devlingreye
2013-07-03, 01:07 AM
Gatekeeper
There are many door that will lead to your destruction. Rolin Dusalis, Master Gatekeeper
In the world of magic there are many who tend to focus their magical pursuits in to certain field such as necromancy or conjuration. This specialization narrows his field of study to allow better understanding of the powers of each magical school, but there are a select few that will focus their art on one spell to master all the power that it has to offer. This is the domain of the Gatekeeper.
Gatekeepers focus their studies on dimensional magic such as the spell dimension door. A gatekeeper learns to bend and manipulate the dimensional magic of the spell dimension door to travel great distances within a moment, damage enemies with small dimensional rifts, and at the height of his power open death gates to kill his enemies.
Gatekeepers can be found anywhere that arcane casters seek to discover the powers of dimensional magic. Most gatekeepers are made up wizards and sorcerers due to the devotion they show to the study of magic.
Role: Gatekeepers use their magic control the battlefield by attacking enemies all around the battlefield while transporting allies to tactical positions.
Alignment: Gatekeepers can be of any alignment. Human gatekeepers tend to use their skills to attack enemies while elves and half elves tend toward aiding their allies with positioning.
Hit Die: d6
Requirements
To qualify to become Gatekeeper, a character must fulfill all of the following criteria.
Base Attack Bonus:+3.
Skills: Skills: Knowledge Arcana 3 Ranks, Knowledge Planes 3 Ranks , Spellcraft 3 Ranks
Feats: Dimensional Agility
Spellcasting: Ability to cast Dimension Door.
Special: Must have spent the entire previous level using all 4th level spell slots to exclusively cast Dimension Door.
Class Skills
The Gatekeeper's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magical Device (Cha).
Skill Ranks per Level: (2 + Int modifier)
Gatekeeper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+0|
+0|
+1|Rift 2d6, Doorway (Standard)|
2nd|
+2|
+1|
+1|
+1|Dimensional Assault, Dimensional Knowledge|+1 level of arcane spellcasting class
3rd|
+3|
+1|
+1|
+2|Gateway, Rift 4d6|+1 level of arcane spellcasting class
4th|
+4|
+1|
+1|
+2|Dimensional Knowledge|+1 level of arcane spellcasting class
5th|
+5|
+2|
+2|
+3|Doorway (Move), Rift 3d6|
6th|
+6|
+2|
+2|
+3|Dimensional Knowledge|+1 level of arcane spellcasting class
7th|
+7|
+2|
+2|
+4|Gateway Manipulation, Rift 8d6|+1 level of arcane spellcasting class
8th|
+8|
+3|
+2|
+4|Dimensional Knowledge|+1 level of arcane spellcasting class
9th|
+9|
+3|
+2|
+5|Doorway (Swift), Rift 10d6|
10th|
+10|
+3|
+3|
+5|Death Gates, Dimensional Knowledge|+1 level of arcane spellcasting class[/table]
Class Features
All of the following are class features of the Gatekeeper.
Weapon and Armor Proficiencies: Gatekeepers gain no proficiency with any weapon or armor.
Spells per Day
At the indicated levels, a gatekeeper gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
Rift (Su)
The first discovery the gatekeeper uncovers is the ability to open up a small rift of dimensional energy that damages the area it opens in. The gatekeeper must make a standard action ranged touch attack with a range of close (25 ft. + 5 ft./2 levels) . A rift may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned. Rifts inflicts 2d6 points of arcane energy damage at 1st level, and it increases by 2d6 points of damage every odd level (to a maximum of +10d6 at 10th level). Rifts scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. This is a supernatural ability and is not subject to spell resistance.
Doorway (Su)
At reaching 1st level the gatekeeper's power over the dimension door spell has become ingrained into your very being. He can now use the spell dimension door a number of times a day equal to 5+ the primary spellcasting attribute per day without using any of his spell slots. In addition at 2nd and every level there after he gain 2 additional uses per day of this ability.
When the gatekeeper reaches 5th level he can now activate this ability as a move action. Lastly at 9th level the gatekeeper can activate this ability as a swift action as if the spell was quickened, but does not expend a higher level spell slot.
