
Lokie |

While I was working today, I let my mind wander as I often do. As I thought about this and that, it became clear to me of something that is currently lacking in D&D/Pathfinder. Almost nowhere that I know of are there abilities/feats/spells/etc... that allow force effects with "hp totals" as it were. Very closest that I can think of is the Psionic power "Ectoplasmic Wall".
In fiction (sci-fi/or fantasy) and movies and very often in anime you'll often see a hero protect the group by erecting a field of force to protect the group from falling rocks, or the attack of a massive creature. Often this field of force weakens as it is struck until it eventually shatters. Yet, the hero bought the group valuable time.
One near perfect example of what I have in mind for this class concept in action might be the 2 main characters from the anime Kekkaishi. They use and create various different force effects for both attack and defense to capture spirits.
What I propose is this... a new 1-20 level "base" class that focuses on the manipulation of force effects. Starting at 1st level being only able to provide basic protection to him/herself but eventually able to create force effects powerful enough to stop the attacks of an enraged dragon.
This will be my very first attempt at creating a class so I'd be very grateful of any help I might receive.
To start -
I envision a member of this class being relatively durable and capable in a fight. The d8 Hit Dice and corresponding BAB of a cleric fits the bill. Having undergone rigorous training to maintain their force effects they are tough of both body and mind... so good saves in FORT. and Will also make sense to me. Considering the classes reliance on force effects... No armor proficiency and simple weapons seems ok.
One of the main class features I'd like to include is the manipulation of force effects.
Starting with the ability to create "mage armor" and "shield" effects as per the spells.
Taking the "Wall of Ectoplasm" psionic power and adapting it as another class feature. However I'd like it to be able to "power up" as a character progresses in the class. Starting with only a moderate size and amount of hp on the effect and gaining a larger and larger pool of HP. Also, the effect would not start off having hardness, but would eventually gain hardness incrementally. (The force field growing stronger and more stable as the character grows).
Having the ability to hurl small darts or needles of force. (much like magic missile only with attack rolls)
And lastly having the ability to create a "clone" using minor illusionary effects combined with force effects. (Sort of like a visible combat version of a Unseen Servant.) The idea being to give you a means to act and manipulate things outside of your protective barrier.
What say the boards on the concept so far? :)

SmiloDan RPG Superstar 2012 Top 32 |

I'd suggest looking at the Shadowcaster as inspiration. Instead of "shadowy" magic, use force magic. You can still use the paths system, where you need to learn lesser versions of effects before learning more powerful version. And where higher level "force adepts" can use their lower level effects as spell-like, and eventually, supernatural effects.
You can create force armor, force weapons, force walls, force maws, force manacles, force hands, force barriers (blades), force missiles, force cages, force tools, force spheres, force difficult terrain, force spiky terrain, force "target magnets," force constructs, force armor spikes, and force effects to accomplish interesting combat manuvers (disarms, trips, bull rushes, sunders, etc. etc.).
The Shadowcaster is a little weak in its number of mysteries per day; for pathfinder compatiblity, maybe each power is usable a number of times per day equal to your Int bonus (minimum 1). This also makes you use different tactics in different fights, instead of just magic missiling at will ad nauseum.
Maybe throw in some Warmage Edge ability?
Maybe a warlock-like force blast? You could add different effects at higher levels--bullrushes, hindering shells, disarms, etc. etc.

Lokie |

Some good suggestions - Thank you both.
I was originally thinking that the "Force Darts" ability could be kinda like the Cleric channel energy in progression. (So many dice every few levels) Difference is... it'll be more like a magic missile spell only with attack rolls. This means you can spread the dice across multiple targets. Back when 3.0 first came out... I believe that WotC posted an alternate version of the Magic Missile spell called a Arcane Missile or something to that fashion that did d6's and required attack rolls. Thats what kinda what I want to base the ability off of. So figure cleric dice progression only with single force darts. At highest level you'd have 10d6 to play around with. (With perhaps a "force mastery" cap ability that would give you auto-hits amongst other stuff.) That was kinda my thought process.
However... if I wanted to go with something more along the lines of what is in the anime Kekkaishi, I'd need to change the ability and my thought process a little. The idea being that the character could damage things within their force barriers. Toss out a barrier > surround a or some enemies > roll damage against enemies that you caught > barrier auto-collapses. There could be a reflex save involved to see if the opponent is caught. (Thus a successful save means no damage)
So the main ability could perhaps be called "force barrier". It could have both defensive and offensive uses. Damage potential would still be based off the pf cleric channel energy progression. You'd be able to capture so many creatures per level... or... so many creatures of a certain size. (As you get stronger you get to make larger barriers. Large creature or 4 medium creatures... etc.)

