Exarch of the Emerald Shield
The Barrier Master 2.0
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.
SpoilerThe 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, 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 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, 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
and the 1.5 version can be found here:
The Barrier Master 1.5
Updates:
Spoiler
- 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]:
SpoilerRestoration: 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.