Dimensional Assault
When the gatekeeper reaches 2nd level he gains the feat Dimensional Assault even if he doesn't meet the prerequisites.
Dimensional Knowledge
As a gatekeeper delves deeper into the depths of dimensional magic he starts to unlock specialized knowledge of dimensional magic. Starting at 2nd level and every even level thereafter a gatekeeper gains a dimensional knowledge from the list below. Each dimensional knowledge can only be taken once unless otherwise stated.
Rift Mine- The gatekeeper learn to focus his rift energy to form a stable rift that can be place to go off whenever it contacts a creature. As a standard to gatekeeper can form a stable rift and place it within 30ft of himself. A rift formed in this way will stay where it is place for 1d6 round or until a creature comes in contact with it.
Explosive Rift Mine- The gatekeeper has learned to modify his rift mines to explode when triggered by a gatekeeper. Whenever a gatekeeper places a rift mine he may choose to allow creatures to pass through the rift mine without triggering it. This allows the gatekeeper as an immediate action to trigger that mine causing it to explode in a 10ft bursts causing damage to all creatures in that area. The gatekeeper may have one mine per five caster levels set at one time. The gatekeeper must posses the rift mine dimensional knowledge.
Dimension Touch- The gatekeeper uses his knowledge of dimensional magic to open up a small portal allowing his to make touch attacks at a distance. As a swift action the gatekeeper my open a small portal as part of a touch attack. The touch attack work as it normally would and a portal can be opened anywhere within 60ft.
Powerful Rift- The gatekeeper pushes extra energy into his rifts causing them to become more devastating. The gatekeeper rift ability changes from a d6 damage to a d8. The gatekeeper must be 5th to learn this knowledge.
Dimension Charge- The gatekeeper learn to use his dimension door ability as part of a powerful charge attack. The gatekeeper may use one of his Doorway uses as part of a charge attack to dimension door to an enemy. This grant the gatekeeper an attack bonus equal to his primary casting attribute modifier and a bonus to damage equal to his gatekeeper level.
Dimension Theft- The gatekeeper learns to use his dimension doors to disarm his enemies by creating small doors around their weapons. The gatekeeper may use one of his Doorway uses as part of a disarm roll to dimension door to create a door around the enemy's weapon. The disarm attempt can be made at an enemy within 30ft, in addition the gatekeeper gain a competence bonus to this disarm attempt equal to his primary casting attribute modifier.
Ranged Twisting- The gatekeeper learns to use his dimensional magic to distort the dimension around his body to avoid being struck be ranged attacks. When the gatekeeper becomes successfully targeted by a melee ranged attack he can expend one use of his Doorway ability grant a 20% miss chance for the rest of that enemies turn.
Charging the Door- the gatekeeper learns to quickly open a dimension door in front of a charging enemy to redirect his charge to a different location. As an immediate action the gatekeeper can expand two uses of his Doorway ability to open a door five feet away from him in the path of a charging enemy. He then chooses an area with in 10ft of the gatekeeper for the charging enemy to emerge, the exit door always faces away from the gatekeeper. The gatekeeper must be 4th to that this knowledge.
Dimensional Deflection- The gatekeeper learns to use his dimensional magic to twist the dimensions to deflect blows. As a standard action the gatekeeper can expend two uses of his Doorway ability to grant his self a deflection bonus to his Armor Class equal to his primary casting attribute modifier. This bonus lasts for one minute per gatekeeper level.
Expanded Gateway- The gatekeeper learns to focus his power into his gateways to expand their size. As a standard action the gatekeeper can expand a spell slot to increase the size of his gateway from medium size to large size. The gateway remains large size for a number of rounds equal to the level of the spell sacrificed, after these rounds are over the gate returns to its normal size. This gateway still uses the gateways round per day as normal even while in its large state. These large gateways allow two medium sized creature to travel at once.
