Barrier Mage (3.5e Class)
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A spellcaster who specializes in shields, barriers, and obstructions. 20 0 Moderate Poor Good Good Spontaneous Arcane Spellcasting Full
The best defense is the best defense you say. You are a specialized spellcaster who focuses on defense, denial, and battlefield control through physical and mystical blockades and barriers.
Making a Barrier Mage
Abilities: Barrier mages are Intelligence based for their spellcasting, and like most spellcasters benefit from strong Dexterity and Constitution to survive. Other ability scores are as needed and less vital.
Starting Gold: 5d4×10 gp (125 gp).
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+2||+2||Barrier Tile, Barrier Shield +2, Barrier Trick, Personal Shield||∞||1||—||—||—||—||—||—||—||—|
|2nd||+1||+0||+3||+3||Barrier Trick, Improved Shield Bash||∞||2||—||—||—||—||—||—||—||—|
|3rd||+2||+1||+3||+3||Barrier Shield +3, Evasion||∞||3||1||—||—||—||—||—||—||—|
|4th||+3||+1||+4||+4||Barrier Trick, Shape Wall||∞||4||2||—||—||—||—||—||—||—|
|6th||+4||+2||+5||+5||Barrier Shield +4, Barrier Trick||∞||6||4||2||—||—||—||—||—||—|
|7th||+5||+2||+5||+5||Bypass Wall (Personal)||∞||6||5||3||1||—||—||—||—||—|
|9th||+6||+3||+6||+6||Barrier Shield +5, Shield Generator||∞||6||6||5||3||1||—||—||—||—|
|10th||+7||+3||+7||+7||Bonus Feat, Improved Barrier Trick||∞||6||6||6||4||2||—||—||—||—|
|12th||+9||+4||+8||+8||Barrier Shield +6, Improved Barrier Trick||∞||6||6||6||6||4||2||—||—||—|
|14th||+10||+4||+9||+9||Bypass Wall (All), Improved Barrier Trick||∞||6||6||6||6||6||4||2||—||—|
|15th||+11||+5||+9||+9||Barrier Shield +7, Bonus Feat||∞||6||6||6||6||6||5||3||1||—|
|16th||+12||+5||+10||+10||Improved Barrier Trick||∞||6||6||6||6||6||6||4||2||—|
|18th||+13||+6||+11||+11||Barrier Shield +8, Improved Barrier Trick||∞||6||6||6||6||6||6||6||4||2|
|20th||+15||+6||+12||+12||Bonus Feat, Improved Barrier Trick, Invincibility||∞||6||6||6||6||6||6||6||6||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Barrier Mage.
Weapon and Armor Proficiency: Barrier Mages are proficient with all simple weapons, light and one-handed martial weapons, and shields (including tower shields). A barrier mage can cast barrier mage spells while wielding any shield without incurring the normal arcane spell failure chance, and treating the arm as free for the purpose of somatic components. However, like any other arcane spellcaster, a barrier mage wearing armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass barrier mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A barrier mage casts arcane spells from the spell list below. She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.
To retrieve or cast a spell, a barrier mage must have a Intelligence score of at least 10 + the spell level. The Difficulty Class for a saving throw against a barrier mage's spell is 10 + the spell level + the barrier mage's Intelligence modifier.
Like other spellcasters, a barrier mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given above. In addition, she receives bonus spells per day if she has a high Intelligence score.
Like a sorcerer, a barrier mage knows only a small number of spells. However, each day a barrier mage may change the spells she knows. When a barrier mage studies to regain her daily allotment of spells, she re-memorizes knowledge of the specific barrier mage spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level.
If a barrier mage knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a barrier mage might choose to retrieve a quickened repair light damage by using a 5th-level spell retrieved slot. Any time she uses repair light damage during the ensuing day, she must use a 5th-level spell slot to cast it, and it is always quickened. A barrier mage could use a 1st-level spell slot and a 5th-level spell slot to retrieve repair light damage and quickened repair light damage if she wanted to have both spells available to her in a day. A barrier mage cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Barrier Mages using metamagic feats do not have an increased casting time as sorcerers do.
