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Revision as of 15:13, 27 March 2010

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Author: Sulacu (talk)
Date Created: March 27, 2010
Status: Pending
Editing: Clarity edits only please
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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 Strain Recovery
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.

Mental Strain: Many of the barrier warrior's abilities cause mental strain from the effort it requires to use or maintain them. Mental strain is calculated in points. A mental strain score equal to her class level or higher renders her fatigued. Mental strain equal to twice the barrier warrior's class level causes exhaustion, and any subsequent point of mental strain is converted to 5 points of nonlethal damage.

The barrier warrior loses one point of mental strain at the start of a new turn, unless she is using a class ability that requires active concentration (like the Telekinesis subdiscipline Lift), in which case points continue to accrue until she stops using the ability.

Force Blast (Su): The barrier warrior'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 bypass deflection bonuses to AC. Projecting a force blast incurs 1 point of mental strain.

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 effective against touch attacks, but not incorporeal touch attacks. A barrier can never absorb more damage than that it has hit points at any given 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 allows 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 basic psionic barrier for 1 round requires a swift action. Only one barrier can be sustained at any time.

Regardless of their shape or mutability, a barrier is always contiguous. 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 skintight and protects her body and whatever equipment she carries on her person. TAny 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 it, as long as it has at least 1 hit point remaining, but it is effectively see-through and therefore does not affect line of sight. A wall barrier consists of a single, vertically aligned 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 exit the barrier without impediment.
The barrier warrior starts out with perimeter barrier at a 10-foot radius. This increases to 15-foot radius at 12th level, and to 20-foot at 17th.
Mutable Barrier: At 11th level, the barrier warrior can manifest mutable barriers, allowing her to choose other shapes for her barriers or change and swap their arrangement and position on the fly. Possibilities include the following, which may be freely combined. Any use of mutable-type barriers requires a standard action and incurs 1 point of mental strain.
  • Improved Wall Barrier: Wall-type barriers may now have a surface area of up to 2 10-foot squares per class level.
  • Floor-type Barriers: Rectangular component barriers may now be placed horizontally, allowing the barrier warrior to create bridges to get across a chasm, or ceilings to protect against things like falling rocks. Barriers like these can hold up to 250 pounds of objects per class level, but cannot be moved or mutated if their load exceeds the maximum capacity for the barrier warrior's Lift ability.
  • Create a 'Box': the barrier warrior may make several adjourning rectangular barriers, creating the shape of either an open or closed chamber, or any other assortment of contiguous floor- and wall-type barriers, as long as the total surface area of the barrier segments does not exceed two 10-foot squares per class level.
  • One-Way Barriers: Give individual or multiple wall-type barrier components a one-way orientation (they let objects through in one direction, but not vice versa), or change that orientation on the fly.
  • Pass Through Own Barriers: The barrier warrior can pass through her own barriers in both directions, regardless of their orientation (or lack thereof).
  • Non-Centric Perimeter Barriers: Allows the barrier warrior to place perimeter-type barriers centered on any object or location and permits inward orientation or impassability from both sides, making it possible to lock objects or creatures inside, or separate the interior and exterior completely.
It is possible to use multiple mutable components in tandem.

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. All of a barrier warrior's telekinetic subdisciplines have an effective range of Medium (100 feet + 10 feet per class level). Wherever applicable, any associated will saves are Charisma based (DC 10 + ½ class level + Charisma bonus).

Lift: At 5th level, the barrier warrior learns to manipulate objects remotely with a sustained force, allowing her to lift, move and otherwise gently displace objects weighing up to 50 pounds per class level at speeds of up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save. Using and maintaining lift requires active concentration as a standard action every round.
Maintaining a heavy object in lift incurs 1 point of mental strain per round. This lowers to 1 point per 2 rounds if the object weighs less than half of the barrier warrior's maximal lift capacity. Maintaining lift on objects less than a fifth of the maximal lift capacity incurs 1 point of mental strain per minute.
Thrust: At 10th level, the barrier warrior has perfected the ability to use barriers to violently repulse unwanted targets. As a swift action, she combines her telekinetic power with her force blast to generate a concussive barrier, creating a thrust that increases the force blast damage output to 1d6 per class level and knocks the enemy back.
If the thrust successfully hits its target, the barrier warrior may immediately make a ranged and modified bull rush attempt at 1d20 + ½ class level + her Charisma modifier, knocking the target back by the appropriate amount if she beats the defender. If he is moved, the target lands prone unless he makes a Fortitude save and further takes half again as much damage from the thrust if his forced movement causes him to impact a solid wall or obstruction. The save DC is Charisma-based.
Projecting a telekinetic thrust incurs 3 points of mental strain (force blast included).
Crush: At 15th level, the barrier warrior has learned the dark secret of using barriers to crush a target creature or object. As a swift action, she combines her telekinetic power with her mutable barrier in order to entrap her target in an impassable perimeter barrier and collapse it with a powerful telekinetic burst. This kills the victim instantly unless it succeeds on a Fortitude save, in which case it still takes 10d6 force damage. The only way to restore life to a character that failed to save against this effect is with a true resurrection or wish spell.
Projecting a telekinetic crush incurs 6 points of mental strain (mutable barrier included]]).

Continuous Barrier (Su): At 6th level, a barrier warrior retains a personal barrier even if she does not actively maintain it. However, this continuous barrier doesn't benefit from extra hit points due to high Charisma. This provides rudimentary protection and allows the barrier warrior to focus on offensive abilities without making herself too vulnerable.

Psionic Field (Su): Bla bla Psionic Field Bla

Repulsion: Bla bla Repulsion Bla.
Attraction: Bla bla Attraction Bla.
Warp: Bla bla Warp Bla.

Barrier Resistance: At 9th level, a barrier warrior's barrier gains resistance 5. Any damage soaked by the barrier is reduced by 5 points (to a minimum of 0), regardless of its source or damage type. This barrier resistance increases to 10 points at 14th level, 15 points at 17th level and 20 points at 20th level. The continuous barrier also benefits from barrier resistance.

Strain Recovery: At 13th level, a barrier warrior can double its mental strain recovery from 1 point per round to 2 points per round for a number of rounds equal to her Charisma bonus. However, once those rounds pass she immediately incurs mental strain equal to her Charisma bonus.

Epic Barrier Warrior

<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.->.