Difference between revisions of "User:Sulacu/Sandbox1"

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'''Weapon and Armor Proficiency:''' Barrier warriors are proficient with all [[SRD:Simple Weapon|simple weapons]] and with [[SRD:Light Armor|light armor]], but not with [[SRD:Shields|shields]].
 
'''Weapon and Armor Proficiency:''' Barrier warriors are proficient with all [[SRD:Simple Weapon|simple weapons]] and with [[SRD:Light Armor|light armor]], but not with [[SRD:Shields|shields]].
  
'''{{Anchor|Force Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The barrier warrier's main mode of attack, the force blast is a [[SRD:Ranged Attack|ranged]] attack that uses the barrier warrior's [[SRD:Charisma|Charisma]] bonus instead of her [[SRD:Dexterity Bonus|dexterity bonus]]. A force blast deals 1d4 [[SRD:Force Effect|force]] damage per class level and requires a [[SRD:Standard Actions|standard action]] to fire.
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'''{{Anchor|Force Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The barrier warrier's main mode of attack, the force blast is a [[SRD:Ranged Attack|ranged]] attack that uses the barrier warrior's [[SRD:Charisma|Charisma]] bonus instead of her [[SRD:Dexterity|Dexterity]] bonus. A force blast deals 1d4 [[SRD:Force Effect|force]] damage per class level and requires a [[SRD:Standard Actions|standard action]] to fire.
  
 
Force blasts have the unique property of bypassing any and all [[SRD:Deflection Bonus|deflection]] bonuses to [[SRD:Armor Class|AC]].
 
Force blasts have the unique property of bypassing any and all [[SRD:Deflection Bonus|deflection]] bonuses to [[SRD:Armor Class|AC]].
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:At 7th level, the barrier warrior can make a perimeter barrier with a 10-foot radius. This increases to 15-foot radius at 12th level, and to 20-foot at 17th.
 
:At 7th level, the barrier warrior can make a perimeter barrier with a 10-foot radius. This increases to 15-foot radius at 12th level, and to 20-foot at 17th.
  
'''{{Anchor|Force Shield}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the barrier warrior can condense her barrier into a portable shape, gaining protection equivalent to a [[SRD:Tower Shield|tower shield]] without any weight encumbrance, [[SRD:Arcane Spell Failure Chance|arcane spell failure]] or associated [[SRD:Armor Check Penalty|armor check]] or [[SRD:Attack Roll|attack]] penalties. This gives her a shield bonus to [[SRD:Armor Class|Armor Class]] equal to her [[SRD:Charisma|Charisma]] bonus that also applies to [[SRD:Touch Attack|touch attacks]] (but not [[SRD:Incorporeal|incorporeal]] [[SRD:Touch Attack|touch attacks]]). Unlike the barrier, the force shield cannot soak any damage. It can however be used in order to create [[SRD:Total Cover|total cover]], in the same way a [[SRD:Tower Shield|tower shield]] can.  
+
'''{{Anchor|Force Shield}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the barrier warrior can condense her barrier into a portable shape, gaining protection equivalent to a [[SRD:Tower Shield|tower shield]] without any weight encumbrance, [[SRD:Arcane Spell Failure Chance|arcane spell failure]] or associated [[SRD:Armor Check Penalty|armor check]] or [[SRD:Attack Roll|attack]] penalties. This gives her a shield bonus to [[SRD:Armor Class|Armor Class]] equal to her [[SRD:Charisma|Charisma]] bonus that also applies to [[SRD:Touch Attack|touch attacks]] (but not [[SRD:Incorporeal|incorporeal]] [[SRD:Touch Attack|touch attacks]]). Unlike the barrier, the force shield cannot soak any damage. It can however be used in order to create [[SRD:Cover#Total Cover|total cover]], in the same way a [[SRD:Tower Shield|tower shield]] can.  
  
The force shield does not grant the barrier warrior a [[SRD:Shield Bash|shield bash]] or any specific shield-dependent combat bonuses except for the shield bonus to [[SRD:Armor Class|AC]].
+
The force shield does not grant the barrier warrior a [[SRD:Shield Bash|shield bash]] or any specific shield-dependent combat bonuses except for the shield bonus to [[SRD:Armor Class|AC]]. A force shield doesn't restrict movement, and while effectively adhering to her off-hand arm, it allows the barrier warrior to retain the use of both hands without incurring noteworthy penalties.
  
A force shield doesn't restrict movement, and while effectively adhering to her off-hand arm, it allows the barrier warrior to retain the use of both hands without incurring noteworthy penalties.
+
A force shield requires a [[SRD:Swift Actions|swift action]] to manifest, but no actions are needed to maintain it once it exists. However, when a force shield is active, the barrier warrior can have no other psionic barrier active and vice versa.
  