0—altimeter, arcane mark, climb wallsSpC, cloak of dark powerSpC, dancing lights, detect magic, detect mineral, flare, force stool, fragile shield, guidance, light, mage hand, mending, message, open/close, popping rune, prestidigitation, read magic, repel liquid, resistance, safety goggles, silent portalSpC, stickSpC
1st—babau slimeSpC, detect secret doors, dispel wardSpC, ectoplasmic armorSpC, ectoplasmic feedbackSpC, endure elements, entropic shield, fireproofing, floating disk, foundation of stoneSpC, ghost touch armorSpC, golden bardingSpC, hold portal, mage armor, nightshieldSpC, polish, quantum lock, repair light damageSpC, retort, sanctuary, shield, shield of faith, shieldbearerSpC, slideSpC, surfing disc, wall of smokeSpC, withstand energy
2nd—ablative jacket, albedo armor, arcane lock, avoid planar effectsSpC, balor nimbusSpC, binding windsSpC, continual flame, create wooden door, dark waySpC, death armorSpC, dispater's tower, earth lockSpC, earthfastSpC, easy climbSpC, ethereal chamberSpC, force ladderSpC, force pulse, greater slideSpC, impossible cover, knock, lesser energized shieldSpC, lesser spell immunitySpC, mountain stanceSpC, obscure object, protection from arrows, protection of negative energySpC, protection from positive energySpC, red line, repair moderate damageSpC, resist energy, resist planar alignmentSpC, safety bubble, shield of wardingSpC, shield other, shimmering forcefield, silence, soften earth and stone, spawn screenSpC, spider climb, strength of stoneSpC, wall of gloomSpC
3rd—bubble shield, corona of coldSpC, diamondsteelSpC, dispel magic, energized shieldSpC, explosive runes, force fence, greater endure elements, greater mage armorSpC, glyph of warding, magic circle against chaos/evil/good/law, magic vestment, mantle of chaos/evil/good/lawSpC, mass mage armorSpC, meld into stone, mental mirror, nature's rampartSpC, nondetection, prismatic armor, protection from energy, protection from radiation, repair serious damageSpC, reverse arrowsSpC, ring of bladesSpC, safe clearingSpC, sepia snake sigil, sign of sealingSpC, spell shield, tiny hut, wall of lightSpC, wei yu's oceanic shield, wind wall, zone of OSHA-compliance
4th—airtight architecture, armor of darknessSpC, contingent energy resistanceSpC, death ward, dimensional anchor, dispelling screenSpC, escape pod, eye of the hurricaneSpC, fire shield, greater floating diskSpC, force chestSpC, forcewardSpC, forcewaveSpC, galea's energy corona, hallucinatory terrain, illusory wall, leidenfrost shell, land wombSpC, lesser globe of invulnerability, life lock, life wardSpC, mass resist energySpC, mass shield of faithSpC, minor creation, perinarchSpC, planar toleranceSpC, ray deflectionSpC, repair critical damageSpC, repel vermin, resilient sphere, secure shelter, sensory deprivationSpC, spell immunity, stone shape, stoneskin, sudden stalagmiteSpC, throw force, unrelenting focus, wall of chaos/evil/good/lawSpC, wall of crabs, wall of fire, wall of ice, wall of sandSpC, wall of waterSpC
5th—acid sheatheSpC, anticold sphereSpC, cacophonic shieldSpC, fabricate, greater stone shapeSpC, hidden lodgeSpC, indomitabilitySpC, interposing hand, mage's private sanctum, major creation, mass fire shieldSpC, mass sanctuarySpC, metal shape, microwave box, moon pathSpC, passwall, refusalSpC, rejuvenation cocoonSpC, shun aberration, spell dampen, spell resistance, spiritwallSpC, symbol of pain, symbol of sleep, transmute mud to rock, transmute rock to mud, vacuum sphere, wall of dispel magicSpC, wall of force, wall of limbsSpC, wall of stone, wall of thorns
6th—antilife shell, antimagic field, blade barrier, energy immunitySpC, enveloping cocoonSpC, forbiddance, forceful hand, globe of invulernability, greater dispel magic, greater glyph of warding, greater sign of sealingSpC, guards and wards, hardening, ironwood, lesser crown of vermin, lithos shield, move earth, repulsion, seal portalSpC, selective wall of force, slope terrain, summon instant fortress, superior mage armor, symbol of persuasion, tortoise shellSpC, tunnel swallowSpC, wall of gearsSpC, 'wall of iron, wall of magnets, wall of plasma
