These shikigami can also be manipulated to resemble the Exarch or any creature the caster wills and be programmed to do simple tasks such as speak repetitive lines, or just sit on one corner (Sense Motive DC 12 to detect these copies). At 11th level, these shikigami can do more complex behavioral patterns, almost similar to the actual creature, but still can't be used to attack (Sense Motive with a DC equal to 10 + 1/2 class level + Int mod rounded down to detect these copies). The number of shikigami that can be made per day is equal to the Exarch's Int modifier and each lasts for one hour per Exarch level.


Restoration (Su): In the ancient traditions of the Exarchs, the immediate reparation of collateral damage to property and civilians is of utmost importance when undertaking missions. At 3rd level, the Exarch gains the ability to restore broken or damaged items or structures, or even living creatures.

When repairing a mundane object or a structure, the Exarch uses the mechanics for repairing objects as stated in the Craft (http://www.d20srd.org/srd/skills/craft.htm) skill, except you don't need materials or spend gold in order to repair the object. The item prices are in gold pieces instead of the normal silver pieces and the checks are made to measure progress per hour, as opposed to the usual progress per week. This action uses the Craft (Barriers) skill check.

When repairing magic items, the Exarch uses the mechanic for determining the duration of creating a magic item as found in Creating Magic Items (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm), except the progress is measured per hour (ie repairing a magic item takes an hour per 1,000 gp of the base price of creation). The Exarch does not need to spend any gold or XP to perform the restoration.

This ability also enables the Exarch to restore wounds and physical damage from living creatures. When restoring hit points to a living creature, the Exarch makes a Craft (Barriers) check and restores hit points equal to half the check result (minimum of 1). However, using the Restoration ability in this manner is more taxing for the Exarch, and requires him to spend one slot from the 1/4-sized barriers or higher. The ability also enables the Exarch to remove negative effects on a target creature. To do this, he must make a Craft (Barriers) check against the save DC of the effect, and spends one spell slot from the 1/4-sized barriers or higher, whether the check is successful or not. This action requires the Exarch to touch the target and requires a standard action.

The Exarch can also employ his Shikigami perform the restoration of objects and structures for him, thus freeing him to do other tasks. However, he needs to employ all of his available shikigami per day for them to be able to perform restoration.


Blank State (Ex): At 5th level, once per day, the Exarch can enter a focused state where he separates his mind from emotion, increasing the speed, power, and effectiveness of his barriers. By spending a swift action, for a number of minutes equal his Int mod, the Exarch is treated as 1 class level higher when considering the damage, hit points, and number of slots he can cast per barrier size. Additionally, the type of movement spent to make a specific barrier is reduced by one step, except the at-will barriers, which remains as swift action. Also, when under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB. When under this ability, the Exarch becomes stoic, and suffers a -4 penalty on his Charisma score.

At 11th level, the Exarch can use the ability 3 times per day and is treated as 2 class levels higher when under Blank State, and at 17th level, he is able to use the ability 5 times a day and is treated as 3 class levels higher.


Sensory Barrier (Su): At 8th level, the Exarch can enhance his perception to detect creatures within an area. When under the Blank State ability, as a standard action, the Exarch can expend one slot of 1/3 barrier size or higher to cast an invisible barrier centered around himself with a radius of 30 feet for a number of rounds equal to his Int mod. The barrier is intangible and does not affect anything like regular barriers, however the Exarch gains knowledge of all creatures inside it, as if having the blindsense ability.

At 12th level, the Exarch can expend one slot of 1/2 barrier size or higher to create an invisible barrier with a radius of 60 feet, and he gains blindsight against all creatures inside it.


Spatial Phasing (Su): At 10th level, the Exarch gains the ability to understand the construction and attune himself to physical and force boundaries. By spending one slot of 1/3 barrier size or higher, the Exarch can phase through mundane walls or barriers of magic, such as wall of force. This ability requires a full round action to initiate.

At 14th level, the Exarch's understanding of attuning himself extends to other magical forces and even living creatures such that he can "phase" through them as well. By spending one slot of 1/2 barrier size or higher, the Exarch can spend an immediate action to nullify any magical or physical attack. For magical attacks, the Exarch must recognize the spell being cast (ie make a Spellcraft of DC 15 + spell level to recognize the spell and you must be able to see or hear the verbal and somatic components) before he could initiate this ability. This ability also enables the Exarch to free himself from a grapple by phasing through the creature grappling him. The ability lasts until the Exarch's next turn.


Absolute Boundary (Su): At 13th level, the Exarch gains further knowledge of how to utilize and materialize barriers. When under the Blank State ability, by spending a 1/2 barrier size slot or higher, as a standard action, the Exarch can create a special barrier centered around himself with a radius of 10 feet, moving along with him as he moves, and lasts for a number of rounds equal to 3 + his Int mod and can be terminated at any point before that should the Exarch wish to.

This barrier completely separates the Exarch from the outside world, negating all forms of damage, nullifying all magic within its range, and even negating the effects of gravity, effectively giving the Exarch flight with a speed equal to twice his land speed. Another distinct property of this barrier is that it damages any object or living creature that comes into contact with it, even allies. The damage is equal to the damage dealt by imploding a barrier the size of the barrier slot spent. The barrier created by this ability has hit points equal to that of a normal barrier and can be damaged and destroyed as normal barriers. It also cannot be dispelled, except by the Dispel Barrier Technique, however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against the Exarch's Will saves), sphere of annihilation, or mage's disjunction (same chance as when applying mage's disjunction on an antimagic field). Blank State also affects this ability like other barriers.


Dimensional Breach(Su): At 15th level, the Exarch gains the ability to manipulate the boundaries between planes, allowing him to freely cross these boundaries. By spending one slot from the max sized barrier slots, he can travel to another plane of existence as per the Plane Shift spell. The Exarch's caster level when performing this ability is equal to his class level, and the spell level is equal to half his class level.


Time Rejection (Su): The Exarch possesses dominion over spaces inside his barriers that he can reject even time to exist in it. At level 18, by spending any number of slots from his maximum sized barriers, the Exarch can make time stop inside one barrier where he is in, making him free to act for 1d4 plus the number of slots spent rounds of time as observed outside the barrier. This ability affects all creatures inside the barrier with the Exarch, allies or enemies alike.


True Boundary (Su): At 19th level, he gains a level of mastery with his Absolute Boundary ability that he can push the ability further. When under the Blank State ability, by spending any number of slots in his max sized barriers cast per day, as a standard action, the Exarch can create a barrier similar to the Absolute Boundary, but with a radius he can freely control as a swift action to a maximum radius of 30 feet. The ability lasts for a number of rounds equal to his 3 + Int mod + the number of slots spent to initiate the ability.

This barrier has all the abilities of the Absolute Boundary, with added benefits. Like the Absolute Boundary, the barrier damages anything it comes into contact with, but those the Exarch considers to be allies can freely enter or leave the space unharmed. Everyone inside the barrier moves along with it when the Exarch moves, such that they are also carried into the air inside the barrier when the Exarch flies, but they can still exit the barrier should they will it. Additionally, everyone inside this barrier gains Regeneration equal to twice the number of slots spent to initiate this ability (maximum 10).


Advent of a New World (Su): At 20th level, the Exarch reaches the pinnacle of barrier magic. All spaces bound within his barriers are isolated from the plane it is on at a level that it could be almost be considered as another plane in itself, and he is considered the lord of this world. The Exarch is now treated as an Outsider with a native subtype whenever this is advantageous to him. The Exarch gains a morale bonus to all rolls equal to his Intelligence modifier when inside any of his barriers, even with rolls that target creatures outside the barrier. Barrier creations inside another larger barrier also get bonus damage for all manners of attack equal to his Intelligence modifier. This bonus does not stack by virtue of stacking barriers and is only granted once.

Allies within his barriers also get a circumstance bonus on all rolls equal to the Exarch’s Int mod. Conversely, all creatures deemed by the Exarch as enemies inside any of his barriers suffer a penalty on all their rolls equal to the Exarch’s Int mod.


______________________

This is the 2.0 version of the Barrier Master. The first version can be found here:

The Barrier Master (http://www.giantitp.com/forums/showpost.php?p=12263869&postcount=56)

and the 1.5 version can be found here:

The Barrier Master 1.5 (http://www.giantitp.com/forums/showpost.php?p=12183754&postcount=34)

Updates:


Bumped up Sensory Barrier and Spatial Phasing from 7th and 9th level to 8th and 10th level respectively to alternate the levels when you gain new Barrier Techniques.

Added the Barrier Size Multiplier to calculate the Hit Points of barriers, to make smaller barriers have smaller hit points than larger ones.


Suggested Changes [To be evaluated]:
Restoration: Magic item repair costs GP, but not EXP.

Advent of a New World: Bonus/penalty is is half Int mod, not full Int mod.

Barrier Arts:
In creating a barrier, the Exarch can set it to either of the two parameters: coordinate or conditional. Coordinate barriers are formed around a specific coordinate in space, such that when they are created, they can never be moved from that point in space. Conditional barriers are formed following a set of conditions, such as having no fixed position, only the relative points of its corner, making it easily movable, or fixed to a moving point in space, such as a creature's limb or a part of a moving object. These conditions have to be stated explicitly before a barrier is created, and failure to do so will result in a failed barrier creation. Capturing a target with a barrier depends on the size of the barrier relative to target. Barriers smaller than the target (ie capturing parts of the target's body, like an arm or a foot) requires the Exarch to roll for a ranged touch attack, while barriers equal to or larger than the square or squares occupied by the target do not need attack rolls. Either allows a reflex save DC 10+1/2 class level+int modifier to negate. A barrier larger than the creature imposes a -4 penalty on the save/size category larger than the creature.

Imploding barriers: The barrier implosion does damage equal to 1d6 at level 1 and and an additional 1d6 for every 2 levels thereafter multiplied by a factor of .5 for the min sized barriers, 1 for 1/4, 1.5 for 1/3, 2 for 1/2, and 3 for max sized barriers.

Doing over 50d6 damage with an imploding barrier no save, no resistances isn't something I'd consider in the least balanced, especially considering that at level 1 it could do 5d6; level 3, 10d6; level 5, 15d6; level 7 20d6, etc.

Dropping the Creating barriers inside creatures or objects.

Barriers, unlike other force effects, can be damaged by mundane attacks, as well as magical attacks, and are destroyed when brought down to 0 hit points. Each barrier has hit points equal to 20 x class level x Barrier Size Modifier (1 for max sized barriers, 1/2 for 1/2 sized barriers, etc., 1/5 for min sized barriers), AC equal to 10 + the barrier's size modifier (touch AC of 0+size modifier), a hardness of 5 plus 1 per class level, and can support weight equal to 25 pounds x the maximum hit points of the barrier.

Barrier Techniques:

Emerald Spear, if you try to pin someone, they can make a reflex save DC 10+1/2 class level+int modifier to negate the pinning.

Dead Space: Reflex save, DC 10+1/2 class level+int modifier allows the creature to hold its breath before air is sucked out.

As it was made, at level 1, you have a no save, just die that few creatures are immune to.

Least
Form Manipulation - what shaping it does it to vague. I presume it allows you to make weapons, though the shapes is vague. Approved, though I may apply further circumstance penalties to creating some shapes.
Force React - Limited to Int modifier times/day. It currently is kind of Abrupt Jaunt or Wings of Cover at-will.
Emerald Elevator - Same as normal barrier for the Reflex save part, also using the new weight capacity you mentioned.
Emerald Spear - done.
Elastic Barrier - Reflects ranged attacks only.
Shared Access - add the ability to permit (or not) sound through barriers as an immediate action. Counts as the Silence Spell is coating the barriers. Doing this lasts for Int modifier rounds or until you spend another immediate action to change it. After that time it defaults to not sound-proof.

Lesser
Light Filter - Approved, invisibility breaks when attacking.
Remote Control - Approved.
Emerald Reflection - Just to clarify, this does not effect targeting the barrier itself.
Improved Barrier Mobility - Approved
Parameter Override - Doing so is a standard action. Approved.

Greater
Emerald Jaunt - Unwilling creatures get a will DC 10+1/2 Class Level+Int Modifier to negate. Approved.
Sensory Extension - Approved
Emerald Trap - apply same Reflex saves as normal barrier. Cannot have multiple traps in the same space, and only Int modifier traps active at a time.

Master
Magical Isolation - Doesn't apply to things that don't require Line of Sight/Effect.
Emerald Recovery - Approved.
Emerald Storm - can create up to half Int mod number of barriers, up to barriers of 1/2 size or smaller only. You must spend at least 1 barrier slot, you can't make all at-will ones with this ability.
Dimension Lock - Approved.

GuyFawkes
2011-11-01, 08:11 AM
Barrier Techniques

Least Barrier Techniques


Emerald Elevator - extend one side of a barrier to use as an elevator or to crush enemies.
Emerald Spear - a more offensive form of Emerald Elevator, forming thinner barriers extending at much faster speeds that pierce through almost anything.
Elastic Barrier - create a barrier with bouncy walls.
Dead Space - remove air from inside a barrier to suffocate any living creature inside.
Force React - use at will sized barriers as immediate action
Form Manipulation - form barriers into any shape imaginable.
Shared Access - allow allies to see your barriers, and also allows you to make openings for them.

Lesser Barrier Techniques


Emerald Stacking - create multiple stacked concentric barriers in one casting.
Dispel Barrier - dispel any barrier effects or other force effects.
Improved Barrier Mobility - increase speed when moving barriers through Remote Control or when in Absolute Boundary or True Boundary.
Light Filter - manipulate light so as to make creatures inside barriers invisible or to make barriers opaque.
Parameter Override - change the parameter of an existing barrier from coordinate to conditional or vice versa.
Remote Control - move barriers within a range.
Emerald Reflection - all barriers have a chance to reflect spells that require attack rolls.

Greater Barrier Techniques


Emerald Trap - create a delayed barrier that forms when triggered by specific conditions.
Emerald Jaunt - teleport yourself or others from one barrier to another.
Chorus of the Emerald Shield - create barriers far stronger and larger with 3 other Exarchs
Focused Creation - spend one slot lower to create a barrier at the expense of taking a longer time to create it
Limit Expansion - create barriers larger than the maximum size allowed per level by expending multiple slots.
Sensory Extension - extend your Sensory Barrier ability to any barriers you have created.

Master Barrier Techniques


Emerald Storm - create multiple barriers of different sizes and at different targets
Emerald Recovery - dissipate undamaged barriers to recover slots
Dimension Lock - all barriers created gain an effect similar to the dimension lock spell.
Magical Isolation - all barriers created completely nullifies magic except the Exarch's magic.




Least Barrier Techniques
Emerald Elevator

Upon learning this technique, the Exarch gains the ability to extend his barrier in one direction (ie extend the top of a barrier, like an elevator), lifting or pushing anything on it or in its path. The barrier can extend to a maximum of 10 feet per two levels. This ability also allows the Exarch to reverse the extension.

This technique can push or carry anything in its path with a total weight not exceeding 10 x the maximum hit points of the barrier, or else the movement will stop. This can also be used to crush creatures or objects caught in its path of extension and pressed onto a wall or other similar rigid structure. Any creature or object crushed by this technique suffers 1d6 damage per 2 class levels, with a maximum of 10d6 at 20th level. A creature can also impede the advance of the barrier by making a strength check against the barrier’s strength check. The bonus for the barrier’s strength check is equal to the Exarch’s class level + Intelligence Modifier + 6 + the Barrier’s Size Modifier (http://www.dandwiki.com/wiki/Size#Big_and_Little_Creatures_in_Combat).

The barrier wall can move at any rate up to 30 feet per round. This requires a standard action to initiate, and a swift action to continue the action each successive round until the maximum elongation is reached. For barriers smaller than the square occupied by a creature, the creature gets a Reflex save with a DC 10 + ½ class level + Int mod. For barriers larger than this, the target doesn’t get a Reflex save.


Emerald Spear

While the usual offensive form of barriers is in the form of imploding the barriers, other Exarchs tend to favor another form of attack. By creating an extending barrier similar to the Emerald Elevator, but thinner and with a more rapid extension, the Exarch can create barrier spears that can pierce through enemies. This type of attack does damage equal to the imploding damage of the size of barrier used, requires the same type of action to perform as creating a normal barrier of the size used, and requires a ranged touch attack to hit. Barrier spears can also be designated to be coordinate or conditional, such that if it is coordinate based, it can serve to pin the target when it pierces through them, and requires the target to destroy the barrier spear or some other means to escape.


Dead Space

Upon learning this technique, the Exarch can control the air inside his barriers, such that he can evacuate any barrier of air, effectively suffocating any creature inside.


Elastic Barrier

Upon learning this technique, the Exarch has the ability to change the consistency of barrier walls to exhibit an elastic property. Whether a barrier has this property or just a normal barrier is decided before creating that specific barrier. This property can have many uses, such as deflecting or bouncing objects, or serving as a cushion for falling creatures or objects.

When falling on an elastic barrier, the damage is reduced as if you are falling 10 feet per class level less than the actual height you are falling from. You can also use this barrier to aid you in jumping, like a trampoline, giving a circumstance bonus equal to +1 to your jump checks per class level.

Elastic Barriers can also reflect physical attacks, and have a 25% chance to bounce them back to the attacker, using the same rolls for the attack against their AC.


Force React

Upon learning this technique, The Exarch can use his at-will sized barriers as an immediate action.


Form Manipulation

Upon learning this technique, the Exarch can manipulate the shape of the barrier he creates, deviating from the usual cubical shape. He can form it into any shape he wants, provided the shape is still of the same volume or smaller. The Exarch must succeed on a Craft (Barriers) check with a DC depending on the difficulty of the object being formed. It should also be noted that barriers can be shrunk but never enlarged.

{table=head]Item|DC
Armor or Shield|15
Simple Melee or thrown Weapon|15
Martial Melee or thrown Weapon|22
Exotic Melee or thrown Weapon|25
Simple Shape|10
Typical Shape|15
High-quality Shape|20
Complex or Superior Shape|25[/table]


Shared Access

One aspect of the Exarch is his uncanny ability to provide protection for his allies, and in the basest form, this is manifested by the Shared Access Technique. Upon learning this technique, the Exarch gains the ability to allow his allies to see his barriers as he does. He also gains the ability to open and close parts of his barriers to allow access for his allies. This requires a swift action to open or close the barrier.


Lesser Barrier Techniques
Emerald Stacking

Upon learning this technique, the Exarch can create stacked (concentric) barriers in one casting of up to a number equal to the number of attacks granted by BAB. The techniques requires the same type of action to create one barrier of the appropriate size, but uses up the same number of slots as are the number of stacked barriers. You can only stack barriers of the same size.


Dispel Barrier

The Exarch's understanding of barriers allows him to create, and at a certain point, deconstruct barriers. Upon learning this technique, the Exarch gains the ability to dispel barriers and other barrier-like effects, as well as other force effects such as mage armor or shield. The Exarch does a dispel check (1d20 + 1/2 your class level) against one barrier effect with the DC equal to 11 + the barrier's caster level (or 1/2 class level for barriers made by other Exarchs). If you succeed, the barrier is dispelled, if not the barrier remains in effect.


Improved Barrier Mobility

Upon learning this technique, the Exarch increases the movement speed for barriers moved by Remote Control by one increment. In effect, the barriers moved move at three times the Exarch’s land speed instead of twice his base land speed. This ability also affects the flight speed of the Absolute Boundary ability and consequently the True Boundary ability, increasing the speed from twice his land speed to three times his land speed.


Light Filter

Barriers separate space, allowing nothing to pass through it except light. However, even this can be controlled by the Exarch. Upon learning this technique, the Exarch can control the light coming through his barriers, making it seem as if there is nothing inside of them. In effect, anything inside that barrier becomes invisible, as with the invisibility spell. A see invisibility or true sight spell can see through this invisibility effect, however, this does not end the effect; only destroying the barrier, the Exarch canceling the technique via a free action or dissipating the barrier can it be ended.

Conversely, the Exarch can control the light from going through his barriers, making them translucent or totally opaque (by reflecting one color of the visible light spectrum, or a mix, he could make any color for his barriers). This makes his barriers visible to others, and if the Exarch makes a barrier opaque, those inside it cannot be seen from outside, or vice versa.


Parameter Override

The Exarch gains more understanding of his barrier creations, such that he reaches the point he is now able to change the nature of his barriers at a whim. The Exarch can now alter the parameters of barriers he has already created, either from coordinate to conditional or the other way around.


Remote Control

With enough experience, the Exarch can begin to move non-fixed barriers (conditional) without having to use physical force. As a move action, the Exarch can move any one barrier of any size smaller than ¼ the maximum size of barriers he can create at his level within his range of barrier creation up to a speed of twice his land speed.


Emerald Reflection

At some point, the Exarch also begins to grasp the knowledge of how to use his barriers to reflect magical attacks. Upon learning this technique, all magic attacks that require an attack roll targeted at any creature behind or inside a barrier have a 50% chance of being reflected to the caster. The caster needs to roll a new ranged attack roll (or attack rolls for multiple attacks) against his or her touch AC.

Greater Barrier Techniques
Emerald Jaunt

With knowledge in manipulating boundaries, the Exarch can apply this to allow him astral travel. By using his barriers as conduits, the Exarch can teleport himself or any creature from one barrier to another barrier within 400 feet + 40 feet per class level. This technique can teleport the Exarch and also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three class levels who are inside or touching the same barrier the Exarch is in or is touching. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. The Exarch does not need to have line of sight to the particular barrier for the technique to work. The ability is an instantaneous effect.


Emerald Trap - Another form of versatility of the Exarch is to use his barriers to make traps. By creating a delayed activation barrier, where if the trigger is tripped, the barrier is formed, trapping anything in it, or sending barrier spears towards the creature triggering the trap.

The trigger for the trap is a location trigger, however, unlike usual location triggers, a creature sets off the trap when it or a part of it enters the square where the barrier is to be formed, even in mid air, as long as it enters the barrier's space. For barrier sizes smaller than the square or squares occupied creature, the creature gets a Reflex save with a DC equal to 10 + 1/2 class level + Int mod to escape the trap. For barrier sizes equal to or larger than the square or squares occupied by the creature, the creature does not get a Reflex save, and is automatically captured by the trap.

An alternative configuration for the trap is using barrier spears that triggers when a creature enters a designated space adjacent to the starting point of the barrier spear and of the same size as the barrier size used for creating the barrier spear. It is possible to create multiple instances of barrier spears and have their triggering location coincide on a singular spot such that when the trap is triggered, it sends multiple barriers spears simultaneously at the target. The target of this kind of trap can roll a Reflex save with a DC equal to 10 + 1/2 class level + Int mod to half the damage taken from the spears.

The trap can be detected by a Search check against a DC of 25 + half the class level.


Chorus of the Emerald Shield

The Exarch can tune his abilities with other Exarchs or other casters knowledgeable in barrier magic or similar effects to create barriers far larger and stronger than he can normally produce alone.

This technique requires 4 Exarchs, all having obtained this technique, for this to work. By standing at the 4 locations to serve as the corners of the barrier, the Exarchs spend any number of maximum sized barrier slots to create a barrier up to a size equal to the maximum size the lowest leveled Exarch of the 4 can create multiplied by the combined slots spent by all the 4 Exarchs multiplied by 4. The 4 Exarchs should spend equal number of slots, or else the barrier formed will be unbalanced and will collapse. For example, 4 Exarchs, all at level 16, spending all 4 maximum sized slots can create a barrier up to 5120x5120x5120 feet in size (80 for the maximum size at level 16 x 16 slots spent total, 4 each x 4). Performing this technique requires 10 minutes of focus and concentration.


Focused Creation

By taking his time in forming a barrier of a particular size, the Exarch can spend a slot one size smaller than the size of the formed barrier. However, the action required for creation is increased by one step. For example, a Exarch using this technique to form a 1/2 sized barrier will just spend one 1/4 sized barrier slot but will have to take a full round action to create it.


Limit Expansion

By focusing his energies into the formation of one barrier, the Exarch can exceed his limitations in barrier creation. Upon learning this technique, the Exarch can create barriers of dimensions larger than the maximum allowed per level by spending more than one slot of max sized barriers. The resulting barrier size is equal to the maximum size of the barrier at the Exarch’s level multiplied by the number of slots spent for this technique. For example, at level 15, the maximum barrier size is at 75x75x75. By spending 3 slots for this technique, he can create a barrier of the size 225x225x225. This takes a full round action for the first additional slot used, and another full round action for each succeeding slot used.


Sensory Extension

When under Blank State, the Exarch can spend a full round in concentration to sense any living creature within 30 feet of any barrier within his range of barrier creation. He can sense up to half his Int mod number of barriers per round. The Exarch can also extend his Sensory Barrier using this technique, and gains either blindsense or blindsight on all creatures within range, expending the usual slots required as normal.

Master Barrier Techniques
Emerald Recovery

Upon learning this technique, the Exarch can dismiss any barrier he has created and regain the slot spent for creating that particular barrier. The barrier must not have received any form of damage for this technique to work, else the barrier will be dissipated, but the Exarch will not regain a barrier slot.


Emerald Storm

As a full round action, the Exarch can form barriers up to a number equal to his Intelligence modifier. The barriers formed can be a combination of any sizes, in any order, and each barrier can be targeted at any space within his range that the Exarch wishes to form them. Each barrier created spends the appropriate slot for its size.


Dimension Lock

The Exarch's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of teleportation, except through the Exarch’s techniques and abilities. Upon learning this technique, all barriers created by the Exarch prevents any sort of travel in or out of them, as the Dimensional Lock spell.


Magical Isolation

The Exarch's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of magic. Upon learning this technique, all barriers created by the Exarch prevents magic cast from outside the barrier from affecting creatures inside or magic cast from inside the barrier from affecting creatures outside the barrier, except the Exarch's magic. This technique does not, however, nullify magic targeted at the barrier itself.




Feats

Emerald Aptitude
You learn an additional least barrier technique.
Prerequisite: Ability to use least barrier techniques.
Benefit: You learn one additional least barrier technique from the list available to you.
Special: You can gain this feat multiple times. Each time, you gain an extra least barrier technique.