Lokie |

Ok -
Concept for Intervention or perhaps Barrier Adept so far...
We have a Force Barrier main ability usable at will. We have a progression on (Barrier Destruct) damage that goes every other level. So need to start shaping what the abilities actually look like.
I want the Force Barrier ability to grow stronger as the character levels up in the class. So, this means tying how many hp the barrier has to your Barrier Adept class levels. Does 10x Barrier Adept level sound about right? Perhaps have a pool of HP that you can put into your barriers? (20 hp at first level might mean 2 barriers of 10 hp each for example)
Having a progression on the hardness on the barriers would also be nice. Perhaps 2 points of hardness every even level of the class? (Hardness 20 at 20th level.)
Another nifty thing... might be to pick up energy resistance for your barriers. Say resist 5 at first, then pick up another type and first gets resist 10. So two types, resist 10 and resist 5...
Should I allow for layering of barriers? (A tactic they used in the anime a few times.) Not too over powered I think... a fighter could still Cleave through 2 barriers as a standard action if he does enough damage for example.
There will of course be a Capstone ability. "Force Mastery" or "Barrier Master" for example. Though, I'm not sure what it'll do yet.

Lokie |

Query -
As for the classes ability to "armor" itself. Should I include Mage Armor and Shield spells as spell-like abilities usable so many times per day?
Or should I give a limited spell progression similar to a Bard with a very small spells known list?
If I do give a very limited spells known list... any suggestions on what type of spells should I include?

