Exarch of the Emerald Shield (3.5e Class)
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- 1 Exarch of the Emerald Shield
- 2 Least Barrier Techniques
- 3 Lesser Barrier Techniques
- 4 Greater Barrier Techniques
- 5 Master Barrier Techniques
Exarch of the Emerald Shield
I did NOT make this class, as far as i can tell this class is made by GuyFawkes at www.giantitp.com for the original maker and page click here: 
The Exarch excels at using barriers to keep their opponents at bay or keep them confined. Their mastery with barrier allows them to manipulate them to achieve different effects, such that not only is a barrier a defensive tool for an Exarch, but a very potential means of offense as well. With different effects that can be simultaneously done on a barrier, the strategies in handling a particular situation are only limited by the Exarch's imagination.
Making an Exarch of the Emerald Shield
The Exarch can fill almost any role in a party. Although bound by their specialization, the sheer amount of possibilities that could come out of their barrier arts is only bounded by the Exarch's creativity, such that they could operate anywhere in the battlefield; at the front lines, drawing heavy opposition fire while dishing out damage with their barrier techniques, or at the back, providing support and trying to control the battlefield.
Abilities: Intelligence is the most important ability for an Exarch of the Emerald Shield as it improves most of his abilities. Constitution is always important for a class with relatively low hit die. Exarchs could also use some points in Dexterity for some of his abilities that are ranged attacks and to boost AC for a class limited to light armors.
Races: The Exarch of the Emerald Shield can come from any race. Humans, with their versatility and frenetic pace often produce Exarchs both of the learned and the inborn types. Magically-gifted races such as elves and gnomes often produce Exarchs as well, and it is not unheard of to hear of a dwarf or an orc Exarch. Some of the gifted Exarchs are planetouched, like the tieflings and zenythris.
Alignment: Different Exarchs can be of different alignment, although most tend to align towards the law, as it is their tradition to keep the order, especially in societies. How they go about this is largely dependent on each individual Exarch.
Starting Gold: 4d6x10gp (140 gp).
Starting Age: Complex
|Saving Throws||Special||Barrier Size Casts||Barrier Techniques Known|
|1st||+0||+2||+0||+2||Barrier Arts, Barrier Techniques (least), Shikigami||∞||2||1||1||1||2|
|5th||+3||+4||+1||+4||Blank State (1/day)||∞||3||2||1||1||4|
|6th||+4||+5||+2||+5||Barrier Techniques (lesser)||∞||3||2||1||1||5|
|11th||+8/+3||+7||+3||+7||Blank State (3/day), Barrier Techniques (greater)||∞||5||4||3||2||8|
|16th||+12/+7/+2||+10||+5||+10||Barrier Techniques (master)||∞||5||5||5||4||11|
|17th||+12/+7/+2||+10||+5||+10||Blank State (5/day)||∞||5||5||5||4||12|
|20th||+15/+10/+5||+12||+6||+12||Advent of a New World||∞||5||5||5||5||13|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
<-fluff about class features->. All of the following are class features of the Exarch of the Emerald Shield.
Weapon and Armor Proficiency: The Exarchs are proficient in all simple weapons, light armors, and with light shields.
Barrier Arts (Su): The signature technique of the Exarch is the creation and manipulation of barriers, for defense, and, uniquely, for offense. These barriers are force creations in nature, similar to a wall of force or a prismatic sphere. The Exarch begins by being able to create an invisible barrier the size of a one-foot cube at level one. This is done by designating a point in space, then focusing and materializing the barrier around that space. These barriers last until destroyed, released, imploded by the Exarch, or when the time limit is reached, which is one hour per class level. Barrier arts is a supernatural ability, thus creating a barrier does not provoke attacks of opportunity, nor is it negated by spell resistances.
