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  1. - Top - End - #31
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    GuyFawkes's Avatar

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

    Quote Originally Posted by ~Corvus~ View Post
    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.

  2. - Top - End - #32
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    Quote Originally Posted by GuyFawkes View Post
    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

    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.
    TL;DR

    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.
    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

    You just made my life miserable! Nah, even if it does make me consider more stuff, the points you raised certainly helped clarify more things, so thank you!
    Glad I could help

  3. - Top - End - #33
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    GuyFawkes's Avatar

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

    Quote Originally Posted by RoyVG View Post
    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

    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
    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.

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

  4. - Top - End - #34
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    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



    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 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, 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
    Spoiler
    Show
    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
    Spoiler
    Show
    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
    Spoiler
    Show
    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
    Spoiler
    Show
    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.
    Last edited by GuyFawkes; 2011-11-09 at 01:21 PM.

  5. - Top - End - #35
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    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.

  6. - Top - End - #36
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    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

  7. - Top - End - #37
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    Quote Originally Posted by RoyVG View Post
    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!

    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.

  8. - Top - End - #38
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    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!
    Bunder Black-Dranekan Whitewind, the character, and I, the player. Together in a roleplaying career since 2000.

    Co-Creator of Kingdom Of Legends (WIP Title), Talent Specialist, Co-Armory Creator, Special System Designer, Play-Tester.

  9. - Top - End - #39
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    Quote Originally Posted by Bunder Black View Post
    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. 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? 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.

    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.

    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.

    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.

    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.

    Shared Access:

    Nothing bad to say about it.
    That's good. I guess.

    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.

    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!
    Last edited by GuyFawkes; 2011-11-11 at 05:15 AM.

  10. - Top - End - #40
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    Alright, now that I'm recharged by sleep (ugg), that I have coffee and cigarettes (yay), I had new stuff go in my head.

    Quote Originally Posted by GuyFawkes View Post
    Why, thank you. 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.
    Duly noted XD


    Weightless.
    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!
    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 ;)
    Bunder Black-Dranekan Whitewind, the character, and I, the player. Together in a roleplaying career since 2000.

    Co-Creator of Kingdom Of Legends (WIP Title), Talent Specialist, Co-Armory Creator, Special System Designer, Play-Tester.

  11. - Top - End - #41
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    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?

  12. - Top - End - #42
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    Quote Originally Posted by Bunder Black View Post
    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.

    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.


    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.

    Quote Originally Posted by Analysis View Post
    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!

  13. - Top - End - #43
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    OldWizardGuy

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

    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.

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

    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.

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

    Quote Originally Posted by motionmatrix View Post
    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.

    Quote Originally Posted by motionmatrix View Post
    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.

    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.

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

    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.

    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.

  17. - Top - End - #47
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    OldWizardGuy

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

    Quote Originally Posted by GuyFawkes View Post
    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.

    Quote Originally Posted by GuyFawkes View Post
    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.
    Yea, that's what I meant. steal away ^.^

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

    Quote Originally Posted by motionmatrix View Post
    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.

    Yea, that's what I meant. steal away ^.^
    Thank you. I will do just that. Of course, credits will be given to you if ever I do.

  19. - Top - End - #49
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    Bumping this for some more yummy fruits before implementing the changes.

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

    Okay, I think this is the final version of this class. Finally. Though, I'd give it another few days of PEACH before I replace the first post with this.

    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, 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.

    Spoiler
    Show
    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 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, 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.
    Last edited by GuyFawkes; 2011-11-20 at 03:49 AM.

  21. - Top - End - #51
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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.
    Last edited by GuyFawkes; 2011-11-20 at 01:17 PM.

  22. - Top - End - #52
    Dwarf in the Playground
     
    EvilClericGuy

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

    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

  23. - Top - End - #53
    Troll in the Playground
     
    GuyFawkes's Avatar

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

    Quote Originally Posted by zegram 33 View Post
    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. 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.

  24. - Top - End - #54
    Dwarf in the Playground
     
    EvilClericGuy

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

    ah, i see, my bad, i focused on the "fixed to a point in space" part and missed the rest
    sorry

  25. - Top - End - #55
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    GuyFawkes's Avatar

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

    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!

  26. - Top - End - #56
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    The Barrier Master



    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.

    Spoiler
    Show
    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 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, 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

    And the class version with the changes applied:

    The Barrier Master v1.5

    Here's another round of proposed changes/additions:

    Proposed Changes/Additions 2

  27. - Top - End - #57
    Dwarf in the Playground
     
    BlueWizardGirl

    Join Date
    Jan 2010
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    Default Re: [3.5, Base] How do I kill thee with barriers? Let me count the ways. (PEACH!!)

    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.

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

    Quote Originally Posted by Chronologist View Post
    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!

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