Gateway (Su)
As the gatekeeper grows in his knowledge of the dimensional arts. At 5th level the gatekeeper learns to open up a stable dimension door to a nearby location. Opening this gateway requires a full round action. When opening a gateway, the first door opens in an adjacent space to the gatekeeper and can be placed in any open space within a medium range (20ft+ 10ft/ caster level).
The gatekeeper can always form a medium sized portal capable of transporting one medium creature from one door to the other. This gateways can remain open for a number of rounds equal to 5+ the primary spellcasting attribute. These rounds do not need to be consecutive. Once these rounds have been expended the gatekeeper can make a concentration check DC 10+ half the rounds the gate has been open.
Gateway Manipulation (Su)
At 7th level the gatekeeper begins to realizes that the basic law that govern the spell dimension door can be bent and changed to allow the gatekeeper to place this doors in places that they wouldn't normally be. Gateway manipulation allow the gatekeeper to place one side of a gateway on a horizontal surface allowing a creature enter the horizontal door by jumping through and come out the other still jumping. This also working in reverse by jump through a vertical door exiting jumping up through the other door.
Note: Surfaces and ways to place doors is up to your DM.
Death Gates (Su)
When the gatekeeper reaches 10th level, he unlocks the most devastating form of dimensional magic. Death gates are intense rifts of rare arcane magic that rip doors in this dimension causing those that touch them to be begin to partially shift out of reality. As a full round action the gatekeeper can summon a death gates in any free space within 30ft.
A death gate occupies a 5ft square and can be moved as as a move action, but only one gate can be moved at a time. Whenever a creature comes in contact with a death gate 10d6, the creature may make a Fortitude save (DC= 10+ character level+ primary casting attribute modifier) to halve the damage.
In addition if a creature comes in contact with a death gate, he will be teleported 30ft in a random direction. The gatekeeper rolls a d4 and the creature is teleported in that direction. The creature must make a Reflex save (DC= 10+ character level+ primary casting attribute modifier) to not fall prone.
This ability can be used 3 times per day and each use lasts for one minute. Once this ability has been activated that minute use is expended. He can dismiss the death gate as a free action, but he may not dismiss some of his death gates. He must dismiss all of them.
There are many door that will lead to your destruction. Rolin Dusalis, Master Gatekeeper
In the world of magic there are many who tend to focus their magical pursuits in to certain field such as necromancy or conjuration. This specialization narrows his field of study to allow better understanding of the powers of each magical school, but there are a select few that will focus their art on one spell to master all the power that it has to offer. This is the domain of the Gatekeeper.
Gatekeepers focus their studies on dimensional magic such as the spell dimension door. A gatekeeper learns to bend and manipulate the dimensional magic of the spell dimension door to travel great distances within a moment, damage enemies with small dimensional rifts, and at the height of his power open death gates to kill his enemies.
Gatekeepers can be found anywhere that arcane casters seek to discover the powers of dimensional magic. Most gatekeepers are made up wizards and sorcerers due to the devotion they show to the study of magic.
Role: Gatekeepers use their magic control the battlefield by attacking enemies all around the battlefield while transporting allies to tactical positions.
Alignment: Gatekeepers can be of any alignment. Human gatekeepers tend to use their skills to attack enemies while elves and half elves tend toward aiding their allies with positioning.
Hit Die: d6
Requirements
To qualify to become Gatekeeper, a character must fulfill all of the following criteria.
Base Attack Bonus:+3.
Skills: Skills: Knowledge Arcana 3 Ranks, Knowledge Planes 3 Ranks , Spellcraft 3 Ranks
Feats: Dimensional Agility
Spellcasting: Ability to cast Dimension Door.
Special: Must have spent the entire previous level using all 4th level spell slots to exclusively cast Dimension Door.
Class Skills
The Gatekeeper's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magical Device (Cha).