TravelLog
2011-11-01, 08:40 AM
I'll give this a full critique sometime after 9 pm CST tonight (or maybe tomorrow) after I finish for the day. A very interesting class. For now I'll try to help with a name:


Barrier Adept
Master of the Stalwart Barrier/Bulwark
Barrier Magus or Mage of the Barred Path
Mage of the Boundless Pale/Barrier/Bulwark
Lord of the Endless Wall


None of these are amazing, but hopefully they inspire you. :smallbiggrin:

GuyFawkes
2011-11-01, 12:44 PM
I'll give this a full critique sometime after 9 pm CST tonight (or maybe tomorrow) after I finish for the day. A very interesting class. For now I'll try to help with a name:


Barrier Adept
Master of the Stalwart Barrier/Bulwark
Barrier Magus or Mage of the Barred Path
Mage of the Boundless Pale/Barrier/Bulwark
Lord of the Endless Wall


None of these are amazing, but hopefully they inspire you. :smallbiggrin:

Haha thanks. Well, almost all of them sound better than Barrier Master anyway. Barrier Magus has a nice ring to it, or maybe Mage of the somethingsomething. :smallbiggrin: And thanks, I'll be looking forward for your critique!

TravelLog
2011-11-01, 04:26 PM
Critique time.

Right up front, I'll say that the class peaks my interest. One thing does strike me, but I'll discuss it at the end.

Fluff: Solid.


Role: The Barrier Master can fill the almost any
It should be "fill almost any"


Hit Die: d6
Interesting. This is the beginning of that point I mentioned earlier (and I'll cover it in greater depth at the end). The point is essentially that I see two versions of this class: The one presented and the one I feel you are aiming for. As presented, it isn't nearly as versatile and powerful as a sorcerer, so I would give it d8, especially since this class has a very gish feel to me so far (especially with 3/4 BAB). That said, let's try to build what you're actually aiming for.


The Barrier Master's class skills are Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (arcana)(Int), Knowledge (architecture and engineering)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Skill points are fine for now, though if you make them more on par with the sorcerer you may want to make it 2+Int skill points per level. As for skills, they don't have UMD, which they should. For the sake of elegance, I also recommend writing the "knowledge" skills as "Kn. ______ (Int)" so as to make them look better. Two parentheses in a row is a no-no. Anyway, again something of a gish skill list in my opinion given the presence of Use Rope, Jump, and Balance. Mildly surprised Swim isn't on here either.



Weapon and Armor Proficiencies: The Barrier Master are proficient in all simple weapons, light armors, and with light shields.

Hmm. The class feels like a gish so far, but doesn't get proficiency with any martial weapons? Perhaps add a class feature allowing them to create barriers in the shape of weapons to wield (perhaps with a scaling enhancement bonus).

If your intention is to have them be more full-caster type, then we are going to need to add many, many more barrier abilities, or provide a limited barrier-themed spell list.



Barrier Arts (Su): The signature technique of the Barrier Master is the creation and manipulation of barriers, for defense, and, uniquely, for offense. These barriers are force creations in nature, similar to a wall of force or a prismatic sphere. The Barrier Master begins by being able to create an invisible barrier the size of a one-foot cube at level one. This is done by designating a point in space, then focusing and materializing the barrier around that space. These barriers last until destroyed, released, imploded by the Barrier Master, or when the time limit is reached, which is one hour per class level.

The maximum size barrier a Barrier Master can make is 5 cubic feet per level, with a maximum of 100 cubic feet at level 20. The Barrier Master can create a number of differently-sized barriers per day as found in the table: Barrier Master. These numbers are the sizes of the barriers created relative to the maximum size created by the Barrier Master at his level. Ratios of sizes falling in between always use up the next bigger size slot. The Barrier Master can also make one-cubic-foot barriers or smaller at-will at level 1, and this increases by one cubic foot per two levels after, ie the Barrier Master can cast 2-cubic-feet barriers or smaller at-will at level 3, 3-cubic-feet barriers or smaller at-will at level 5, and so on. The Barrier Master can create a barrier within a range of 100 feet at 1st level and an additional 10 feet per level.

My first thought: "Awesome". However, let's read and see. Supernatural ability. Good choice since they can't be dispelled. At level one, I note, the Barrier Master is going to be useless however. They do not even have first level spells, and they have no melee ability whatsoever. And since Shikigami can't be used to attack, they won't be any help either.



Once a barrier is created, the Barrier Master has three options. One is to release the barrier, dissipating it without affecting anything around it, except for objects resting on or against any of its walls, which would then fall due to gravity unless supported otherwise.

Creating a barrier takes up an action depending on the size of the barrier. The at-will sized (min) barriers take up a swift action to create...

Barriers, like wall of force or prismatic wall, persists in an antimagic field when already created....

Well thought out. I also like the disintegrate effect if creatures are killed by the imploding barriers. For a caster, I would call it overpowered (since Barrier Mages gain access to it so early), but since the Barrier Mage has a lot less tricks than casters, I'll call it fine for now.

Having the larger barriers take a full action to create is a tricky issue in my mind, since metamagic can't be applied to them there is no way to create one as a standard action. Just something to think about. Perhaps give higher level Barrier Mages shorter action requirements. Like at 10th level, all action requirements become shortened by one step, to a minimum of a swift action.



Shikigami (Su): At 1st level, the Barrier Master is able to create little paper dolls called shikigami to do their bidding. They can do mundane tasks such as clean a place, lift objects (each shikigami can lift objects up to twice the overhead weight limit of the character), and other simple tasks, or even perform Restoration (see below). These shikigami cannot be used to attack, and they have an AC equal to that of the Barrier Master, and hit points equal to 1/4 the Barrier Master's maximum hit points.

These shikigami can also be manipulated to resemble the Barrier Master or any creature the caster wills and be programmed to do simple tasks such as speak repetitive lines, or just sit on one corner (Sense Motive DC 12 to detect these copies). At 11th level, these shikigami can do more complex behavioral patterns, almost similar to the actual creature, but still can't be used to attack (Sense Motive with a DC equal to 10 + 1/2 class level + Int mod rounded down to detect these copies). The number of shikigami that can be made per day is equal to the Barrier Master's Int modifier and each lasts for one hour per Barrier Master level.

I'm not sure exactly what you wanted these to be used for, but at early levels this is basically Mage Hand and Unseen Servant, but visible...and a doll. Anyway, it gets better at later levels, but even at level 11 they aren't that spectacular. These need to be made better somehow in my opinion.


Barrier Techniques (Su): At 2nd level, and every even level thereafter, the Barrier Master gains a Barrier Technique from the following list. These techniques allow the Barrier Master to manipulate his barriers in different ways, allowing for a varied application depending on the situation.

Barrier Elevator: Upon learning this technique, the Barrier Master gains the ability to extend his barrier in one direction (ie extend the top of a barrier, like an elevator), lifting or pushing anything on it or in its path. The barrier can extend to a maximum of 10 feet per two levels.

Barrier Jaunt: With knowledge in manipulating boundaries, the Barrier Master can apply this to allow him astral travel. By using his barriers as conduits, the Barrier Master can teleport himself or any creature from one barrier to another barrier within 400 feet + 40 feet per class level. This technique can teleport the Barrier Master and also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three class levels who are inside or touching the same barrier the Barrier Master is in or is touching. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. The Barrier Master does not need to have line of sight to the particular barrier for the technique to work.
Requirement: 4 Barrier Techniques known

Barrier Spear: While the usual offensive form of barriers is in the form of imploding the barriers, other Barrier Masters tend to favor another form of attack. By creating an extending barrier similar to the Barrier Elevator, but thinner and with a more rapid extension, the Barrier Master can create Barrier Spears that can pierce through enemies. This type of attack does damage equal to the imploding damage of the size of barrier used, requires the same type of action to perform as creating a normal barrier of the size used, and requires a ranged touch attack to hit. Barrier Spears can also be designated to be coordinate or conditional, such that if it is coordinate based, it can serve to pin the target when it pierces through them, and requires the target to destroy the barrier spear or some other means to escape.
Requirement: 3 Barrier Techniques known

Barrier Stacking: Upon learning this technique, the Barrier can create stacked (concentric) barriers in one casting of up to a number equal to the number of attacks granted by BAB. The techniques requires the same type of action to create one barrier of the appropriate size, but uses up the same number of slots as are the number of stacked barriers. You can only stack barriers of the same size.
Requirement: 3 Barrier Techniques known

Dispel Barrier: The Barrier Master's understanding of barriers allows him to create, and at a certain point, deconstruct barriers. Upon learning this technique, the Barrier Master gains the ability to dispel barriers and other barrier-like effects. The Barrier Master does a dispel check (1d20 + 1/2 your class level) against one barrier effect with the DC equal to 11 + the barrier's caster level (or 1/2 class level for barriers made by other Barrier Masters). If you succeed, the barrier is dispelled, if not the barrier remains in effect. This technique requires a standard action to perform.
Requirement: 4 Barrier Techniques known

Dimension Lock: Upon learning this technique, all barriers created by the Barrier Master prevents any sort of travel in or out of them, as the Dimensional Lock spell.
Requirement: 8 Barrier Techniques known

Elastic Barrier: Upon learning this technique, the Barrier Master has the ability to change the consistency of barrier walls to exhibit an elastic property. Whether a barrier has this property or just a normal barrier is decided before creating that specific barrier. This property can have many uses, such as deflecting or bouncing objects, or serving as a cushion for falling creatures or objects.

When falling on an elastic barrier, the damage is reduced as if you are falling 10 feet per class level less than the actual height you are falling from. You can also use this barrier to aid you in jumping, like a trampoline, giving a circumstance bonus equal to +1 to your jump checks per class level.

Form Manipulation: Upon learning this technique, the Barrier Master can manipulate the shape of the barrier he creates, deviating from the usual cubical shape. He can form it into any shape he wants, provided the shape is still of the same volume or smaller.

Magical Isolation: The Barrier Master's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of magic. Upon learning this technique, all barriers created by the Barrier Master prevents magic from affecting creatures inside or outside the barrier, except the Barrier Master's magic.
Requirement: 9 Barrier Techniques known

Shared Access: Upon learning this technique, the Barrier Master can open and close parts of his barriers to allow access for his allies. This action requires a swift action to open or close the barrier.


Finally! Let's see what interesting techniques GuyFawkes has thought up. It's a shame the Barrier Mage is useless for the first level, but let's check these out.

Gaining Techniques: Hmm. Only 1 every two levels? That isn't very many, certainly far less useful than other "Mage" classes, who get a minimum of 2 spells per level.

Barrier Elevator: This is interesting, but if I only get 1 technique every two levels, this one is going to wait a while. It's kind of like a bizarre cross between levitate, fly, and tenser's floating disk, but it's largely utility. I might at the very least make it so that if a creature is pressed against a ceiling by this effect they take crushing damage, and provide a reflex save for them to get off before it fully elevates.
Barrier Jaunt: Cool and useful. You need to specify how long the teleportation effect takes though. Is it instantaneous? Does it require a standard action to initiate? etc. Sucks I can't get this until level 10 (wizards got dimension door at level 7) though. It's more versatile, but still. Perhaps let them get this with 3 other techniques and have it gain benefits as more barrier techniques are gained that increase it's power/versatility. In fact, do that for all barrier abilities.
Barrier Spear: Offensive capability at last. I don't get it until a minimum of level 8 though. This and similar weapon-ish abilities should be a staple class feature, gained at level 1 or 2 (toned down of course), with sub-abilities about altering/imbuing the barriers with unique effects as the Barrier Mage grows in power.
Dispel Barrier: Nice I guess, but any Dispel Magic is better if I'm not dealing with other Barrier Mages. This should also be a unique class feature, with greater capability as the BM grows.
Dimension Lock: Awesome. However, I don't get it until level 18. That renders it not nearly as useful. Again, scaling abilities are your friends.
Elastic Barrier: Wait what? This is fascinating and hilarious, and can be used in a lot of imaginative ways, but if I'm only getting 10 barrier techniques, I feel like I should have better options.
Form Manipulation: A little bland, but cool and useful. A staple as it were.
Magical Isolation: Again, awesome. But it comes very very late. AMFs have been around for a number of levels by this point.
Shared Access: Nice.



Restoration (Su): At 3rd level, the Barrier Master gains the ability to restore broken or damaged items or structures, or even living creatures.

When repairing a mundane object or a structure, the Barrier Master uses the mechanics for repairing objects as stated in the Craft (http://www.d20srd.org/srd/skills/craft.htm) skill, except you don't need materials or spend gold in order to repair the object. The item prices are in gold pieces instead of the normal silver pieces and the checks are made to measure progress per hour, as opposed to the usual progress per week. This action uses the Craft (restoration) skill check.

When repairing magic items, the Barrier Master uses the mechanic for determining the duration of creating a magic item as found in Creating Magic Items (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm), except the progress is measured per hour (ie repairing a magic item takes an hour per 1,000 gp of the base price of creation). The Barrier Master does not need to spend any gold or XP to perform the restoration.

This ability also enables the Barrier Master to restore wounds and physical damage from living creatures. When restoring hit points to a living creature, the Barrier Master makes a Craft (restoration) check and restores hit points equal to half the check result (minimum of 1). However, using the Restoration ability in this manner is more taxing for the Barrier Master, and requires him to spend one slot from the 1/4-sized barriers or higher. The ability also enables the Barrier Master to remove negative effects on a target creature. To do this, he must make a Craft (restoration) check against the save DC of the effect, and spends one spell slot from the 1/4-sized barriers or higher, whether the check is successful or not. This action requires the Barrier Master to touch the target and requires a standard action.

The Barrier Master can also employ his Shikigami perform the restoration of objects and structures for him, thus freeing him to do other tasks. However, he needs to employ all of his available shikigami per day for them to be able to perform restoration.

Cool and pretty useful as this sort of thing goes. Nice work on this.



Blank State (Ex): At 5th level, once per day, the Barrier Master can enter a focused state where he separates his mind from emotion, increasing the speed, power, and effectiveness of his barriers. By spending a swift action, for a number of minutes equal his Int mod, the Barrier Master is treated as 1 class level higher when considering the damage, hit points, and number of slots he can cast per barrier size. Additionally, the type of movement spent to make a specific barrier is reduced by one step, except the at-will barriers, which remains as swift action. At 11th level, the Barrier Master gains an additional use per day of the Blank State and is treated as 2 class levels higher when under Blank State, and at 17th level, he is able to use the ability 3 times a day and is treated as 3 class levels higher. When under this ability, the Barrier Master becomes stoic, and makes decisions based on what is most logical.

Cool beans, but as I said earlier, with no Metamagic, this is literally the only time you will be able to reduce the time it takes to form barriers. At level 17, you get to do so three times, and three times only. If barriers were much more powerful, I would say this makes sense, but as limited as they currently are, I think raising the cap is warranted.


Sensory Barrier (Su): At 7th level, the Barrier Master can enhance his perception to detect creatures within an area. When under the Blank State ability, as a standard action, the Barrier Master can expend one slot of 1/3 barrier size or higher to cast an invisible barrier centered around himself with a radius of 30 feet for a number of rounds equal to his Int mod. The barrier is intangible and does not affect anything like regular barriers, however the Barrier Master gains knowledge of all creatures inside it, as if having the blindsense ability.

At 13th level, the Barrier Master can expend one slot of 1/2 barrier size or higher to create an invisible barrier with a radius of 60 feet, and he gains blindsense against all creatures inside it.

Barrier Scouting. Love it. However, you don't get to use this ability much. I think it should be a lot more often. In my opinion, it should require two full round actions and a continued concentration check, but be usable at will (and require a swift action each round to maintain during combat). I think you meant blindsight on one though, as you currently have "blindsense" twice.


Spatial Phasing (Su): At 9th level, the Barrier Master gains the ability to understand the construction and attune himself to physical and force boundaries. By spending one slot of 1/3 barrier size or higher, the Barrier Master can phase through mundane walls or barriers of magic, such as wall of force. This ability requires a full round action to initiate.

At 15th level, the Barrier Master's understanding of attuning himself extends to other magical forces and even living creatures such that he can "phase" through them as well. By spending one slot of 1/2 barrier size or higher, the Barrier Master can spend an immediate action to nullify any magical or physical attack. For magical attacks, the Barrier Master must recognize the spell being cast (ie make a Spellcraft of DC 15 + spell level to recognize the spell and you must be able to see or hear the verbal and somatic components) before he could initiate this ability. This ability also enables the Barrier Master to free himself from a grapple by phasing through the creature grappling him. The ability lasts until the Barrier Master's next turn.

Now we're talking. At first, this is good, but not amazing. At 15th level, this becomes magnificent. Good call on having it require one of the higher barrier slots and a successful check (for magic). Still, this could be used 10 times a day at level 20. I might enforce a limit of a number of times per day equal to 1/4 class level.


Absolute Boundary (Su): At 13th level, the Barrier Master gains further knowledge of how to utilize and materialize barriers. When under the Blank State ability, by spending a 1/2 barrier size slot or higher, as a standard action, the Barrier Master can create a special barrier centered around himself with a radius of 10 feet, moving along with him as he moves, and lasts for a number of rounds equal to 3 + his Int mod and can be terminated at any point before that should the Barrier Master wish to.

This barrier completely separates the Barrier Master from the outside world, negating all forms of damage, nullifying all magic within its range, and even negating the effects of gravity, effectively giving the Barrier Master flight with a speed equal to twice his land speed. Another distinct property of this barrier is that it damages any object or living creature that comes into contact with it, even allies. The damage is equal to the damage dealt by imploding a barrier the size of the barrier slot spent. The barrier created by this ability has hit points equal to that of a normal barrier and can be damaged and destroyed as normal barriers. It also cannot be dispelled, except by the Dispel Barrier Technique, however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against Barrier Master's Will saves), sphere of annihilation, or mage's disjunction (same chance as when applying mage's disjunction on an antimagic field). Blank State also affects this ability like other barriers.

Love it. Don't love that it damages allies though. The price of power I guess though. I think it should deal more damage on implosion than another barrier it's size though.



Dimensional Breach(Su): At 15th level, the Barrier Master gains the ability to manipulate the boundaries between planes, allowing him to freely cross these boundaries. By spending one slot from the max sized barrier slots, he can travel to another plane of existence as per the Plane Shift spell.

Very nice.


True Boundary (Su): At 19th level, the Barrier Master reaches the pinnacle of barrier magic. When under the Blank State ability, by spending all the slots in his max sized barriers cast per day, as a standard action, the Barrier Master can create a barrier similar to the Absolute Boundary, but with a radius he can freely control as a swift action to a maximum radius of 30 feet. The ability lasts for a number of rounds equal to his Int mod + the number of slots spent to initiate the ability.

This barrier has all the abilities of the Absolute Boundary, with added benefits. Like the Absolute Boundary, the barrier damages anything it comes into contact with, but those the Barrier Master considers to be allies can freely enter or leave the space unharmed. Everyone inside the barrier moves along with it when the Barrier Master moves, such that they are also carried into the air inside the barrier when the Barrier Master flies, but they can still exit the barrier should they will it. Additionally, everyone inside this barrier gains Regeneration equal to twice the number of slots spent to initiate this ability (maximum 10).

First of all, is this the capstone? If so, I think it should come at level 20. If not, what did you have in mind?

In any case, I like the fact that it does not hurt allies any more. The Regeneration is nice as well. However, forcing this to be a NOVA abilities is kind of dangerous, as if this is expended in an early encounter during the day, the Barrier Mage now has now access to his powerful abilities, since he can't regain barrier uses. Something to think about.

_____________

Summary: Really well done overall. I like the idea and the execution, though I feel the class isn't finished yet. For starters it needs more barrier abilities. Many more. If you want this thing to have the title of "mage" it needs to be a lot more versatile. As is, the class simply doesn't have that much versatility. I can see all kinds of creative things that could be done with barriers, but they aren't here.

What if I made a barrier inside someone?
What about using barriers to deflect attacks back at their users?
What about using a barrier to render myself invisible by diverting light away from me?
What about using an impermeable barrier to suffocate something?
Cutting through stonework to make passages, making air bubbles to breath underwater?
Forcing atoms together, causing intense heat.
Holding atoms apart, causing intense cold.
Generating electricity through friction.


The list goes on, and is really only limited by your imagination. That's the point I wanted to make earlier. This class has a lot of potential, but it's just a skeleton so far. Wow me!

GuyFawkes
2011-11-02, 02:23 AM
Critique time.

Right up front, I'll say that the class peaks my interest. One thing does strike me, but I'll discuss it at the end.


Whew. Pretty comprehensive. Thanks! :smallbiggrin:


Fluff: Solid.

Thanks!



It should be "fill almost any"


Yeah, blame it on the copy-pasta, like everyone does. Done. :smallbiggrin:


Interesting. This is the beginning of that point I mentioned earlier (and I'll cover it in greater depth at the end). The point is essentially that I see two versions of this class: The one presented and the one I feel you are aiming for. As presented, it isn't nearly as versatile and powerful as a sorcerer, so I would give it d8, especially since this class has a very gish feel to me so far (especially with 3/4 BAB). That said, let's try to build what you're actually aiming for.


Yeah, I'm kinda torn how to implement this. I'm not too good with how the system works yet. I have 3/4 BAB basically so he can at least pull of three of the at-will sized barriers in one full action, as opposed to just 2 for a 1/2 BAB.
And looking at it, with barriers having 50 hp at level one and hardness of 5, even though the at-will ones are just 1 cubic foot, with the 100 feet range and the swift action casting, you can have more survivability even with just a d6. But that's just me.

Well, the reason I post my works for PEACH is more for getting advice for the crunch parts, so thanks. We'll see how this goes.



Skill points are fine for now, though if you make them more on par with the sorcerer you may want to make it 2+Int skill points per level. As for skills, they don't have UMD, which they should. For the sake of elegance, I also recommend writing the "knowledge" skills as "Kn. ______ (Int)" so as to make them look better. Two parentheses in a row is a no-no. Anyway, again something of a gish skill list in my opinion given the presence of Use Rope, Jump, and Balance. Mildly surprised Swim isn't on here either.


Yeah, with the skills, I wasn't sure if I was going to go for Int as my primary ability, but now that it is, yeah, 2 is probably the right number for it. UMD, I am not sure about, but since they are not as versatile as even sorcerers, maybe that would justify it. And for the format, I'm just following how they did it in the SRD, with the double parentheses and stuff. :smalltongue:

For the balance and jump, they're more of fluff skills, since kekkaishis usually fight by creating barriers in the air and jumping from one to the other, and then attacking from a high vantage point.




Hmm. The class feels like a gish so far, but doesn't get proficiency with any martial weapons? Perhaps add a class feature allowing them to create barriers in the shape of weapons to wield (perhaps with a scaling enhancement bonus).

If your intention is to have them be more full-caster type, then we are going to need to add many, many more barrier abilities, or provide a limited barrier-themed spell list.


Actually, if you think about the nature of barriers, they're weapons themselves, that's why I didn't put martial weapons. It's instant offense and defense. If you capture a body party, then that monster can't move until he breaks the barrier. And while he's pinned, you can create another one and implode it on his face.

The part I'm having a hard time thinking about though is the action required for imploding barriers. I'm thinking of bringing down the at-will barriers to a free action to implode, and the others one step down as well. Thoughts?



My first thought: "Awesome". However, let's read and see. Supernatural ability. Good choice since they can't be dispelled. At level one, I note, the Barrier Master is going to be useless however. They do not even have first level spells, and they have no melee ability whatsoever. And since Shikigami can't be used to attack, they won't be any help either.


Ah, see he gets unlimited swift action barriers. Though they're just 1 cubic foot ones, they're touch attacks with a range of 100 feet. But then again with the action for implosion, which I am forced into thinking by now should be a free action.



Well thought out. I also like the disintegrate effect if creatures are killed by the imploding barriers. For a caster, I would call it overpowered (since Barrier Mages gain access to it so early), but since the Barrier Mage has a lot less tricks than casters, I'll call it fine for now.

Having the larger barriers take a full action to create is a tricky issue in my mind, since metamagic can't be applied to them there is no way to create one as a standard action. Just something to think about. Perhaps give higher level Barrier Mages shorter action requirements. Like at 10th level, all action requirements become shortened by one step, to a minimum of a swift action.


No worries for lower levels, since the time he could full envelope one creature bigger than small is at level 2, and he has only one slot for that. So he can in effect totally disintegrate a creature once, and that's if that's the killing blow.

The thing about the barrier size is they scale as well. At 20, the maximum is at 100 cubic feet. Which I'd doubt you'd use that often, hence the type of action. At higher levels, say 10, by then you can even mostly just rely on your at-will sized barriers, which by now is at 5 cubic feet in size.



I'm not sure exactly what you wanted these to be used for, but at early levels this is basically Mage Hand and Unseen Servant, but visible...and a doll. Anyway, it gets better at later levels, but even at level 11 they aren't that spectacular. These need to be made better somehow in my opinion.


Yeah, it's mostly a utility ability. And although they have no actual combat uses (except perhaps for diversionary tactics, which, by virtue of the low DCs to detect them as clones, is still hard to pull off), they last as long as an unseen servant, lift way more that they could, and they have no range. Pretty good enough, plus they can perform restorations. Although yeah, if I could think about stuff, I'd probably put something to give them more uses.



Finally! Let's see what interesting techniques GuyFawkes has thought up. It's a shame the Barrier Mage is useless for the first level, but let's check these out.


He's not useless at first level! :smalltongue::smallbiggrin:



Gaining Techniques: Hmm. Only 1 every two levels? That isn't very many, certainly far less useful than other "Mage" classes, who get a minimum of 2 spells per level.


I guess you're right, but the thing is most of the techniques apply to all barriers, even the at-will ones, so he gets fewer stuff, but more uses. And these stuff are open to manipulate, although I do admit the rules on how to do them are still lacking. But then again, I have never played much casters, so I wouldn't know the balance point of this.



Barrier Elevator: This is interesting, but if I only get 1 technique every two levels, this one is going to wait a while. It's kind of like a bizarre cross between levitate, fly, and tenser's floating disk, but it's largely utility. I might at the very least make it so that if a creature is pressed against a ceiling by this effect they take crushing damage, and provide a reflex save for them to get off before it fully elevates.


Yeah, largely utility, this one. Mostly for battlefield tactics or control. And yeah, I forgot to include the mechanics for crushing effect. But you can do lots with this though, and I appreciate the comments so I can clean up the mechanics. Need a jack, anyone? :smallbiggrin:



Barrier Jaunt: Cool and useful. You need to specify how long the teleportation effect takes though. Is it instantaneous? Does it require a standard action to initiate? etc. Sucks I can't get this until level 10 (wizards got dimension door at level 7) though. It's more versatile, but still. Perhaps let them get this with 3 other techniques and have it gain benefits as more barrier techniques are gained that increase it's power/versatility. In fact, do that for all barrier abilities.


Oh. right. It should be instantaneous. And yeah, I'm not too sure with the balance against spell levels, so I just made a guess. And yeah, I will consider added benefits for getting a number of techniques, or synergies.