SmiloDan RPG Superstar 2012 Top 32 |

Force Adept
BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8
Class Skills: Craft, Fly, Intimidate, Knowledge arcana, Knowledge planes, Profession, Spellcraft.
Skill Ranks per Level: 2 + Int modifier
Force Adepts are proficient in all Simple Weapons. Force Adepts are not proficient in any armor or shields.
LEVEL ABILITY
1. Force Darts 1d6, Apprentice Force Effects
2. Force Barrier (standard action)
3. Force Darts 2d6
4. Force Manuver
5. Force Darts 3d6
6. Bonus Metaforce Feat
7. Force Darts 4d6, Apprentice Force Effects (spell-like), Initiate Force Effects.
8. Force Barrier (move action)
9. Force Darts 5d6
10. Force Manuver
11. Force Darts 6d6
12. Bonus Metaforce Feat
13. Force Darts 7d6, Apprentice Force Effects (supernatural), Initiate Force Effects (spell-like), Master Force Effects
14. Force Barrier (swift action)
15. Force Darts 8d6
16. Force Manuver
17. Force Darts 9d6
18. Bonus Metaforce Feat
19. Force Darts 10d6
20. Force Barrier (free action, Int bonus times a round)
Force Darts (Su). A number of times per day equal to 1/2 his class level plus his Int bonus, the Force Adept can use Force Darts. Each use of Force Darts creates 1 dart of pure force, plus 1 additional dart for every 2 class levels the Force Adept has. Each dart causes 1d6 points of damage. The Force Adept must make a ranged touch attack to hit with his Force Darts. The range of the Force Darts is 100 feet plus 10 feet per class level. Beginning at 3rd level, the Force Adept gets multiple darts; these darts can each target different opponents or the same opponent, as directed by the Force Adept.
Apprentice Force Effects. Beginning at 1st level, the Force Adept learns one 1st level Force Effect of the Apprentice level. He learns 1 additional Force Effect at each additional level. He must know 2 lower level Force Effects before choosing a Force Effect of the next higher level. He must also know all the lower level Force Effects along a specific Force Path before choosing a higher level Force Effect along that Force Path.
He casts Apprentice Force Effects as spells. He can cast each Force Effect he knows a number of times per day equal to his Intelligence bonus.
Beginning at 7th level, the Force Adept can use his Apprentice level Force Effects as spell-like abilities. He can also begin to choose Force Effects from the Intitiate tier of Force Paths. He casts Initiate level Force Effects as spells.
Beginning at 13th level, the Force Adept can use his Apprentice level Force Effects as supernatural abilities. He uses his Initiate level Force Effects as spell-like abilities. He can begin choosing to know Master level Force Effects, which he casts as spells.
The Save DC for a Force Effect that is cast as a spell or used as a spell-like ability is 10 + the Force Effect level + the Force Adept's Intelligence modifier.
The Save DC for a Force Effect that is used as a supernatural ability is 10 + 1/2 the Force Adept's class level + the Force Adept's Intelligence modifier.
Force Barrier (Su). Beginning at 2nd level, the Force Adept can use one daily use of his Force Darts ability to create a barrier of Force. It must be formed within 25 feet + 5 feet per 2 levels of the Force Adept. It can take on the shape of a sphere or wall. If it is shaped like a sphere, it has a diameter equal to 5 feet per 2 class levels of the Force Adept. If it is shaped like a wall, it is 10 feet square per class level of the Force Adept. The barrier persists for as long as the Force Adept concentrates on it, plus 1 round per class level thereafter. It has an AC of 10 + the Force Adept's level, 10 hit points per level of the Force Adept, and Hardness equal to the Force Adept's class level. The Force Adept can attempt to capture an opponent in the sphere shaped barrier; it is allowed a Reflex Save with a DC equal to 10 + 1/2 the Force Adept's level + the Force Adept's Intelligence modifier to avoid being captured in the barrier.
At 2nd level, it takes a standard action to create a Force Barrier. At 8th level, it only takes a move action for the Force Adept to create the Force Barrier (allowing him to create 2 force barriers as a full round action). At 14th level, the Force Adept can create a Force Barrier as a swift action (allowing the Force Adept to create upto 3 force barriers as a full round action). At 20th level, the Force Adept can create a number of Force Barriers equal to his Intelligence bonus (minimum 1) as a free action (this can be combined with forming even more Force Barriers as move and swift actions).
Force Manuver (Su). At levels 4, 10, and 16, the Force Adept learns how he can add carrier effects to his Force Darts. Only 1 carrier effect can be added to a single use of Force Darts, and all Force Darts created in that use have the same carrier effect. Bull Rush, Disarm, Trip, Int to damage, etc, more to be developed later.
Bonus Metaforce Feat. At levels 6, 12, and 18, the Force Adept learns a bonus Metaforce feat. (these need to be developed still)
Apprentice Pathways
Ground Effects
1. Marbles (one 10 foot square/level, difficult terrain and Reflex or prone)
2. Spikes (one 10 foot square/level, difficult terrain and 1d6 per 5 feet traveled, slowed.
3. Beartraps (one 10 foot square/level, diffucult terrain and 2d6 plus held in place)
Ranged Effects
1. Magical Missles (1d6+1, 1 missile per 2 levels after 1st)
2. Magical Weapon (spiritual weapon, 1d8 + 1d8/3 levels)
3. Magical Maws (1 maw/level, 1d10 per maw, Reflex 1/2)
Personal Protection
1. Magical Armor (force armor +4 AC, +1 per 4 levels)
2. Magical Shield (force shield +4, expire to negate force damage against 1 attack)
3. Wings of Destiny (immediate action featherfall or +20 AC & +10 Reflex & evasion for 1 round)
Forceful Assistance
1. Magical Hand (as mage hand, Str = CL)
2. Magical Disc (as floating disc, 100 pounds/level)
3. Magical Hut (as Tiny Hut)
Forceful Servants
1. Force Servant (as unseen servant)
2. Least Force Monster (quasi-astral construct)
3. Horde of Servants (CL + Int bonus number of unseen servants)
Melee Effects
1. Force Claws (gain 2 force claws that do damage as Monk unarmed strikes)
2. Forceful Manuvers (add CL to CMB and CMD)
3. Spiked Armor (as fire shield, but spiked force damage)

SmiloDan RPG Superstar 2012 Top 32 |

"Metaforce" feats could be used to:
1. Get Extra Uses of Force Darts/Force Barrier
2. Convert Force Barrier into Difficult Terrain
3. Learn an extra Force Effect
4. Learn an extra Force Manuver
5. Get a daily use of a metamagic-like feat (Empower, Maximize, Enlarge, Extend, Quicken, Widen, etc.)
6. Increase the Save DC of a Force Effect Path
7. "Upgrade" a specific Force Effect from Spell to Spell-like or Spell-like to Supernatural
8. Gain an extra daily use of a specific Force Effect
9. Grant a force bonus to AC (or as DR???) for AoOs when casting

Lokie |

That is a very interesting adaptation of the Shadow Caster to Force Caster. Impressive work sir!
As I'm no writer its taking me some time to puzzle through the wording I want to use. I'll post what I've got once I have it a little more finalized. That way people will have two different options to choose from.
One thing of note... I've decided to go with material types as a inspiration for how hard a barrier is. Crystal, Stone, Steel, Adamantine, and so forth.