 
Unlike normal barriers, the force shield has no [[SRD:Hit Points|hit points]] and cannot be destroyed except by a ''[[SRD:Disintegrate|disintegrate]]'' effect. In the eventuality of such an effect, the force shield can be sacrificed to prevent any disintegration damage to the barrier warrior. The barrier warrior must then wait until her next turn before she can manifest a new barrier or force shield.
 
Unlike normal barriers, the force shield has no [[SRD:Hit Points|hit points]] and cannot be destroyed except by a ''[[SRD:Disintegrate|disintegrate]]'' effect. In the eventuality of such an effect, the force shield can be sacrificed to prevent any disintegration damage to the barrier warrior. The barrier warrior must then wait until her next turn before she can manifest a new barrier or force shield.
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:'''
 
:'''
 
 
 
  
 
====Epic <-class name->====
 
====Epic <-class name->====

Revision as of 12:27, 27 March 2010

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Author: Sulacu (talk)
Date Created: March 27, 2010
Status: Pending
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Barrier Warrior

Dun, dun-dun-dun, dun-dun, dun-dun can't touch this dun, dun-dun-dun...
—A. Egis, Halfling Barrier Warrior

Some people like to be on the forefront of battle, dishing out every bit as much as they receive in a heated exchange of sword blows. The barrier warrior is perhaps furthest removed from that primal desire for close combat savagery, and instead prefers the safety and security of force-generated barriers to separate them from their enemies. As such, the average barrier warrior has never built up a tolerance for getting hit and is therefore exceedingly fragile. But in return, the defense that their barriers afford them and their allies is nearly unsurpassed in quality.

Making a Barrier Warrior

A barrier warrior's strongest point is their defense, both of themselves and of others, employing their extremely durable mutable barriers in various shapes and arrays, allowing them to eventually erect walls, envelop themselves and allies in perimeter shields, and employ other forms of force-based protection. Ironically, the barrier warrior's weakest point also is their defense, as without the aid of their protective barriers they can't stand to take much punishment.

Abilities: Charisma is the defining attribute for a barrier warrior. Without a powerful force of personality, they can't generate a very powerful force of deflection. As such, barrier warriors are often glib speakers, prolific artists or performers, and capable socialites. Strength is a nonissue for a barrier warrior, as they eventually learn to use their psychic powers to lift or manipulate objects and create telekinetic slams. A little Constitution might come in handy, however.

Races: The more charismatic the average exemplar of a certain race, the more prodigious a barrier warrior they would make, although races with a higher propensity for toughness only rarely see the point of walking this path.

Alignment: Any.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: Simple.

Table: The Barrier Warrior

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Force Blast, Psionic Barrier (personal)
2nd +1 +0 +0 +3 Some Ability
3rd +2 +1 +1 +3 Force Shield
4th +3 +1 +1 +4 Psionic Barrier (wall)
5th +3 +1 +1 +4 Telekinesis (lift)
6th +4 +2 +2 +5 Continuous Barrier
7th +5 +2 +2 +5 Psionic Barrier (perimeter)
8th +6/+1 +2 +2 +6 Psionic Field (repulsion)
9th +6/+1 +3 +3 +6 Barrier Resistance 5
10th +7/+2 +3 +3 +7 Telekinesis (thrust)
11th +8/+3 +3 +3 +7 Psionic Barrier (mutable)
12th +9/+4 +4 +4 +8 Psionic Field (attraction)
13th +9/+4 +4 +4 +8 Some Ability
14th +10/+5 +4 +4 +9 Barrier Resistance 10
15th +11/+6/+1 +5 +5 +9 Telekinesis (crush)
16th +12/+7/+2 +5 +5 +10 Psionic Field (warp)
17th +12/+7/+2 +5 +5 +10 Barrier Resistance 15
18th +13/+8/+3 +6 +6 +11 Some Ability
19th +14/+9/+4 +6 +6 +11 Some Ability
20th +15/+10/+5 +6 +6 +12 Barrier Resistance 20

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), Spot (Wis).

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Barrier warriors are proficient with all simple weapons and with light armor, but not with shields.

Force Blast (Su): The barrier warrier's main mode of attack, the force blast is a ranged attack that uses the barrier warrior's Charisma bonus instead of her Dexterity bonus. A force blast deals 1d4 force damage per class level and requires a standard action to fire.

Force blasts have the unique property of bypassing any and all deflection bonuses to AC.

Psionic Barrier (Su): Psionic barriers are the barrier warrior's method of defense. Barriers consist primarily of wards and shields that soak damage, resulting in protection for the barrier warrior and her allies. Barriers in all their forms function like shields; for every class level a barrier warrior has, her barriers, regardless of form, have a number of hit points equal to 5 + her Charisma bonus.

A barrier can absorb damage of virtually any kind, from physical damage types (bludgeoning, piercing, slashing) to energy damage types (acid, cold, electricity and fire), to force damage, to even most typeless forms of damage. Barriers are even effective against touch attacks, but not incorporeal touch attacks. A barrier can never absorb more damage than that it has hit points remaining at any time. A barrier warrior's psionic barriers regain 1 hit point per class level per minute.