The maximum size barrier an Exarch can make is 5x5x5 cubic feet per level, with a maximum of 100x100x100 cubic feet at level 20, and as small as a twelfth of an inch. Barriers smaller than an inch require the Exarch to roll a Craft (Barriers) check, with a DC of 13 + the reciprocal of the size relative to 1 inch (DC for 1/12 of an inch is 13 + 12 = 25). The Exarch can attempt to create barriers smaller than a twelfth of an inch, but the DC for this is 13 + three times the reciprocal of the size relative to 1 inch (DC for 1/13 of an inch is 13 + 13*3 = 52). The Exarch can create a number of differently-sized barriers per day as found in the table: Exarch of the Emerald Shield. These numbers are the sizes of the barriers created relative to the maximum size created by the Exarch at his level. Ratios of sizes falling in between always use up the next bigger size slot. The Exarch can also make one-cubic-foot barriers or smaller at-will at level 1, and this increases by 1x1x1 cubic foot per two levels after, ie the Exarch can cast 2x2x2 cubic feet barriers or smaller at-will at level 3, 3x3x3 feet barriers or smaller at-will at level 5, and so on. The Exarch can create a barrier within a range of 400 feet at 1st level and an additional 40 feet per level.
In creating a barrier, the Exarch can set it to either of the two parameters: coordinate or conditional. Coordinate barriers are formed around a specific coordinate in space, such that when they are created, they can never be moved from that point in space. Conditional barriers are formed following a set of conditions, such as having no fixed position, only the relative points of its corner, making it easily movable, or fixed to a moving point in space, such as a creature's limb or a part of a moving object. These conditions have to be stated explicitly before a barrier is created, and failure to do so will result in a failed barrier creation. Capturing a target with a barrier depends on the size of the barrier relative to target. Barriers smaller than the target (ie capturing parts of the target's body, like an arm or a foot) requires the Exarch to roll for a ranged touch attack, while barriers equal to or larger than the square or squares occupied by the target do not need attack rolls.
Once a barrier is created, the Exarch has three options. One is to release the barrier, dissipating it without affecting anything around it, except for objects resting on or against any of its walls, which would then fall due to gravity unless supported otherwise. Releasing a barrier is a free action. Another option is to implode the barrier, causing damage to whatever is caught inside it. The barrier implosion does damage equal to 1d6 at level 1 and and an additional 1d6 for every 2 levels thereafter multiplied by a factor of 1 for the min sized barriers, 2 for 1/4, 3 for 1/3, 4 for 1/2, and 5 for max sized barriers. Anything brought down to 0 hit points by this attack is disintegrated, as the disintegrate spell (in cases where the barrier imploded only affects a part of the target creature and it is brought down to 0 hit points, only the affected part is disintegrated). Barrier damage through implosion is of pure magical damage such that elemental resistances do not affect it. The last option is to manipulate existing barriers using the Barrier Techniques ability.
Barriers can be created at any point in space, even inside structures or creatures. Barriers can also partially enclose part of a structure or a creature. Barriers cannot slice objects or creatures in two by partially enclosing them with a barrier, but this impedes movement of that particular part of the creature which can only be overcome by destroying the barrier or other means such as through teleportation effects. However getting Magical Isolation or Dimension Lock also removes these options.
Creating barriers inside creatures or objects is treated as per normal barrier creation, but you have to make a Craft (Barrier) check with a DC of 25 to be able to form barriers inside creatures or objects. For creatures, they should be successful on a Fort save with a DC of 5 + 1/2 class level + Int mod or be staggered for 1d6 rounds, after which, unless the barrier is removed by any means, the creature will die. The Exarch can also implode the barrier at any point before the duration expires which will also cause death.
Creating a barrier takes up an action depending on the size of the barrier. The at-will sized (min) barriers take up a swift action to create, the Exarch can spend a full round action to create a number of barriers of this size or smaller up to a number equal to the number of attacks granted by BAB. Barriers 1/4 the maximum size or smaller take a move action to create, 1/2 and smaller takes a standard action, and those greater than 1/2 take a full-round action to create.
Imploding barriers take up a specific action depending on the size as follows: at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a move action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a standard action to implode barriers up to a number equal to the number of attacks granted by BAB. Under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB.