Lokie |

Here is what I have so far. I still need to decide on what the capstone ability will do. Instead of worrying about spellcasting or magical protection... I decided their barrier was enough and to allow them light armor. I'm not adept enough to make a list that includes the saves and BAB. Use the bab and saves of a monk.
Barrier Adept -
The first Barrier Adept began learning his abilities in a land full of hostile spirits. Undergoing fierce training of mind, body, and spirit the mystic slowly learned to tap the latent raw magic that surrounded him and gather and shape it through shear force of will. This warrior mystic used his newfound abilities to defend his people against these evil spirits and to destroy them. Over time, he trained others in his skills so they might continue his work. Barrier Adepts have since spread throughout the world seeking to use their abilities for as many reasons as there are barrier adepts.
Role - Barrier Adepts are prized for their skill with defensive barriers and as spirit hunters. They can function well as body guards or adventurers.
Alignment - Barrier Adepts can be of any alignment. Though, because of their training, Barrier Adepts tend towards lawful over chaotic alignments.
HD: d8
Class Skills - Acrobatics, Climb, Craft, Knowledge (all), Perception, Profession, Sense Motive, Spellcraft
Skill Points - 4 + INT mod.
- 1 Force Barrier , Barrier Destruct 1d6, Martial Training
2 Harden Barrier (Crystal 1)
3 Barrier Destruct 2d6
4 Bonus Feat
5 Barrier Destruct 3d6
6 Harden Barrier (Wood 5)
7 Barrier Destruct 4d6
8 Quicken Barrier
9 Barrier Destruct 5d6
10 Harden Barrier (Steel 10)
11 Barrier Destruct 6d6
12 Flash Barrier
13 Barrier Destruct 7d6
14 Harden Barrier (Mithral 15)
15 Barrier Destruct 8d6
16 Bonus Feat
17 Barrier Destruct 9d6
18 Harden Barrier (Adamantine 20)
19 Barrier Destruct 10d6
20 Barrier Master
Class Features -
Weapon and Armor Proficiency - Barrier Adepts gain proficiency with Simple weapons and Light armor and shields. (light shields and bucklers only.)
Force Barrier (Su) - A Barrier Adept has the ability to gather and store a pool of raw magical power for use in creating force barriers. This pool of raw magic is equal to (10 x Barrier Adept Level + Int. Mod.). A force barrier is a immobile barrier that appears made of visable iridesent force (looking much like a soap bubble). A Barrier Adept can create and mantain one or more force barriers (Max barriers equal to Int. Mod. with a minimum of 1) by using an amount of points from this pool. For example a 1st level Barrier Adept with a Int. score of 14 could create two force barriers by using 7 points each, one barrier using 14 points, or any combination equal to the total pool of availible points. Each force barrier has HP equal to the amount of invested points and a AC of 10 with a default hardness of 0.(With the consistancy of hardened gelatin.) The force barrier can take the form of a wall, sphere, half-sphere, or cube. At first level the force barrier a Barrier Adept can create is only large enough to surround one medium sized creature. As the Adept grows in power, the force barrier can surround a number of medium creatures equal to the Barrier Adept level of the Adept that created it. (For example, at 4th level a Barrier Adept could create a force barrier large enough to surround 4 medium creatures or 1 large creature.) Creating a force barrier takes a standard action and has a range of 25ft. + 5ft. per Barrier Adept level.
Barrier Destruct (Su) - A Barrier Adept can also use force barriers for offence. The Barrier Adept can attempt to capture an opponent or opponents in a sphere or cube shaped barrier; the creatures are allowed a Reflex Save with a DC equal to 10 + 1/2 the Barrier Adept's level + the Barrier Adept's Int. Mod. to avoid being captured in the barrier. The size or number of creatures a Barrier Adept can capture is dependent only on the size of the force barrier the adept is able to create. Once an creature is captured, thereafter at any time as a free action, a barrier adept can decide to cause the force barrier to self destruct in a explosion of raw magic. This explosion deals the listed Barrier Destruct damage for the Barrier Adept's level to any creatures trapped within that force barrier.
Martial Training - Barrier Adepts undergo rigorous physical training and learn how to fight unarmed in case they are unable to use thier abilities. The Barrier Adept gains the Improved Unarmed Strike feat.
Harden Barrier - At 2nd level a Barrier Adept starts to gain further control over the force barriers that are the classes trademark. Starting at 2nd level a Barrier Adept can apply the hardness of crystal to created force barriers giving them a hardness of 1. This ability improves every 4 Barrier Adept levels thereafter, giving the Barrier Adept a new material to have created force barriers mimic.
Martial Talent - At 4th level and again at 16th level a Barrier Adept gets a bonus feat. These feats represent further martial training and can be any combat feat that the Barrier Adept meets the prerequisites for.
Quicken Barrier - At 8th level a Barrier Adept begins to figure out how to create force barriers at a faster rate and can create a force barrier as a move action instead of a standard action.
Flash Barrier - At 12th level a Barrier Adept learns how to create a force barrier in response to a deadly threat. A barrier adept gains the ability to create a force barrier as a immediate action once per day.
Barrier Master - "Insert yet to be written text here."