Barrier Spear: Offensive capability at last. I don't get it until a minimum of level 8 though. This and similar weapon-ish abilities should be a staple class feature, gained at level 1 or 2 (toned down of course), with sub-abilities about altering/imbuing the barriers with unique effects as the Barrier Mage grows in power.


I originally planned to put this as level 1 or 2(2 or 4 class level) ability. Don't know why I stuck it at 8. :smallbiggrin: Will have to read this through again.




Dispel Barrier: Nice I guess, but any Dispel Magic is better if I'm not dealing with other Barrier Mages. This should also be a unique class feature, with greater capability as the BM grows.


Well, I meant this to affect all force effects, including mage armor and shield, and of course the obvious barriers such as wall of force or forcecage. And yes, I should state that in the description. It's pretty useful. I think. :smallbiggrin:



Dimension Lock: Awesome. However, I don't get it until level 18. That renders it not nearly as useful. Again, scaling abilities are your friends.


What I was worried about here is that by level 12 or so you can completely enclose medium sized creatures at will as a swift action, so I wasn't sure of the balance. But yeah, I don't know anything about balance so we'll see about this.



Elastic Barrier: Wait what? This is fascinating and hilarious, and can be used in a lot of imaginative ways, but if I'm only getting 10 barrier techniques, I feel like I should have better options.


I actually like this one. It's actually pretty handy. :smallbiggrin: Although I have to tweak it to make its uses more evident, like adding mechanics for bouncing off attacks back to the attacker and other stuff.



Form Manipulation: A little bland, but cool and useful. A staple as it were.


This one I have to admit is a filler. BUT, it can be used in a lot of ways. A LOT. Need a spare copy of a key, anyone? A bladed weapon, perhaps? The only thing I have to do for this is maybe add a check or something for him to determine how good he can manipulate his barrier to produce a certain shape.



Magical Isolation: Again, awesome. But it comes very very late. AMFs have been around for a number of levels by this point.


Yeah, same as Dimension Lock.



Shared Access: Nice.


Simple but very much relevant. :smallbiggrin:




Cool and pretty useful as this sort of thing goes. Nice work on this.


Thanks. :smallbiggrin:




Cool beans, but as I said earlier, with no Metamagic, this is literally the only time you will be able to reduce the time it takes to form barriers. At level 17, you get to do so three times, and three times only. If barriers were much more powerful, I would say this makes sense, but as limited as they currently are, I think raising the cap is warranted.


What I've said with the barriers. But something to be considered still.



Barrier Scouting. Love it. However, you don't get to use this ability much. I think it should be a lot more often. In my opinion, it should require two full round actions and a continued concentration check, but be usable at will (and require a swift action each round to maintain during combat). I think you meant blindsight on one though, as you currently have "blindsense" twice.


Oh. Right. I forgot to put a duration here. And yes, thanks for the catch, it's blindsight on the second one.



Now we're talking. At first, this is good, but not amazing. At 15th level, this becomes magnificent. Good call on having it require one of the higher barrier slots and a successful check (for magic). Still, this could be used 10 times a day at level 20. I might enforce a limit of a number of times per day equal to 1/4 class level.


The thing with this is, you share required slots for Absolute Boundary, Dimension Breach, and True Boundary. Okay Dimension Breach would be dependent on the campaign, but Absolute Boundary is almost a logical choice to always use.



Love it. Don't love that it damages allies though. The price of power I guess though. I think it should deal more damage on implosion than another barrier it's size though.


Thanks. But since the requirement here is that you should be under Blank State, making your damage effectively 2 levels higher than normal barriers, and 3 levels at 17. Buut, yeah, I was thinking about that as well. Would it still be balanced if the damage were any higher? I mean sure damage at this point is not as important, but with an effective AMF that does not hinder you, plus flight, I'm just wary of adding that extra damage.



Very nice.


Thanks. It's only logical that after dissecting the essence of physical objects and magic, the next thing in line is planar boundaries. :smallbiggrin:




First of all, is this the capstone? If so, I think it should come at level 20. If not, what did you have in mind?

In any case, I like the fact that it does not hurt allies any more. The Regeneration is nice as well. However, forcing this to be a NOVA abilities is kind of dangerous, as if this is expended in an early encounter during the day, the Barrier Mage now has now access to his powerful abilities, since he can't regain barrier uses. Something to think about.


It's not so much of a capstone as an improvement of Absolute Boundary. And yeah, have of the reason I put it at 19 is if I put it at 20, level 19 would be blank. LOL!

And hmm. You are right. Maybe I could just say he could use up any number of slots to a maximum of all slots in the max sized barriers?



____________

Summary: Really well done overall. I like the idea and the execution, though I feel the class isn't finished yet. For starters it needs more barrier abilities. Many more. If you want this thing to have the title of "mage" it needs to be a lot more versatile. As is, the class simply doesn't have that much versatility. I can see all kinds of creative things that could be done with barriers, but they aren't here.


Thanks. And hmm, maybe remove the title of Mage. A Barrier Savant, perhaps? lol But from what I see, if you combine all of those things, you can do lots of stuff. I may have to tweak the mechanics and stuff to make what you can do with it more clearer. Yeah, I'll start from there, then add stuff if I can't put them under existing abilities.




What if I made a barrier inside someone?


You could. As stated in the description, all you have to do is designate a point in space. It doesn't matter if something or someone's occupying that space. Oh, right. I should state this explicitly.



What about using barriers to deflect attacks back at their users?


Yeah, that's one of the many uses of the elastic barrier technique. I just haven't put down the mechanics for that.



What about using a barrier to render myself invisible by diverting light away from me?


Yes! I have thought about this, but amazingly forgot about it. Thanks for reminding me! :smallbiggrin:



What about using an impermeable barrier to suffocate something?


Actually, I forgot to consider this. Noted. Thanks!



Cutting through stonework to make passages, making air bubbles to breath underwater?


Cutting stonework should be implied. As I said you can form barriers anywhere, even inside solid objects. The limiting factor here is if you can damage it by the implosion to cut through the stone. Making air bubbles would have to lie in the question of permeability of barriers with respect to air. Which I have to think about.



Forcing atoms together, causing intense heat.


Hmm, I do not see how barriers could do this. Care to elaborate?



Holding atoms apart, causing intense cold.


Same as above.



Generating electricity through friction.


Same as above.



The list goes on, and is really only limited by your imagination. That's the point I wanted to make earlier. This class has a lot of potential, but it's just a skeleton so far. Wow me!

Actually, I am aware the fact. But the thing is, I do not possess the knowledge of how to implement certain things you can do with it, that's why I'm relying on the citizens of this Playground to help me with this.

Thank you so much! This really helps a lot! :smallbiggrin:

TravelLog
2011-11-02, 10:54 AM
Glad to be of help.


And hmm. You are right. Maybe I could just say he could use up any number of slots to a maximum of all slots in the max sized barriers?
This works.

As for the stuff about atoms, I'll try to explain. Here comes my science teacher voice. Essentially, what we term "heat" and "cold" do not actually exist. Rather, heat is an expression of how fast atoms are moving. Fast moving atoms collide more often producing the quality that we term "heat" as a result of converting kinetic energy. Thus, the faster atoms move and the more often they collide, the more energy is produced, resulting in more "heat". Likewise, less collisions means less energy and thus less heat, resulting in "cold" (which is just the absence of heat).

So, if you created atomic size barriers and forced/prevented collisions among atoms, you could produce "hot" or "cold" conditions. Likewise, if you use barriers to force the transfer of electrons, you would be creating an electric current.

This probably didn't make anything clearer. :smallfrown:

As for overall comments, the main thing is specifying what can be done with the barriers (and providing mechanics on how to do so).

Hope this helps.

Sgt. Cookie
2011-11-02, 11:18 AM
Think of atoms like marbles in a tray. The faster you jiggle the tray, the more the marbles are going to colide. Likewise, the slower you jiggle the tray, the less the marbles will collide.

The former is heat, while the latter is cold.

If we were to add salt into the tray, the salt would move about rather freely between the marbles.

The salt represents electrons, and the movement of these "electrons" is electricity.

GuyFawkes
2011-11-02, 12:16 PM
Hehe. A mechanical engineer being lectured on heat. :smallredface::smallbiggrin: Thanks for the explanation, I really appreciate the effort. :smallbiggrin: But yeah, what I didn't see was making the barrier so small to affect atoms like that. Very ingenious, sir! It kinda makes me happy to see ideas like that, but at the same time it makes me understand that there should always be a method to the chaos, and yeah, that is what I shall be working on these next few days or so.

As such, I welcome any suggestions on how to pin down these points so as to make the class more clear cut, as would any comments or questions on any of the features of the class. I would appreciate it. And to Travel, I give you my thanks. And to Sgt. Cookie as well. :smallbiggrin:

~Corvus~
2011-11-02, 04:04 PM
Okay, really cool idea! A lot of versatility, I think, but in different directions than a Sorceror or the like. I don't see how UMD would work flavor wise, but it might be helpful balance-wise. Hrm...you gotta go with your gut on that one.

Healing companions and repairing items via barriers seems a bit of a stretch to me concept-wise. What is your reasoning / fluffy ideas on how it's granted or done by the class?

Finally... This class looks really interesting as a concept, but have you tested it out in a game?

GuyFawkes
2011-11-03, 12:23 AM
Okay, really cool idea! A lot of versatility, I think, but in different directions than a Sorceror or the like. I don't see how UMD would work flavor wise, but it might be helpful balance-wise. Hrm...you gotta go with your gut on that one.

Healing companions and repairing items via barriers seems a bit of a stretch to me concept-wise. What is your reasoning / fluffy ideas on how it's granted or done by the class?

Finally... This class looks really interesting as a concept, but have you tested it out in a game?

Thanks! I really was going for versatility in spite of the class' specialization. UMD has no problem fitting in flavor-wise actually, since the class is so focused in one kind of magic, they could augment it with scrolls and rods, but I have to think about it more, and also have more people weigh in on it for the effect on balance.

For healing and repairing, yeah I failed to put the fluff there, but the reason there is Barrier Masters, at least the more traditional ones, are always tasked with taking care of the collateral damage resulting from battles that involve them, be it property or individuals. That's why restoration is a necessary ability for them.

As for playtesting, no, not yet. I still have a lot to clean up in this one, fluffwise and mechanics-wise.

Thanks for your comments! It definitely pointed out areas where I could improve the class. :smallwink:

Amechra
2011-11-03, 12:40 AM
Healing and restoration work by using temporary barriers like splints.

Seerow
2011-11-03, 12:50 AM
No time for a full critique at the moment, I just saw this and it is really well written and formatted, which is nice. Also liked your fluff a lot.


There was just one thing I saw in a recent post I wanted to comment on quickly and will likely come back later for an in dept review:


Ah, see he gets unlimited swift action barriers. Though they're just 1 cubic foot ones, they're touch attacks with a range of 100 feet. But then again with the action for implosion, which I am forced into thinking by now should be a free action.


The problem I have with this is:


The barrier implosion does damage equal to 1d6 per 10 cubic foot per four levels.

So your at will 1 cubic foot barriers do 0 damage, because you don't have 10 cubic feet. In fact, by this you can only do 1d6 at level 2 with 2 full round actions. At level 4 this goes up to 4d6 with 2 full round actions, or 2d6 with 2 standard actions.

Even at level 20, you can pull off 40d6 with 2 full round actions. So you are spending 2 full round actions to get the effect of Disintigrate, something a Wizard gets from a 6th level spell slot, as a standard action.

What's worse is you can only do this a very limited number of times per day. You really need more barriers, especially at low levels. I'd even suggest going so far as taking your level 20 barriers per day and making them your baseline, and gaining like 1 per 2 levels for 1/4, 1 per 3 levels for 1/2, and 1 per 4 levels for max.

Noctis Vigil
2011-11-03, 02:01 AM
OK, I want to say a few things before I start. 1.) I have actually read some of that manga, so I know exactly where you got the idea and what the goal is. 2.) I love the idea itself.

Which is why this hurts: I'd put this at tier 4 or low 3. It isn't exceptionally flexible, it's low power (if I was judging off power alone, I'd slap it in low T4 or high T5), and I really can't see a ton of places I would use it personally; he's basically a Warlock of another color. Barriers are nice, but he needs to be pulling more of them out than 20 big ones a day. Heck, in the manga he threw tons of these things all over the place, even slept in one! I'd make the barriers 5-foot cubes (one square), just for simplicity's sake, and make that your at will freebie, then work your way up. The low low number and sad, tiny size is just the start, though. Next is the damage formula: 1d6 per 10 cubic foot per four levels? That's only 5d6 at 20th level, if I even read the strange formula right. So bigger fields do more damage when they collapse? That means you can do up to 50d6 at 20th level (once again, if I actually understood the formula). But he can only do that 5 times a day tops. I'd make the damage more, especially if you look at the manga, where the barrier kills ghosts and spirits in one hit. Following that as a guideline, this thing should have equivalent power at some point.

You have an interesting start to barrier abilities, but only 10? You master all of them by the end? This guy needs way more abilities to choose from, and I'd say more abilities gained as well (one per level if you're aiming for the Sorcerer in power).

Sadly, I have to agree that this guy is mostly useless at 1st level, and indeed, until he can capture whole creatures inside barriers, really, at least from an offensive perspective. From a defensive perspective...OK, he's less useless at low levels, but I'd still turn to a Cleric or Wizard for a buff spell over this guy, unless he's making a a bunch of one-foot cubes attuned to my vital bits before battle (I could probably convince a GM to grant me partial cover and RP EXP for creativity at least once for it, anyways).

My biggest suggestion is to give him minor spellcasting; go through some of the books and pull anything that looks like a barrier spell out and give him a divine spell list.

Also, Blank State needs more uses. Badly. This is the best ability on his list, he should get at least as many uses per day as a Barbarian gets uses of Rage.

He has a lot of potential, and is a very flavorful class, but I don't see him as very useful outside of gestalt gaming. Sorry my review is so negative. Hope it helps anyways. :smallfrown:

SamBurke
2011-11-03, 02:14 AM
This class could use some other spell casting, with barriers and the like, and maybe a few other select spells for use.

It needs something like 15-20 abilities.

GuyFawkes
2011-11-03, 02:18 AM
Healing and restoration work by using temporary barriers like splints.

AMEN! :smallbiggrin:



No time for a full critique at the moment, I just saw this and it is really well written and formatted, which is nice. Also liked your fluff a lot.


There was just one thing I saw in a recent post I wanted to comment on quickly and will likely come back later for an in dept review:



The problem I have with this is:



So your at will 1 cubic foot barriers do 0 damage, because you don't have 10 cubic feet. In fact, by this you can only do 1d6 at level 2 with 2 full round actions. At level 4 this goes up to 4d6 with 2 full round actions, or 2d6 with 2 standard actions.

Even at level 20, you can pull off 40d6 with 2 full round actions. So you are spending 2 full round actions to get the effect of Disintigrate, something a Wizard gets from a 6th level spell slot, as a standard action.

What's worse is you can only do this a very limited number of times per day. You really need more barriers, especially at low levels. I'd even suggest going so far as taking your level 20 barriers per day and making them your baseline, and gaining like 1 per 2 levels for 1/4, 1 per 3 levels for 1/2, and 1 per 4 levels for max.

Thanks for the compliment!

Okay, hmm. Yeah it must be how I wrote it, but what I intended for it to mean is that the damage die would increase by 1d6 for every 10 cubic feet, such that barrier sizes less than or equal to 10 cubic feet would do 1d6 damage, barrier sizes greater than 10 but less than or equal to 20 would do 2d6 in damage, and so on. And this is multiplied by a factor of 1 for every 4 class levels rounded up. Gah, now I am finding lots of mistakes in my wordings. Thanks for that. :smallbiggrin:

Anyway it should work like this: for a level 1 Barrier Master, a 1 cubic foot barrier would do 1d6 in damage, a level 5 Barrier Master would do 2d6 in damage, and so on.

Adding barrier size into the equation, a level 1 Barrier Master can make a maximum size of 5 cubic feet, would do 1d6 damage, at level 5, making a 10 cubic feet barrier would do 1d6 multiplied by 2 (5/4 rounded up) for a total of 2d6. Also at level 5, the maximum size that can be created is 25 feet for 2d6 damage, multiplied by 2 (5/4 rounded up) for a total of 4d6 damage.

So, at level 20, one swift action at will barrier is of 10 cubic feet in size, doing 1d6 in damage multiplied by 5 (20/4) for a total of 5d6 damage, while the maximum sized barrier of 100 cubic feet would do 10d6 damage multiplied by 5 for 50d6 damage.

And yeah, another issue here would be the action required for imploding created barriers. As I have written it, at will barriers take a swift action to create, or a full attack action to create as many barriers as the number of attacks granted by BAB in one go, 1/4 barriers or smaller take a move action to create, 1/2 barriers or smaller take a standard action to create, and greater than 1/2 takes a full round action, with the action required to implode taking the same kind of action as creating the barrier.

I have realized when Travel commented about it that in this way, I could pull off one implosion for every 2 rounds, maybe a maximum of 3 implosion for at will sized barriers at higher levels, which is very very low damage-wise. What I decided was take the action required for imploding one step down, such that at will barriers take a free action to implode, 1/4 or smaller a swift action, and so on. Thoughts?



OK, I want to say a few things before I start. 1.) I have actually read some of that manga, so I know exactly where you got the idea and what the goal is. 2.) I love the idea itself.

Which is why this hurts: I'd put this at tier 4 or low 3. It isn't exceptionally flexible, it's low power (if I was judging off power alone, I'd slap it in low T4 or high T5), and I really can't see a ton of places I would use it personally; he's basically a Warlock of another color. Barriers are nice, but he needs to be pulling more of them out than 20 big ones a day. Heck, in the manga he threw tons of these things all over the place, even slept in one! I'd make the barriers 5-foot cubes (one square), just for simplicity's sake, and make that your at will freebie, then work your way up. The low low number and sad, tiny size is just the start, though. Next is the damage formula: 1d6 per 10 cubic foot per four levels? That's only 5d6 at 20th level, if I even read the strange formula right. So bigger fields do more damage when they collapse? That means you can do up to 50d6 at 20th level (once again, if I actually understood the formula). But he can only do that 5 times a day tops. I'd make the damage more, especially if you look at the manga, where the barrier kills ghosts and spirits in one hit. Following that as a guideline, this thing should have equivalent power at some point.

You have an interesting start to barrier abilities, but only 10? You master all of them by the end? This guy needs way more abilities to choose from, and I'd say more abilities gained as well (one per level if you're aiming for the Sorcerer in power).

Sadly, I have to agree that this guy is mostly useless at 1st level, and indeed, until he can capture whole creatures inside barriers, really, at least from an offensive perspective. From a defensive perspective...OK, he's less useless at low levels, but I'd still turn to a Cleric or Wizard for a buff spell over this guy, unless he's making a a bunch of one-foot cubes attuned to my vital bits before battle (I could probably convince a GM to grant me partial cover and RP EXP for creativity at least once for it, anyways).

My biggest suggestion is to give him minor spellcasting; go through some of the books and pull anything that looks like a barrier spell out and give him a divine spell list.

Also, Blank State needs more uses. Badly. This is the best ability on his list, he should get at least as many uses per day as a Barbarian gets uses of Rage.

He has a lot of potential, and is a very flavorful class, but I don't see him as very useful outside of gestalt gaming. Sorry my review is so negative. Hope it helps anyways. :smallfrown:

Thanks for your comments. And no, I don't take any review as negative, so don't worry bout it. You have indeed interesting points that you raised up. :smallwink:

Okay, I just realized I made a HUGE mistake on my volume calculations. Dammit, I should have my license revoked! :smallbiggrin: I shall comment on the size thing as soon as I make my corrections.

I do admit the damage formula is a bit screwed up at the moment, as well as the actions required to pull off a create-and-explode tactic. I am currently working on those, so yeah. But I wouldn't write the class off as useless at level one. If I made a one cubic foot barrier inside the torso of a creature and it is of the coordinate type, meaning it is immovable, then I would have rendered that target unable to move for at least an hour. And all I need to pull it off is a swift action and a range touch attack.

For the barrier abilities, yeah, I do admit there's more to be had from this. And as I said, I would very much welcome any suggestions for an ability to add to the list.

For the spellcasting, I'm not too keen on the idea. Maybe the closest thing I'd do on that front would be to give him UMD.

For Blank State, I think this will have to depend on the adjusted damage and number of barriers cast per level.




This class could use some other spell casting, with barriers and the like, and maybe a few other select spells for use.

It needs something like 15-20 abilities.

Yeah, as I said above, not too keen on spellcasting.

For the abilities though, yeah I'm planning to add more to the barrier techniques, so if you've any suggestions, it's very much welcome. :smallsmile:

GuyFawkes
2011-11-03, 03:53 AM
Okay, I just have to put this here. Dammit, how could I have missed this. :smallbiggrin:

All barrier sizes written here should be cubed. Meaning what I wrote down as 1 cubic foot should be 1 cubic foot, 2 cubic feet should be 8 cubic feet, 3 cubic feet should be 27 cubic feet, 4 cubic feet should be 64 cubic feet, and so on. But for simplicity's sake, I'll just put it as is, with the numbers actually referring to the measurement of a side of a regular hexahedron (1x1x1, 2x2x2, 3x3x3, etc).

This should clear up the size matter.

Noctis Vigil
2011-11-03, 04:10 AM
Ah, that does make him far more powerful.

Far, far more powerful. Now he's throwing tons of d6s around at 20th level for a full sized barrier collapse. 100d6, if I did my math right. That's... :smalleek:

EDIT: No, I got that wrong. 100x100x100 at 20th would be 10x10x10 in 10^3 feet boxes, for 1000d6.

GuyFawkes
2011-11-03, 05:12 AM
Yeah, that part will have to be adjusted. In theory, it should progress as a cubical function, but that would just be so ridiculous...

Gah, that's what I get for writing up a class while doing thesis. :smallfurious::smallbiggrin:

Okay, here's a very rough adjustment I have right now. I shall make the damage by level multiplied by a factor determined by the size in terms of the relative size to the maximum size. For example, 1d6 damage per 2 levels, multiplied by a factor, say 1 for the min sized barriers, 2 for 1/4 sized, 3 for 1/3, 4 for 1/4, and 5 for max sized barriers.

Noctis Vigil
2011-11-03, 05:50 AM
Okay, here's a very rough adjustment I have right now. I shall make the damage by level multiplied by a factor determined by the size in terms of the relative size to the maximum size. For example, 1d6 damage per 2 levels, multiplied by a factor, say 1 for the min sized barriers, 2 for 1/4 sized, 3 for 1/3, 4 for 1/4, and 5 for max sized barriers.

I like this, actually. Makes it deal 10d6 at level 20, but if you compress several in one round you can do lots. I'm also starting to see this guy being an improvised trapmaker; you should give him some trapping skills, like a bonus to making improvised traps with his barriers, or preparing ambushes, something along those lines, because these are tactics he'll be mastering to maximize combat effectiveness.

GuyFawkes
2011-11-03, 06:20 AM
I like this, actually. Makes it deal 10d6 at level 20, but if you compress several in one round you can do lots. I'm also starting to see this guy being an improvised trapmaker; you should give him some trapping skills, like a bonus to making improvised traps with his barriers, or preparing ambushes, something along those lines, because these are tactics he'll be mastering to maximize combat effectiveness.

Yeah. Actually that's a pretty good idea! Something like a delayed activation barrier, where if the trigger is tripped, say a creature entering the area, the barrier will form. And you can make a variety of ways for this. It can be a large barrier that would fully enclose the creature, or a small one that would enclose a foot or a hand, or a barrier spear similar to the usual spear trap in dungeons. Hmmm. This makes for a very good Barrier Technique, yeah? :smallbiggrin:

GuyFawkes
2011-11-03, 01:54 PM
Okay, here I’ll make a list of what one can or cannot do with barriers as well as some characteristics apart from what are already written in the OP, and might not be so obvious. Also, I've written down some changes on the mechanics I've thought about as well as some concepts for the Barrier Techniques. From here, I’ll put them down under corresponding abilities, or just put them on my second post.


Barrier Characteristics:

• Barrier creation does not need a verbal component, but the Barrier Master needs one free hand in order to create a barrier. The Barrier Master can create barriers even when grappled, as long as he has one free hand.

• Barriers are impermeable to anything except of course light, since it is invisible. It does however have sufficient air inside that a normal human enclosed by a barrier barely enough to contain him, say a 6x6x6 barrier, would not die of suffocation even as until the maximum time limit of 20 hours for a barrier at level 20.

• Barrier size can be as big as the maximum barrier size at level 20 (pending), and as small as a twelfth of an inch. Barriers smaller than an inch require the Barrier Master to roll a Concentration check, with a DC of 13 + the reciprocal of the size relative to 1 inch (DC for 1/12 of an inch is 13 + 12 = 25). The Barrier Master can attempt to create barriers smaller than a twelfth of an inch, but the DC for this is 13 + three times the reciprocal of the size relative to 1 inch (DC for 1/13 of an inch is 13 + 13*3 = 52).

• Barriers can be created at any point in space, even inside structures or creatures. Barriers can also partially enclose part of a structure or a creature. Barriers cannot slice objects or creatures in two by partially enclosing them with a barrier, but this impedes movement of that particular part of the creature which can only be overcome by destroying the barrier or other means such as through teleportation effects. However getting Magical Isolation or Dimension Lock also removes these options.

Barrier creation inside living creatures is tackled by either of the two mechanics:

1. Creating barriers inside creatures or including parts of creatures is a special case, and this does not impede normal bodily functions between parts that are separated by a barrier. As such, they do not pose any harm other than impede movement or cause damage when imploded.

2. Creating barriers inside creatures or including parts of creatures is treated as per normal barrier conditions, but you have to make a Concentration check to be able to form barriers inside creatures or objects. For creatures, they should be successful on a Fort save or be staggered for 1d6 rounds, after which, unless the barrier is removed by any means, the creature will die. Also, the Barrier Master can implode the barrier even before the time expires which will also cause death.

• Barriers are invisible except to the caster or other Barrier Masters, as they are so attuned to them they can sense them normally. Everyone else needs to cast detect magic or similar methods to detect barriers.

• Barriers do not allow ethereal or incorporeal creatures to pass through them.

• Barrier damage through implosion is of pure magical damage such that elemental resistances do not affect it. Barrier damage through barrier spear or crushing attacks is a force type physical damage.

• Creating a barrier does not provoke attacks of opportunity, nor is it negated by spell resistances.


Proposed Changes to existing mechanics:

• Damage for imploding barriers - damage shall be by level multiplied by a factor determined by the size in terms of the relative size to the maximum size. For example, 1d6 damage per 2 levels multiplied by a factor of 1 for the min sized barriers, 2 for 1/4, 3 for 1/3, 4 for 1/2, and 5 for max sized barriers.

