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The Vorpal Tribble

03-09-08, 11:28 AM
Doorkeeper
http://tn3-2.deviantart.com/fs17/300W/f/2007/164/4/5/Neverwhere_by_Charlie_k.jpg

"You first task is to unlock your potential!" Ebenezer "Six Ring" Hubbard, Master of Keys.

To unlock the unlockable, opening the doors where none belong and finding the forgotten rooms is the way of the Doorkeeper, beings whose talent let them go wherever they will. They move through the barriers and delve into the the hidden places of the world that few are even aware of and even fewer can access. As they progress, their knowledge of spaces, connections and duration expand until even openings into other planes of existence are theirs to unlock.

The way of the doorkeeper is a special gift that is very difficult to learn, though many are born to it, and the gift tends to run among familial lines, needing only training and practice to perfect. Rogues are most likely to have the urge to pursue the path of the doorkeeper, though archivists are also known for learning the way so as to aid their pursuit of knowledge. More rarely rangers of an urban bent are drawn to the discipline, flitting between passages and seeking entrances and egresses as the standard kind would search for paths through a tangled wood.

Hit Die: d6

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Requirements
To qualify to become a Doorkeeper, a character must fulfill all the following criteria.
Skills: Disable Device +5, Knowledge (architecture and engineering) +8, Open Lock +8
Skill Tricks: Clever Improviser


Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Sense the Opening, Thoughtpick
2nd +1 +0 +0 +3 Open Wound
3rd +2 +1 +1 +3 Keeper of Doors
4th +3 +1 +1 +4 Analyze Portal, Making an Entrance
5th +3 +1 +1 +4 Abandoned Room
6th +4 +2 +2 +5 Links to the Forgotten
7th +5 +2 +2 +5 Mastery of Space
8th +6 +2 +2 +6 Gate
9th +6 +3 +3 +6 Time Trap
10th +7 +3 +3 +7 Fixed Gate


Class Skills
The doorkeeper's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Hide (Dex), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier

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Class Features
All of the following are Class Features of the doorkeeper prestige class.

Sense the Opening (Ex):
A doorkeeper who merely passes within 5 feet of a secret or concealed door is entitled to a Search check with a +4 bonus to notice it as if she were actively looking for it.

Thoughtpick (Su): A doorkeeper instinctively knows how to open mechanisms and claim that 'all locks want to open'. They gain a +10 bonus to open lock checks though do not require tools. Instead they may simply touch the lock as a standard action and make an Open Lock attempt. They may add their Intelligence or Charisma modifier to their check instead of Dexterity, using whichever modifier is higher.

Open Wound (Su): A doorkeeper at second level has learn how to crudely force structures to open. They may attempt a touch attack that deals 1d6 points of unnamed damage per 2 PrC levels to a being or object that literally rips itself an opening. This touch bypasses hardness, though not force affects or items with enhancement bonuses above +1.

Keeper of Doors (Sp): A doorkeeper at 3rd level may use Knock and Detect Secret Doors at will, caster level equal to their character level.

Analyze Portal (Sp): A doorkeeper gains the ability to cast Analyze Portal once per day per PrC level, caster level equal to their character level.

Making an Entrance (Su): A doorkeeper can make a door where none is. As long as they are in an open space, they may move directly through any solid object, except force affects, to any other open space within 10 feet + 10 feet/PrC level. A doorkeeper can instinctively tell if there is another space within range of this ability. They may bring any willing being in contact with them, limit 1 being per PrC level. They may use this ability a number of times per day equal to their PrC level plus their Constitution modifier.

They may choose to increase the range they can move but must succeed on Fortitude save (DC 12 + 1 per 10 extra feet moved) or become Fatigued. While fatigued the doorkeeper's original range is halved. Increasing the range while fatigued automatically render them Exhausted and they can no longer use this ability while in that state.

Abandoned Room (Su): A doorkeeper has a special connection with connections and locales. Once per day they may designate a room claimed by no other living being for any purpose that has not been visited by any sentience creature but the doorkeeper or his companions for a month as a 'forgotten' place, though the doorkeeper must have visited it. The room can be no larger than 10 ft. x PrC level in it's entirety and cannot be only partially forgotten. The opening is simply hidden to all normal senses both visual and physical. Only spells and powers such as Detect Secret Doors and True Seeing can notice them. A doorkeeper always notices their own forgotten rooms.

Once a doorkeeper has made this forgotten room theirs, they may choose to have all memories implanted within the room wiped clear from the moment of ownership and before. This means that powers such as Sensitivity to Psychic Impressions and Psychometry can only detect after the moment of new ownership.

As well, a forgotten room is immune to scrying and divination effects if the caster or manifester's level is lower than that of the doorkeeper's HD at the time of her ownership.

Links to the Forgotten (Su): At 6th level a doorkeeper can link openings between their forgotten rooms once per day. As long as they occupy the same planet, any door from one forgotten locale can be made to lead directly to that of another. The openings no longer exist in their original locale, but only to each other so that spells are no longer of any use. The actual room does not change location, merely the openings, so that a doorkeeper can still use their 'making an entrance' ability to get within.

Mastery of Space (Su): A doorkeeper has by now learned that space is mutable. They may shrink or expand a space to a maximum 1 ft. per character level in all directions. This ability only increases or decreases the inward space, but still appears normal from outside. If this space is increased by more than double its original size the entire structure of the space takes 1d6 points of damage per foot beyond the doubling and has a 20% chance of collapsing each time it is further expanded. Only the space can be closed, and it cannot be shrunk in a square that possesses a solid object. As such, it cannot be used to trap or crush a being.

