View Full Version : [3.5 Base Class] Barrier Master

The Rugi
2009-12-02, 07:48 PM
This is sort of based on the monk class. I know, I know, but I'll tried to keep the monk influence limited.

Barrier masters (kekkaishi) are very similar to monks: through rigorous training and channeling a subtle energy, called ki/qi/chi/gi/etc, allows them to perform amazing feats. Unlike the monk, however, rather than focusing ki to improving the mind and body, they focus on spatial manipulation. Barrier masters create box shaped barriers to damage and destroy everything within it. Barriers can also obstruct movement and objects, as if they were physical objects.

Alignment restrictions: any lawful - a barrier master's training requires strict discipline.
Ex-barrier masters: any barrier master who becomes non-lawful can no longer gain new levels in barrier master but retain all barrier master abilities.

Armor proficiency: none. Many barrier master abilities are disabled if he wears armor or shields.
Weapon proficiency: club, quarterstaff, dart, dagger, kama, javelin, nunchaku, sai, siangham, sling, shuriken

Class skills (4 + int modifier/level, x4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex)

hit die: d6

{table="head"]Level|BAB|Fort|Reflex|Will|Feats|AC Bonus|Speed Bonus|Barriers/day
1|1|0|2|2|Unarmed Strike, AC Bonus, Fast Movement, Barrier (kekkai), Summon Familiar|0|0 ft|1
2|2|0|3|3|Special Feat|0|0|2
4|3|1|4|4|Slow Fall 10ft|0|10|4
5|4|1|4|4|Special Feat|1|10|5
8|6/1|2|6|6|Special Feat, Slow Fall 20ft|1|20|8
11|9/4|3|7|7|Special Feat|2|20|11
14|11/6/1|4|9|9|Special Feat, Slow Fall 30ft|2|30|14
17|13/8/3|5|10|10|Special Feat, Timeless Body, Zekkai|3|40|17
18|14/9/4|6|11|11|Slow Fall 40ft|3|40|18
20|15/10/5|6|12|12|Special Feat, Musou|4|50|20

Unarmed Strike: Barrier masters receive Improved Unarmed Strike, and their unarmed damage becomes 1d6 (1d4 for small creatures, etc). Unlike the Monk class, their unarmed damage does not improve with levels, it remains nonlethal, and they do not receive extra attacks per round. This bonus vanishes if the barrier master wears armor or a shield

AC Bonus: Barrier masters receive an AC bonus of +1 starting at level 4, which improves by 1 every 5 levels afterward. The barrier master also add their wisdom modifier to their AC. All AC bonuses disappear if the barrier master wears armor or a shield.

Fast Movement: At level 4, barrier masters receive an enhancement bonus of 10 ft to their speed. This improves by an additional 10 ft every 4 levels. This bonus disappears if the barrier master wears armor or a shield, or is carrying a medium or heavy load.

Summon Familiar: The barrier master can summon a familiar to his aid. It is similar to a wizard/sorcerer's familiar, but the familiar is always an outsider or undead (spectre) version of the animal, and cannot deliver touch spells. The familiar receives a Track skill bonus equal to the barrier master's level for tracking outsiders and undead.

Slow fall: At 4th level or higher, a barrier master within armís reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 ft shorter than it actually is. This improves by 10 ft every 4 levels.

Timeless body: Upon attaining 17th level, a barrier master no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the barrier master still dies of old age when his time is up.

Barrier: Also called Kekkai, this is the barrier master's hallmark. The barrier is box shaped, prevents anything from leaving or entering, and can be used anywhere that the barrier master can see. Only other barrier masters, outsiders, undead, and those with True Seeing or similar can see the barriers. Barrier masters can instinctively distinguish between their own barriers and barriers owned by other barrier masters. They are always aware of their barriers regardless of how far away they are from them. The barrier itself comes in three parts: hoi (enclose), jousou (foundation), ketsu (seal). Each are used as a standard action.

For hoi, the barrier master must make a ranged touch attack on a target. If the touch attack fails, the barrier master can instead target a location near the intended target instead.

For jousou, the barrier master decides how large the barrier will be and creates a frame. Any barrier master, outsider, undead, or those with true seeing in range of jousou can make a spot check vs DC BM's level + BM's Wis Modifier. Those who aren't actively looking for it, DC for spotting the frame is increased by 4.

For ketsu, the barrier master must make a concentration check vs DC 1 per 1 square foot of the barrier. The barrier master must make additional concentration checks each round the barrier is active, DC 1 per 5 square feet of all active barriers combined. Any enemy about to be trapped in the barrier must make a reflex save (DC BM's level + BM's wis modifier) to escape before the barrier forms. If the enemy was successfully touched by Hoi, DC is increased by 4. For any enemy that managed to spot the frame, DC is lowered by 4.

Once an enemy is caught in the barrier, the enemy can attempt to attack the barrier's surface to break free. The BM must make a concentration check vs DC equal to damage dealt or the barrier will dissipate. Magic damage will create holes in the barrier, regardless of the BM's concentration.

From this point, the barrier master can dismiss the barrier as a free action, or use metsu (perish) as a standard action. The barrier and everything inside implodes inward, causing 1d8 force damage per BM level, fortitude save (DC BM Level + wis modifier) for half damage. Creatures or body parts that die to this will shatter into a fine dust. The barrier master can metsu all existing barriers at the same time.

Zekkai: At level 17, the barrier master can use one barrier use to create a zekkai. Zekkai's effect grants damage reduction of 30/- and absorbs 10 points of damage per BM level before collapsing. By making a concentration check DC 20 per radius of 10 feet, the BM can extend his zekkai into a sphere surrounding him. To those who can see it, it's a bright glowing sphere. Any creature and object that gets caught inside must make a fortitude save DC BM's level / 2 + BM's wis modifier or die instantly. A successful save still results in 10d6 force damage per round. The zekkai will not damage anyone the BM does not intend to attack.

Musou: At level 20, the barrier master can use one barrier use to enter musou. During this state, the barrier master receives +8 wis, -8 charisma, +10 to concentration, and becomes immune to mind affecting spells and effects. This effect lasts for 1 round/BM level. During this state, the barrier master will be incapable of communicating or feeling any sort of emotion. The barrier master will focus entirely on logic and combat.

Special Feats: Starting from level 2, and every 3 levels afterward, the barrier master can select unique feats that can modify the way their barriers behave.

Bouncy Barrier: Barriers receive a bouncy effect, capable of rebounding projectiles and knocking back incoming attacks. If the barrier master fails a concentration check, however, the barrier will dissipate and the attack will continue as normal.

Resizable Barrier: Barriers can be resized after it has already been created. Concentration DC for resizing is 1 per 1 square ft difference in sizes. Small barriers can deal piercing damage with this method, dealing 1d6 damage each. Larger barriers can also be used to launch a character in a direction. Concentration DC for resizing increases by 1 per 50 lbs it must displace.

Layered Barrier: The barrier master can make barriers inside barriers, dealing damage with all barriers surrounding the enemy inside.

Multi Barrier: The barrier master can create multiple separate barriers at the same time. Concentration DC is increased by 5 for each separate barrier made.

More Barriers: The barrier can make 3 more barriers than normal per day.

Spontaneous Barriers: If the barrier master fails a concentration check at any point, he can opt to make a will save to see if the barrier stays.

Can't think of any more...

Any criticism is welcome. This is based on an anime. If you already saw it, it should be pretty obvious.