• Imploding action - action required for imploding barriers shall be adjusted as follows: at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a move action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a standard action to implode barriers up to a number equal to the number of attacks granted by BAB. Under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB

• Maximum size per level from 100 cubic feet to 50 or 60.

• Add UMD to skill list.

• Bring down skill points per level from 4 to 2.

• Revising levels at which some of the Barrier Techniques are obtainable. Considering an Invocation style mechanics of least, lesser, or greater, and a number of invocations known per level.

• Barrier Jaunt – teleport is instantaneous and requires a standard action to perform.

• Barrier Elevator – adding a mechanic for crushing damage when used like so. Any creature or object crushed by this technique suffers 1d6 damage per 2 class levels, with a maximum of 10d6 at 20th level. It should also be noted this can be used to crush creatures inside the barrier (gruesome, but yeah). The barrier wall can move at any rate up to 30 feet per round. This requires a standard action to initiate, and a swift action to continue the action each successive round until the maximum elongation is reached. For barriers smaller than the square occupied by a creature, the creature gets a Reflex save with a DC 10 + ½ class level + Int mod. For barriers larger than this, the target doesn’t get a Reflex save.

• Dispel Barrier – this is meant to affect all force effects, including mage armor and shield, and of course the obvious barriers such as wall of force or forcecage

• Elastic Barrier – adding a mechanic to bouncing off attacks towards the attacker. Melee and ranged physical attacks have a 20% chance to be reflected back to the attacker. Ray attacks or other magical attacks cannot be reflected by this technique.

• Form Manipulation – adding a DC depending on the difficulty of the object being formed. Introduce another Craft skill (craft barrier) or just use Concentration. It should also be noted that barriers can be shrunk but never enlarged. Standard action to perform.

{table=head]Item|DC
Armor or Shield|15
Simple Melee or thrown Weapon|15
Martial Melee or thrown Weapon|22
Exotic Melee or thrown Weapon|25
Simple Shape|10
Typical Shape|15
High-quality Shape|20
Complex or Superior Shape|25[/table]

• Shared Access – changed to move action instead of swift action. Also, upon learning this technique, the barrier master is able to allow his allies to gain awareness of his barriers, as if they can see them normally.

• HD from 6 to 8.

• At will barriers can now be casted as swift or an immediate action.

• Blank State can be used 1/day at level 5, 3/day at level 11, and 5/day at level 17.


Concepts for new Barrier Techniques:

• Barrier Trap –a delayed activation barrier, where if the trigger is tripped, say a creature entering the area, the barrier will form. And you can make a variety of ways for this. It can be a large barrier that would fully enclose the creature, or a small one that would enclose a foot or a hand, or a barrier spear similar to the usual spear traps in dungeons.

• Light Filter – render anything inside a barrier invisible by manipulating the light going through the barrier. Conversely, the Barrier Master can make the barrier opaque by not letting any light pass through it.

• Dead Space – remove air inside a barrier to suffocate creatures inside.

• Illusory Barrier – manipulate light passing through barriers and transmit them to any other existing barrier to make copies of the creatures inside a barrier.

• Remote Control – move barriers of the conditional type within his range of creating barriers as a move action. The Barrier master can move any one barrier of any size through this method at twice his land speed.

• Sensory Extension – when under Blank State, the Barrier Master can spend a full round in concentration to sense any living creature within 30 feet of any barrier within his range of barrier creation. He can sense up to half his Int mod number of barriers per round.

• Limit Expansion – can create barriers of dimensions larger than the maximum allowed per level by spending more than one slot of max sized barriers. This takes a full round action for the first additional slot used, and another full round action for each succeeding slot used.

• Spell Reflection – all magic attacks that require an attack roll targeted at any creature behind or inside a barrier have a 50% chance of being reflected to the caster. The caster needs to roll a new ranged attack roll (or attack rolls for multiple attacks) against his or her own touch AC.

• Improved Barrier Mobility – increase movement multiplier for Remote Control by one (ie instead of base land speed, it now moves at twice the land speed). This also affects flight speed of Absolute Boundary and True Boundary.

• Alter Parameter – the Barrier Master gains the ability to modify the parameters of barriers, from coordinate to conditional or the other way around as a standard action, even after they are created.




This is what I have come up with so far. What is written in here are not final and this will be updated, edited, and finalized before applying to the class. Any comments and suggestions on these as well as other aspects of the class are very much welcome.


Edit: Updated some entries, such as barrier creation in living creatures.

Edit 2: Added new barrier techniques.

Noctis Vigil
2011-11-04, 12:52 AM
Wait, these are invisible? Oh God, it's the mime from hell! :smallsigh: :smalltongue:

GuyFawkes
2011-11-04, 10:21 AM
Wait, these are invisible? Oh God, it's the mime from hell! :smallsigh: :smalltongue:

The mime who imploded his way out of hell. Yes. :smallwink:

~Corvus~
2011-11-04, 04:13 PM
Maybe you wanna make them visible to party members or something like that? REgarding the (stated) lack of power...could this perhaps be partially fixed by adding 1.5 times an ability score?

RoyVG
2011-11-05, 11:03 AM
I like it, especially fluff wise

According to your changes a few posts above, you could lock creatures in place by creating a small barrier around their legs. This gives some really good, almost insane battlefield control, even if it needs a attack role. Still is a neat idea :smallsmile:

What about a very small barrier around a creatures heart? Would that only lock him in place, or wil it also prevent blood from flowing in or out of the heart? and what about imploding it? I know this probably goes a little bit beyond the idea of limits of the barriers, but since you're talking about creativity.... :smallbiggrin:

Also, when I think of barriers I also think of walls, plain 2-4 inch walls for quick shields against arrows or enemies like that. I can't really find definitive rules for making walls instead of cubes (I also don't know the original source, what they can do with it, etc). Might be something to think about. for example being able to make a 2x2 plate instead of a 1x1x1 cube. (which consists of 6 1x1 plates) per level. This is just my opinion and might just make it harder. would be awesome to a make an enormous invisible wall to stop an army or save city from a raging river

Now that I think of it mathematically, a 100 cubic feet barrier is about 4.6 x 4.6 x 4.6 foot cube. This seems pretty underwhelming for level 20. Do you mean that the dimensions of the cube are 100x100x100? If not, thats okay, but you will just be able to crush an average human in a 100 ft cube at level 20. This might need a serious rethinking/rewording.

overall, I like it and would love to see the 'final' version when it is ready.

I hope I haven't made this more compicated

GuyFawkes
2011-11-05, 01:15 PM
Maybe you wanna make them visible to party members or something like that? REgarding the (stated) lack of power...could this perhaps be partially fixed by adding 1.5 times an ability score?

Hmm. Yes, perhaps I could add this to the Shared Access technique, so it's more worthwhile to take.

With regards to power, my new calculations allow the Barrier Master to do 50d6 damage for his max sized barriers at level 20, and his at will ones do 10d6 damage. Also, as in my proposed changes, the revamp on the actions required for imploding at will barriers allow him to implode them as a free action meaning in one go, he could make 3 at will barriers and implode them as a full round action for 30d6 damage. So, unless people still consider this as low damage, I'll have to put adding more damage on hold.

Again, thanks for your comments.


I like it, especially fluff wise

Thank you! :smallsmile:


According to your changes a few posts above, you could lock creatures in place by creating a small barrier around their legs. This gives some really good, almost insane battlefield control, even if it needs a attack role. Still is a neat idea :smallsmile:

Thanks! Yeah, you don't have to actually implode the barriers to do something in battle. :smallwink:


What about a very small barrier around a creatures heart? Would that only lock him in place, or wil it also prevent blood from flowing in or out of the heart? and what about imploding it? I know this probably goes a little bit beyond the idea of limits of the barriers, but since you're talking about creativity.... :smallbiggrin:

A very important question, thanks! I actually stated that in the update post, that you can make barriers inside of creatures. But yeah, I forgot to touch on the implications of this, like as you have pointed out. Following the logic of the stuff I have written, it should prevent blood flow.

I see two ways of tackling this. First would be: creating barriers inside creatures or including parts of creatures is a special case, and this does not impede normal bodily functions between parts that are separated by a barrier.
The other one would be: creating barriers inside creatures or including parts of creatures is treated as per normal barrier conditions, but you have to make a Concentration check to be able to form barriers inside creatures. This could also apply to objects.

Thoughts?


Also, when I think of barriers I also think of walls, plain 2-4 inch walls for quick shields against arrows or enemies like that. I can't really find definitive rules for making walls instead of cubes (I also don't know the original source, what they can do with it, etc). Might be something to think about. for example being able to make a 2x2 plate instead of a 1x1x1 cube. (which consists of 6 1x1 plates) per level. This is just my opinion and might just make it harder. would be awesome to a make an enormous invisible wall to stop an army or save city from a raging river.

Ah, this is easily covered by the Form Manipulation Technique. :smallwink:


Now that I think of it mathematically, a 100 cubic feet barrier is about 4.6 x 4.6 x 4.6 foot cube. This seems pretty underwhelming for level 20. Do you mean that the dimensions of the cube are 100x100x100? If not, thats okay, but you will just be able to crush an average human in a 100 ft cube at level 20. This might need a serious rethinking/rewording.

I have also clarified this in a post somewhere here. The volumes are meant to be the nominal value multiplied by itself three times, as in at level 20, it's supposed to be 100x100x100. And yes, I am still cringing at the fact I made that error until now. :smallbiggrin:


overall, I like it and would love to see the 'final' version when it is ready.

Thank you. I am giving a bit more time for more comments, especially on my proposed changes, as well as more time for myself to make more barrier techniques or abilities and other important mechanics or fluff, before finalizing them.


I hope I haven't made this more compicated

You just made my life miserable! :smallfurious::smallbiggrin: Nah, even if it does make me consider more stuff, the points you raised certainly helped clarify more things, so thank you! :smallsmile:

zegram 33
2011-11-05, 01:30 PM
if you can form them at any point and they're invisible, what about forming invisible blades?
like, as a trap style of thing, you nominate a 5ft square and use a certain level power slot, and fill the area with that volume of sharp, flat, and invisible barriers, that damage anyone passing through it?
maybe make it scale with level and allow higher slots to cover a large area as well, then you have a control/cover type skill, and one which synergises very well with the barrier concept (you can basically block enemies/control where they go, so being able to drop invisble attacks (maybe a barrier technique that sharpns both that and the spear to give them both bleeding damage) would be nice?

GuyFawkes
2011-11-05, 01:51 PM
if you can form them at any point and they're invisible, what about forming invisible blades?
like, as a trap style of thing, you nominate a 5ft square and use a certain level power slot, and fill the area with that volume of sharp, flat, and invisible barriers, that damage anyone passing through it?
maybe make it scale with level and allow higher slots to cover a large area as well, then you have a control/cover type skill, and one which synergises very well with the barrier concept (you can basically block enemies/control where they go, so being able to drop invisble attacks (maybe a barrier technique that sharpns both that and the spear to give them both bleeding damage) would be nice?

In my proposed techniques, I made a technique called barrier trap.


Barrier Trap –a delayed activation barrier, where if the trigger is tripped, say a creature entering the area, the barrier will form. And you can make a variety of ways for this. It can be a large barrier that would fully enclose the creature, or a small one that would enclose a foot or a hand, or a barrier spear similar to the usual spear traps in dungeons.

It really doesn't quite work as you described it but it has a similar effect.

Now to achieve what you described, you can use form manipulation. Create a barrier enough to cover a 5 ft square, then shape it into spikes or pointed objects. Based on the DC table I made up, it should be around DC 20. For the damage calculation, you can maybe compare it with damage to caltrops. For more elaborate shapes such as longer spikes, you will need a higher DC.

Anyway, hope that answered your question. Thanks!

~Corvus~
2011-11-05, 08:04 PM
A very important question, thanks! I actually stated that in the update post, that you can make barriers inside of creatures. But yeah, I forgot to touch on the implications of this, like as you have pointed out. Following the logic of the stuff I have written, it should prevent blood flow.

I see two ways of tackling this. First would be: creating barriers inside creatures or including parts of creatures is a special case, and this does not impede normal bodily functions between parts that are separated by a barrier.
The other one would be: creating barriers inside creatures or including parts of creatures is treated as per normal barrier conditions, but you have to make a Concentration check to be able to form barriers inside creatures. This could also apply to objects.

Thoughts?

Creating a barrier around someone's heart should allow a FOrtitude save to prevent the effect, like most potential death abilities.

GuyFawkes
2011-11-06, 12:58 AM
Creating a barrier around someone's heart should allow a FOrtitude save to prevent the effect, like most potential death abilities.

If I go with option two, then yes, that follows as well. Since this option is available at level 1, then a high DC should be in place such that it is almost impossible at lower level unless you get a pretty high roll. High DC plus Fort save should set off the sort off death effect for a few levels.

RoyVG
2011-11-06, 12:50 PM
A very important question, thanks! I actually stated that in the update post, that you can make barriers inside of creatures. But yeah, I forgot to touch on the implications of this, like as you have pointed out. Following the logic of the stuff I have written, it should prevent blood flow.

I see two ways of tackling this. First would be: creating barriers inside creatures or including parts of creatures is a special case, and this does not impede normal bodily functions between parts that are separated by a barrier.
The other one would be: creating barriers inside creatures or including parts of creatures is treated as per normal barrier conditions, but you have to make a Concentration check to be able to form barriers inside creatures. This could also apply to objects.

Thoughts?

Both ways have their ups and downs. The first one is the more safe solution, preventing insta-killing like the imploding heart at level 1. It does lose a bit of fluff, but that's a good thing this time :smallbiggrin:

The Concentration checks would certainly put the player in a more risky position when you make it a full round action. And of course give a Fort Save, as pointed out, to prevent the implosion.


Ah, this is easily covered by the Form Manipulation Technique. :smallwink:

TL;DR :smallbiggrin:


I have also clarified this in a post somewhere here. The volumes are meant to be the nominal value multiplied by itself three times, as in at level 20, it's supposed to be 100x100x100. And yes, I am still cringing at the fact I made that error until now. :smallbiggrin:

see above. yeah i don't always read all the posts before posting, maybe try that for a change before making these stupid mistakes.


Thank you. I am giving a bit more time for more comments, especially on my proposed changes, as well as more time for myself to make more barrier techniques or abilities and other important mechanics or fluff, before finalizing them.

Can't wait :smallsmile:


You just made my life miserable! :smallfurious::smallbiggrin: Nah, even if it does make me consider more stuff, the points you raised certainly helped clarify more things, so thank you! :smallsmile:

Glad I could help :smallbiggrin:

GuyFawkes
2011-11-07, 02:22 AM
Both ways have their ups and downs. The first one is the more safe solution, preventing insta-killing like the imploding heart at level 1. It does lose a bit of fluff, but that's a good thing this time :smallbiggrin:

The Concentration checks would certainly put the player in a more risky position when you make it a full round action. And of course give a Fort Save, as pointed out, to prevent the implosion.

Yeah, although the first one is simpler, which is always nice, it still gives the class an undue advantage in that you only require a swift action touch attack to effectively seal a person to one spot for at least an hour, and at those levels, it is almost impossible to remove the effect. So I guess I'll go with option 2 here, though I have to mind the DCs for this.


TL;DR :smallbiggrin:


Haha yeah. Well basically it just allows you to manipulate the shape of the barrier, with DCs for each particular type of shape you want to make. So, in effect, forming a plate instead of a cube is easy, if you get the technique, that is.



see above. yeah i don't always read all the posts before posting, maybe try that for a change before making these stupid mistakes.

Don't worry. I do that as well. :smallbiggrin:

Thanks again for your comments. I shall try to create the version 1.5 this week.

GuyFawkes
2011-11-08, 01:43 PM
Okay, I'll be posting this version of the class with the changes applied here and open it for PEACHing before I edit it into the first post.


The Barrier Master v1.5



http://fc04.deviantart.net/fs39/f/2008/318/7/7/Invisible_Woman_COLOR_by_vest.jpg

My resolve is unwavering, my barriers impregnable. I am the shield that protects my comrades, the spear that pierces through any that blocks my path. - Hellion Lovell, a Barrier Master.


Adventures: Barrier Masters are more often than not part of old clans dedicated to keeping the safety and harmony of all living beings. They are often hired as sentries, guarding the most valued possessions of kingdoms because of their barrier arts. Some are sent as bodyguards, protecting key personalities in society. Other Barrier Masters are not so bound by this ancient tradition and just travel to hone their skills with their art, or for other personal reasons. Whatever the reason may be, a Barrier Master is certainly equipped to see them through.

Characteristics: The Barrier Master excel at using barriers to keep their opponents at bay or keep them confined. Their mastery with barrier allows them to manipulate them to achieve different effects, such that not only is a barrier a defensive tool for a Barrier Master, but a very potential means of offense as well. With different effects that can be simultaneously done on a barrier, the strategies in handling a particular situation is only limited by the Barrier Master's imagination.

Alignment: Different Barrier Masters can be of different alignment, although most tend to align towards the law, as it is their tradition to keep the order, especially in societies. How they go about this is largely dependent on each individual Barrier Master.

Religion: Religion is a matter of personal choice for a Barrier Master, and they are not bound to a specific deity as a group.

Background: The power to manipulate barriers as freely as Barrier Masters do is usually something one is born with, like the innate magical abilities of a sorcerer, and the ability is usually hereditary. However, there exists those capable of creating barrier magic even without having parents who are able to do so. And although rare, it is also not unheard of for some wizards to gravitate towards the specialization of barriers up to a point where they can freely manipulate it like those with the inborn abilities, often influenced by having witnessed a Barrier Master in action.

Races: The Barrier Master can come from any race. Humans, with their versatility and frenetic pace often produce Barrier Masters both of the learned and the inborn types. Magically-gifted races such as elves and gnomes often produce Barrier Masters as well, and it is not unheard of to hear of a dwarf or an orc Barrier Master. Some of the gifted Barrier Masters are planetouched, like the tieflings and zenythris.

Other Classes: The affinity for magic keeps the Barrier Master in a relative understanding with other classes also delved into magic, although the rather single-minded approach of using barrier magic alone can be seen by others to be a rather simple and less dynamic form. Barrier Master are less connected with the martial classes, although if it comes to it, they can create lots of opportunities for synergies between them when it comes to combat.

Role: The Barrier Master can fill almost any role in a party. Although bound by their specialization, the sheer amount of possibilities that could come out of their barrier arts is only bounded by the Barrier Master's creativity, such that they could operate anywhere in the battlefield; at the front lines, drawing heavy opposition fire while dishing out damage with their barrier techniques, or at the back, providing support and trying to control the battlefield.

Adaptation: A Barrier Master can easily fit in a setting where a sorcerer or a wizard could be found.

GAME RULE INFORMATION
The Barrier Master have the following game statistics.
Abilities: Intelligence is the most important ability for a Barrier Master as it improves most of his abilities. Constitution is always important for a class with relatively low hit die. Barrier Masters could also use some points in Dexterity for some of his abilities that are ranged attacks and to boost AC for a class limited to light armors.
Alignment: Any lawful.
Hit Die: d6
Starting Age: As Sorcerer.
Starting Gold: As Sorcerer.

Class Skills
The Barrier Master's class skills are Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (arcana)(Int), Knowledge (architecture and engineering)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Barrier Master
{table=head]Level|
Base Attack Bonus|Fort|Ref|Will|Special|min|1/4|1/3|1/2|max|
Barrier Techniques Known

1st|+0|
+2|
+0|
+2| Barrier Creation, Barrier Techniques (least), Shikigami|
∞|
2|
1|
1|
1|
2

2nd|+1|
+3|
+0|
+3||
∞|
2|
1|
1|
1|
3

3rd|+2|
+3|
+1|
+3|Restoration|
∞|
2|
1|
1|
1|
3

4th|+3|
+4|
+1|
+4||
∞|
2|
1|
1|
1|
4

5th| +3|
+4|
+1|
+4|Blank State (1/day)|
∞|
3|
2|
1|
1|
4

6th|+4|
+5|
+2|
+5|Barrier Techniques (lesser)|
∞|
3|
2|
1|
1|
5

7th|+5|
+5|
+2|
+5|Sensory Barrier|
∞|
4|
2|
1|
1|
6

8th|+6/+1|
+6|
+2|
+6||
∞|
4|
3|
2|
1|
6

9th|+6/+1|
+6|
+3|
+6|Spatial Phasing|
∞|
5|
3|
2|
1|
7

10th|+7/+2|
+7|
+3|
+7||
∞|
5|
4|
2|
1|
7

11th|+8/+3|
+7|
+3|
+7|Blank State (3/day), Barrier Techniques (greater)|
∞|
5|
4|
3|
2|
8

12th|+9/+4|
+8|
+4|
+8||
∞|
5|
5|
3|
2|
9

13th|+9/+4|
+8|
+4|
+8|Absolute Boundary|
∞|
5|
5|
4|
2|
9

14th|+10/+5|
+9|
+4|
+9||
∞|
5|
5|
4|
3|
10

15th|+11/+6/+1|
+9|
+5|
+9|Dimensional Breach|
∞|
5|
5|
5|
3|
10

16th|+12/+7/+2|
+10|
+5|
+10|Barrier Techniques (master)|
∞|
5|
5|
5|
4|
11

17th|+12/+7/+2|
+10|
+5|
+10|Blank State (5/day)|
∞|
5|
5|
5|
4|
12

18th|+13/+8/+3|
+11|
+6|
+11||
∞|
5|
5|
5|
5|
12

19th|+14/+9/+4|
+11|
+6|
+11|True Boundary|
∞|
5|
5|
5|
5|
13

20th|+15/+10/+5|
+12|
+6|
+12|Advent of a New World|
∞|
5|
5|
5|
5|
13[/table]

Class Features
All of the following are class features of the Barrier Master.

Weapon and Armor Proficiencies: The Barrier Master are proficient in all simple weapons, light armors, and with light shields.


Barrier Arts (Su): The signature technique of the Barrier Master is the creation and manipulation of barriers, for defense, and, uniquely, for offense. These barriers are force creations in nature, similar to a wall of force or a prismatic sphere. The Barrier Master begins by being able to create an invisible barrier the size of a one-foot cube at level one. This is done by designating a point in space, then focusing and materializing the barrier around that space. These barriers last until destroyed, released, imploded by the Barrier Master, or when the time limit is reached, which is one hour per class level. Barrier arts is a supernatural ability, thus creating a barrier does not provoke attacks of opportunity, nor is it negated by spell resistances.

The maximum size barrier a Barrier Master can make is 5x5x5 cubic feet per level, with a maximum of 100x100x100 cubic feet at level 20, and as small as a twelfth of an inch. Barriers smaller than an inch require the Barrier Master to roll a Concentration check, with a DC of 13 + the reciprocal of the size relative to 1 inch (DC for 1/12 of an inch is 13 + 12 = 25). The Barrier Master can attempt to create barriers smaller than a twelfth of an inch, but the DC for this is 13 + three times the reciprocal of the size relative to 1 inch (DC for 1/13 of an inch is 13 + 13*3 = 52). The Barrier Master can create a number of differently-sized barriers per day as found in the table: Barrier Master. These numbers are the sizes of the barriers created relative to the maximum size created by the Barrier Master at his level. Ratios of sizes falling in between always use up the next bigger size slot. The Barrier Master can also make one-cubic-foot barriers or smaller at-will at level 1, and this increases by 1x1x1 cubic foot per two levels after, ie the Barrier Master can cast 2x2x2 cubic feet barriers or smaller at-will at level 3, 3x3x3 feet barriers or smaller at-will at level 5, and so on. The Barrier Master can create a barrier within a range of 400 feet at 1st level and an additional 40 feet per level.

In creating a barrier, the Barrier Master can set it to either of the two parameters: coordinate or conditional. Coordinate barriers are formed around a specific coordinate in space, such that when they are created, they can never be moved from that point in space. Conditional barriers are formed following a set of conditions, such as having no fixed position, only the relative points of its corner, making it easily movable, or fixed to a moving point in space, such as a creature's limb or a part of a moving object. These conditions have to be stated explicitly before a barrier is created, and failure to do so will result in a failed barrier creation. Capturing a target with a barrier depends on the size of the barrier relative to target. Barriers smaller than the target (ie capturing parts of the target's body, like an arm or a foot) requires the Barrier Master to roll for a ranged touch attack, while barriers equal to or larger than the square or squares occupied by the target do not need attack rolls.

Once a barrier is created, the Barrier Master has three options. One is to release the barrier, dissipating it without affecting anything around it, except for objects resting on or against any of its walls, which would then fall due to gravity unless supported otherwise. Releasing a barrier is a free action. Another option is to implode the barrier, causing damage to whatever is caught inside it. The barrier implosion does damage equal to 1d6 at level 1 and and an additional 1d6 for every 2 levels thereafter multiplied by a factor of 1 for the min sized barriers, 2 for 1/4, 3 for 1/3, 4 for 1/2, and 5 for max sized barriers. Anything brought down to 0 hit points by this attack is disintegrated, as the disintegrate spell (in cases where the barrier imploded only affects a part of the target creature and it is brought down to 0 hit points, only the affected part is disintegrated). Barrier damage through implosion is of pure magical damage such that elemental resistances do not affect it. The last option is to manipulate existing barriers using the Barrier Techniques ability.

Barriers can be created at any point in space, even inside structures or creatures. Barriers can also partially enclose part of a structure or a creature. Barriers cannot slice objects or creatures in two by partially enclosing them with a barrier, but this impedes movement of that particular part of the creature which can only be overcome by destroying the barrier or other means such as through teleportation effects. However getting Magical Isolation or Dimension Lock also removes these options.

Creating barriers inside creatures or objects is treated as per normal barrier creation, but you have to make a Concentration check with a DC of 25 to be able to form barriers inside creatures or objects. For creatures, they should be successful on a Fort save with a DC of 10 + 1/2 class level + Int mod or be staggered for 1d6 rounds, after which, unless the barrier is removed by any means, the creature will die. The Barrier Master can also implode the barrier at any point before the duration expires which will also cause death.

Creating a barrier takes up an action depending on the size of the barrier. The at-will sized (min) barriers take up a swift action to create, the Barrier Master can spend a full round action to create a number of barriers of this size or smaller up to a number equal to the number of attacks granted by BAB. Barriers 1/4 the maximum size or smaller take a move action to create, 1/2 and smaller takes a standard action, and those greater than 1/2 take a full-round action to create.

Imploding barriers take up a specific action depending on the size as follows: at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a move action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a standard action to implode barriers up to a number equal to the number of attacks granted by BAB. Under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB.

