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<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
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[[File:Barrier Warrior.jpg|thumb|right|278px|Was that supposed to be a nuke? I didn't feel a thing...]]
  
 
==Barrier Warrior==
 
==Barrier Warrior==
  
 
{{quote
 
{{quote
|Can't touch this.
+
|Dun, dun-dun-dun, dun-dun, dun-dun can't touch this dun, dun-dun-dun...
 
|orig=A. Egis, [[SRD:Halfling|Halfling]] Barrier Warrior
 
|orig=A. Egis, [[SRD:Halfling|Halfling]] Barrier Warrior
 
|src=
 
|src=
 
}}
 
}}
  
<-general description->.
+
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 <-class name->===
+
===Making a Barrier Warrior===
  
<-Strong points and weak points, and effectiveness with party members.->.
+
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 [[SRD:Force Effect|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:''' <-description of most important attributes for this class->.
+
After their defense has flowered, they slowly but surely shift their focus towards offensive applications of barriers, eventually attaining the power to crush enemies with little thought. Still, watch out for the weaknesses, though. Their defense is not watertight, and any attack that slips through may hurt them badly.
  
'''Races:''' <-description of relative likelihood of various races to join this class->.
+
'''Abilities:''' [[SRD:Charisma|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. [[SRD:Strength|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 [[SRD:Constitution|Constitution]] might come in handy, however.
  
'''Alignment:''' <-alignments allowed for this class, or write "Any"->.
+
'''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.
  
'''Starting Gold:''' <-starting gold; YdZ->&times;10 gp (<-average starting gold.  This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
+
'''Alignment:''' Any.
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' <-Select "Simple" or "As [[rogue]]", "Moderate" or "As [[fighter]]", or "Complex" or "As [[wizard]]", to let players know which starting age category to use for 1st-level characters->.
+
'''Starting Gold:''' 3d4&times;10 gp (75 gp).
 +
 
 +
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The <-class name->}}</div>
+
<div>{{Anchor|Table: The Barrier Warrior}}</div>
Hit Die: d<-Die size for Hit Die->
+
Hit Die: d4
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 57: Line 59:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! colspan="10" | [[#Spells|Spells per Day]]
 
! rowspan="2" | [[#Power Points/Day|Power<br/>Points/Day]]
 
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]
 
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]
 
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
 
|-
 
|-
|1st||class="left" | + || + || + || +
+
|1st||class="left" | +0 || +0 || +0 || +2
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Force Blast|Force Blast]], [[#Psionic Barrier|Psionic Barrier]] ([[#Personal|personal]])
|—||—||—||—||—||—||—||—||—||—
 
|—||||
 
 
|-
 
|-
|2nd||class="left" | + || + || + || +
+
|2nd||class="left" | +1 || +0 || +0 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" | Some Ability
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|3rd||class="left" | + || + || + || +
+
|3rd||class="left" | +2 || +1 || +1 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Force Shield|Force Shield]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|4th||class="left" | + || + || + || +
+
|4th||class="left" | +3 || +1 || +1 || +4
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Psionic Barrier|Psionic Barrier]] ([[#Wall|wall]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|5th||class="left" | + || + || + || +
+
|5th||class="left" | +3 || +1 || +1 || +4
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Telekinesis|Telekinesis]] ([[#Lift|lift]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|6th||class="left" | + || + || + || +
+
|6th||class="left" | +4 || +2 || +2 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Continuous Barrier|Continuous Barrier]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|7th||class="left" | + || + || + || +
+
|7th||class="left" | +5 || +2 || +2 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Psionic Barrier|Psionic Barrier]] ([[#Perimeter|perimeter]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|8th||class="left" | + || + || + || +
+
|8th||class="left" | +6/+1 || +2 || +2 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Psionic Field|Psionic Field]] ([[#Repulsion|repulsion]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|9th||class="left" | + || + || + || +
+
|9th||class="left" | +6/+1 || +3 || +3 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Barrier Resistance|Barrier Resistance]] 5
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|10th||class="left" | + || + || + || +
+
|10th||class="left" | +7/+2 || +3 || +3 || +7
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Telekinesis|Telekinesis]] ([[#Thrust|thrust]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|11th||class="left" | + || + || + || +
+
|11th||class="left" | +8/+3 || +3 || +3 || +7
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Psionic Barrier|Psionic Barrier]] ([[#Mutable|mutable]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|12th||class="left" | + || + || + || +
+
|12th||class="left" | +9/+4 || +4 || +4 || +8
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Psionic Field|Psionic Field]] ([[#Attraction|attraction]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|13th||class="left" | + || + || + || +
+
|13th||class="left" | +9/+4 || +4 || +4 || +8
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Strain Recovery|Strain Recovery]]
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|14th||class="left" | + || + || + || +
+
|14th||class="left" | +10/+5 || +4 || +4 || +9
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Barrier Resistance|Barrier Resistance]] 10
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|15th||class="left" | + || + || + || +
+
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Telekinesis|Telekinesis]] ([[#Crush|crush]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|16th||class="left" | + || + || + || +
+
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Psionic Field|Psionic Field]] ([[#Warp|warp]])
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|17th||class="left" | + || + || + || +
+
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Barrier Resistance|Barrier Resistance]] 15
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|-
 