7th—forcecage, greater dispelling screenSpC, mass spell resistanceSpC, maw of stoneSpC, mage's magnificent mansion, negative mass, phase door, portal barrier, sarcophagus of stoneSpC, spell turning, storm towerSpC, stromberg's frozen court, symbol of stunning, symbol of weakness, warding shell
8th—binding, cloak of chaos, crushing sphere, deadfallSpC, dimensional lock, diode of force, excavateSpC, greater globe of invulnerability, holy aura, mind blank, maze, planar rip, prismatic wall, protection from spells, repel metal or stone, screen, shield of law, symbol of death, symbol of insanity, telekinetic sphere, trap the soul, true creationSpC, unholy aura, unyielding rootsSpC, wall of greater dispel magicSpC
9th—imprisonment, lord eiji's sky castle, mage's disjunction, pavilion of grandeurSpC, planar perinarchSpC, prismatic sphere, reaving dispelSpC, soul bind, transmute rock to lavaSpC, tsunamiSpC, undeath's eternal foeSpC, wall of quark soup
Barrier Tile (Sp): As a standard action the barrier mage can conjure a 5 ft square of force anywhere within 30 ft. This acts like wall of force and can be oriented in any direction. However it is not invulnerable possessing 5 hp/level, can hold up to 200 lbs/level, or can be moved at half speed with a DC 20 Strength check. A check of +10 or more completely shatters the tile. Like wall of force it is destroyed if hit by disintegrate. If the tile is destroyed (rather than dismissed) you cannot create another one for 5 rounds. Otherwise it is immobile. You can only have one in existence at a time with new tiles dispelling the old one, and determine if you want it clear, colored, or opaque.
Barrier Shield (Su): With the same action to draw a weapon, you can conjure a shield made out of force into your hand. This acts as a heavy shield granting a +2 shield bonus. You may use it as a typical shield, including shield bashing, and if dropped it vanishes after 1 round. At 3rd level and every three levels beyond the shield bonus increases by +1, and when you hit +4 bonus at 6th you may also treat it as a tower shield when beneficial.
The barrier shield may be enhanced as if it were a masterwork shield by enhancing one's arm with magic runes. It counts as a magic weapon and does not require an initial +1 bonus to enhance, and in fact can only take on special abilities and not straight enhancement bonuses to shield AC.
Barrier Trick: Barrier mages learn various tricks which they can use to augment their Barrier Tile, Barrier Shield, Personal Shield, or spellcasting abilities. They choose one of the tricks listed below. Unless stated otherwise an ability may only be modified by a single trick at a time. They get a trick at 1st, 2nd, and every even level after. Unless otherwise stated each can only be taken once.
Personal Shield (Su): A barrier mage is surrounded by a protective force innately, which grants 2 temporary hp/level that stacks with other forms of temporary hp. The temporary hp is lost first. If the barrier mage remains undamaged for 5 rounds, their personal shield repairs any damage it has taken.
Improved Shield Bash: At 2nd level, a barrier mage gains Improved Shield Bash as a bonus feat.
Shape Wall: A 4th level barrier mage gains the power to manipulate all "wall" spells. All wall spells now have the Shapeable descriptor (S), allowing walls in different shapes and configurations.
Bonus Feat: At 5th level and every 5 levels beyond, the barrier mage gains a bonus feat chosen from a metamagic feat, item creation feat, any feat associated with shields such as Improved Shield Bash, or Spell Mastery. The barrier mage must still meet all prerequisites for a bonus feat.
Bypass Wall (Su): A 7th level barrier mage can slip through any barrier or wall they have created, except for walls of Instantaneous duration. They can choose to phase through any wall they have made without harm, though walls which radiate energy such as wall of fire may still injure them if they end their turn on a dangerous side. They cannot end their turn within a wall, and if they do they are shunted to the nearest valid space taking 1d6 points of damage for every 5 ft they move.