Only certain damage dealing effects can pass through a shield without being absorbed, such as a sonic effect, a Light effect, a gaze attack or psionic effects that allow a Will save. Nonstandard, conditional or situational forms of damage such as from the reduced effect of a destruction spell or the corrosive effect of a rusting grasp aren't reduced by a shield. Barriers are immune to critical hits.

Sustaining any kind of psionic barrier for 1 round requires a swift action. Persisting a barrier requires a new swift action for every subsequent round the barrier warrior wishes her barrier to remain active.

Regardless of their shape or mutability, a barrier is always contiguous, meaning that it exists in one piece. Any two parts that make up a barrier must touch eachother either directly or indirectly through another part of the barrier (like the sides of a cube).

All of a barrier warrior's barriers have a distinct color (player's choice), but none are invisible.

As the barrier warrior advances in levels, she learns to make different types of barriers.

Personal Barrier: At 1st level, a barrier warrior learns to sculpt a personal barrier that protects only herself. This barrier is virtually skintight and protects both her body and whatever equipment she has on her person. The barrier does not prevent her from interacting with her environment normally, but simply soaks damage from incoming attacks. Any damage that penetrates a personal barrier is dealt to the barrier warrior. Line of sight and line of effect are unaffected by a personal barrier.
In case of a confirmed critical threat against a barrier warrior protected by an active personal barrier, the attack is only a critical hit if the attack's normal (non-critical hit) damage is enough to do at least one point of damage to the barrier warrior.
While protected by a personal barrier, the barrier warrior's AC, touch AC and flat-footed AC are either 10 + ½ class level + her Charisma bonus, or her normal AC, touch AC and flat-footed AC respectively, whichever are higher.
Wall Barrier: At 4th level, the barrier warrior can manifest a wall-type barrier that prevents objects or creatures from passing through from either side as long as it has hit points remaining. The barrier blocks line of effect from any effect that cannot pass through them as long as it has at least 1 hit point, but it is effectively see-through and therefore does not affect line of sight. A wall barrier consists of a single rectangular plane with a maximum surface area of one 10-foot square per class level.
If the damage caused to a wall-type barrier by an area effect breaks through it, the area effect may continue beyond the barrier if the area permits; otherwise it is stopped at the barrier just as any other area effect does. In the case of an area effect caused by an explosive effect, like a fireball or an acid flask, the explosive projectile detonates upon impact with the barrier.
The effective AC of a wall-type barrier is 10 + ½ the barrier warrior's class level + the barrier warrior's Charisma modifier. Attacks originating from one side of the barrier cannot directly target a creature on the other side with an effect that the barrier stops, until the barrier is down. Such attacks are resolved with the barrier itself as the target.
A wall-type barrier does not extend into floors or walls.
Perimeter Barrier: At 7th level, the barrier warrior can manifest a perimeter-type barrier. A perimeter barrier is a spherical barrier centered on the barrier warrior that protects her and any object or creature within the enclosed area. A perimeter barrier functions like a wall-type barrier, except that it only blocks attacks and line of effect from the outside; ranged attacks, spells and even objects and creatures from inside the perimeter barrier can pass through to the outside without impediment.
At 7th level, the barrier warrior can make a perimeter barrier with a 10-foot radius. This increases to 15-foot radius at 12th level, and to 20-foot at 17th.

Force Shield (Su): At 3rd level, the barrier warrior can condense her barrier into a portable shape, gaining protection equivalent to a tower shield without any weight encumbrance, arcane spell failure or associated armor check or attack penalties. This gives her a shield bonus to Armor Class equal to her Charisma bonus that also applies to touch attacks (but not incorporeal touch attacks). Unlike the barrier, the force shield cannot soak any damage. It can however be used in order to create total cover, in the same way a tower shield can.

The force shield does not grant the barrier warrior a shield bash or any specific shield-dependent combat bonuses except for the shield bonus to AC. A force shield doesn't restrict movement, and while effectively adhering to her off-hand arm, it allows the barrier warrior to retain the use of both hands without incurring noteworthy penalties.

A force shield requires a swift action to manifest, but no actions are needed to maintain it once it exists. However, when a force shield is active, the barrier warrior can have no other psionic barrier active and vice versa.

Unlike normal barriers, the force shield has no hit points and cannot be destroyed except by a disintegrate effect. In the eventuality of such an effect, the force shield can be sacrificed to prevent any disintegration damage to the barrier warrior. The barrier warrior must then wait until her next turn before she can manifest a new barrier or force shield.

Telekinesis (Su): Telekinesis is the barrier warrior's school of offense, employing barrier manifestation techniques in order to levitate, push and eventually utterly crush to a pulp creatures or objects.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.