Skill Ranks per Level: (2 + Int modifier)
Gatekeeper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+0|
+0|
+1|Rift 2d6, Doorway (Standard)|
2nd|
+2|
+1|
+1|
+1|Dimensional Assault, Dimensional Knowledge|+1 level of arcane spellcasting class
3rd|
+3|
+1|
+1|
+2|Gateway, Rift 4d6|+1 level of arcane spellcasting class
4th|
+4|
+1|
+1|
+2|Dimensional Knowledge|+1 level of arcane spellcasting class
5th|
+5|
+2|
+2|
+3|Doorway (Move), Rift 3d6|
6th|
+6|
+2|
+2|
+3|Dimensional Knowledge|+1 level of arcane spellcasting class
7th|
+7|
+2|
+2|
+4|Gateway Manipulation, Rift 8d6|+1 level of arcane spellcasting class
8th|
+8|
+3|
+2|
+4|Dimensional Knowledge|+1 level of arcane spellcasting class
9th|
+9|
+3|
+2|
+5|Doorway (Swift), Rift 10d6|
10th|
+10|
+3|
+3|
+5|Death Gates, Dimensional Knowledge|+1 level of arcane spellcasting class[/table]
Class Features
All of the following are class features of the Gatekeeper.
Weapon and Armor Proficiencies: Gatekeepers gain no proficiency with any weapon or armor.
Spells per Day
At the indicated levels, a gatekeeper gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
Rift (Su)
The first discovery the gatekeeper uncovers is the ability to open up a small rift of dimensional energy that damages the area it opens in. The gatekeeper must make a standard action ranged touch attack with a range of close (25 ft. + 5 ft./2 levels) . A rift may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned. Rifts inflicts 2d6 points of arcane energy damage at 1st level, and it increases by 2d6 points of damage every odd level (to a maximum of +10d6 at 10th level). Rifts scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. This is a supernatural ability and is not subject to spell resistance.
Doorway (Su)
At reaching 1st level the gatekeeper's power over the dimension door spell has become ingrained into your very being. He can now use the spell dimension door a number of times a day equal to 5+ the primary spellcasting attribute per day without using any of his spell slots. In addition at 2nd and every level there after he gain 2 additional uses per day of this ability.
When the gatekeeper reaches 5th level he can now activate this ability as a move action. Lastly at 9th level the gatekeeper can activate this ability as a swift action as if the spell was quickened, but does not expend a higher level spell slot.
Dimensional Assault
When the gatekeeper reaches 2nd level he gains the feat Dimensional Assault even if he doesn't meet the prerequisites.
Dimensional Knowledge
As a gatekeeper delves deeper into the depths of dimensional magic he starts to unlock specialized knowledge of dimensional magic. Starting at 2nd level and every even level thereafter a gatekeeper gains a dimensional knowledge from the list below. Each dimensional knowledge can only be taken once unless otherwise stated.
Rift Mine- The gatekeeper learn to focus his rift energy to form a stable rift that can be place to go off whenever it contacts a creature. As a standard to gatekeeper can form a stable rift and place it within 30ft of himself. A rift formed in this way will stay where it is place for 1d6 round or until a creature comes in contact with it.
Explosive Rift Mine- The gatekeeper has learned to modify his rift mines to explode when triggered by a gatekeeper. Whenever a gatekeeper places a rift mine he may choose to allow creatures to pass through the rift mine without triggering it. This allows the gatekeeper as an immediate action to trigger that mine causing it to explode in a 10ft bursts causing damage to all creatures in that area. The gatekeeper may have one mine per five caster levels set at one time. The gatekeeper must posses the rift mine dimensional knowledge.
Dimension Touch- The gatekeeper uses his knowledge of dimensional magic to open up a small portal allowing his to make touch attacks at a distance. As a swift action the gatekeeper my open a small portal as part of a touch attack. The touch attack work as it normally would and a portal can be opened anywhere within 60ft.
Powerful Rift- The gatekeeper pushes extra energy into his rifts causing them to become more devastating. The gatekeeper rift ability changes from a d6 damage to a d8. The gatekeeper must be 5th to learn this knowledge.
Dimension Charge- The gatekeeper learn to use his dimension door ability as part of a powerful charge attack. The gatekeeper may use one of his Doorway uses as part of a charge attack to dimension door to an enemy. This grant the gatekeeper an attack bonus equal to his primary casting attribute modifier and a bonus to damage equal to his gatekeeper level.