Lokie |

I'm not sure how balanced this class is or how well it'll stand up vs. the standard classes. As I'm trying to create something entirely new here, any type of constructive help would be gladly accepted.
The idea is that the Barrier is a unlimited use multi-purpose tool and could potentially be used a variety of ways.
For example...Because the Barrier Adept can control the hardness and durability of the barrier, a barrier might be used to catch a falling creature by creating a non-hardened cube under that creature.
Camping with a higher level Barrier Adept could be quite comfortable as he could create a barrier over the camp to provide shelter from the rain and elements.
This versatility can be used to somewhat mimic a number of other magical effects depending on the creativity of the player.

SmiloDan RPG Superstar 2012 Top 32 |

Neat!
You might want to write up some barrier effects or possible uses of the barrier.
For example, I can see having gelatin exploding at someone cause non-lethal damage.
You might want to look at Stone Shape, etc., to see how malleable the Barrier Adept's skill is with his chosen medium. Can he make a force wagon? A force suit (mage armor)? A force parachute? A force sword or mace?

Lokie |

Neat!
You might want to write up some barrier effects or possible uses of the barrier.
For example, I can see having gelatin exploding at someone cause non-lethal damage.
You might want to look at Stone Shape, etc., to see how malleable the Barrier Adept's skill is with his chosen medium. Can he make a force wagon? A force suit (mage armor)? A force parachute? A force sword or mace?
As per the ability a Barrier Adept cannot do more than Wall, Half-sphere, Sphere, Cube.
However... a "soft" cube force barrier would work like a giant airbag thus allowing you to perhaps safely break someones fall.
Allowing the shaping of the force into more than the base 4 forms seems like the realm of feats or perhaps a PrC.
Though there are some "open" spaces for a new ability or two to be added to the class. Perhaps in place of the feats. Also, we can move abilities around if there is a precedent where an ability might balance better with current abilities of another class if gained at a certain level.

Lokie |

Can you use a hemisphere, flip it over, and use it as a boat?
Can they be picked up and moved around?
What's the maximum number of nesting barriers that you can create?
Do you still have line of sight through them?
What about line of effect?
The effects are non-mobile and tied to a point in space. Usually a hemisphere can only be oriented one way... but was thinking of leaving it open to DM interpretation.
While you might not be able to sail down a river... you could create a cube... jump on top of it... create another cube... jump over... create another... etc... until you crossed a river or what have you.
I'd say you can nest as many barriers as you can make. As the barriers are force effects... they have no real "thickness" to them.
The barrier looks kinda like a soap bubble. I'd say you can see through it... but as its a solid wall... you would not be able to fire spells and the like through it... so no line of effect.

Lokie |

When I read the thread title, I thought this was for an NPC class to help party members deal with their addictions...
I was trying to be creative and by the time I decided what I really wanted to call the class... it was too late for me to edit the title.
Maybe I'll recreate the thread with a new title and copy and repost some stuff.
Unless a mod. is reading this... and would kindly change the title of the thread to read "Creating a new - Barrier Adept - Help Wanted!"
EDIT: I wonder... would it be inappropriate to "Flag" one of my own posts?
I've never used that feature before...