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Thread: Neverwhere: The Campaign

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    The Vorpal Tribble's Avatar

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    Default Re: Neverwhere: The Campaign

    Doorkeeper


    "You first task is to unlock your potential!" Ebenezer "Six Ring" Hubbard, Master of Keys.

    To unlock the unlockable, opening the doors where none belong and finding the forgotten rooms is the way of the Doorkeeper, beings whose talent let them go wherever they will. They move through the barriers and delve into the the hidden places of the world that few are even aware of and even fewer can access. As they progress, their knowledge of spaces, connections and duration expand until even openings into other planes of existence are theirs to unlock.

    The way of the doorkeeper is a special gift that is very difficult to learn, though many are born to it, and the gift tends to run among familial lines, needing only training and practice to perfect. Rogues are most likely to have the urge to pursue the path of the doorkeeper, though archivists are also known for learning the way so as to aid their pursuit of knowledge. More rarely rangers of an urban bent are drawn to the discipline, flitting between passages and seeking entrances and egresses as the standard kind would search for paths through a tangled wood.

    Hit Die: d6

    -=-=-=-=-=-

    Requirements
    To qualify to become a Doorkeeper, a character must fulfill all the following criteria.
    Skills: Disable Device +5, Knowledge (architecture and engineering) +8, Open Lock +8
    Skill Tricks: Clever Improviser

    Code:
    
    Level   BAB   Fort   Ref   Will   Special 
    1st     +0    +0     +0    +2     Sense the Opening, Thoughtpick
    2nd     +1    +0     +0    +3     Open Wound
    3rd     +2    +1     +1    +3     Keeper of Doors
    4th     +3    +1     +1    +4     Analyze Portal, Making an Entrance
    5th     +3    +1     +1    +4     Abandoned Room
    6th     +4    +2     +2    +5     Links to the Forgotten
    7th     +5    +2     +2    +5     Mastery of Space
    8th     +6    +2     +2    +6     Gate
    9th     +6    +3     +3    +6     Time Trap
    10th    +7    +3     +3    +7     Fixed Gate
    Class Skills
    The doorkeeper's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Hide (Dex), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
    Skill Points at Each Level: 6 + Int modifier

    -=-=-=-=-

    Class Features
    All of the following are Class Features of the doorkeeper prestige class.

    Sense the Opening (Ex):
    A doorkeeper who merely passes within 5 feet of a secret or concealed door is entitled to a Search check with a +4 bonus to notice it as if she were actively looking for it.

    Thoughtpick (Su): A doorkeeper instinctively knows how to open mechanisms and claim that 'all locks want to open'. They gain a +10 bonus to open lock checks though do not require tools. Instead they may simply touch the lock as a standard action and make an Open Lock attempt. They may add their Intelligence or Charisma modifier to their check instead of Dexterity, using whichever modifier is higher.

    Open Wound (Su): A doorkeeper at second level has learn how to crudely force structures to open. They may attempt a touch attack that deals 1d6 points of unnamed damage per 2 PrC levels to a being or object that literally rips itself an opening. This touch bypasses hardness, though not force affects or items with enhancement bonuses above +1.

    Keeper of Doors (Sp): A doorkeeper at 3rd level may use Knock and Detect Secret Doors at will, caster level equal to their character level.

    Analyze Portal (Sp): A doorkeeper gains the ability to cast Analyze Portal once per day per PrC level, caster level equal to their character level.

    Making an Entrance (Su): A doorkeeper can make a door where none is. As long as they are in an open space, they may move directly through any solid object, except force affects, to any other open space within 10 feet + 10 feet/PrC level. A doorkeeper can instinctively tell if there is another space within range of this ability. They may bring any willing being in contact with them, limit 1 being per PrC level. They may use this ability a number of times per day equal to their PrC level plus their Constitution modifier.

    They may choose to increase the range they can move but must succeed on Fortitude save (DC 12 + 1 per 10 extra feet moved) or become Fatigued. While fatigued the doorkeeper's original range is halved. Increasing the range while fatigued automatically render them Exhausted and they can no longer use this ability while in that state.

    Abandoned Room (Su): A doorkeeper has a special connection with connections and locales. Once per day they may designate a room claimed by no other living being for any purpose that has not been visited by any sentience creature but the doorkeeper or his companions for a month as a 'forgotten' place, though the doorkeeper must have visited it. The room can be no larger than 10 ft. x PrC level in it's entirety and cannot be only partially forgotten. The opening is simply hidden to all normal senses both visual and physical. Only spells and powers such as Detect Secret Doors and True Seeing can notice them. A doorkeeper always notices their own forgotten rooms.

    Once a doorkeeper has made this forgotten room theirs, they may choose to have all memories implanted within the room wiped clear from the moment of ownership and before. This means that powers such as Sensitivity to Psychic Impressions and Psychometry can only detect after the moment of new ownership.

    As well, a forgotten room is immune to scrying and divination effects if the caster or manifester's level is lower than that of the doorkeeper's HD at the time of her ownership.

    Links to the Forgotten (Su): At 6th level a doorkeeper can link openings between their forgotten rooms once per day. As long as they occupy the same planet, any door from one forgotten locale can be made to lead directly to that of another. The openings no longer exist in their original locale, but only to each other so that spells are no longer of any use. The actual room does not change location, merely the openings, so that a doorkeeper can still use their 'making an entrance' ability to get within.

    Mastery of Space (Su): A doorkeeper has by now learned that space is mutable. They may shrink or expand a space to a maximum 1 ft. per character level in all directions. This ability only increases or decreases the inward space, but still appears normal from outside. If this space is increased by more than double its original size the entire structure of the space takes 1d6 points of damage per foot beyond the doubling and has a 20% chance of collapsing each time it is further expanded. Only the space can be closed, and it cannot be shrunk in a square that possesses a solid object. As such, it cannot be used to trap or crush a being.

    Gate (Sp): A doorkeeper may use Gate once per day at a caster level equal to their character level. They may only use it for traveling purposes, and can use it to link Planar or Interplanar locales, though cannot call creatures through it. The use of this ability extracts no XP cost.

    Time Trap (Su): A doorkeeper has begun to learn the ways of both space and time and once per day can cause time in an area 5 feet + 5 feet/PrC level to remain unchanging. If the area is full of smoke, it always remains full of smoke, if slime molds grow within it, they never die. Bodies within at the time of trapping are preserved at the moment of death, and living beings within it do not age as long they remain within the boundaries. Those who come within, dead or alive, after the time trapping are not affected by the trapping of time, though smoke within still suffocates and molds may still do harm. Any affects that occur within the time trap dissipate within 1 round, returning it back to it's original condition since the tome of trapping. For instance a Hallow spell cast within the time trap has only a duration of 1 round.

    This bubble of time cannot be dismissed even by the doorkeeper, though if the area it takes up is completely destroyed it becomes a realm forever lost. A doorkeeper may enter it by approaching the wreckage and using their making an entrance ability if they can come within range of the original position.

    Fixed Gate (Sp): A doorkeeper at 10th level can stabilize a Gate they have made once per week with a cost of 5,000 XP. This means that the Gate now has a permanent duration.
    Last edited by The Vorpal Tribble; 2011-01-22 at 12:04 PM.