Barriers, like wall of force or prismatic wall, persists in an antimagic field when already created. An Exarch, however, can't create barriers when he himself is inside an antimagic field, nor can he manipulate a barrier inside an anitmagic field, regardless of whether he himself is inside the field or not. Like a wall of force, barriers cannot be dispelled (except by the Dispel Barrier Technique), however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against the Exarch's Will saves), sphere of annihilation, or mage's disjunction (against the Exarch's Will saves). Barriers, unlike other force effects, can be damaged by mundane attacks, as well as magical attacks, and are destroyed when brought down to 0 hit points. Each barrier has hit points equal to 50 x class level x Barrier Size Modifier (1 for max sized barriers, 1/2 for 1/2 sized barriers, etc., 1/5 for min sized barriers), AC equal to 10 + the barrier's size modifier, a hardness of 5 plus 1 per class level, and can support weight equal to 10 pounds x the maximum hit points of the barrier.
Barrier Techniques (Su): The Exarch does not deserve to be called a master if all he can do is create barriers. What makes him a master is the relative ease at which he could manipulate these barriers with his Barrier Techniques to produce effects other caster could only dream about doing with barriers. The Exarch can use any Barrier Technique he knows at-will.
Barrier techniques are supernatural abilities; thus, unless indicated in the description, using a technique is a standard action that does not provoke an attack of opportunity and are not subject to spell resistance. The save DC for a technique (if it allows a save) is equal to 10 + 1/2 class level + the Exarch's Intelligence modifier. The spell levels for a particular technique (if applicable) is equal to half the class level, and the caster level (if applicable) is equal to the class level.
The four grades of Barrier techniques, in order of their relative power, are least, lesser, greater and master. An Exarch begins play with knowledge of two least-grade Barrier techniques. As an Exarch gains levels, he learns new Barrier techniques, as shown on the table above. At any level when an Exarch learns a new technique, he may also replace a technique he already knows with another technique of the same or a lower grade. At 6th level, a Exarch gains access to lesser Barrier techniques; at 11th level, an Exarch gains access to greater Barrier techniques and at 16th level the Exarch gains access to master Barrier techniques.
Shikigami (Su): At 1st level, the Exarch is able to create little paper dolls called shikigami to do their bidding. They can do mundane tasks such as clean a place, lift objects (each shikigami can lift objects up to twice the overhead weight limit of the character), and other simple tasks, or even perform Restoration (see below). These shikigami cannot be used to attack, and they have an AC equal to that of the Exarch, and hit points equal to 1/4 the Exarch's maximum hit points.
These shikigami can also be manipulated to resemble the Exarch or any creature the caster wills and be programmed to do simple tasks such as speak repetitive lines, or just sit on one corner (Sense Motive DC 12 to detect these copies). At 11th level, these shikigami can do more complex behavioral patterns, almost similar to the actual creature, but still can't be used to attack (Sense Motive with a DC equal to 10 + 1/2 class level + Int mod rounded down to detect these copies). The number of shikigami that can be made per day is equal to the Exarch's Int modifier and each lasts for one hour per Exarch level.
Restoration (Su): In the ancient traditions of the Exarchs, the immediate reparation of collateral damage to property and civilians is of utmost importance when undertaking missions. At 3rd level, the Exarch gains the ability to restore broken or damaged items or structures, or even living creatures.
When repairing a mundane object or a structure, the Exarch uses the mechanics for repairing objects as stated in the Craft skill, except you don't need materials or spend gold in order to repair the object. The item prices are in gold pieces instead of the normal silver pieces and the checks are made to measure progress per hour, as opposed to the usual progress per week. This action uses the Craft (Barriers) skill check.
When repairing magic items, the Exarch uses the mechanic for determining the duration of creating a magic item as found in Creating Magic Items, except the progress is measured per hour (ie repairing a magic item takes an hour per 1,000 gp of the base price of creation). The Exarch does not need to spend any gold or XP to perform the restoration.