Barriers, like wall of force or prismatic wall, persists in an antimagic field when already created. A Barrier Master, however, can't create barriers when he himself is inside an antimagic field, nor can he manipulate a barrier inside an anitmagic field, regardless of whether he himself is inside the field or not. Like a wall of force, barriers cannot be dispelled (except by the Dispel Barrier Technique), however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against Barrier Master's Will saves), sphere of annihilation, or mage's disjunction (against Barrier Master's Will saves). Barriers, unlike other force effects, can be damaged by mundane attacks, as well as magical attacks, and are destroyed when brought down to 0 hit points. Each barrier has hit points equal to 50 x class level and a hardness of 5 plus 1 per class level, and can support weight equal to 10 pounds x the maximum hit points of the barrier.


Barrier Techniques (Su): The Barrier Master does not deserve to be called a master if all he can do is create barriers. What makes him a master is the relative ease at which he could manipulate these barriers with his Barrier Techniques to produce effects other caster could only dream about doing with barriers. The Barrier Master can use any Barrier Technique he knows at-will.

Barrier techniques are supernatural abilities; thus, unless indicated in the description, using a technique is a standard action that does not provoke an attack of opportunity and are not subject to spell resistance. The save DC for a technique(if it allows a save) is equal to 10 + the equivalent spell level of the invocation (stated on its description) + the Barrier Master's Intelligence modifier. The spell levels for a particular technique (if applicable) is equal to half the class level, and the caster level (if applicable) is equal to the class level.

The four grades of Barrier techniques, in order of their relative power, are least, lesser, greater and master. A Barrier Master begins play with knowledge of two least-grade Barrier techniques and one least-grade blast shape or eldritch essence invocation, as mentioned on the table above. As a Barrier Master gains levels, he learns new Barrier techniques, as shown on the table above. At any level when a Barrier Master learns a new technique, he may also replace a technique he already knows with another technique of the same or a lower grade. At 6th level, a Barrier Master gains access to lesser Barrier techniques; at 11th level, a Barrier Master gains access to greater Barrier techniques and at 16th level the Barrier Master gains access to master Barrier techniques.


Shikigami (Su): At 1st level, the Barrier Master is able to create little paper dolls called shikigami to do their bidding. They can do mundane tasks such as clean a place, lift objects (each shikigami can lift objects up to twice the overhead weight limit of the character), and other simple tasks, or even perform Restoration (see below). These shikigami cannot be used to attack, and they have an AC equal to that of the Barrier Master, and hit points equal to 1/4 the Barrier Master's maximum hit points.

These shikigami can also be manipulated to resemble the Barrier Master or any creature the caster wills and be programmed to do simple tasks such as speak repetitive lines, or just sit on one corner (Sense Motive DC 12 to detect these copies). At 11th level, these shikigami can do more complex behavioral patterns, almost similar to the actual creature, but still can't be used to attack (Sense Motive with a DC equal to 10 + 1/2 class level + Int mod rounded down to detect these copies). The number of shikigami that can be made per day is equal to the Barrier Master's Int modifier and each lasts for one hour per Barrier Master level.


Restoration (Su): In the ancient traditions of the Barrier Masters, the immediate reparation of collateral damage to property and civilians is of utmost importance when undertaking missions. At 3rd level, the Barrier Master gains the ability to restore broken or damaged items or structures, or even living creatures.

When repairing a mundane object or a structure, the Barrier Master uses the mechanics for repairing objects as stated in the Craft (http://www.d20srd.org/srd/skills/craft.htm) skill, except you don't need materials or spend gold in order to repair the object. The item prices are in gold pieces instead of the normal silver pieces and the checks are made to measure progress per hour, as opposed to the usual progress per week. This action uses the Craft (restoration) skill check.

When repairing magic items, the Barrier Master uses the mechanic for determining the duration of creating a magic item as found in Creating Magic Items (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm), except the progress is measured per hour (ie repairing a magic item takes an hour per 1,000 gp of the base price of creation). The Barrier Master does not need to spend any gold or XP to perform the restoration.

This ability also enables the Barrier Master to restore wounds and physical damage from living creatures. When restoring hit points to a living creature, the Barrier Master makes a Craft (restoration) check and restores hit points equal to half the check result (minimum of 1). However, using the Restoration ability in this manner is more taxing for the Barrier Master, and requires him to spend one slot from the 1/4-sized barriers or higher. The ability also enables the Barrier Master to remove negative effects on a target creature. To do this, he must make a Craft (restoration) check against the save DC of the effect, and spends one spell slot from the 1/4-sized barriers or higher, whether the check is successful or not. This action requires the Barrier Master to touch the target and requires a standard action.

The Barrier Master can also employ his Shikigami perform the restoration of objects and structures for him, thus freeing him to do other tasks. However, he needs to employ all of his available shikigami per day for them to be able to perform restoration.


Blank State (Ex): At 5th level, once per day, the Barrier Master can enter a focused state where he separates his mind from emotion, increasing the speed, power, and effectiveness of his barriers. By spending a swift action, for a number of minutes equal his Int mod, the Barrier Master is treated as 1 class level higher when considering the damage, hit points, and number of slots he can cast per barrier size. Additionally, the type of movement spent to make a specific barrier is reduced by one step, except the at-will barriers, which remains as swift action. At 11th level, the Barrier Master can use the ability 3 times per day and is treated as 2 class levels higher when under Blank State, and at 17th level, he is able to use the ability 5 times a day and is treated as 3 class levels higher. When under this ability, the Barrier Master becomes stoic, and makes decisions based on what is most logical.


Sensory Barrier (Su): At 7th level, the Barrier Master can enhance his perception to detect creatures within an area. When under the Blank State ability, as a standard action, the Barrier Master can expend one slot of 1/3 barrier size or higher to cast an invisible barrier centered around himself with a radius of 30 feet for a number of rounds equal to his Int mod. The barrier is intangible and does not affect anything like regular barriers, however the Barrier Master gains knowledge of all creatures inside it, as if having the blindsense ability.

At 13th level, the Barrier Master can expend one slot of 1/2 barrier size or higher to create an invisible barrier with a radius of 60 feet, and he gains blindsight against all creatures inside it.


Spatial Phasing (Su): At 9th level, the Barrier Master gains the ability to understand the construction and attune himself to physical and force boundaries. By spending one slot of 1/3 barrier size or higher, the Barrier Master can phase through mundane walls or barriers of magic, such as wall of force. This ability requires a full round action to initiate.

At 15th level, the Barrier Master's understanding of attuning himself extends to other magical forces and even living creatures such that he can "phase" through them as well. By spending one slot of 1/2 barrier size or higher, the Barrier Master can spend an immediate action to nullify any magical or physical attack. For magical attacks, the Barrier Master must recognize the spell being cast (ie make a Spellcraft of DC 15 + spell level to recognize the spell and you must be able to see or hear the verbal and somatic components) before he could initiate this ability. This ability also enables the Barrier Master to free himself from a grapple by phasing through the creature grappling him. The ability lasts until the Barrier Master's next turn.


Absolute Boundary (Su): At 13th level, the Barrier Master gains further knowledge of how to utilize and materialize barriers. When under the Blank State ability, by spending a 1/2 barrier size slot or higher, as a standard action, the Barrier Master can create a special barrier centered around himself with a radius of 10 feet, moving along with him as he moves, and lasts for a number of rounds equal to 3 + his Int mod and can be terminated at any point before that should the Barrier Master wish to.

This barrier completely separates the Barrier Master from the outside world, negating all forms of damage, nullifying all magic within its range, and even negating the effects of gravity, effectively giving the Barrier Master flight with a speed equal to twice his land speed. Another distinct property of this barrier is that it damages any object or living creature that comes into contact with it, even allies. The damage is equal to the damage dealt by imploding a barrier the size of the barrier slot spent. The barrier created by this ability has hit points equal to that of a normal barrier and can be damaged and destroyed as normal barriers. It also cannot be dispelled, except by the Dispel Barrier Technique, however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against Barrier Master's Will saves), sphere of annihilation, or mage's disjunction (same chance as when applying mage's disjunction on an antimagic field). Blank State also affects this ability like other barriers.


Dimensional Breach(Su): At 15th level, the Barrier Master gains the ability to manipulate the boundaries between planes, allowing him to freely cross these boundaries. By spending one slot from the max sized barrier slots, he can travel to another plane of existence as per the Plane Shift spell. The Barrier Master's caster level when performing this ability is equal to his class level, and the spell level is equal to half his class level.


True Boundary (Su): At 19th level, he gains a level of mastery with his Absolute Boundary ability that he can push the ability further. When under the Blank State ability, by spending any number of slots in his max sized barriers cast per day, as a standard action, the Barrier Master can create a barrier similar to the Absolute Boundary, but with a radius he can freely control as a swift action to a maximum radius of 30 feet. The ability lasts for a number of rounds equal to his Int mod + the number of slots spent to initiate the ability.

This barrier has all the abilities of the Absolute Boundary, with added benefits. Like the Absolute Boundary, the barrier damages anything it comes into contact with, but those the Barrier Master considers to be allies can freely enter or leave the space unharmed. Everyone inside the barrier moves along with it when the Barrier Master moves, such that they are also carried into the air inside the barrier when the Barrier Master flies, but they can still exit the barrier should they will it. Additionally, everyone inside this barrier gains Regeneration equal to twice the number of slots spent to initiate this ability (maximum 10).


Advent of a New World (Su): At 20th level, the the Barrier Master reaches the pinnacle of barrier magic. All spaces bound within his barriers are isolated from the plane it is on at a level that it could be almost be considered as another plane in itself. The Barrier Master is now treated as an Outsider with a native subtype whenever this is advantageous to him. Furthermore, when inside any of his barriers, he gains a circumstance bonus to all rolls equal to his Intelligence modifier, even with rolls that target creatures outside the barrier.


_______________________________________

Barrier Techniques

Least Barrier Techniques


Barrier Elevator - extend one side of a barrier to use as an elevator or to crush enemies.
Barrier Spear - a more offensive for of Barrier Elevator, forming thinner barriers extending at much faster speeds that pierce through almost anything.
Elastic Barrier - create a barrier with bouncy walls.
Dead Space - remove air from inside a barrier to suffocate any living creature inside.
Form Manipulation - form barriers into any shape imaginable.
Shared Access - allow allies to see your barriers, and also allows you to make openings for them.

Lesser Barrier Techniques


Barrier Stacking - create multiple stacked concentric barriers in one casting.
Dispel Barrier - dispel any barrier effects or other force effects.
Improved Barrier Mobility - increase speed when moving barriers through Remote Control or when in Absolute Boundary or True Boundary.
Light Filter - manipulate light so as to make creatures inside barriers invisible or to make barriers opaque.
Remote Control - move barriers within a range.
Spell Reflection - all barriers have a chance to reflect spells that require attack rolls.

Greater Barrier Techniques


Barrier Trap - create a delayed barrier that forms when triggered by specific conditions.
Barrier Jaunt - teleport yourself or others from one barrier to another.
Limit Expansion - create barriers larger than the maximum size allowed per level by expending multiple slots.
Sensory Extension - extend your Sensory Barrier ability to any barriers you have created.

Master Barrier Techniques


Dimension Lock - all barriers created gain an effect similar to the dimension lock spell.
Magical Isolation - all barriers created completely nullifies magic except the Barrier Master's magic.
Parameter Override - change the parameter of an existing barrier from coordinate to conditional or vice versa.



Least Barrier Techniques
Barrier Elevator

Upon learning this technique, the Barrier Master gains the ability to extend his barrier in one direction (ie extend the top of a barrier, like an elevator), lifting or pushing anything on it or in its path. The barrier can extend to a maximum of 10 feet per two levels. This ability also allows the Barrier Master to reverse the extension.

This technique can also be used to crush creatures or objects caught in its path of extension and pressed onto a wall or other similar rigid structure. Any creature or object crushed by this technique suffers 1d6 damage per 2 class levels, with a maximum of 10d6 at 20th level.

The barrier wall can move at any rate up to 30 feet per round. This requires a standard action to initiate, and a swift action to continue the action each successive round until the maximum elongation is reached. For barriers smaller than the square occupied by a creature, the creature gets a Reflex save with a DC 10 + ½ class level + Int mod. For barriers larger than this, the target doesn’t get a Reflex save.


Barrier Spear

While the usual offensive form of barriers is in the form of imploding the barriers, other Barrier Masters tend to favor another form of attack. By creating an extending barrier similar to the Barrier Elevator, but thinner and with a more rapid extension, the Barrier Master can create Barrier Spears that can pierce through enemies. This type of attack does damage equal to the imploding damage of the size of barrier used, requires the same type of action to perform as creating a normal barrier of the size used, and requires a ranged touch attack to hit. Barrier Spears can also be designated to be coordinate or conditional, such that if it is coordinate based, it can serve to pin the target when it pierces through them, and requires the target to destroy the barrier spear or some other means to escape.


Dead Space

Upon learning this technique, the Barrier Master can control the air inside his barriers, such that he can evacuate any barrier of air, effectively suffocating them.


Elastic Barrier

Upon learning this technique, the Barrier Master has the ability to change the consistency of barrier walls to exhibit an elastic property. Whether a barrier has this property or just a normal barrier is decided before creating that specific barrier. This property can have many uses, such as deflecting or bouncing objects, or serving as a cushion for falling creatures or objects.

When falling on an elastic barrier, the damage is reduced as if you are falling 10 feet per class level less than the actual height you are falling from. You can also use this barrier to aid you in jumping, like a trampoline, giving a circumstance bonus equal to +1 to your jump checks per class level.

Elastic Barriers can also reflect physical attacks, and have a 25% chance to bounce them back to the attacker, using the same rolls for the attack against their AC.


Form Manipulation

Upon learning this technique, the Barrier Master can manipulate the shape of the barrier he creates, deviating from the usual cubical shape. He can form it into any shape he wants, provided the shape is still of the same volume or smaller. The Barrier Master must succeed on a Concentration check with a DC depending on the difficulty of the object being formed. It should also be noted that barriers can be shrunk but never enlarged.

{table=head]Item|DC
Armor or Shield|15
Simple Melee or thrown Weapon|15
Martial Melee or thrown Weapon|22
Exotic Melee or thrown Weapon|25
Simple Shape|10
Typical Shape|15
High-quality Shape|20
Complex or Superior Shape|25[/table]


Shared Access

Upon learning this technique, the Barrier Master gains the ability to allow his allies to see his barriers as he does. He also gains the ability to open and close parts of his barriers to allow access for his allies. This action requires a swift action to open or close the barrier.

Lesser Barrier Techniques
Barrier Stacking

Upon learning this technique, the Barrier can create stacked (concentric) barriers in one casting of up to a number equal to the number of attacks granted by BAB. The techniques requires the same type of action to create one barrier of the appropriate size, but uses up the same number of slots as are the number of stacked barriers. You can only stack barriers of the same size.


Dispel Barrier

The Barrier Master's understanding of barriers allows him to create, and at a certain point, deconstruct barriers. Upon learning this technique, the Barrier Master gains the ability to dispel barriers and other barrier-like effects, as well as other force effects such as mage armor or shield. The Barrier Master does a dispel check (1d20 + 1/2 your class level) against one barrier effect with the DC equal to 11 + the barrier's caster level (or 1/2 class level for barriers made by other Barrier Masters). If you succeed, the barrier is dispelled, if not the barrier remains in effect.


Improved Barrier Mobility

Upon learning this technique, the Barrier Master increases the movement speed for barriers moved by Remote Control by one increment. In effect, the barriers moved move at three times the Barrier Master’s land speed instead of twice his base land speed. This ability also affects the flight speed of the Absolute Boundary ability and consequently the True Boundary ability, increasing the speed from twice his land speed to three times his land speed.


Remote Control

With enough experience, the Barrier Master can begin to move non-fixed barriers (conditional) without having to use physical force. As a move action, the Barrier Master can move any one barrier of any size smaller than ¼ the maximum size of barriers he can create at his level within his range of barrier creation up to a speed of twice his land speed.


Spell Reflection

At some point, the Barrier Master also begins to grasp the knowledge of how to use his barriers to reflect magical attacks. Upon learning this technique, all magic attacks that require an attack roll targeted at any creature behind or inside a barrier have a 50% chance of being reflected to the caster. The caster needs to roll a new ranged attack roll (or attack rolls for multiple attacks) against his or her touch AC.

Greater Barrier Techniques
Barrier Jaunt

With knowledge in manipulating boundaries, the Barrier Master can apply this to allow him astral travel. By using his barriers as conduits, the Barrier Master can teleport himself or any creature from one barrier to another barrier within 400 feet + 40 feet per class level. This technique can teleport the Barrier Master and also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three class levels who are inside or touching the same barrier the Barrier Master is in or is touching. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. The Barrier Master does not need to have line of sight to the particular barrier for the technique to work. The ability is an instantaneous effect.


Barrier Trap - Another form of versatility of the Barrier Master is to use his barriers to make traps. By creating a delayed activation barrier, where if the trigger is tripped, the barrier is formed, trapping anything in it, or sending barrier spears towards the creature triggering the trap.

The trigger for the trap is a location trigger, however, unlike usual location triggers, a creature sets off the trap when it or a part of it enters the square where the barrier is to be formed, even in mid air, as long as it enters the barrier's space. For barrier sizes smaller than the square or squares occupied creature, the creature gets a Reflex save with a DC equal to 10 + 1/2 class level + Int mod to escape the trap. For barrier sizes equal to or larger than the square or squares occupied by the creature, the creature does not get a Reflex save, and is automatically captured by the trap.

An alternative configuration for the trap is using barrier spears that triggers when a creature enters a designated space adjacent to the starting point of the barrier spear and of the same size as the barrier size used for creating the barrier spear. It is possible to create multiple instances of barrier spears and have their triggering location coincide on a singular spot such that when the trap is triggered, it sends multiple barriers spears simultaneously at the target. The target of this kind of trap can roll a Reflex save with a DC equal to 10 + 1/2 class level + Int mod to half the damage taken from the spears.

The trap can be detected by a Search check against a DC of 25 + half the class level.


Limit Expansion - Upon learning this technique, the Barrier Master can create barriers of dimensions larger than the maximum allowed per level by spending more than one slot of max sized barriers. This takes a full round action for the first additional slot used, and another full round action for each succeeding slot used.


Sensory Extension - When under Blank State, the Barrier Master can spend a full round in concentration to sense any living creature within 30 feet of any barrier within his range of barrier creation. He can sense up to half his Int mod number of barriers per round. The Barrier Master can also extend his Sensory Barrier using this technique, and gains either blindsense or blindsight on all creatures within range, expending the usual slots required as normal.

Master Barrier Techniques
Dimension Lock

Upon learning this technique, all barriers created by the Barrier Master prevents any sort of travel in or out of them, as the Dimensional Lock spell.


Magical Isolation

The Barrier Master's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of magic. Upon learning this technique, all barriers created by the Barrier Master prevents magic from affecting creatures inside or outside the barrier, except the Barrier Master's magic.


Parameter Override

This technique allows the Barrier Master to alter the parameters of barriers he has already created, either from coordinate to conditional or the other way around.

GuyFawkes
2011-11-09, 01:27 PM
Okay, finished my Barrier Master version 1.5 posted above. Comments and suggestions are very much appreciated.

Also, I am thinking of changing the class name to Barrier Savant. Thoughts? Name suggestions are also greatly appreciated. :smallbiggrin:

RoyVG
2011-11-10, 10:25 AM
I've said it before, and I'll say it again.

I like it. :D

I don't have much time now to PEACH it, ill try to make some time later.

I would really consider playing this in a homebrew allowed campaign

GuyFawkes
2011-11-10, 02:14 PM
I've said it before, and I'll say it again.

I like it. :D

I don't have much time now to PEACH it, ill try to make some time later.

I would really consider playing this in a homebrew allowed campaign

Thank you! :smallbiggrin:

Your comments would be really appreciated! Also, thank you for wanting to play this. It'd really be nice to get some feedback from actual play as well.

Bunder Black
2011-11-10, 09:01 PM
Before I joined and was a lurker, I liked very much the concept of this class. You redefined the "A good offense is a good defense" saying with something kickass.

If you need a name, here's a quick list I can think of:

- Apostle of Barriers
- Barrier Lord
- Sorcerer of the Emerald Shield
- Wizard of the Adamantine Barrier

Anyhow, there's my quick list.

Onto the actual PEACHy stuff:

Skills:
Considering the amount of skills the class grants, 2 + Int Mod really seems low to me. At first level, with 16 INT, that amounts to 20 Skill Points, 5 More each level. I admit your class isn't really meant to be a Skillmonkey, but for me it's too low. I'd crank it up to 4 + Int Mod. Or, inversely, you could take out several skills (the first that comes to mind is Use Rope, maybe others). Or, you know, even both! ;)

Barrier Arts:
I approve and like all the changes.

Shikigami:
Bonus points for japanese names, and nothing bad to say.

Restoration:
Nothing bad to say, carry on!

Blank State:
I like the ability, but there's this little nitpick on my part:


When under this ability, the Barrier Master becomes stoic, and makes decisions based on what is most logical.

Fluff-wise, I like it, game-wise, not so much. I'd like to see something definite, even something that could amount to a backdraw to using that. Logical decisions can import leaving a wounded ally to continue fighting, risking his death, or altogether ignore a group of enemies who's murdering an important NPC during a skirmish. I'd like to see a defined state of mind: "When under this ability, the Barrier Master becomes stoic and very logical, and does X and X. "

Sensory Barrier, Spatial Phasing, True Boundary, Dimensional Breach, Absolute Boundary:
Nothing special, these are solid abilities.

Advent Of A New World:
-Whoaho, Capstone! Sadly, it's kind of anti-climatic, compared to Absolute Boundary.

Unless you get 30 INT and more, the bonus is not that much, considering what else happens at Level 20.

The Outsider and Native-Not-Native gimmick is nice, I give you that.

I currently don't have much in the ways of suggestions, but I'd like to see more bonuses or stronger bonuses.

--

And now, Barrier Techniques:

Barrier Elevator:

I like it, and it seems like you can use it as HAHA CRUSHER or as a Ram, or even a crowbar. Two questions:

1) What would be its strength modifier? Equal to your character, or some bonuses?
2) Could a player use the crushing option, then the implosion action at the same time, for added damage?

Barrier Spear:

Another offensive option, I like. It's already implosion damage, but can you use the implosion action to double the damage?

Dead Space:

Oh my god, it's eeeeeeeeevil! I love it.

Elastic Barrier:

Glad to see you put in the reflection of physical attacks, it was one thing I felt was missing from last incarnation.

Form Manipulation:

So, you can make weapons from barriers? Sweet. If you do make weapons or armors, do they have a weight, or are they weightless (you know, energy)?

Shared Access:

Nothing bad to say about it.

Barrier Stacking:

One thing I found weird: Why only the same sizes can be stacked? Yeah, it's the most intelligent course, but why couldn't you stack barriers that go progressively smaller as it gets nearer to the Barrier Master?

You should add the option to use both ascending and descending sizes of barrier stacking, on top of the same size.

Dispel Barrier, Improved Barrier Mobility, Remote Control, Spell Reflection, Barrier Jaunt, Barrier Trap, Limit Expansion, Sensory Extension, Dimension Lock, Magical Isolation:

Nothing bad to say about it.

Parameter Override:

As a Master level Barrier Tech, I feel like it's not much. I think you'd like to make it so you can change the size of the barrier as a full-round action. Say, you started at Max, so you waste one of the Max, and finally you realize you just needed a 1/2 Size one, by spending a full-round action, you can change the size of the barrier from max to 1/2, losing one 1/2 slot to regain 1 Max slot.

----

All in all, I love this class. Keep up the good work!

GuyFawkes
2011-11-11, 05:14 AM
Before I joined and was a lurker, I liked very much the concept of this class. You redefined the "A good offense is a good defense" saying with something kickass.

Why, thank you. :smallsmile: And welcome to the playground!


If you need a name, here's a quick list I can think of:

- Apostle of Barriers
- Barrier Lord
- Sorcerer of the Emerald Shield
- Wizard of the Adamantine Barrier

Oooh! I like the Sorcerer of the Emerald Shield! But, I have to replace the sorcerer part with something else to give it a distinct feel.



Skills:
Considering the amount of skills the class grants, 2 + Int Mod really seems low to me. At first level, with 16 INT, that amounts to 20 Skill Points, 5 More each level. I admit your class isn't really meant to be a Skillmonkey, but for me it's too low. I'd crank it up to 4 + Int Mod. Or, inversely, you could take out several skills (the first that comes to mind is Use Rope, maybe others). Or, you know, even both! ;)

Hmm. Yeah. Now I'm torn with this. But yeah, why do I have use rope there? :smallbiggrin: That needs to go!


Barrier Arts:
I approve and like all the changes.

Shikigami:
Bonus points for japanese names, and nothing bad to say.

Restoration:
Nothing bad to say, carry on!

Thanks! And hmm, I forgot the Shikigami part. :smallbiggrin:


Blank State:
I like the ability, but there's this little nitpick on my part:



Fluff-wise, I like it, game-wise, not so much. I'd like to see something definite, even something that could amount to a backdraw to using that. Logical decisions can import leaving a wounded ally to continue fighting, risking his death, or altogether ignore a group of enemies who's murdering an important NPC during a skirmish. I'd like to see a defined state of mind: "When under this ability, the Barrier Master becomes stoic and very logical, and does X and X. "


Yes, that was a bit of a hurried addition to put some sort of drawback there. I think I was intending to put something there, but now I forgot. I will have to work on this.


Sensory Barrier, Spatial Phasing, True Boundary, Dimensional Breach, Absolute Boundary:
Nothing special, these are solid abilities.

Right, nothing special is good. :smallbiggrin:


Advent Of A New World:
-Whoaho, Capstone! Sadly, it's kind of anti-climatic, compared to Absolute Boundary.

Unless you get 30 INT and more, the bonus is not that much, considering what else happens at Level 20.

The Outsider and Native-Not-Native gimmick is nice, I give you that.

I currently don't have much in the ways of suggestions, but I'd like to see more bonuses or stronger bonuses.


Yeah, again this one is hurriedly done. I did plan to get some reactions to it first before putting in more to the ability.

But I guess it's not that bad. I mean Int is the only ability score you really need, so you'd want to put everything in it.

But wait, yeah. I don't see the class rolling for much anyway, except maybe saves, which he won't be rolling much when he's inside his barriers anyway. Attack rolls, not that much. So it all boils down to skill checks. Hmmm. Not that much for a capstone, yeah. I will think of something to make this work.