|-
|18th||class="left" | + || + || + || +
+
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11
| class="left" | <-any class features gained at this level->
+
| class="left" | Some Ability
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|19th||class="left" | + || + || + || +
+
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11
| class="left" | <-any class features gained at this level->
+
| class="left" | Some Ability
|—||—||—||—||—||—||—||—||—||—
 
|—||—||—
 
 
|-
 
|-
|20th||class="left" | + || + || + || +
+
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Barrier Resistance|Barrier Resistance]] 20
|—||—||—||—||—||—||—||—||—||—
 
|—||—||
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::<-number of skill points->]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. ->
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
 
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),  
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),  
{{Property Link|Skill|SRD:Control Shape Skill|Control Shape}} ([[SRD:Wisdom|Wis]]),
 
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),  
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
+
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),  
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),  
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (arcana) ([[SRD:Intelligence|Int]]),  
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]),  
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (local) ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
+
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (nobility and royalty) ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),  
 
 
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),  
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),  
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),
+
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
+
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]).
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None),
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Psionic Device Skill|Use Psionic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
 
|}
 
|}
  
Line 214: Line 141:
 
All of the following are class features of the <-class name->.
 
All of the following are class features of the <-class name->.
  
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.
+
'''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|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 [[SRD:Fatigued|fatigued]]. Mental strain equal to twice the barrier warrior's class level causes [[SRD:Exhausted|exhaustion]], and any subsequent point of mental strain is converted to 5 points of [[SRD:Nonlethal Damage|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|Telekinesis]] subdiscipline [[#Lift|Lift]]), in which case points continue to accrue until she stops using the ability.
 +
 
 +
'''{{Anchor|Force Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The barrier warrior'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 bypass [[SRD:Deflection Bonus|deflection]] bonuses to [[SRD:Armor Class|AC]]. Projecting a force blast incurs 1 point of [[#Mental Strain|mental strain]].
 +
 
 +
'''{{Anchor|Psionic Barrier}} ([[SRD:Special Abilities Overview#Supernatural|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 [[Shield (3.5e Creature Ability)|shields]]; for every class level a barrier warrior has, her barriers, regardless of form, have a number of [[SRD:Hit Points|hit points]] equal to 5 + her [[SRD:Charisma|Charisma]] bonus.
 +
 
 +
A barrier can absorb damage of virtually any kind, from physical damage types ([[SRD:Bludgeoning Weapon|bludgeoning]], [[SRD:Piercing Weapon|piercing]], [[SRD:Slashing Weapon|slashing]]) to energy damage types ([[SRD:Acid Effect|acid]], [[SRD:Cold Effect|cold]], [[SRD:Electricity Effect|electricity]] and [[SRD:Fire Effect|fire]]), to [[SRD:Force Effect|force]] damage, to even most typeless forms of damage. Barriers are effective against [[SRD:Touch Attack|touch attacks]], but not [[SRD:Incorporeal|incorporeal]] [[SRD:Touch Attack|touch attacks]]. A barrier can never absorb more damage than that it has [[SRD:Hit Points|hit points]] at any given time. A barrier warrior's psionic barriers regain 1 [[SRD:Hit Points|hit point]] per class level per minute.
 +
 
 +
Only certain damage dealing effects can pass through a shield without being absorbed, such as a [[SRD:Sonic Effect|sonic]] effect, a [[SRD:Light Effect|Light]] effect, a [[SRD:Gaze|gaze]] attack or [[SRD:Psi-Like Ability|psionic]] effects that allows a [[SRD:Will|Will]] save. Nonstandard, conditional or situational forms of damage such as from the reduced effect of a ''[[SRD:Destruction|destruction]]'' spell or the corrosive effect of a ''[[SRD:Rusting Grasp|rusting grasp]] aren't reduced by a shield. Barriers are immune to [[SRD:Critical Hits|critical hits]].
  
'''{{Anchor|Spells}}:''' <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->.  <-pluralized class name-> choose their spells from the following list:
+
Sustaining any kind of basic psionic barrier for 1 [[SRD:Round|round]] requires a [[SRD:Swift Actions|swift action]]. Only one barrier can be sustained at any time.
  