This ability also enables the Exarch to restore wounds and physical damage from living creatures. When restoring hit points to a living creature, the Exarch makes a Craft (Barriers) check and restores hit points equal to half the check result (minimum of 1). However, using the Restoration ability in this manner is more taxing for the Exarch, and requires him to spend one slot from the 1/4-sized barriers or higher. The ability also enables the Exarch to remove negative effects on a target creature. To do this, he must make a Craft (Barriers) check against the save DC of the effect, and spends one spell slot from the 1/4-sized barriers or higher, whether the check is successful or not. This action requires the Exarch to touch the target and requires a standard action.
The Exarch can also employ his Shikigami perform the restoration of objects and structures for him, thus freeing him to do other tasks. However, he needs to employ all of his available shikigami per day for them to be able to perform restoration.
Black State (Ex): At 5th level, once per day, the Exarch can enter a focused state where he separates his mind from emotion, increasing the speed, power, and effectiveness of his barriers. By spending a swift action, for a number of minutes equal his Int mod, the Exarch is treated as 1 class level higher when considering the damage, hit points, and number of slots he can cast per barrier size. Additionally, the type of movement spent to make a specific barrier is reduced by one step, except the at-will barriers, which remains as swift action. Also, when under Blank State, at will barriers take a free action to implode to a maximum number of barriers equal to his Int mod, 1/2 or smaller a free action to implode barriers up to a number equal to the number of attacks granted by BAB, greater than ½ a move action to implode barriers up to a number equal to the number of attacks granted by BAB. When under this ability, the Exarch becomes stoic, and suffers a -4 penalty on his Charisma score.
At 11th level, the Exarch can use the ability 3 times per day and is treated as 2 class levels higher when under Blank State, and at 17th level, he is able to use the ability 5 times a day and is treated as 3 class levels higher.
Sensory Barrier (Su): At 8th level, the Exarch can enhance his perception to detect creatures within an area. When under the Blank State ability, as a standard action, the Exarch can expend one slot of 1/3 barrier size or higher to cast an invisible barrier centered around himself with a radius of 30 feet for a number of rounds equal to his Int mod. The barrier is intangible and does not affect anything like regular barriers, however the Exarch gains knowledge of all creatures inside it, as if having the blindsense ability.
At 12th level, the Exarch can expend one slot of 1/2 barrier size or higher to create an invisible barrier with a radius of 60 feet, and he gains blindsight against all creatures inside it.
Spatial Phasing (Su): At 10th level, the Exarch gains the ability to understand the construction and attune himself to physical and force boundaries. By spending one slot of 1/3 barrier size or higher, the Exarch can phase through mundane walls or barriers of magic, such as wall of force. This ability requires a full round action to initiate.
At 14th level, the Exarch's understanding of attuning himself extends to other magical forces and even living creatures such that he can "phase" through them as well. By spending one slot of 1/2 barrier size or higher, the Exarch can spend an immediate action to nullify any magical or physical attack. For magical attacks, the Exarch must recognize the spell being cast (ie make a Spellcraft of DC 15 + spell level to recognize the spell and you must be able to see or hear the verbal and somatic components) before he could initiate this ability. This ability also enables the Exarch to free himself from a grapple by phasing through the creature grappling him. The ability lasts until the Exarch's next turn.
Absoulte Boundary (Su): At 13th level, the Exarch gains further knowledge of how to utilize and materialize barriers. When under the Blank State ability, by spending a 1/2 barrier size slot or higher, as a standard action, the Exarch can create a special barrier centered around himself with a radius of 10 feet, moving along with him as he moves, and lasts for a number of rounds equal to 3 + his Int mod and can be terminated at any point before that should the Exarch wish to.
This barrier completely separates the Exarch from the outside world, negating all forms of damage, nullifying all magic within its range, and even negating the effects of gravity, effectively giving the Exarch flight with a speed equal to twice his land speed. Another distinct property of this barrier is that it damages any object or living creature that comes into contact with it, even allies. The damage is equal to the damage dealt by imploding a barrier the size of the barrier slot spent. The barrier created by this ability has hit points equal to that of a normal barrier and can be damaged and destroyed as normal barriers. It also cannot be dispelled, except by the Dispel Barrier Technique, however it can be affected by disintegrate (not automatically destroyed, apply normal damage), rod of cancellation (against the Exarch's Will saves), sphere of annihilation, or mage's disjunction (same chance as when applying mage's disjunction on an antimagic field). Blank State also affects this ability like other barriers.