Barrier Elevator:

I like it, and it seems like you can use it as HAHA CRUSHER or as a Ram, or even a crowbar. Two questions:

1) What would be its strength modifier? Equal to your character, or some bonuses?
2) Could a player use the crushing option, then the implosion action at the same time, for added damage?

1) Oh, right. I forgot the strength check. It will be using Int mod, since he's controlling it with his mind anyway.
2)Going by action economy, you could do both in one round. Take note, this is only applicable when the target is inside the barrier and being crushed by sinking one barrier wall.


Barrier Spear:

Another offensive option, I like. It's already implosion damage, but can you use the implosion action to double the damage?


You could, but the damage is based on the class level only (no multiplying by a factor according to the size of the barrier used)


Dead Space:

Oh my god, it's eeeeeeeeevil! I love it.

Thank TravelLog for that. It was his idea. :smallbiggrin:


Elastic Barrier:

Glad to see you put in the reflection of physical attacks, it was one thing I felt was missing from last incarnation.

Yeah, I knew that as well. I was just lazy to think of something back then. :smallbiggrin:


Form Manipulation:

So, you can make weapons from barriers? Sweet. If you do make weapons or armors, do they have a weight, or are they weightless (you know, energy)?

Weightless. :smallwink:


Shared Access:

Nothing bad to say about it.

That's good. I guess. :smallbiggrin:


Barrier Stacking:

One thing I found weird: Why only the same sizes can be stacked? Yeah, it's the most intelligent course, but why couldn't you stack barriers that go progressively smaller as it gets nearer to the Barrier Master?

You should add the option to use both ascending and descending sizes of barrier stacking, on top of the same size.

They are smaller, but only by a few inches. It serves more as an insta-fortress type of skill.

I'm thinking of using that suggestion to make another Barrier Technique where you can cast multiple barriers of same or different sizes, and they do not need to be concentric.


Dispel Barrier, Improved Barrier Mobility, Remote Control, Spell Reflection, Barrier Jaunt, Barrier Trap, Limit Expansion, Sensory Extension, Dimension Lock, Magical Isolation:

Nothing bad to say about it.

I'll take that as a good thing. :smallbiggrin:


Parameter Override:

As a Master level Barrier Tech, I feel like it's not much. I think you'd like to make it so you can change the size of the barrier as a full-round action. Say, you started at Max, so you waste one of the Max, and finally you realize you just needed a 1/2 Size one, by spending a full-round action, you can change the size of the barrier from max to 1/2, losing one 1/2 slot to regain 1 Max slot.

This is actually useful, as you can manipulate your barriers more without expending more energy (ie creating more barriers when you can just move them). But yeah, I guess that still does not justify it as being master level.

I'm liking the idea you posted, but that seems very abuse-prone. I'm thinking of something like you can cast one size of barrier by spending slot of one size category lower. Thoughts?


All in all, I love this class. Keep up the good work!

Thank you! Your comments really helped me a lot! :smallbiggrin:

Bunder Black
2011-11-11, 07:40 AM
Alright, now that I'm recharged by sleep (ugg), that I have coffee and cigarettes (yay), I had new stuff go in my head.


Why, thank you. :smallsmile: And welcome to the playground!

Thank you. Glad to be here.


Oooh! I like the Sorcerer of the Emerald Shield! But, I have to replace the sorcerer part with something else to give it a distinct feel.

Apostle/Exarch of the Emerald Shield?



Yes, that was a bit of a hurried addition to put some sort of drawback there. I think I was intending to put something there, but now I forgot. I will have to work on this.


To keep with fluff, for the drawback, I see something in the lines of having to act to defeat enemies in the quickest way possible, at the cost of not helping allies.


Yeah, again this one is hurriedly done. I did plan to get some reactions to it first before putting in more to the ability.

But I guess it's not that bad. I mean Int is the only ability score you really need, so you'd want to put everything in it.

But wait, yeah. I don't see the class rolling for much anyway, except maybe saves, which he won't be rolling much when he's inside his barriers anyway. Attack rolls, not that much. So it all boils down to skill checks. Hmmm. Not that much for a capstone, yeah. I will think of something to make this work.


I did think of something, even though very Fate/stay night ish.

Advent Of A New World implies that the Barrier Master is the complete lord of whatever is inside his barriers. You could have several bonuses in this manner:

1) You can say that ultimately he's meant to be party support, and when you have both allies and enemies inside your barriers, your allies gets bonuses to rolls equal to your Int mod, and your enemies have likewise penalties.

2) Or you could say he's the trap master, and when he has enemies in his barriers while he's inside it, smaller barriers do even more damage when imploding, and various other bonuses.

Either way, enemies will be like GET ME OUTTA HERE MOMMY TT_TT.



1) Oh, right. I forgot the strength check. It will be using Int mod, since he's controlling it with his mind anyway.
2)Going by action economy, you could do both in one round. Take note, this is only applicable when the target is inside the barrier and being crushed by sinking one barrier wall.


1) Seems fair enough.
2) I see, I didn't think of it that way. I forgot you implied that Barrier Masters are limited only by their imagination =P



You could, but the damage is based on the class level only (no multiplying by a factor according to the size of the barrier used)

I see. That seems fair enough for its ultimate offensive use.




Thank TravelLog for that. It was his idea. :smallbiggrin:


Duly noted XD



Weightless. :smallwink:


Ahahaha, that's awesome. " I summon a Max Barrier... and shape it to a Large Greatsword. " The faces!



They are smaller, but only by a few inches. It serves more as an insta-fortress type of skill.

I'm thinking of using that suggestion to make another Barrier Technique where you can cast multiple barriers of same or different sizes, and they do not need to be concentric.

Fair enough.



This is actually useful, as you can manipulate your barriers more without expending more energy (ie creating more barriers when you can just move them). But yeah, I guess that still does not justify it as being master level.

I'm liking the idea you posted, but that seems very abuse-prone. I'm thinking of something like you can cast one size of barrier by spending slot of one size category lower. Thoughts?

I do acknowledge the utility of moving the barriers instead of creating them, but I feel it's not much of a Master level. Maybe Lesser or Greater.

And for the idea, I do agree it can be abuse-prone. But if you want to get through with that, make sure to put in a limit (maybe Int Mod / day), or else, Max can be saved and used only for True/Absolute Boundary and the like.




Thank you! Your comments really helped me a lot! :smallbiggrin:

Happy to be of service. Seeing as it's my 2nd time PEACHing (now 3rd), I'm getting the hang of balancing slowly but surely ;)

Analysis
2011-11-11, 09:06 AM
Non-detection barriers, maybe, for preventing scrying to the area within? Perhaps huge, city-wide, or campsite-wide barriers that prevent teleportation, summoning or scrying, maybe which could be maintained over time by multiple barrier casters?

GuyFawkes
2011-11-11, 04:14 PM
Apostle/Exarch of the Emerald Shield?

Oooh. Nice. Exarch of the Emerald Shield. I like it! Looks like we have a winner here, unless there's a challenger. :D


To keep with fluff, for the drawback, I see something in the lines of having to act to defeat enemies in the quickest way possible, at the cost of not helping allies.

Hmm. Yes, this could work.


I did think of something, even though very Fate/stay night ish.

Advent Of A New World implies that the Barrier Master is the complete lord of whatever is inside his barriers. You could have several bonuses in this manner:

1) You can say that ultimately he's meant to be party support, and when you have both allies and enemies inside your barriers, your allies gets bonuses to rolls equal to your Int mod, and your enemies have likewise penalties.

2) Or you could say he's the trap master, and when he has enemies in his barriers while he's inside it, smaller barriers do even more damage when imploding, and various other bonuses.

Either way, enemies will be like GET ME OUTTA HERE MOMMY TT_TT.

Nice ideas here. But I'm tending to favor number 1. Or maybe even a combination of both. :smallbiggrin:


Ahahaha, that's awesome. " I summon a Max Barrier... and shape it to a Large Greatsword. " The faces!

Hahaha that made me think of Yoh's Oversoul. :smallbiggrin:



I do acknowledge the utility of moving the barriers instead of creating them, but I feel it's not much of a Master level. Maybe Lesser or Greater.

And for the idea, I do agree it can be abuse-prone. But if you want to get through with that, make sure to put in a limit (maybe Int Mod / day), or else, Max can be saved and used only for True/Absolute Boundary and the like.

Yeah, but it's at least lesser. That or greater.

And yeah, I could maybe put something like that in there as well.



Happy to be of service. Seeing as it's my 2nd time PEACHing (now 3rd), I'm getting the hang of balancing slowly but surely ;)

Good for you. It's been my third homebrew and I still can't get the hang of balance and stuff. :smallbiggrin:


Non-detection barriers, maybe, for preventing scrying to the area within?

Well, if you have the magical isolation technique, you effectively have AMF in all your barriers, so that takes care of the scrying. You can even couple it with Light Filter to make things inside the barriers invisible, thus making them harder to find.


Perhaps huge, city-wide, or campsite-wide barriers that prevent teleportation, summoning or scrying, maybe which could be maintained over time by multiple barrier casters?

Hmmm. Actually, since I'm kinda lacking on abilities, I could put in something like that. I actually had in mind an ability that made for working with other Barrier Masters to produce larger and longer lasting barriers.

Thanks for your time and comments!

motionmatrix
2011-11-12, 10:40 AM
At first glance, the Sensory extension should be able to be made the shape of a small clear ball "an eye" and instead of seeing inward, it sees outward. give you an arcane eye with clairvoyance/clariaudience, that you can use at will, with concentration.

motionmatrix
2011-11-12, 09:09 PM
It might also be easier if you make it multipliers rather than fractions. easier to digest the math on the fly.

I sort of wanted to make something similar to this with the Force Shields Protectorate I wrote. I like this, take a look at mine, maybe you can take a thing or two for the BM.

GuyFawkes
2011-11-13, 02:55 AM
At first glance, the Sensory extension should be able to be made the shape of a small clear ball "an eye" and instead of seeing inward, it sees outward. give you an arcane eye with clairvoyance/clariaudience, that you can use at will, with concentration.

I don't quite get what you mean here, but yes, the technique allows the Barrier Master to 'see' around any barrier he concentrates on.


It might also be easier if you make it multipliers rather than fractions. easier to digest the math on the fly.

I sort of wanted to make something similar to this with the Force Shields Protectorate I wrote. I like this, take a look at mine, maybe you can take a thing or two for the BM.

Yeah, it's for my own capriciousness on that one. It's easier to make a progression for each level going by the maximum size, as opposed to a minimum. :smalltongue:

On your Force Shield Protectorate, I read it and yeah, it kinda does have the same feel. I also saw some interesting concepts there, and I hope it's okay if I get some ideas from there and use them here. :smallsmile:

GuyFawkes
2011-11-13, 12:13 PM
Okay, another round of updates. As always, your comments are very much welcome.


I've made revisions on some of the existing abilities as follows:

Blank State (Ex): At 5th level, once per day, the Barrier Master can enter a focused state where he separates his mind from emotion, increasing the speed, power, and effectiveness of his barriers. By spending a swift action, for a number of minutes equal his Int mod, the Barrier Master is treated as 1 class level higher when considering the damage, hit points, and number of slots he can cast per barrier size. Additionally, the type of movement spent to make a specific barrier is reduced by one step, except the at-will barriers, which remains as swift action. Also, when under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB.

At 11th level, the Barrier Master can use the ability 3 times per day and is treated as 2 class levels higher when under Blank State, and at 17th level, he is able to use the ability 5 times a day and is treated as 3 class levels higher.

When under this ability, the Barrier Master becomes stoic, and suffers a -4 penalty on his Charisma score.

Advent of a New World (Su): At 20th level, the Barrier Master reaches the pinnacle of barrier magic. All spaces bound within his barriers are isolated from the plane it is on at a level that it could be almost be considered as another plane in itself, and he is considered the lord of this world. The Barrier Master is now treated as an Outsider with a native subtype whenever this is advantageous to him. The Barrier Master gains a circumstance bonus to all rolls equal to his Intelligence modifier when inside any of his barriers, even with rolls that target creatures outside the barrier. Barrier creations inside another larger barrier also get bonus damage for all manners of attack equal to his Intelligence modifier. This bonus does not stack by virtue of stacking barriers and is only granted once.

Allies within his barriers also get a circumstance bonus on all rolls equal to the Barrier Master’s Int mod. Conversely, all creatures deemed by the Barrier Master as enemies inside any of his barriers suffer a penalty on all their rolls equal to the Barrier Master’s Int mod.


I also made up a new ability, but I kinda want to hear others' opinions on whether I should put this in or not.

Time Rejection (Su): The Barrier Master possesses dominion over spaces inside his barriers that he can reject even time to exist in it. At level 18, by spending any number of slots from his maximum sized barriers, the Barrier Master can make time stop inside one barrier where he is in, making him free to act for 1d4 plus the number of slots spent rounds of time as observed outside the barrier. This ability affects all creatures inside the barrier with the Barrier Master, allies or enemies alike.


Here are some revisions of some Barrier Techniques, mostly fluff, others on mechanics:

Dead Space

Upon learning this technique, the Barrier Master can control the air inside his barriers, such that he can evacuate any barrier of air, effectively suffocating any creature inside.

Limit Expansion

By focusing his energies into the formation of one barrier, the Barrier Master can exceed his limitations in barrier creation. Upon learning this technique, the Barrier Master can create barriers of dimensions larger than the maximum allowed per level by spending more than one slot of max sized barriers. The resulting barrier size is equal to the maximum size of the barrier at the Barrier Master’s level multiplied by the number of slots spent for this technique. For example, at level 15, the maximum barrier size is at 75x75x75. By spending 3 slots for this technique, he can create a barrier of the size 225x225x225. This takes a full round action for the first additional slot used, and another full round action for each succeeding slot used.

Shared Access

One aspect of the Barrier Mater is his uncanny ability to provide protection for his allies, and in the basest form, this is manifested by the Shared Access Technique. Upon learning this technique, the Barrier Master gains the ability to allow his allies to see his barriers as he does. He also gains the ability to open and close parts of his barriers to allow access for his allies. This requires a swift action to open or close the barrier.

Dimension Lock

The Barrier Master's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of teleportation, except through the Barrier Master’s techniques and abilities. Upon learning this technique, all barriers created by the Barrier Master prevents any sort of travel in or out of them, as the Dimensional Lock spell.

Magical Isolation

The Barrier Master's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of magic. Upon learning this technique, all barriers created by the Barrier Master prevents magic from affecting creatures inside or outside the barrier, except the Barrier Master's magic. This technique does not, however, nullify magic targeted at the barrier itself.

Barrier Elevator

Upon learning this technique, the Barrier Master gains the ability to extend his barrier in one direction (ie extend the top of a barrier, like an elevator), lifting or pushing anything on it or in its path. The barrier can extend to a maximum of 10 feet per two levels. This ability also allows the Barrier Master to reverse the extension.

This technique can push or carry anything in its path with a total weight not exceeding 10 x the maximum hit points of the barrier, or else the movement will stop. This can also be used to crush creatures or objects caught in its path of extension and pressed onto a wall or other similar rigid structure. Any creature or object crushed by this technique suffers 1d6 damage per 2 class levels, with a maximum of 10d6 at 20th level. A creature can also impede the advance of the barrier by making a strength check against the barrier’s strength check. The bonus for the barrier’s strength check is equal to the Barrier Master’s class level + Intelligence Modifier + 6 + the Barrier’s Size Modifier (http://www.dandwiki.com/wiki/Size#Big_and_Little_Creatures_in_Combat).

The barrier wall can move at any rate up to 30 feet per round. This requires a standard action to initiate, and a swift action to continue the action each successive round until the maximum elongation is reached. For barriers smaller than the square occupied by a creature, the creature gets a Reflex save with a DC 10 + ½ class level + Int mod. For barriers larger than this, the target doesn’t get a Reflex save.


Here are some new techniques I made based on ideas I got from you guys:

Parameter Override - relegated to lesser or greater techniques

The Barrier Master gains more understanding of his barrier creations, such that he reaches the point he is now able to change the nature of his barriers at a whim. The Barrier Master can now alter the parameters of barriers he has already created, either from coordinate to conditional or the other way around.

Barrier Storm

As a full round action, the Barrier Master can form barriers up to a number equal to his Intelligence modifier. The barriers formed can be a combination of any sizes, in any order, and each barrier can be targeted at any space within his range that the Barrier Master wishes to form them. Each barrier created spends the appropriate slot for its size.

Focused Creation

By taking his time in forming a barrier of a particular size, the Barrier Master can spend a slot one size smaller than the size of the formed barrier. However, the action required for creation is increased by one step. For example, a Barrier Master using this technique to form a 1/2 sized barrier will just spend one 1/4 sized barrier slot but will have to take a full round action to create it.

Barrier Recovery

Upon learning this technique, the Barrier Master can dismiss any barrier he has created and regain the slot spent for creating that particular barrier. The barrier must not have received any form of damage for this technique to work, else the barrier will be dissipated, but the Barrier Master will not regain a barrier slot.

Force React

Upon learning this technique, The Barrier Master can use his at-will sized barriers as an immediate action.

Chorus of the Emerald Shield

The Barrier Master can tune his abilities with other Barrier Masters or other casters knowledgeable in barrier magic or similar effects to create barriers far larger and stronger than he can normally produce alone.

This technique requires 4 Barrier Master, all having obtained this technique, for this to work. By standing at the 4 locations to serve as the corners of the barrier, the Barrier Masters spend any number of maximum sized barrier slots to create a barrier up to a size equal to the maximum size the lowest leveled Barrier Master of the 4 can create multiplied by the combined slots spent by all the 4 Barrier Masters multiplied by 4. The 4 Barrier Masters should spend equal number of slots, or else the barrier formed will be unbalanced and will collapse. For example, 4 Barrier Masters, all at level 16, spending all 4 maximum sized slots can create a barrier up to 5120x5120x5120 feet in size (80 for the maximum size at level 16 x 16 slots spent total, 4 each x 4). Performing this technique requires 10 minutes of focus and concentration.



Again, I would like to hear your inputs on these current versions of old abilities as well as the new ones I made. Your inputs on what level I should put the new techniques, or if ever I should put them in or not would be very much appreciated.

motionmatrix
2011-11-13, 06:52 PM
I don't quite get what you mean here, but yes, the technique allows the Barrier Master to 'see' around any barrier he concentrates on.

It was mostly fluff. meaning you make a circular barrier small enough, that it turns into a "glass" eye. As to the other part, I thought you could only see inside, my misunderstanding.


On your Force Shield Protectorate, I read it and yeah, it kinda does have the same feel. I also saw some interesting concepts there, and I hope it's okay if I get some ideas from there and use them here. :smallsmile:

Yea, that's what I meant. steal away ^.^

GuyFawkes
2011-11-14, 09:44 PM
It was mostly fluff. meaning you make a circular barrier small enough, that it turns into a "glass" eye. As to the other part, I thought you could only see inside, my misunderstanding.

Well, yes you could. But not in the straight sense, just by using the ability alone. You can do this by creating a small barrier and use Form Manipulation it into a small circular barrier, and presto! You have yourself a small invisible "glass eye". You could also control it via Remote Control skill if it is within his range of creating barriers, so it's almost like prying eyes, except you see things immediately. Take note though that using Remote Control needs a move action and Sensory Extend a full round so its move one round and 'see' the next one, and so on. :smallwink:


Yea, that's what I meant. steal away ^.^

Thank you. I will do just that. :smallbiggrin: Of course, credits will be given to you if ever I do.

GuyFawkes
2011-11-16, 11:32 AM
Bumping this for some more yummy fruits before implementing the changes. :smallwink:

GuyFawkes
2011-11-18, 03:02 PM
Okay, I think this is the final version of this class. Finally. :smalltongue: Though, I'd give it another few days of PEACH before I replace the first post with this.


The Barrier Master 2.0



http://fc04.deviantart.net/fs39/f/2008/318/7/7/Invisible_Woman_COLOR_by_vest.jpg

My resolve is unwavering, my barriers impregnable. I am the shield that protects my comrades, the spear that pierces through any that blocks my path. - Hellion Lovell, a Barrier Master.


Adventures: Barrier Masters are more often than not part of old clans dedicated to keeping the safety and harmony of all living beings. They are often hired as sentries, guarding the most valued possessions of kingdoms because of their barrier arts. Some are sent as bodyguards, protecting key personalities in society. Other Barrier Masters are not so bound by this ancient tradition and just travel to hone their skills with their art, or for other personal reasons. Whatever the reason may be, a Barrier Master is certainly equipped to see them through.

Characteristics: The Barrier Master excel at using barriers to keep their opponents at bay or keep them confined. Their mastery with barrier allows them to manipulate them to achieve different effects, such that not only is a barrier a defensive tool for a Barrier Master, but a very potential means of offense as well. With different effects that can be simultaneously done on a barrier, the strategies in handling a particular situation is only limited by the Barrier Master's imagination.

Alignment: Different Barrier Masters can be of different alignment, although most tend to align towards the law, as it is their tradition to keep the order, especially in societies. How they go about this is largely dependent on each individual Barrier Master.

Religion: Religion is a matter of personal choice for a Barrier Master, and they are not bound to a specific deity as a group.

Background: The power to manipulate barriers as freely as Barrier Masters do is usually something one is born with, like the innate magical abilities of a sorcerer, and the ability is usually hereditary. However, there exists those capable of creating barrier magic even without having parents who are able to do so. And although rare, it is also not unheard of for some wizards to gravitate towards the specialization of barriers up to a point where they can freely manipulate it like those with the inborn abilities, often influenced by having witnessed a Barrier Master in action.

Races: The Barrier Master can come from any race. Humans, with their versatility and frenetic pace often produce Barrier Masters both of the learned and the inborn types. Magically-gifted races such as elves and gnomes often produce Barrier Masters as well, and it is not unheard of to hear of a dwarf or an orc Barrier Master. Some of the gifted Barrier Masters are planetouched, like the tieflings and zenythris.

Other Classes: The affinity for magic keeps the Barrier Master in a relative understanding with other classes also delved into magic, although the rather single-minded approach of using barrier magic alone can be seen by others to be a rather simple and less dynamic form. Barrier Master are less connected with the martial classes, although if it comes to it, they can create lots of opportunities for synergies between them when it comes to combat.

Role: The Barrier Master can fill almost any role in a party. Although bound by their specialization, the sheer amount of possibilities that could come out of their barrier arts is only bounded by the Barrier Master's creativity, such that they could operate anywhere in the battlefield; at the front lines, drawing heavy opposition fire while dishing out damage with their barrier techniques, or at the back, providing support and trying to control the battlefield.

Adaptation: A Barrier Master can easily fit in a setting where a sorcerer or a wizard could be found.

GAME RULE INFORMATION
The Barrier Master have the following game statistics.
Abilities: Intelligence is the most important ability for a Barrier Master as it improves most of his abilities. Constitution is always important for a class with relatively low hit die. Barrier Masters could also use some points in Dexterity for some of his abilities that are ranged attacks and to boost AC for a class limited to light armors.
Alignment: Any lawful.
Hit Die: d6
Starting Age: As Sorcerer.
Starting Gold: As Sorcerer.

Class Skills
The Barrier Master's class skills are Balance (Dex), Concentration (Con), Craft (Int), Gather Information (Cha), Jump (Str), Knowledge (arcana)(Int), Knowledge (architecture and engineering)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Barrier Master
{table=head]Level|
Base Attack Bonus|Fort|Ref|Will|Special|min|1/4|1/3|1/2|max|
Barrier Techniques Known

1st|+0|
+2|
+0|
+2| Barrier Creation, Barrier Techniques (least), Shikigami|
∞|
2|
1|
1|
1|
2

2nd|+1|
+3|
+0|
+3||
∞|
2|
1|
1|
1|
3

3rd|+2|
+3|
+1|
+3|Restoration|
∞|
2|
1|
1|
1|
3

4th|+3|
+4|
+1|
+4||
∞|
2|
1|
1|
1|
4

5th| +3|
+4|
+1|
+4|Blank State (1/day)|
∞|
3|
2|
1|
1|
4

6th|+4|
+5|
+2|
+5|Barrier Techniques (lesser)|
∞|
3|
2|
1|
1|
5

7th|+5|
+5|
+2|
+5|Sensory Barrier|
∞|
4|
2|
1|
1|
6

8th|+6/+1|
+6|
+2|
+6||
∞|
4|
3|
2|
1|
6

9th|+6/+1|
+6|
+3|
+6|Spatial Phasing|
∞|
5|
3|
2|
1|
7

10th|+7/+2|
+7|
+3|
+7||
∞|
5|
4|
2|
1|
7

11th|+8/+3|
+7|
+3|
+7|Blank State (3/day), Barrier Techniques (greater)|
∞|
5|
4|
3|
2|
8

12th|+9/+4|
+8|
+4|
+8||
∞|
5|
5|
3|
2|
9

13th|+9/+4|
+8|
+4|
+8|Absolute Boundary|
∞|
5|
5|
4|
2|
9

14th|+10/+5|
+9|
+4|
+9||
∞|
5|
5|
4|
3|
10

15th|+11/+6/+1|
+9|
+5|
+9|Dimensional Breach|
∞|
5|
5|
5|
3|
10

16th|+12/+7/+2|
+10|
+5|
+10|Barrier Techniques (master)|
∞|
5|
5|
5|
4|
11

17th|+12/+7/+2|
+10|
+5|
+10|Blank State (5/day)|
∞|
5|
5|
5|
4|
12

18th|+13/+8/+3|
+11|
+6|
+11|Time Rejection|
∞|
5|
5|
5|
5|
12

19th|+14/+9/+4|
+11|
+6|
+11|True Boundary|
∞|
5|
5|
5|
5|
13

20th|+15/+10/+5|
+12|
+6|
+12|Advent of a New World|
∞|
5|
5|
5|
5|
13[/table]

Class Features
All of the following are class features of the Barrier Master.

Weapon and Armor Proficiencies: The Barrier Master are proficient in all simple weapons, light armors, and with light shields.


Barrier Arts (Su): The signature technique of the Barrier Master is the creation and manipulation of barriers, for defense, and, uniquely, for offense. These barriers are force creations in nature, similar to a wall of force or a prismatic sphere. The Barrier Master begins by being able to create an invisible barrier the size of a one-foot cube at level one. This is done by designating a point in space, then focusing and materializing the barrier around that space. These barriers last until destroyed, released, imploded by the Barrier Master, or when the time limit is reached, which is one hour per class level. Barrier arts is a supernatural ability, thus creating a barrier does not provoke attacks of opportunity, nor is it negated by spell resistances.