0&mdash;<-spells, spells, spells->
+
Regardless of their shape or [[#Mutable|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).
  
1st&mdash;<-spells, spells, spells->
+
All of a barrier warrior's barriers have a distinct color (player's choice), but none are invisible.
  
2nd&mdash;<-spells, spells, spells->
+
As the barrier warrior advances in levels, she learns to make different types of barriers.
  
3rd&mdash;<-spells, spells, spells->
+
:'''''{{Anchor|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 [[SRD:Critical Hit|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.
  
4th&mdash;<-spells, spells, spells->
+
:While protected by a personal barrier, the barrier warrior's [[SRD:Armor Class|AC]], [[SRD:Touch Attack|touch]] [[SRD:Armor Class|AC]] and [[SRD:Flat-Footed|flat-footed]] [[SRD:Armor Class|AC]] are either 10 + ½ class level + her [[SRD:Charisma|Charisma]] bonus, or her normal [[SRD:Armor Class|AC]], [[SRD:Touch Attack|touch]] [[SRD:Armor Class|AC]] and [[SRD:Flat-Footed|flat-footed]] [[SRD:Armor Class|AC]] respectively, whichever are higher.
  
5th&mdash;<-spells, spells, spells->
+
:'''''{{Anchor|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 [[SRD:Hit Points|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 [[SRD:Hit Points|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.
  
6th&mdash;<-spells, spells, spells->
+
: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 ''[[SRD:Fireball|fireball]]'' or an acid flask, the explosive projectile detonates upon impact with the barrier.
  
7th&mdash;<-spells, spells, spells->
+
:The effective [[SRD:Armor Class|AC]] of a wall-type barrier is 10 + ½ the barrier warrior's class level + the barrier warrior's [[SRD:Charisma|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.
  
8th&mdash;<-spells, spells, spells->
+
:A wall-type barrier does not extend into floors or walls.
  
9th&mdash;<-spells, spells, spells->
+
:'''''{{Anchor|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.
  
{| class="zebra d20"
+
: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.
|+ {{Anchor|Table: <-class name-> Spells Known}}
+
 
|-
+
:'''''{{Anchor|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 [[SRD:Standard Actions|standard action]] and incurs 1 point of [[#Mental Strain|mental strain]].
! rowspan="2" | Level || colspan="10" | Spells Known
+
 
|-
+
:*''Improved [[#Wall|Wall]] Barrier'': Wall-type barriers may now have a surface area of up to 2 10-foot squares per class level.
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
+
 
|-  
+
:*''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|Lift]] ability.
| 1st || — || — || — || — || — || — || — || — || — || —
 
|-  
 
| 2nd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 3rd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 4th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 5th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 6th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 7th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 8th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 9th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 10th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 11th || — || — || — || — || — || — || — || — || — || —
 
|-  
 
| 12th || — || — || — || — || — || — || — || — || — || —
 
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| 13th || — || — || — || — || — || — || — || — || — || —
 
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| 14th || — || — || — || — || — || — || — || — || — || —
 
|-  
 
| 15th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 16th || — || — || — || — || — || — || — || — || — || —
 
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| 17th || — || — || — || — || — || — || — || — || — || —
 
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| 20th || — || — || — || — || — || — || — || — || — || —
 
|}
 
  
'''{{Anchor|Power Points/Day}}:''' A <-class name->’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: <-class name->|Table: <-class name->]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.
+
:*''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.
  
'''{{Anchor|Powers Known}}:''' <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->.  <-pluralized class name-> choose their powers from the following list:
+
:*''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.
  
0&mdash;<-powers, powers, powers->
+
:*''Pass Through Own Barriers:'' The barrier warrior can pass through her own barriers in both directions, regardless of their orientation (or lack thereof).
  
1st&mdash;<-powers, powers, powers->
+
:*''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.
  
2nd&mdash;<-powers, powers, powers->
+
:It is possible to use multiple mutable components in tandem.
  
3rd&mdash;<-powers, powers, powers->
+
'''{{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.
  
4th&mdash;<-powers, powers, powers->
+
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.
  
5th&mdash;<-powers, powers, powers->
+
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.
  
6th&mdash;<-powers, powers, powers->
+
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.
  
7th&mdash;<-powers, powers, powers->
+
'''{{Anchor|Telekinesis}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Range (Spell Descriptor)|range]] of [[SRD:Range (Spell Descriptor)#Medium|Medium]] (100 feet + 10 feet per class level). Wherever applicable, any associated will saves are [[SRD:Charisma|Charisma]] based (DC 10 + ½ class level + [[SRD:Charisma|Charisma]] bonus).
  