Dimensional Breach (Su): At 15th level, the Exarch gains the ability to manipulate the boundaries between planes, allowing him to freely cross these boundaries. By spending one slot from the max sized barrier slots, he can travel to another plane of existence as per the Plane Shift spell. The Exarch's caster level when performing this ability is equal to his class level, and the spell level is equal to half his class level.
Time Rejection (Su): The Exarch possesses dominion over spaces inside his barriers that he can reject even time to exist in it. At level 18, by spending any number of slots from his maximum sized barriers, the Exarch can make time stop inside one barrier where he is in, making him free to act for 1d4 plus the number of slots spent rounds of time as observed outside the barrier. This ability affects all creatures inside the barrier with the Exarch, allies or enemies alike.
True Boundary (Su): At 19th level, he gains a level of mastery with his Absolute Boundary ability that he can push the ability further. When under the Blank State ability, by spending any number of slots in his max sized barriers cast per day, as a standard action, the Exarch can create a barrier similar to the Absolute Boundary, but with a radius he can freely control as a swift action to a maximum radius of 30 feet. The ability lasts for a number of rounds equal to his 3 + Int mod + the number of slots spent to initiate the ability.
This barrier has all the abilities of the Absolute Boundary, with added benefits. Like the Absolute Boundary, the barrier damages anything it comes into contact with, but those the Exarch considers to be allies can freely enter or leave the space unharmed. Everyone inside the barrier moves along with it when the Exarch moves, such that they are also carried into the air inside the barrier when the Exarch flies, but they can still exit the barrier should they will it. Additionally, everyone inside this barrier gains Regeneration equal to twice the number of slots spent to initiate this ability (maximum 10).
Advent of a New World (Su): At 20th level, the Exarch reaches the pinnacle of barrier magic. All spaces bound within his barriers are isolated from the plane it is on at a level that it could be almost be considered as another plane in itself, and he is considered the lord of this world. The Exarch is now treated as an Outsider with a native subtype whenever this is advantageous to him. The Exarch gains a morale bonus to all rolls equal to his Intelligence modifier when inside any of his barriers, even with rolls that target creatures outside the barrier. Barrier creations inside another larger barrier also get bonus damage for all manners of attack equal to his Intelligence modifier. This bonus does not stack by virtue of stacking barriers and is only granted once.
Allies within his barriers also get a circumstance bonus on all rolls equal to the Exarch’s Int mod. Conversely, all creatures deemed by the Exarch as enemies inside any of his barriers suffer a penalty on all their rolls equal to the Exarch’s Int mod.
Least Barrier Techniques
Emerald Elevator - extend one side of a barrier to use as an elevator or to crush enemies.
Emerald Spear - a more offensive form of Emerald Elevator, forming thinner barriers extending at much faster speeds that pierce through almost anything.
Elastic Barrier - create a barrier with bouncy walls.
Dead Space - remove air from inside a barrier to suffocate any living creature inside.
Force React - use at will sized barriers as immediate action
Form Manipulation - form barriers into any shape imaginable.
Shared Access - allow allies to see your barriers, and also allows you to make openings for them.
Lesser Barrier Techniques
Emerald Stacking - create multiple stacked concentric barriers in one casting.
Dispel Barrier - dispel any barrier effects or other force effects.
Improved Barrier Mobility - increase speed when moving barriers through Remote Control or when in Absolute Boundary or True Boundary.
Light Filter - manipulate light so as to make creatures inside barriers invisible or to make barriers opaque.
Parameter Override - change the parameter of an existing barrier from coordinate to conditional or vice versa.
Remote Control - move barriers within a range.
Emerald Reflection - all barriers have a chance to reflect spells that require attack rolls.