The maximum size barrier a Barrier Master can make is 5x5x5 cubic feet per level, with a maximum of 100x100x100 cubic feet at level 20, and as small as a twelfth of an inch. Barriers smaller than an inch require the Barrier Master to roll a Concentration check, with a DC of 13 + the reciprocal of the size relative to 1 inch (DC for 1/12 of an inch is 13 + 12 = 25). The Barrier Master can attempt to create barriers smaller than a twelfth of an inch, but the DC for this is 13 + three times the reciprocal of the size relative to 1 inch (DC for 1/13 of an inch is 13 + 13*3 = 52). The Barrier Master can create a number of differently-sized barriers per day as found in the table: Barrier Master. These numbers are the sizes of the barriers created relative to the maximum size created by the Barrier Master at his level. Ratios of sizes falling in between always use up the next bigger size slot. The Barrier Master can also make one-cubic-foot barriers or smaller at-will at level 1, and this increases by 1x1x1 cubic foot per two levels after, ie the Barrier Master can cast 2x2x2 cubic feet barriers or smaller at-will at level 3, 3x3x3 feet barriers or smaller at-will at level 5, and so on. The Barrier Master can create a barrier within a range of 400 feet at 1st level and an additional 40 feet per level.

In creating a barrier, the Barrier Master can set it to either of the two parameters: coordinate or conditional. Coordinate barriers are formed around a specific coordinate in space, such that when they are created, they can never be moved from that point in space. Conditional barriers are formed following a set of conditions, such as having no fixed position, only the relative points of its corner, making it easily movable, or fixed to a moving point in space, such as a creature's limb or a part of a moving object. These conditions have to be stated explicitly before a barrier is created, and failure to do so will result in a failed barrier creation. Capturing a target with a barrier depends on the size of the barrier relative to target. Barriers smaller than the target (ie capturing parts of the target's body, like an arm or a foot) requires the Barrier Master to roll for a ranged touch attack, while barriers equal to or larger than the square or squares occupied by the target do not need attack rolls.

Once a barrier is created, the Barrier Master has three options. One is to release the barrier, dissipating it without affecting anything around it, except for objects resting on or against any of its walls, which would then fall due to gravity unless supported otherwise. Releasing a barrier is a free action. Another option is to implode the barrier, causing damage to whatever is caught inside it. The barrier implosion does damage equal to 1d6 at level 1 and and an additional 1d6 for every 2 levels thereafter multiplied by a factor of 1 for the min sized barriers, 2 for 1/4, 3 for 1/3, 4 for 1/2, and 5 for max sized barriers. Anything brought down to 0 hit points by this attack is disintegrated, as the disintegrate spell (in cases where the barrier imploded only affects a part of the target creature and it is brought down to 0 hit points, only the affected part is disintegrated). Barrier damage through implosion is of pure magical damage such that elemental resistances do not affect it. The last option is to manipulate existing barriers using the Barrier Techniques ability.

Barriers can be created at any point in space, even inside structures or creatures. Barriers can also partially enclose part of a structure or a creature. Barriers cannot slice objects or creatures in two by partially enclosing them with a barrier, but this impedes movement of that particular part of the creature which can only be overcome by destroying the barrier or other means such as through teleportation effects. However getting Magical Isolation or Dimension Lock also removes these options.

Creating barriers inside creatures or objects is treated as per normal barrier creation, but you have to make a Concentration check with a DC of 25 to be able to form barriers inside creatures or objects. For creatures, they should be successful on a Fort save with a DC of 10 + 1/2 class level + Int mod or be staggered for 1d6 rounds, after which, unless the barrier is removed by any means, the creature will die. The Barrier Master can also implode the barrier at any point before the duration expires which will also cause death.

Creating a barrier takes up an action depending on the size of the barrier. The at-will sized (min) barriers take up a swift action to create, the Barrier Master can spend a full round action to create a number of barriers of this size or smaller up to a number equal to the number of attacks granted by BAB. Barriers 1/4 the maximum size or smaller take a move action to create, 1/2 and smaller takes a standard action, and those greater than 1/2 take a full-round action to create.

Imploding barriers take up a specific action depending on the size as follows: at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a move action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a standard action to implode barriers up to a number equal to the number of attacks granted by BAB. Under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB.

Barriers, like wall of force or prismatic wall, persists in an antimagic field when already created. A Barrier Master, however, can't create barriers when he himself is inside an antimagic field, nor can he manipulate a barrier inside an anitmagic field, regardless of whether he himself is inside the field or not. Like a wall of force, barriers cannot be dispelled (except by the Dispel Barrier Technique), however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against Barrier Master's Will saves), sphere of annihilation, or mage's disjunction (against Barrier Master's Will saves). Barriers, unlike other force effects, can be damaged by mundane attacks, as well as magical attacks, and are destroyed when brought down to 0 hit points. Each barrier has hit points equal to 50 x class level and a hardness of 5 plus 1 per class level, and can support weight equal to 10 pounds x the maximum hit points of the barrier.


Barrier Techniques (Su): The Barrier Master does not deserve to be called a master if all he can do is create barriers. What makes him a master is the relative ease at which he could manipulate these barriers with his Barrier Techniques to produce effects other caster could only dream about doing with barriers. The Barrier Master can use any Barrier Technique he knows at-will.

Barrier techniques are supernatural abilities; thus, unless indicated in the description, using a technique is a standard action that does not provoke an attack of opportunity and are not subject to spell resistance. The save DC for a technique(if it allows a save) is equal to 10 + the equivalent spell level of the invocation (stated on its description) + the Barrier Master's Intelligence modifier. The spell levels for a particular technique (if applicable) is equal to half the class level, and the caster level (if applicable) is equal to the class level.

The four grades of Barrier techniques, in order of their relative power, are least, lesser, greater and master. A Barrier Master begins play with knowledge of two least-grade Barrier techniques and one least-grade blast shape or eldritch essence invocation, as mentioned on the table above. As a Barrier Master gains levels, he learns new Barrier techniques, as shown on the table above. At any level when a Barrier Master learns a new technique, he may also replace a technique he already knows with another technique of the same or a lower grade. At 6th level, a Barrier Master gains access to lesser Barrier techniques; at 11th level, a Barrier Master gains access to greater Barrier techniques and at 16th level the Barrier Master gains access to master Barrier techniques.


Shikigami (Su): At 1st level, the Barrier Master is able to create little paper dolls called shikigami to do their bidding. They can do mundane tasks such as clean a place, lift objects (each shikigami can lift objects up to twice the overhead weight limit of the character), and other simple tasks, or even perform Restoration (see below). These shikigami cannot be used to attack, and they have an AC equal to that of the Barrier Master, and hit points equal to 1/4 the Barrier Master's maximum hit points.

These shikigami can also be manipulated to resemble the Barrier Master or any creature the caster wills and be programmed to do simple tasks such as speak repetitive lines, or just sit on one corner (Sense Motive DC 12 to detect these copies). At 11th level, these shikigami can do more complex behavioral patterns, almost similar to the actual creature, but still can't be used to attack (Sense Motive with a DC equal to 10 + 1/2 class level + Int mod rounded down to detect these copies). The number of shikigami that can be made per day is equal to the Barrier Master's Int modifier and each lasts for one hour per Barrier Master level.


Restoration (Su): In the ancient traditions of the Barrier Masters, the immediate reparation of collateral damage to property and civilians is of utmost importance when undertaking missions. At 3rd level, the Barrier Master gains the ability to restore broken or damaged items or structures, or even living creatures.

When repairing a mundane object or a structure, the Barrier Master uses the mechanics for repairing objects as stated in the Craft (http://www.d20srd.org/srd/skills/craft.htm) skill, except you don't need materials or spend gold in order to repair the object. The item prices are in gold pieces instead of the normal silver pieces and the checks are made to measure progress per hour, as opposed to the usual progress per week. This action uses the Craft (restoration) skill check.

When repairing magic items, the Barrier Master uses the mechanic for determining the duration of creating a magic item as found in Creating Magic Items (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm), except the progress is measured per hour (ie repairing a magic item takes an hour per 1,000 gp of the base price of creation). The Barrier Master does not need to spend any gold or XP to perform the restoration.

This ability also enables the Barrier Master to restore wounds and physical damage from living creatures. When restoring hit points to a living creature, the Barrier Master makes a Craft (restoration) check and restores hit points equal to half the check result (minimum of 1). However, using the Restoration ability in this manner is more taxing for the Barrier Master, and requires him to spend one slot from the 1/4-sized barriers or higher. The ability also enables the Barrier Master to remove negative effects on a target creature. To do this, he must make a Craft (restoration) check against the save DC of the effect, and spends one spell slot from the 1/4-sized barriers or higher, whether the check is successful or not. This action requires the Barrier Master to touch the target and requires a standard action.

The Barrier Master can also employ his Shikigami perform the restoration of objects and structures for him, thus freeing him to do other tasks. However, he needs to employ all of his available shikigami per day for them to be able to perform restoration.


Blank State (Ex): At 5th level, once per day, the Barrier Master can enter a focused state where he separates his mind from emotion, increasing the speed, power, and effectiveness of his barriers. By spending a swift action, for a number of minutes equal his Int mod, the Barrier Master is treated as 1 class level higher when considering the damage, hit points, and number of slots he can cast per barrier size. Additionally, the type of movement spent to make a specific barrier is reduced by one step, except the at-will barriers, which remains as swift action. Also, when under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB. When under this ability, the Barrier Master becomes stoic, and suffers a -4 penalty on his Charisma score.

At 11th level, the Barrier Master can use the ability 3 times per day and is treated as 2 class levels higher when under Blank State, and at 17th level, he is able to use the ability 5 times a day and is treated as 3 class levels higher.


Sensory Barrier (Su): At 7th level, the Barrier Master can enhance his perception to detect creatures within an area. When under the Blank State ability, as a standard action, the Barrier Master can expend one slot of 1/3 barrier size or higher to cast an invisible barrier centered around himself with a radius of 30 feet for a number of rounds equal to his Int mod. The barrier is intangible and does not affect anything like regular barriers, however the Barrier Master gains knowledge of all creatures inside it, as if having the blindsense ability.

At 13th level, the Barrier Master can expend one slot of 1/2 barrier size or higher to create an invisible barrier with a radius of 60 feet, and he gains blindsight against all creatures inside it.


Spatial Phasing (Su): At 9th level, the Barrier Master gains the ability to understand the construction and attune himself to physical and force boundaries. By spending one slot of 1/3 barrier size or higher, the Barrier Master can phase through mundane walls or barriers of magic, such as wall of force. This ability requires a full round action to initiate.

At 15th level, the Barrier Master's understanding of attuning himself extends to other magical forces and even living creatures such that he can "phase" through them as well. By spending one slot of 1/2 barrier size or higher, the Barrier Master can spend an immediate action to nullify any magical or physical attack. For magical attacks, the Barrier Master must recognize the spell being cast (ie make a Spellcraft of DC 15 + spell level to recognize the spell and you must be able to see or hear the verbal and somatic components) before he could initiate this ability. This ability also enables the Barrier Master to free himself from a grapple by phasing through the creature grappling him. The ability lasts until the Barrier Master's next turn.


Absolute Boundary (Su): At 13th level, the Barrier Master gains further knowledge of how to utilize and materialize barriers. When under the Blank State ability, by spending a 1/2 barrier size slot or higher, as a standard action, the Barrier Master can create a special barrier centered around himself with a radius of 10 feet, moving along with him as he moves, and lasts for a number of rounds equal to 3 + his Int mod and can be terminated at any point before that should the Barrier Master wish to.

This barrier completely separates the Barrier Master from the outside world, negating all forms of damage, nullifying all magic within its range, and even negating the effects of gravity, effectively giving the Barrier Master flight with a speed equal to twice his land speed. Another distinct property of this barrier is that it damages any object or living creature that comes into contact with it, even allies. The damage is equal to the damage dealt by imploding a barrier the size of the barrier slot spent. The barrier created by this ability has hit points equal to that of a normal barrier and can be damaged and destroyed as normal barriers. It also cannot be dispelled, except by the Dispel Barrier Technique, however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against Barrier Master's Will saves), sphere of annihilation, or mage's disjunction (same chance as when applying mage's disjunction on an antimagic field). Blank State also affects this ability like other barriers.


Dimensional Breach(Su): At 15th level, the Barrier Master gains the ability to manipulate the boundaries between planes, allowing him to freely cross these boundaries. By spending one slot from the max sized barrier slots, he can travel to another plane of existence as per the Plane Shift spell. The Barrier Master's caster level when performing this ability is equal to his class level, and the spell level is equal to half his class level.


Time Rejection (Su): The Barrier Master possesses dominion over spaces inside his barriers that he can reject even time to exist in it. At level 18, by spending any number of slots from his maximum sized barriers, the Barrier Master can make time stop inside one barrier where he is in, making him free to act for 1d4 plus the number of slots spent rounds of time as observed outside the barrier. This ability affects all creatures inside the barrier with the Barrier Master, allies or enemies alike.


True Boundary (Su): At 19th level, he gains a level of mastery with his Absolute Boundary ability that he can push the ability further. When under the Blank State ability, by spending any number of slots in his max sized barriers cast per day, as a standard action, the Barrier Master can create a barrier similar to the Absolute Boundary, but with a radius he can freely control as a swift action to a maximum radius of 30 feet. The ability lasts for a number of rounds equal to his Int mod + the number of slots spent to initiate the ability.

This barrier has all the abilities of the Absolute Boundary, with added benefits. Like the Absolute Boundary, the barrier damages anything it comes into contact with, but those the Barrier Master considers to be allies can freely enter or leave the space unharmed. Everyone inside the barrier moves along with it when the Barrier Master moves, such that they are also carried into the air inside the barrier when the Barrier Master flies, but they can still exit the barrier should they will it. Additionally, everyone inside this barrier gains Regeneration equal to twice the number of slots spent to initiate this ability (maximum 10).


Advent of a New World (Su): At 20th level, the Barrier Master reaches the pinnacle of barrier magic. All spaces bound within his barriers are isolated from the plane it is on at a level that it could be almost be considered as another plane in itself, and he is considered the lord of this world. The Barrier Master is now treated as an Outsider with a native subtype whenever this is advantageous to him. The Barrier Master gains a circumstance bonus to all rolls equal to his Intelligence modifier when inside any of his barriers, even with rolls that target creatures outside the barrier. Barrier creations inside another larger barrier also get bonus damage for all manners of attack equal to his Intelligence modifier. This bonus does not stack by virtue of stacking barriers and is only granted once.

Allies within his barriers also get a circumstance bonus on all rolls equal to the Barrier Master’s Int mod. Conversely, all creatures deemed by the Barrier Master as enemies inside any of his barriers suffer a penalty on all their rolls equal to the Barrier Master’s Int mod.

GuyFawkes
2011-11-18, 03:12 PM
Barrier Techniques

Least Barrier Techniques


Barrier Elevator - extend one side of a barrier to use as an elevator or to crush enemies.
Barrier Spear - a more offensive for of Barrier Elevator, forming thinner barriers extending at much faster speeds that pierce through almost anything.
Elastic Barrier - create a barrier with bouncy walls.
Dead Space - remove air from inside a barrier to suffocate any living creature inside.
Force React - use at will sized barriers as immediate action
Form Manipulation - form barriers into any shape imaginable.
Shared Access - allow allies to see your barriers, and also allows you to make openings for them.

Lesser Barrier Techniques


Barrier Stacking - create multiple stacked concentric barriers in one casting.
Dispel Barrier - dispel any barrier effects or other force effects.
Improved Barrier Mobility - increase speed when moving barriers through Remote Control or when in Absolute Boundary or True Boundary.
Light Filter - manipulate light so as to make creatures inside barriers invisible or to make barriers opaque.
Parameter Override - change the parameter of an existing barrier from coordinate to conditional or vice versa.
Remote Control - move barriers within a range.
Spell Reflection - all barriers have a chance to reflect spells that require attack rolls.

Greater Barrier Techniques


Barrier Trap - create a delayed barrier that forms when triggered by specific conditions.
Barrier Jaunt - teleport yourself or others from one barrier to another.
Chorus of the Emerald Shield - create barriers far stronger and larger with 3 other Barrier Masters
Focused Creation - spend one slot lower to create a barrier at the expense of taking a longer time to create it
Limit Expansion - create barriers larger than the maximum size allowed per level by expending multiple slots.
Sensory Extension - extend your Sensory Barrier ability to any barriers you have created.

Master Barrier Techniques


Barrier Storm - create multiple barriers of different sizes and at different targets
Barrier Recovery - dissipate undamaged barriers to recover slots
Dimension Lock - all barriers created gain an effect similar to the dimension lock spell.
Magical Isolation - all barriers created completely nullifies magic except the Barrier Master's magic.




Least Barrier Techniques
Barrier Elevator

Upon learning this technique, the Barrier Master gains the ability to extend his barrier in one direction (ie extend the top of a barrier, like an elevator), lifting or pushing anything on it or in its path. The barrier can extend to a maximum of 10 feet per two levels. This ability also allows the Barrier Master to reverse the extension.

This technique can push or carry anything in its path with a total weight not exceeding 10 x the maximum hit points of the barrier, or else the movement will stop. This can also be used to crush creatures or objects caught in its path of extension and pressed onto a wall or other similar rigid structure. Any creature or object crushed by this technique suffers 1d6 damage per 2 class levels, with a maximum of 10d6 at 20th level. A creature can also impede the advance of the barrier by making a strength check against the barrier’s strength check. The bonus for the barrier’s strength check is equal to the Barrier Master’s class level + Intelligence Modifier + 6 + the Barrier’s Size Modifier.

The barrier wall can move at any rate up to 30 feet per round. This requires a standard action to initiate, and a swift action to continue the action each successive round until the maximum elongation is reached. For barriers smaller than the square occupied by a creature, the creature gets a Reflex save with a DC 10 + ½ class level + Int mod. For barriers larger than this, the target doesn’t get a Reflex save.


Barrier Spear

While the usual offensive form of barriers is in the form of imploding the barriers, other Barrier Masters tend to favor another form of attack. By creating an extending barrier similar to the Barrier Elevator, but thinner and with a more rapid extension, the Barrier Master can create Barrier Spears that can pierce through enemies. This type of attack does damage equal to the imploding damage of the size of barrier used, requires the same type of action to perform as creating a normal barrier of the size used, and requires a ranged touch attack to hit. Barrier Spears can also be designated to be coordinate or conditional, such that if it is coordinate based, it can serve to pin the target when it pierces through them, and requires the target to destroy the barrier spear or some other means to escape.


Dead Space

Upon learning this technique, the Barrier Master can control the air inside his barriers, such that he can evacuate any barrier of air, effectively suffocating any creature inside.


Elastic Barrier

Upon learning this technique, the Barrier Master has the ability to change the consistency of barrier walls to exhibit an elastic property. Whether a barrier has this property or just a normal barrier is decided before creating that specific barrier. This property can have many uses, such as deflecting or bouncing objects, or serving as a cushion for falling creatures or objects.

When falling on an elastic barrier, the damage is reduced as if you are falling 10 feet per class level less than the actual height you are falling from. You can also use this barrier to aid you in jumping, like a trampoline, giving a circumstance bonus equal to +1 to your jump checks per class level.

Elastic Barriers can also reflect physical attacks, and have a 25% chance to bounce them back to the attacker, using the same rolls for the attack against their AC.


Force React

Upon learning this technique, The Barrier Master can use his at-will sized barriers as an immediate action.


Form Manipulation

Upon learning this technique, the Barrier Master can manipulate the shape of the barrier he creates, deviating from the usual cubical shape. He can form it into any shape he wants, provided the shape is still of the same volume or smaller. The Barrier Master must succeed on a Concentration check with a DC depending on the difficulty of the object being formed. It should also be noted that barriers can be shrunk but never enlarged.

{table=head]Item|DC
Armor or Shield|15
Simple Melee or thrown Weapon|15
Martial Melee or thrown Weapon|22
Exotic Melee or thrown Weapon|25
Simple Shape|10
Typical Shape|15
High-quality Shape|20
Complex or Superior Shape|25[/table]


Shared Access

One aspect of the Barrier Mater is his uncanny ability to provide protection for his allies, and in the basest form, this is manifested by the Shared Access Technique. Upon learning this technique, the Barrier Master gains the ability to allow his allies to see his barriers as he does. He also gains the ability to open and close parts of his barriers to allow access for his allies. This requires a swift action to open or close the barrier.


Lesser Barrier Techniques
Barrier Stacking

Upon learning this technique, the Barrier can create stacked (concentric) barriers in one casting of up to a number equal to the number of attacks granted by BAB. The techniques requires the same type of action to create one barrier of the appropriate size, but uses up the same number of slots as are the number of stacked barriers. You can only stack barriers of the same size.


Dispel Barrier

The Barrier Master's understanding of barriers allows him to create, and at a certain point, deconstruct barriers. Upon learning this technique, the Barrier Master gains the ability to dispel barriers and other barrier-like effects, as well as other force effects such as mage armor or shield. The Barrier Master does a dispel check (1d20 + 1/2 your class level) against one barrier effect with the DC equal to 11 + the barrier's caster level (or 1/2 class level for barriers made by other Barrier Masters). If you succeed, the barrier is dispelled, if not the barrier remains in effect.


Improved Barrier Mobility

Upon learning this technique, the Barrier Master increases the movement speed for barriers moved by Remote Control by one increment. In effect, the barriers moved move at three times the Barrier Master’s land speed instead of twice his base land speed. This ability also affects the flight speed of the Absolute Boundary ability and consequently the True Boundary ability, increasing the speed from twice his land speed to three times his land speed.


Light Filter

Barriers separate space, allowing nothing to pass through it except light. However, even this can be controlled by the Barrier Master. Upon learning this technique, the Barrier Master can control the light coming through his barriers, making it seem as if there is nothing inside of them. In effect, anything inside that barrier becomes invisible, as with the invisibility spell. A see invisibility or true sight spell can see through this invisibility effect, however, this does not end the effect; only destroying the barrier, the Barrier Master canceling the technique via a free action or dissipating the barrier can it be ended.

Conversely, the Barrier Master can control the light from going through his barriers, making them translucent or totally opaque (by reflecting one color of the visible light spectrum, or a mix, he could make any color for his barriers). This makes his barriers visible to others, and if the Barrier Master makes a barrier opaque, those inside it cannot be seen from outside, or vice versa.


Parameter Override

The Barrier Master gains more understanding of his barrier creations, such that he reaches the point he is now able to change the nature of his barriers at a whim. The Barrier Master can now alter the parameters of barriers he has already created, either from coordinate to conditional or the other way around.


Remote Control

With enough experience, the Barrier Master can begin to move non-fixed barriers (conditional) without having to use physical force. As a move action, the Barrier Master can move any one barrier of any size smaller than ¼ the maximum size of barriers he can create at his level within his range of barrier creation up to a speed of twice his land speed.


Spell Reflection

At some point, the Barrier Master also begins to grasp the knowledge of how to use his barriers to reflect magical attacks. Upon learning this technique, all magic attacks that require an attack roll targeted at any creature behind or inside a barrier have a 50% chance of being reflected to the caster. The caster needs to roll a new ranged attack roll (or attack rolls for multiple attacks) against his or her touch AC.

Greater Barrier Techniques
Barrier Jaunt

With knowledge in manipulating boundaries, the Barrier Master can apply this to allow him astral travel. By using his barriers as conduits, the Barrier Master can teleport himself or any creature from one barrier to another barrier within 400 feet + 40 feet per class level. This technique can teleport the Barrier Master and also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three class levels who are inside or touching the same barrier the Barrier Master is in or is touching. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. The Barrier Master does not need to have line of sight to the particular barrier for the technique to work. The ability is an instantaneous effect.


Barrier Trap - Another form of versatility of the Barrier Master is to use his barriers to make traps. By creating a delayed activation barrier, where if the trigger is tripped, the barrier is formed, trapping anything in it, or sending barrier spears towards the creature triggering the trap.

The trigger for the trap is a location trigger, however, unlike usual location triggers, a creature sets off the trap when it or a part of it enters the square where the barrier is to be formed, even in mid air, as long as it enters the barrier's space. For barrier sizes smaller than the square or squares occupied creature, the creature gets a Reflex save with a DC equal to 10 + 1/2 class level + Int mod to escape the trap. For barrier sizes equal to or larger than the square or squares occupied by the creature, the creature does not get a Reflex save, and is automatically captured by the trap.

An alternative configuration for the trap is using barrier spears that triggers when a creature enters a designated space adjacent to the starting point of the barrier spear and of the same size as the barrier size used for creating the barrier spear. It is possible to create multiple instances of barrier spears and have their triggering location coincide on a singular spot such that when the trap is triggered, it sends multiple barriers spears simultaneously at the target. The target of this kind of trap can roll a Reflex save with a DC equal to 10 + 1/2 class level + Int mod to half the damage taken from the spears.

The trap can be detected by a Search check against a DC of 25 + half the class level.


Chorus of the Emerald Shield

The Barrier Master can tune his abilities with other Barrier Masters or other casters knowledgeable in barrier magic or similar effects to create barriers far larger and stronger than he can normally produce alone.

This technique requires 4 Barrier Master, all having obtained this technique, for this to work. By standing at the 4 locations to serve as the corners of the barrier, the Barrier Masters spend any number of maximum sized barrier slots to create a barrier up to a size equal to the maximum size the lowest leveled Barrier Master of the 4 can create multiplied by the combined slots spent by all the 4 Barrier Masters multiplied by 4. The 4 Barrier Masters should spend equal number of slots, or else the barrier formed will be unbalanced and will collapse. For example, 4 Barrier Masters, all at level 16, spending all 4 maximum sized slots can create a barrier up to 5120x5120x5120 feet in size (80 for the maximum size at level 16 x 16 slots spent total, 4 each x 4). Performing this technique requires 10 minutes of focus and concentration.


Focused Creation

By taking his time in forming a barrier of a particular size, the Barrier Master can spend a slot one size smaller than the size of the formed barrier. However, the action required for creation is increased by one step. For example, a Barrier Master using this technique to form a 1/2 sized barrier will just spend one 1/4 sized barrier slot but will have to take a full round action to create it.


Limit Expansion

By focusing his energies into the formation of one barrier, the Barrier Master can exceed his limitations in barrier creation. Upon learning this technique, the Barrier Master can create barriers of dimensions larger than the maximum allowed per level by spending more than one slot of max sized barriers. The resulting barrier size is equal to the maximum size of the barrier at the Barrier Master’s level multiplied by the number of slots spent for this technique. For example, at level 15, the maximum barrier size is at 75x75x75. By spending 3 slots for this technique, he can create a barrier of the size 225x225x225. This takes a full round action for the first additional slot used, and another full round action for each succeeding slot used.