8th&mdash;<-powers, powers, powers->
+
:'''''{{Anchor|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 [[SRD:Round|round]]. A creature can negate the effect on an object it possesses with a successful [[SRD:Will|Will]] save. Using and maintaining lift requires active concentration as a [[SRD:Standard Action|standard action]] every round.
  
9th&mdash;<-powers, powers, powers->
+
:Maintaining a heavy object in lift incurs 1 point of [[#Mental Strain|mental strain]] per [[SRD:Round|round]]. This lowers to 1 point per 2 [[SRD:Round|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|mental strain]] per minute.
  
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power he can learn at this level.
+
:'''''{{Anchor|Thrust}}:''''' At 10th level, the barrier warrior has perfected the ability to use barriers to violently repulse unwanted targets. As a [[SRD:Swift Actions|swift action]], she combines her telekinetic power with her [[#Force Blast|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.  
  
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.
+
:If the thrust successfully hits its target, the barrier warrior may immediately make a ranged and modified [[SRD:Bull Rush|bull rush]] attempt at 1d20 + ½ class level + her [[SRD:Charisma|Charisma]] modifier, knocking the target back by the appropriate amount if she beats the defender. If he is moved, the target lands [[SRD:Prone|prone]] unless he makes a [[SRD:Fortitude|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 [[SRD:Charisma|Charisma]]-based.  
  
'''{{Anchor|<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information->
+
:Projecting a telekinetic thrust incurs 3 points of [[#Mental Strain|mental strain]] ([[#Force Blast|force blast]] included).
  
'''''{{Anchor|<-psi-like class feature->}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' <-class feature game rule information->
+
:'''''{{Anchor|Crush}}:''''' At 15th level, the barrier warrior has learned the dark secret of using barriers to crush a target creature or object. As a [[SRD:Swift Actions|swift action]], she combines her telekinetic power with her [[#Mutable|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 [[SRD:Fortitude|Fortitude]] save, in which case it still takes 10d6 [[SRD:Force Effect|force]] damage. The only way to restore life to a character that failed to save against this effect is with a ''[[SRD:True Resurrection|true resurrection]]'' or ''[[SRD:Wish|wish]]'' spell.
  
'''''{{Anchor|<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information->
+
:Projecting a telekinetic crush incurs 6 points of [[#Mental Strain|mental strain]] ([[#Mutable|mutable barrier]] included]]).
  
'''{{Anchor|<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information->
+
'''{{Anchor|Continuous Barrier}} ([[SRD:Special Abilities Overview#Supernatural|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 [[SRD:Hit Points|hit points]] due to high [[SRD:Charisma|Charisma]]. This provides rudimentary protection and allows the barrier warrior to focus on offensive abilities without making herself too vulnerable.
  
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
+
'''{{Anchor|Psionic Field}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Bla bla Psionic Field Bla
  
''{{Anchor|<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information->
+
:'''''{{Anchor|Repulsion}}:''''' Bla bla Repulsion Bla.
  
<-Lather, rinse...->
+
:'''''{{Anchor|Attraction}}:''''' Bla bla Attraction Bla.
  
<-... repeat as necessary.->
+
:'''''{{Anchor|Warp}}:''''' Bla bla Warp Bla.
  
====Ex-<-pluralized class name->====
+
'''{{Anchor|Barrier Resistance}}:''' At 9th level, a barrier warrior's [[#Barrier|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|continuous barrier]] also benefits from barrier resistance.
  
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
+
'''{{Anchor|Strain Recovery}}:''' At 13th level, a barrier warrior can double its [[#Mental Strain|mental strain]] recovery from 1 point per [[SRD:Round|round]] to 2 points per [[SRD:Round|round]] for a number of [[SRD:Round|rounds]] equal to her [[SRD:Charisma|Charisma]] bonus. However, once those rounds pass she immediately incurs [[#Mental Strain|mental strain]] equal to her [[SRD:Charisma|Charisma]] bonus.
  
====Epic <-class name->====
+
====Epic Barrier Warrior====
  
 
{| class="zebra d20"
 
{| class="zebra d20"

Latest revision as of 15:24, 27 March 2010

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Author: Sulacu (talk)
Date Created: March 27, 2010
Status: Pending
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File:Barrier Warrior.jpg
Was that supposed to be a nuke? I didn't feel a thing...

Barrier Warrior[edit]

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[edit]

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.

After their defense has flowered, they slowly but surely shift their focus towards offensive applications of barriers, eventually attaining the power to crush enemies with little thought. Still, watch out for the weaknesses, though. Their defense is not watertight, and any attack that slips through may hurt them badly.

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[edit]

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[edit]

<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[edit]

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.->.