Greater Barrier Techniques
Emerald Trap - create a delayed barrier that forms when triggered by specific conditions.
Emerald Jaunt - teleport yourself or others from one barrier to another.
Chorus of the Emerald Shield - create barriers far stronger and larger with 3 other Exarchs
Focused Creation - spend one slot lower to create a barrier at the expense of taking a longer time to create it
Limit Expansion - create barriers larger than the maximum size allowed per level by expending multiple slots.
Sensory Extension - extend your Sensory Barrier ability to any barriers you have created.
Master Barrier Techniques
Emerald Storm - create multiple barriers of different sizes and at different targets
Emerald Recovery - dissipate undamaged barriers to recover slots
Dimension Lock - all barriers created gain an effect similar to the dimension lock spell.
Magical Isolation - all barriers created completely nullifies magic except the Exarch's magic.
Least Barrier Techniques
Upon learning this technique, the Exarch gains the ability to extend his barrier in one direction (ie extend the top of a barrier, like an elevator), lifting or pushing anything on it or in its path. The barrier can extend to a maximum of 10 feet per two levels. This ability also allows the Exarch to reverse the extension.
This technique can push or carry anything in its path with a total weight not exceeding 10 x the maximum hit points of the barrier, or else the movement will stop. This can also be used to crush creatures or objects caught in its path of extension and pressed onto a wall or other similar rigid structure. Any creature or object crushed by this technique suffers 1d6 damage per 2 class levels, with a maximum of 10d6 at 20th level. A creature can also impede the advance of the barrier by making a strength check against the barrier’s strength check. The bonus for the barrier’s strength check is equal to the Exarch’s class level + Intelligence Modifier + 6 + the Barrier’s Size Modifier.
The barrier wall can move at any rate up to 30 feet per round. This requires a standard action to initiate, and a swift action to continue the action each successive round until the maximum elongation is reached. For barriers smaller than the square occupied by a creature, the creature gets a Reflex save with a DC 10 + ½ class level + Int mod. For barriers larger than this, the target doesn’t get a Reflex save.
While the usual offensive form of barriers is in the form of imploding the barriers, other Exarchs tend to favor another form of attack. By creating an extending barrier similar to the Emerald Elevator, but thinner and with a more rapid extension, the Exarch can create barrier spears that can pierce through enemies. This type of attack does damage equal to the imploding damage of the size of barrier used, requires the same type of action to perform as creating a normal barrier of the size used, and requires a ranged touch attack to hit. Barrier spears can also be designated to be coordinate or conditional, such that if it is coordinate based, it can serve to pin the target when it pierces through them, and requires the target to destroy the barrier spear or some other means to escape.
Upon learning this technique, the Exarch can control the air inside his barriers, such that he can evacuate any barrier of air, effectively suffocating any creature inside.
Upon learning this technique, the Exarch has the ability to change the consistency of barrier walls to exhibit an elastic property. Whether a barrier has this property or just a normal barrier is decided before creating that specific barrier. This property can have many uses, such as deflecting or bouncing objects, or serving as a cushion for falling creatures or objects.
When falling on an elastic barrier, the damage is reduced as if you are falling 10 feet per class level less than the actual height you are falling from. You can also use this barrier to aid you in jumping, like a trampoline, giving a circumstance bonus equal to +1 to your jump checks per class level.
Elastic Barriers can also reflect physical attacks, and have a 25% chance to bounce them back to the attacker, using the same rolls for the attack against their AC.
Upon learning this technique, The Exarch can use his at-will sized barriers as an immediate action.
Upon learning this technique, the Exarch can manipulate the shape of the barrier he creates, deviating from the usual cubical shape. He can form it into any shape he wants, provided the shape is still of the same volume or smaller. The Exarch must succeed on a Craft (Barriers) check with a DC depending on the difficulty of the object being formed. It should also be noted that barriers can be shrunk but never enlarged.