Gate (Sp): A doorkeeper may use Gate once per day at a caster level equal to their character level. They may only use it for traveling purposes, and can use it to link Planar or Interplanar locales, though cannot call creatures through it. The use of this ability extracts no XP cost.

Time Trap (Su): A doorkeeper has begun to learn the ways of both space and time and once per day can cause time in an area 5 feet + 5 feet/PrC level to remain unchanging. If the area is full of smoke, it always remains full of smoke, if slime molds grow within it, they never die. Bodies within at the time of trapping are preserved at the moment of death, and living beings within it do not age as long they remain within the boundaries. Those who come within, dead or alive, after the time trapping are not affected by the trapping of time, though smoke within still suffocates and molds may still do harm. Any affects that occur within the time trap dissipate within 1 round, returning it back to it's original condition since the tome of trapping. For instance a Hallow spell cast within the time trap has only a duration of 1 round.

This bubble of time cannot be dismissed even by the doorkeeper, though if the area it takes up is completely destroyed it becomes a realm forever lost. A doorkeeper may enter it by approaching the wreckage and using their making an entrance ability if they can come within range of the original position.

Fixed Gate (Sp): A doorkeeper at 10th level can stabilize a Gate they have made once per week with a cost of 5,000 XP. This means that the Gate now has a permanent duration.
dman11235

03-09-08, 12:34 PM
Seems sloppy.

The wording on Thoughtpick and Open Wound can be clearer.

I'm not even sure if OW is able to deal damage to enemies. Does it ignore hardness on objects too?

Keeper of Doors makes the level 1 abillity obsolete.

What does stabalizing the gate mean?

Specify that the Doorkeeper must have visited the space to become "forgotten".

The table doesn't match the abilities.

What does it mean by "enalrging a space"? Expanding the room? Specify that.

Time Trap: WTF?
The Vorpal Tribble

03-09-08, 01:17 PM
The wording on Thoughtpick and Open Wound can be clearer.

I'm not even sure if OW is able to deal damage to enemies. Does it ignore hardness on objects too?

What does it mean by "enalrging a space"? Expanding the room? Specify that.

Specify that the Doorkeeper must have visited the space to become "forgotten".

The table doesn't match the abilities.
Elaborated and fixed.

Keeper of Doors makes the level 1 abillity obsolete.
Yup, purposely made it that way. They go from basically just giving it a mental nudge to causing it to open in its entirety without a chance of failure. Not so much makes it obsolete as the ability evolves.

What does stabalizing the gate mean?
As in the gate now has a permanent duration.

Time Trap: WTF?
This PrC is loosely based on the book Neverwhere, and one of the strange things that happened is that 'pockets of time' would build up and generally only other folks with the door opening ability really knew much about them.
dman11235

03-09-08, 02:49 PM
Time Trap should have a duration. Or a limit on the type of area it can be put in. Like, only rooms, or duration 1 year/level, or just something. Right now there's nothing preventing you from time traping the entire universe. I'm not really sure what that would do, but I'm sure something pretty dumb can be thought up to use that for. Maybe just your own Abandoned Rooms.

Can Open Wound be used to harm enemies? Or just objects?

If that's the case, then move Keeper of Doors to a later level. Only getting 2 levels of an ability isn't all that hot. You can switch Analyze Portal and it, and then switch Abandoned Room and it.

Now, as a PC class for the typical adventure, this PrC would be quite underpowered. For a less kill-things oriented adventure, it looks like it could get some use. I do like the idea.
The Vorpal Tribble

03-09-08, 02:55 PM
Time Trap should have a duration. Or a limit on the type of area it can be put in. Like, only rooms, or duration 1 year/level, or just something. Right now there's nothing preventing you from time traping the entire universe. I'm not really sure what that would do, but I'm sure something pretty dumb can be thought up to use that for. Maybe just your own Abandoned Rooms.
Well, except you're not 'trapping' anything really except for the current condition of that area. You can still move through it and everything.

And, yes, if you spent your entire life you could make it a rather large area but... it's only useful in a narrow scope.


Can Open Wound be used to harm enemies? Or just objects?
"Open Wound (Su): A doorkeeper at second level has learn how to crudely force structures to open. They may attempt a touch attack that deals 1d6 points of unnamed damage per 2 PrC levels to a being or object that literally rips itself an opening."

If that's the case, then move Keeper of Doors to a later level. Only getting 2 levels of an ability isn't all that hot. You can switch Analyze Portal and it, and then switch Abandoned Room and it.
Except it's too low leveled an ability to put it so high into learning it. I mean, you can analyze portals and figure out how to open them before you can a normal door?

Now, as a PC class for the typical adventure, this PrC would be quite underpowered. For a less kill-things oriented adventure, it looks like it could get some use. I do like the idea.
Would be at least as useful as a rogue. Instead of sneak attack damage however it has 'damage anything' power than can be used regardless of their flat-footed state.
dman11235

03-09-08, 03:16 PM
1)Except it's too low leveled an ability to put it so high into learning it. I mean, you can analyze portals and figure out how to open them before you can a normal door?


2)Would be at least as useful as a rogue. Instead of sneak attack damage however it has 'damage anything' power than can be used regardless of their flat-footed state.

1) Point, but it still rubs me the wrong way that you only gain the benefit of that 1st level ability (which is pretty sweet) for a mere two levels. I guess it's fine though.

2) SA gets to be much higher than this, even taking into account that you can SA with this. I can find a use for this PrC. Good idea, like I said.

EDIT: I meant to bring this up earlier, but why 5 ranks in DD, with 8 ranks in the others?