Dimension Theft- The gatekeeper learns to use his dimension doors to disarm his enemies by creating small doors around their weapons. The gatekeeper may use one of his Doorway uses as part of a disarm roll to dimension door to create a door around the enemy's weapon. The disarm attempt can be made at an enemy within 30ft, in addition the gatekeeper gain a competence bonus to this disarm attempt equal to his primary casting attribute modifier.
Ranged Twisting- The gatekeeper learns to use his dimensional magic to distort the dimension around his body to avoid being struck be ranged attacks. When the gatekeeper becomes successfully targeted by a melee ranged attack he can expend one use of his Doorway ability grant a 20% miss chance for the rest of that enemies turn.
Charging the Door- the gatekeeper learns to quickly open a dimension door in front of a charging enemy to redirect his charge to a different location. As an immediate action the gatekeeper can expand two uses of his Doorway ability to open a door five feet away from him in the path of a charging enemy. He then chooses an area with in 10ft of the gatekeeper for the charging enemy to emerge, the exit door always faces away from the gatekeeper. The gatekeeper must be 4th to that this knowledge.
Dimensional Deflection- The gatekeeper learns to use his dimensional magic to twist the dimensions to deflect blows. As a standard action the gatekeeper can expend two uses of his Doorway ability to grant his self a deflection bonus to his Armor Class equal to his primary casting attribute modifier. This bonus lasts for one minute per gatekeeper level.
Expanded Gateway- The gatekeeper learns to focus his power into his gateways to expand their size. As a standard action the gatekeeper can expand a spell slot to increase the size of his gateway from medium size to large size. The gateway remains large size for a number of rounds equal to the level of the spell sacrificed, after these rounds are over the gate returns to its normal size. This gateway still uses the gateways round per day as normal even while in its large state. These large gateways allow two medium sized creature to travel at once.
Gateway (Su)
As the gatekeeper grows in his knowledge of the dimensional arts. At 5th level the gatekeeper learns to open up a stable dimension door to a nearby location. Opening this gateway requires a full round action. When opening a gateway, the first door opens in an adjacent space to the gatekeeper and can be placed in any open space within a medium range (20ft+ 10ft/ caster level).
The gatekeeper can always form a medium sized portal capable of transporting one medium creature from one door to the other. This gateways can remain open for a number of rounds equal to 5+ the primary spellcasting attribute. These rounds do not need to be consecutive. Once these rounds have been expended the gatekeeper can make a concentration check DC 10+ half the rounds the gate has been open.
Gateway Manipulation (Su)
At 7th level the gatekeeper begins to realizes that the basic law that govern the spell dimension door can be bent and changed to allow the gatekeeper to place this doors in places that they wouldn't normally be. Gateway manipulation allow the gatekeeper to place one side of a gateway on a horizontal surface allowing a creature enter the horizontal door by jumping through and come out the other still jumping. This also working in reverse by jump through a vertical door exiting jumping up through the other door.
Note: Surfaces and ways to place doors is up to your DM.
Death Gates (Su)
When the gatekeeper reaches 10th level, he unlocks the most devastating form of dimensional magic. Death gates are intense rifts of rare arcane magic that rip doors in this dimension causing those that touch them to be begin to partially shift out of reality. As a full round action the gatekeeper can summon a death gates in any free space within 30ft.
A death gate occupies a 5ft square and can be moved as as a move action, but only one gate can be moved at a time. Whenever a creature comes in contact with a death gate 10d6, the creature may make a Fortitude save (DC= 10+ character level+ primary casting attribute modifier) to halve the damage.
In addition if a creature comes in contact with a death gate, he will be teleported 30ft in a random direction. The gatekeeper rolls a d4 and the creature is teleported in that direction. The creature must make a Reflex save (DC= 10+ character level+ primary casting attribute modifier) to not fall prone.
This ability can be used 3 times per day and each use lasts for one minute. Once this ability has been activated that minute use is expended. He can dismiss the death gate as a free action, but he may not dismiss some of his death gates. He must dismiss all of them.