Armor or Shield|15
Simple Melee or thrown Weapon|15
Martial Melee or thrown Weapon|22
Exotic Melee or thrown Weapon|25
Complex or Superior Shape|25
One aspect of the Exarch is his uncanny ability to provide protection for his allies, and in the basest form, this is manifested by the Shared Access Technique. Upon learning this technique, the Exarch gains the ability to allow his allies to see his barriers as he does. He also gains the ability to open and close parts of his barriers to allow access for his allies. This requires a swift action to open or close the barrier.
Lesser Barrier Techniques
Upon learning this technique, the Exarch can create stacked (concentric) barriers in one casting of up to a number equal to the number of attacks granted by BAB. The techniques requires the same type of action to create one barrier of the appropriate size, but uses up the same number of slots as are the number of stacked barriers. You can only stack barriers of the same size.
The Exarch's understanding of barriers allows him to create, and at a certain point, deconstruct barriers. Upon learning this technique, the Exarch gains the ability to dispel barriers and other barrier-like effects, as well as other force effects such as mage armor or shield. The Exarch does a dispel check (1d20 + 1/2 your class level) against one barrier effect with the DC equal to 11 + the barrier's caster level (or 1/2 class level for barriers made by other Exarchs). If you succeed, the barrier is dispelled, if not the barrier remains in effect.
Improved Barrier Mobility
Upon learning this technique, the Exarch increases the movement speed for barriers moved by Remote Control by one increment. In effect, the barriers moved move at three times the Exarch’s land speed instead of twice his base land speed. This ability also affects the flight speed of the Absolute Boundary ability and consequently the True Boundary ability, increasing the speed from twice his land speed to three times his land speed.
Barriers separate space, allowing nothing to pass through it except light. However, even this can be controlled by the Exarch. Upon learning this technique, the Exarch can control the light coming through his barriers, making it seem as if there is nothing inside of them. In effect, anything inside that barrier becomes invisible, as with the invisibility spell. A see invisibility or true sight spell can see through this invisibility effect, however, this does not end the effect; only destroying the barrier, the Exarch canceling the technique via a free action or dissipating the barrier can it be ended.
Conversely, the Exarch can control the light from going through his barriers, making them translucent or totally opaque (by reflecting one color of the visible light spectrum, or a mix, he could make any color for his barriers). This makes his barriers visible to others, and if the Exarch makes a barrier opaque, those inside it cannot be seen from outside, or vice versa.
The Exarch gains more understanding of his barrier creations, such that he reaches the point he is now able to change the nature of his barriers at a whim. The Exarch can now alter the parameters of barriers he has already created, either from coordinate to conditional or the other way around.
With enough experience, the Exarch can begin to move non-fixed barriers (conditional) without having to use physical force. As a move action, the Exarch can move any one barrier of any size smaller than ¼ the maximum size of barriers he can create at his level within his range of barrier creation up to a speed of twice his land speed.
At some point, the Exarch also begins to grasp the knowledge of how to use his barriers to reflect magical attacks. Upon learning this technique, all magic attacks that require an attack roll targeted at any creature behind or inside a barrier have a 50% chance of being reflected to the caster. The caster needs to roll a new ranged attack roll (or attack rolls for multiple attacks) against his or her touch AC.
Greater Barrier Techniques
With knowledge in manipulating boundaries, the Exarch can apply this to allow him astral travel. By using his barriers as conduits, the Exarch can teleport himself or any creature from one barrier to another barrier within 400 feet + 40 feet per class level. This technique can teleport the Exarch and also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three class levels who are inside or touching the same barrier the Exarch is in or is touching. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. The Exarch does not need to have line of sight to the particular barrier for the technique to work. The ability is an instantaneous effect.
Another form of versatility of the Exarch is to use his barriers to make traps. By creating a delayed activation barrier, where if the trigger is tripped, the barrier is formed, trapping anything in it, or sending barrier spears towards the creature triggering the trap.