Sensory Extension

When under Blank State, the Barrier Master can spend a full round in concentration to sense any living creature within 30 feet of any barrier within his range of barrier creation. He can sense up to half his Int mod number of barriers per round. The Barrier Master can also extend his Sensory Barrier using this technique, and gains either blindsense or blindsight on all creatures within range, expending the usual slots required as normal.

Master Barrier Techniques
Barrier Recovery

Upon learning this technique, the Barrier Master can dismiss any barrier he has created and regain the slot spent for creating that particular barrier. The barrier must not have received any form of damage for this technique to work, else the barrier will be dissipated, but the Barrier Master will not regain a barrier slot.


Barrier Storm

As a full round action, the Barrier Master can form barriers up to a number equal to his Intelligence modifier. The barriers formed can be a combination of any sizes, in any order, and each barrier can be targeted at any space within his range that the Barrier Master wishes to form them. Each barrier created spends the appropriate slot for its size.


Dimension Lock

The Barrier Master's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of teleportation, except through the Barrier Master’s techniques and abilities. Upon learning this technique, all barriers created by the Barrier Master prevents any sort of travel in or out of them, as the Dimensional Lock spell.


Magical Isolation

The Barrier Master's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of magic. Upon learning this technique, all barriers created by the Barrier Master prevents magic from affecting creatures inside or outside the barrier, except the Barrier Master's magic. This technique does not, however, nullify magic targeted at the barrier itself.




Feats

Barrier Aptitude
You learn an additional least barrier technique.
Prerequisite: Ability to use least barrier techniques.
Benefit: You learn one additional least barrier technique from the list available to you.
Special: You can gain this feat multiple times. Each time, you gain an extra least barrier technique.

zegram 33
2011-11-19, 07:03 PM
i might just be missing where you've said this, but if you shape a barrier into say a weapon, can you then wield it normally rather than having to use the abilities to move it?
on that same note: what about a technique that lets you "fix" barriers to a person?
ie have a barrier fixed to your warriors left arm for a shield, or barrier spears fixed to each forearm for sneaky attacks, that kinda thing
just seems that affixing a shield to a companion, or a balde to yourself, seems like the type of thing this class might be handy with, and i cant see where it says that
apologies if im just missing that part and you have, or if your no a fan of the idea

GuyFawkes
2011-11-19, 11:39 PM
i might just be missing where you've said this, but if you shape a barrier into say a weapon, can you then wield it normally rather than having to use the abilities to move it?
on that same note: what about a technique that lets you "fix" barriers to a person?
ie have a barrier fixed to your warriors left arm for a shield, or barrier spears fixed to each forearm for sneaky attacks, that kinda thing
just seems that affixing a shield to a companion, or a balde to yourself, seems like the type of thing this class might be handy with, and i cant see where it says that
apologies if im just missing that part and you have, or if your no a fan of the idea

It's in the barrier arts description. Yeah, yeah, I know it's tldr, but yeah, it's somewhere there. :smallbiggrin: The class can make two types of barriers: fixed and not fixed. The fixed ones can never be moved in space no matter what. The not fixed, can either be freely movable (useful for making weapons or other items) or anchored to another object, part of a creature (for some sort of shield). Hope that answered your question. :smallwink:

zegram 33
2011-11-21, 09:10 AM
ah, i see, my bad, i focused on the "fixed to a point in space" part and missed the rest
sorry

GuyFawkes
2011-11-21, 11:57 AM
No problem. As it appears, I'm not too good with proofreading and tend to miss stuff. Lots of stuff. So any clarifications are very much welcome. Thanks! :smallwink:

GuyFawkes
2011-11-22, 11:22 PM
The Barrier Master



http://fc04.deviantart.net/fs39/f/2008/318/7/7/Invisible_Woman_COLOR_by_vest.jpg

My resolve is unwavering, my barriers impregnable. I am the shield that protects my comrades, the spear that pierces through any that blocks my path. - Hellion Lovell, a Barrier Master.


Adventures: Barrier Masters are more often than not part of old clans dedicated to keeping the safety and harmony of all living beings. They are often hired as sentries, guarding the most valued possessions of kingdoms because of their barrier arts. Some are sent as bodyguards, protecting key personalities in society. Other Barrier Masters are not so bound by this ancient tradition and just travel to hone their skills with their art, or for other personal reasons. Whatever the reason may be, a Barrier Master is certainly equipped to see them through.

Characteristics: The Barrier Master excel at using barriers to keep their opponents at bay or keep them confined. Their mastery with barrier allows them to manipulate them to achieve different effects, such that not only is a barrier a defensive tool for a Barrier Master, but a very potential means of offense as well. With different effects that can be simultaneously done on a barrier, the strategies in handling a particular situation is only limited by the Barrier Master's imagination.

Alignment: Different Barrier Masters can be of different alignment, although most tend to align towards the law, as it is their tradition to keep the order, especially in societies. How they go about this is largely dependent on each individual Barrier Master.

Religion: Religion is a matter of personal choice for a Barrier Master, and they are not bound to a specific deity as a group.

Background: The power to manipulate barriers as freely as Barrier Masters do is usually something one is born with, like the innate magical abilities of a sorcerer, and the ability is usually hereditary. However, there exists those capable of creating barrier magic even without having parents who are able to do so. And although rare, it is also not unheard of for some wizards to gravitate towards the specialization of barriers up to a point where they can freely manipulate it like those with the inborn abilities, often influenced by having witnessed a Barrier Master in action.

Races: The Barrier Master can come from any race. Humans, with their versatility and frenetic pace often produce Barrier Masters both of the learned and the inborn types. Magically-gifted races such as elves and gnomes often produce Barrier Masters as well, and it is not unheard of to hear of a dwarf or an orc Barrier Master. Some of the gifted Barrier Masters are planetouched, like the tieflings and zenythris.

Other Classes: The affinity for magic keeps the Barrier Master in a relative understanding with other classes also delved into magic, although the rather single-minded approach of using barrier magic alone can be seen by others to be a rather simple and less dynamic form. Barrier Master are less connected with the martial classes, although if it comes to it, they can create lots of opportunities for synergies between them when it comes to combat.

Role: The Barrier Master can fill almost any role in a party. Although bound by their specialization, the sheer amount of possibilities that could come out of their barrier arts is only bounded by the Barrier Master's creativity, such that they could operate anywhere in the battlefield; at the front lines, drawing heavy opposition fire while dishing out damage with their barrier techniques, or at the back, providing support and trying to control the battlefield.

Adaptation: A Barrier Master can easily fit in a setting where a sorcerer or a wizard could be found.

GAME RULE INFORMATION
The Barrier Master have the following game statistics.
Abilities: Intelligence is the most important ability for a Barrier Master as it improves most of his abilities. Constitution is always important for a class with relatively low hit die. Barrier Masters could also use some points in Dexterity for some of his abilities that are ranged attacks and to boost AC for a class limited to light armors.
Alignment: Any lawful.
Hit Die: d6
Starting Age: As Sorcerer.
Starting Gold: As Sorcerer.

Class Skills
The Barrier Master's class skills are Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Knowledge (arcana)(Int), Knowledge (architecture and engineering)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Barrier Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|min|1/4|1/3|1/2|max

1st|+0|
+2|
+0|
+2| Barrier Creation, Shikigami|
∞|
2|
1|
1|
1

2nd|+1|
+3|
+0|
+3|Barrier Techniques|
∞|
2|
1|
1|
1

3rd|+2|
+3|
+1|
+3|Restoration|
∞|
2|
1|
1|
1

4th|+3|
+4|
+1|
+4|Barrier Techniques|
∞|
2|
1|
1|
1

5th| +3|
+4|
+1|
+4|Blank State (1/day)|
∞|
3|
2|
1|
1

6th|+4|
+5|
+2|
+5|Barrier Techniques|
∞|
3|
2|
1|
1

7th|+5|
+5|
+2|
+5|Sensory Barrier|
∞|
4|
2|
1|
1

8th|+6/+1|
+6|
+2|
+6|Barrier Techniques|
∞|
4|
3|
2|
1

9th|+6/+1|
+6|
+3|
+6|Spatial Phasing|
∞|
5|
3|
2|
1

10th|+7/+2|
+7|
+3|
+7|Barrier Techniques|
∞|
5|
4|
2|
1

11th|+8/+3|
+7|
+3|
+7|Blank State (2/day)|
∞|
5|
4|
3|
2

12th|+9/+4|
+8|
+4|
+8|Barrier Techniques|
∞|
5|
5|
3|
2

13th|+9/+4|
+8|
+4|
+8|Absolute Boundary|
∞|
5|
5|
4|
2

14th|+10/+5|
+9|
+4|
+9|Barrier Techniques|
∞|
5|
5|
4|
3

15th|+11/+6/+1|
+9|
+5|
+9|Sentry|
∞|
5|
5|
5|
3

16th|+12/+7/+2|
+10|
+5|
+10|Barrier Techniques|
∞|
5|
5|
5|
4

17th|+12/+7/+2|
+10|
+5|
+10|Blank State (3/day)|
∞|
5|
5|
5|
4

18th|+13/+8/+3|
+11|
+6|
+11|Barrier Techniques|
∞|
5|
5|
5|
5

19th|+14/+9/+4|
+11|
+6|
+11|True Boundary|
∞|
5|
5|
5|
5

20th|+15/+10/+5|
+12|
+6|
+12|Barrier Techniques|
∞|
5|
5|
5|
5[/table]

Class Features
All of the following are class features of the Barrier Master.

Weapon and Armor Proficiencies: The Barrier Master are proficient in all simple weapons, light armors, and with light shields.


Barrier Arts (Su): The signature technique of the Barrier Master is the creation and manipulation of barriers, for defense, and, uniquely, for offense. These barriers are force creations in nature, similar to a wall of force or a prismatic sphere. The Barrier Master begins by being able to create an invisible barrier the size of a one-foot cube at level one. This is done by designating a point in space, then focusing and materializing the barrier around that space. These barriers last until destroyed, released, imploded by the Barrier Master, or when the time limit is reached, which is one hour per class level.

The maximum size barrier a Barrier Master can make is 5 cubic feet per level, with a maximum of 100 cubic feet at level 20. The Barrier Master can create a number of differently-sized barriers per day as found in the table: Barrier Master. These numbers are the sizes of the barriers created relative to the maximum size created by the Barrier Master at his level. Ratios of sizes falling in between always use up the next bigger size slot. The Barrier Master can also make one-cubic-foot barriers or smaller at-will at level 1, and this increases by one cubic foot per two levels after, ie the Barrier Master can cast 2-cubic-feet barriers or smaller at-will at level 3, 3-cubic-feet barriers or smaller at-will at level 5, and so on. The Barrier Master can create a barrier within a range of 100 feet at 1st level and an additional 10 feet per level.

In creating a barrier, the Barrier Master can set it to either of the two parameters: coordinate or conditional. Coordinate barriers are formed around a specific coordinate in space, such that when they are created, they can never be moved from that point in space. Conditional barriers are formed following a set of conditions, such as having no fixed position, only the relative points of its corner, making it easily movable, or fixed to a moving point in space, such as a creature's limb or a part of a moving object. These conditions have to be stated explicitly before a barrier is created, and failure to do so will result in a failed barrier creation. Capturing a target with a barrier depends on the size of the barrier relative to target. Barriers smaller than the target (ie capturing parts of the target's body, like an arm or a foot) requires the Barrier Master to roll for a ranged touch attack, while barriers equal to or larger than the square or squares occupied by the target do not need attack rolls.

Once a barrier is created, the Barrier Master has three options. One is to release the barrier, dissipating it without affecting anything around it, except for objects resting on or against any of its walls, which would then fall due to gravity unless supported otherwise. Releasing a barrier is a free action. Another option is to implode the barrier, causing damage to whatever is caught inside it. The barrier implosion does damage equal to 1d6 per 10 cubic foot per four levels. Anything brought down to 0 hit points by this attack is disintegrated, as the disintegrate spell (in cases where the barrier imploded only affects a part of the target creature and it is brought down to 0 hit points, only the affected part is disintegrated). The last option is to manipulate existing barriers using the Barrier Techniques ability.

Creating a barrier takes up an action depending on the size of the barrier. The at-will sized (min) barriers take up a swift action to create, the Barrier Master can spend a full round action to create a number of barriers of this size or smaller up to a number equal to the number of attacks granted by BAB. Barriers 1/4 the maximum size or smaller take a move action to create, 1/2 and smaller takes a standard action, and those greater than 1/2 take a full-round action to create. Imploding barriers also take up an action similar to the type of action it took to create it.

Barriers, like wall of force or prismatic wall, persists in an antimagic field when already created. A Barrier Master, however, can't create barriers when he himself is inside an antimagic field, nor can he manipulate a barrier inside an anitmagic field, regardless of whether he himself is inside the field or not. Like a wall of force, barriers cannot be dispelled (except by the Dispel Barrier Technique), however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against Barrier Master's Will saves), sphere of annihilation, or mage's disjunction (against Barrier Master's Will saves). Barriers, unlike other force effects, can be damaged by mundane attacks, as well as magical attacks, and are destroyed when brought down to 0 hit points. Each barrier has hit points equal to 50 x class level and a hardness of 5 plus 1 per class level, and can support weight equal to 10 pounds x the maximum hit points of the barrier.


Shikigami (Su): At 1st level, the Barrier Master is able to create little paper dolls called shikigami to do their bidding. They can do mundane tasks such as clean a place, lift objects (each shikigami can lift objects up to twice the overhead weight limit of the character), and other simple tasks, or even perform Restoration (see below). These shikigami cannot be used to attack, and they have an AC equal to that of the Barrier Master, and hit points equal to 1/4 the Barrier Master's maximum hit points.

These shikigami can also be manipulated to resemble the Barrier Master or any creature the caster wills and be programmed to do simple tasks such as speak repetitive lines, or just sit on one corner (Sense Motive DC 12 to detect these copies). At 11th level, these shikigami can do more complex behavioral patterns, almost similar to the actual creature, but still can't be used to attack (Sense Motive with a DC equal to 10 + 1/2 class level + Int mod rounded down to detect these copies). The number of shikigami that can be made per day is equal to the Barrier Master's Int modifier and each lasts for one hour per Barrier Master level.


Barrier Techniques (Su): At 2nd level, and every even level thereafter, the Barrier Master gains a Barrier Technique from the following list. These techniques allow the Barrier Master to manipulate his barriers in different ways, allowing for a varied application depending on the situation.

Barrier Elevator: Upon learning this technique, the Barrier Master gains the ability to extend his barrier in one direction (ie extend the top of a barrier, like an elevator), lifting or pushing anything on it or in its path. The barrier can extend to a maximum of 10 feet per two levels.

Barrier Jaunt: With knowledge in manipulating boundaries, the Barrier Master can apply this to allow him astral travel. By using his barriers as conduits, the Barrier Master can teleport himself or any creature from one barrier to another barrier within 400 feet + 40 feet per class level. This technique can teleport the Barrier Master and also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three class levels who are inside or touching the same barrier the Barrier Master is in or is touching. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. The Barrier Master does not need to have line of sight to the particular barrier for the technique to work.
Requirement: 4 Barrier Techniques known

Barrier Spear: While the usual offensive form of barriers is in the form of imploding the barriers, other Barrier Masters tend to favor another form of attack. By creating an extending barrier similar to the Barrier Elevator, but thinner and with a more rapid extension, the Barrier Master can create Barrier Spears that can pierce through enemies. This type of attack does damage equal to the imploding damage of the size of barrier used, requires the same type of action to perform as creating a normal barrier of the size used, and requires a ranged touch attack to hit. Barrier Spears can also be designated to be coordinate or conditional, such that if it is coordinate based, it can serve to pin the target when it pierces through them, and requires the target to destroy the barrier spear or some other means to escape.
Requirement: 3 Barrier Techniques known

Barrier Stacking: Upon learning this technique, the Barrier can create stacked (concentric) barriers in one casting of up to a number equal to the number of attacks granted by BAB. The techniques requires the same type of action to create one barrier of the appropriate size, but uses up the same number of slots as are the number of stacked barriers. You can only stack barriers of the same size.
Requirement: 3 Barrier Techniques known

Dispel Barrier: The Barrier Master's understanding of barriers allows him to create, and at a certain point, deconstruct barriers. Upon learning this technique, the Barrier Master gains the ability to dispel barriers and other barrier-like effects. The Barrier Master does a dispel check (1d20 + 1/2 your class level) against one barrier effect with the DC equal to 11 + the barrier's caster level (or 1/2 class level for barriers made by other Barrier Masters). If you succeed, the barrier is dispelled, if not the barrier remains in effect. This technique requires a standard action to perform.
Requirement: 4 Barrier Techniques known

Dimension Lock: Upon learning this technique, all barriers created by the Barrier Master prevents any sort of travel in or out of them, as the Dimensional Lock spell.
Requirement: 8 Barrier Techniques known

Elastic Barrier: Upon learning this technique, the Barrier Master has the ability to change the consistency of barrier walls to exhibit an elastic property. Whether a barrier has this property or just a normal barrier is decided before creating that specific barrier. This property can have many uses, such as deflecting or bouncing objects, or serving as a cushion for falling creatures or objects.

When falling on an elastic barrier, the damage is reduced as if you are falling 10 feet per class level less than the actual height you are falling from. You can also use this barrier to aid you in jumping, like a trampoline, giving a circumstance bonus equal to +1 to your jump checks per class level.

Form Manipulation: Upon learning this technique, the Barrier Master can manipulate the shape of the barrier he creates, deviating from the usual cubical shape. He can form it into any shape he wants, provided the shape is still of the same volume or smaller.

Magical Isolation: The Barrier Master's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of magic. Upon learning this technique, all barriers created by the Barrier Master prevents magic from affecting creatures inside or outside the barrier, except the Barrier Master's magic.
Requirement: 9 Barrier Techniques known

Shared Access: Upon learning this technique, the Barrier Master can open and close parts of his barriers to allow access for his allies. This action requires a swift action to open or close the barrier.



Restoration (Su): At 3rd level, the Barrier Master gains the ability to restore broken or damaged items or structures, or even living creatures.

When repairing a mundane object or a structure, the Barrier Master uses the mechanics for repairing objects as stated in the Craft (http://www.d20srd.org/srd/skills/craft.htm) skill, except you don't need materials or spend gold in order to repair the object. The item prices are in gold pieces instead of the normal silver pieces and the checks are made to measure progress per hour, as opposed to the usual progress per week. This action uses the Craft (restoration) skill check.

When repairing magic items, the Barrier Master uses the mechanic for determining the duration of creating a magic item as found in Creating Magic Items (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm), except the progress is measured per hour (ie repairing a magic item takes an hour per 1,000 gp of the base price of creation). The Barrier Master does not need to spend any gold or XP to perform the restoration.

This ability also enables the Barrier Master to restore wounds and physical damage from living creatures. When restoring hit points to a living creature, the Barrier Master makes a Craft (restoration) check and restores hit points equal to half the check result (minimum of 1). However, using the Restoration ability in this manner is more taxing for the Barrier Master, and requires him to spend one slot from the 1/4-sized barriers or higher. The ability also enables the Barrier Master to remove negative effects on a target creature. To do this, he must make a Craft (restoration) check against the save DC of the effect, and spends one spell slot from the 1/4-sized barriers or higher, whether the check is successful or not. This action requires the Barrier Master to touch the target and requires a standard action.

The Barrier Master can also employ his Shikigami perform the restoration of objects and structures for him, thus freeing him to do other tasks. However, he needs to employ all of his available shikigami per day for them to be able to perform restoration.


Blank State (Ex): At 5th level, once per day, the Barrier Master can enter a focused state where he separates his mind from emotion, increasing the speed, power, and effectiveness of his barriers. By spending a swift action, for a number of minutes equal his Int mod, the Barrier Master is treated as 1 class level higher when considering the damage, hit points, and number of slots he can cast per barrier size. Additionally, the type of movement spent to make a specific barrier is reduced by one step, except the at-will barriers, which remains as swift action. At 11th level, the Barrier Master gains an additional use per day of the Blank State and is treated as 2 class levels higher when under Blank State, and at 17th level, he is able to use the ability 3 times a day and is treated as 3 class levels higher. When under this ability, the Barrier Master becomes stoic, and makes decisions based on what is most logical.


Sensory Barrier (Su): At 7th level, the Barrier Master can enhance his perception to detect creatures within an area. When under the Blank State ability, as a standard action, the Barrier Master can expend one slot of 1/3 barrier size or higher to cast an invisible barrier centered around himself with a radius of 30 feet for a number of rounds equal to his Int mod. The barrier is intangible and does not affect anything like regular barriers, however the Barrier Master gains knowledge of all creatures inside it, as if having the blindsense ability.

At 13th level, the Barrier Master can expend one slot of 1/2 barrier size or higher to create an invisible barrier with a radius of 60 feet, and he gains blindsight against all creatures inside it.


Spatial Phasing (Su): At 9th level, the Barrier Master gains the ability to understand the construction and attune himself to physical and force boundaries. By spending one slot of 1/3 barrier size or higher, the Barrier Master can phase through mundane walls or barriers of magic, such as wall of force. This ability requires a full round action to initiate.

At 15th level, the Barrier Master's understanding of attuning himself extends to other magical forces and even living creatures such that he can "phase" through them as well. By spending one slot of 1/2 barrier size or higher, the Barrier Master can spend an immediate action to nullify any magical or physical attack. For magical attacks, the Barrier Master must recognize the spell being cast (ie make a Spellcraft of DC 15 + spell level to recognize the spell and you must be able to see or hear the verbal and somatic components) before he could initiate this ability. This ability also enables the Barrier Master to free himself from a grapple by phasing through the creature grappling him. The ability lasts until the Barrier Master's next turn.


Absolute Boundary (Su): At 13th level, the Barrier Master gains further knowledge of how to utilize and materialize barriers. When under the Blank State ability, by spending a 1/2 barrier size slot or higher, as a standard action, the Barrier Master can create a special barrier centered around himself with a radius of 10 feet, moving along with him as he moves, and lasts for a number of rounds equal to 3 + his Int mod and can be terminated at any point before that should the Barrier Master wish to.

This barrier completely separates the Barrier Master from the outside world, negating all forms of damage, nullifying all magic within its range, and even negating the effects of gravity, effectively giving the Barrier Master flight with a speed equal to twice his land speed. Another distinct property of this barrier is that it damages any object or living creature that comes into contact with it, even allies. The damage is equal to the damage dealt by imploding a barrier the size of the barrier slot spent. The barrier created by this ability has hit points equal to that of a normal barrier and can be damaged and destroyed as normal barriers. It also cannot be dispelled, except by the Dispel Barrier Technique, however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against Barrier Master's Will saves), sphere of annihilation, or mage's disjunction (same chance as when applying mage's disjunction on an antimagic field). Blank State also affects this ability like other barriers.


Dimensional Breach(Su): At 15th level, the Barrier Master gains the ability to manipulate the boundaries between planes, allowing him to freely cross these boundaries. By spending one slot from the max sized barrier slots, he can travel to another plane of existence as per the Plane Shift spell.


True Boundary (Su): At 19th level, the Barrier Master reaches the pinnacle of barrier magic. When under the Blank State ability, by spending all the slots in his max sized barriers cast per day, as a standard action, the Barrier Master can create a barrier similar to the Absolute Boundary, but with a radius he can freely control as a swift action to a maximum radius of 30 feet. The ability lasts for a number of rounds equal to his Int mod + the number of slots spent to initiate the ability.

This barrier has all the abilities of the Absolute Boundary, with added benefits. Like the Absolute Boundary, the barrier damages anything it comes into contact with, but those the Barrier Master considers to be allies can freely enter or leave the space unharmed. Everyone inside the barrier moves along with it when the Barrier Master moves, such that they are also carried into the air inside the barrier when the Barrier Master flies, but they can still exit the barrier should they will it. Additionally, everyone inside this barrier gains Regeneration equal to twice the number of slots spent to initiate this ability (maximum 10).


_________________________

This class is undergoing changes based on comments and realizations of mistakes on my part. The proposed changes can be found here:

Proposed changes (http://www.giantitp.com/forums/showpost.php?p=12153173&postcount=22)

And the class version with the changes applied:

The Barrier Master v1.5 (http://www.giantitp.com/forums/showpost.php?p=12183754&postcount=34)

Here's another round of proposed changes/additions:

Proposed Changes/Additions 2 (http://www.giantitp.com/forums/showpost.php?p=12210969&postcount=46)

Chronologist
2011-11-25, 12:54 AM
It looks really good! Personally, I think that the hit points, hardness, and carrying capacity of the barriers is kind of ridiculous, though. 50 hit points per class level, plus damage reduction, and 500 pounds of carrying capacity per level is pretty powerful, especially since it doesn't seem that it downgrades with smaller barriers or lower usages. I can see a character having essentially 50 temporary hit points per level as being ridiculous.

The class seems to simultaneously be a specialist (extremely versatile protection abilities) with a great deal of power (fairly huge damage with barriers) as well as a very versatile set of abilities (phasing, antimagic, time stop, disintegration, repairing objects).

All in all, it's a very powerful class, and definitely a fun one. I would totally play it in an instant if my Dm allowed it, though I would be hesitant to include it into one of my own games.

GuyFawkes
2011-11-25, 02:20 AM
It looks really good! Personally, I think that the hit points, hardness, and carrying capacity of the barriers is kind of ridiculous, though. 50 hit points per class level, plus damage reduction, and 500 pounds of carrying capacity per level is pretty powerful, especially since it doesn't seem that it downgrades with smaller barriers or lower usages. I can see a character having essentially 50 temporary hit points per level as being ridiculous.

The class seems to simultaneously be a specialist (extremely versatile protection abilities) with a great deal of power (fairly huge damage with barriers) as well as a very versatile set of abilities (phasing, antimagic, time stop, disintegration, repairing objects).

All in all, it's a very powerful class, and definitely a fun one. I would totally play it in an instant if my Dm allowed it, though I would be hesitant to include it into one of my own games.


Thanks! And yeah, it's kinda on the strong side, this one. Though with the barriers' hit points, if you base it with the size he can make for each level, at level 1, a medium sized PC can't even surround himself with his barrier unless he curls up or something, and for a while, he can do this at most 3 to 4 times per day until level 8 or so, when he can make at will barriers to fully surround his size. And that's using up the more stronger of his barriers, so he has to choose attack or defense.

But yes, I think you are right with the hit points still. Coupled with the hardness, maybe it is too much. Anyway, I will be using it in a game soon, hopefully, so I'll be looking into this.

Thanks!