The trigger for the trap is a location trigger, however, unlike usual location triggers, a creature sets off the trap when it or a part of it enters the square where the barrier is to be formed, even in mid air, as long as it enters the barrier's space. For barrier sizes smaller than the square or squares occupied creature, the creature gets a Reflex save with a DC equal to 10 + 1/2 class level + Int mod to escape the trap. For barrier sizes equal to or larger than the square or squares occupied by the creature, the creature does not get a Reflex save, and is automatically captured by the trap.
An alternative configuration for the trap is using barrier spears that triggers when a creature enters a designated space adjacent to the starting point of the barrier spear and of the same size as the barrier size used for creating the barrier spear. It is possible to create multiple instances of barrier spears and have their triggering location coincide on a singular spot such that when the trap is triggered, it sends multiple barriers spears simultaneously at the target. The target of this kind of trap can roll a Reflex save with a DC equal to 10 + 1/2 class level + Int mod to half the damage taken from the spears.
The trap can be detected by a Search check against a DC of 25 + half the class level.
Chorus of the Emerald Shield
The Exarch can tune his abilities with other Exarchs or other casters knowledgeable in barrier magic or similar effects to create barriers far larger and stronger than he can normally produce alone.
This technique requires 4 Exarchs, all having obtained this technique, for this to work. By standing at the 4 locations to serve as the corners of the barrier, the Exarchs spend any number of maximum sized barrier slots to create a barrier up to a size equal to the maximum size the lowest leveled Exarch of the 4 can create multiplied by the combined slots spent by all the 4 Exarchs multiplied by 4. The 4 Exarchs should spend equal number of slots, or else the barrier formed will be unbalanced and will collapse. For example, 4 Exarchs, all at level 16, spending all 4 maximum sized slots can create a barrier up to 5120x5120x5120 feet in size (80 for the maximum size at level 16 x 16 slots spent total, 4 each x 4). Performing this technique requires 10 minutes of focus and concentration.
By taking his time in forming a barrier of a particular size, the Exarch can spend a slot one size smaller than the size of the formed barrier. However, the action required for creation is increased by one step. For example, a Exarch using this technique to form a 1/2 sized barrier will just spend one 1/4 sized barrier slot but will have to take a full round action to create it.
By focusing his energies into the formation of one barrier, the Exarch can exceed his limitations in barrier creation. Upon learning this technique, the Exarch can create barriers of dimensions larger than the maximum allowed per level by spending more than one slot of max sized barriers. The resulting barrier size is equal to the maximum size of the barrier at the Exarch’s level multiplied by the number of slots spent for this technique. For example, at level 15, the maximum barrier size is at 75x75x75. By spending 3 slots for this technique, he can create a barrier of the size 225x225x225. This takes a full round action for the first additional slot used, and another full round action for each succeeding slot used.
When under Blank State, the Exarch can spend a full round in concentration to sense any living creature within 30 feet of any barrier within his range of barrier creation. He can sense up to half his Int mod number of barriers per round. The Exarch can also extend his Sensory Barrier using this technique, and gains either blindsense or blindsight on all creatures within range, expending the usual slots required as normal.
Master Barrier Techniques
Upon learning this technique, the Exarch can dismiss any barrier he has created and regain the slot spent for creating that particular barrier. The barrier must not have received any form of damage for this technique to work, else the barrier will be dissipated, but the Exarch will not regain a barrier slot.
As a full round action, the Exarch can form barriers up to a number equal to his Intelligence modifier. The barriers formed can be a combination of any sizes, in any order, and each barrier can be targeted at any space within his range that the Exarch wishes to form them. Each barrier created spends the appropriate slot for its size.
The Exarch's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of teleportation, except through the Exarch’s techniques and abilities. Upon learning this technique, all barriers created by the Exarch prevents any sort of travel in or out of them, as the Dimensional Lock spell.
The Exarch's mastery of barriers extends to a point where he can isolate the space inside a barrier from any form of magic. Upon learning this technique, all barriers created by the Exarch prevents magic cast from outside the barrier from affecting creatures inside or magic cast from inside the barrier from affecting creatures outside the barrier, except the Exarch's magic. This technique does not, however, nullify magic targeted at the barrier itself.
Epic <-class name->
|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->
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
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable 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.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.