At 14th level the ability improves. As long as the barrier mage is within 100 ft and conscious they can confer this barrier bypassing property onto their allies as well.
Shield Generator (Sp): At 9th level, a barrier mage can place down a magical construction as a 1 round action. This shield generator grants the barrier mage's personal shield ability to all allies within 60 ft of it. The generator is a physical object made of force which can be destroyed (hardness 10, 5 hp/level, cannot benefit from its own personal shield, and destroyed if hit with disintegrate). The shield generator also glows as a torch and makes a humming sound as loud as speech making it fairly obvious and unstealthy. The barrier mage can only have one shield generator at a time, and may use this ability 1/hour.
Improved Barrier Trick: At 10th level and beyond the barrier mage adds more tricks they can select to the choices of barrier tricks. See Improved Barrier Tricks below.
Global Barrier (Sp): At 11th level, a barrier mage can spread out a powerful but brief super shield as a standard action 1/day. It transforms their barrier tile ability into a massive barrier tile 1000 ft wide and 1000 ft tall. The shield passes through solid objects and all obstructions, and creatures may move freely through it, but it blocks line of effect and all attacks going through it strike the shield instead. The shield has an unimaginable 1000 hp, but only lasts for 5 rounds. While activated you cannot use the barrier tile ability.
Barrier Recovery (Su): At level 17th, the barrier mage can restore barriers which have been dismissed, destroyed, or otherwise breached before its duration is up as a standard action. They can also recover their personal shield to full as a standard action.
Planar Razor (Su): A 19th level barrier mage can use their barrier tile as a dangerous weapon. 1/day as a standard action they make an melee or ranged touch attack roll, throwing their barrier tile against any target within 30 ft. You may use your caster level as your BAB and your Intelligence modifier for attack rolls. On a successful hit the target loses a limb as per remove limb, but does so violently dealing 1d4 Con damage in the process. On a natural 20, it can remove the head instead and deals 2d4 Con damage. While the limbs can be replaced they must be done within 3 rounds or the limb will not be able to be rejoined and they take full penalties associated with the loss (such as dying from loss of head).
Invincibility (Ex): The 20th level barrier mage cannot be stopped. As a free action the barrier mage sets up the ultimate barrier, rendering themselves invulnerable to all damage, all status effects, and being unaffected by all effects (including beneficial effects). This lasts for up to 3 rounds each day, and need not be used consecutively. While shielded they are surrounded by an obvious golden glow or other audio or visual clue to their empowered state.
Ally Shield (Su): As a standard action you can remove your personal shield ability and apply it to an ally within 30 ft. They continue to benefit from your personal shield to up to 10 minutes. Your personal shield maintains hp and cooldowns associated between it no matter to whom it is assigned.
Discharge Personal Shield (Su): With a standard action you can intentionally break your own personal shield, and release a wave of disruptive energy out in a radius up to 20 ft around you or less (minimum 5 ft). All creatures in the area take 1d6 points of damage for every 2 hp of your personal shield lost. The shield must recover normally as usual for breaking.
Focused Construction (Su): Any "wall" spell or spell which creates a physical object and is not of instantaneous or permanent duration may have its duration extended. The duration becomes Concentration + the typical duration of the effect.
Get Behind Me (Su): As a swift action you can expand your barrier shield to cover yourself and any adjacent squares. Adjacent allies benefit from your shield bonus. In addition you count as a solid and total cover for the purpose of shooting past you and burst effects. As long as your shield is expanded you move at half your normal speed, and may be toggled off as a free action on your turn.
Mobile Wall (Su): You gain Advancing Wall as a bonus feat, and may apply this metamagic spontaneously like a sorcerer but with no change in casting time. If you actually gain the feat, you reduce the metamagic cost by +1 (to a minimum of +0).
Multi-Tile (Su): Instead of a single barrier tile, you now create 1 tile per 2 levels you possess (minimum 1 tiles) at a time. All tiles are dismissed when a new set of tiles appears. If you attempt to box in a creature with your tiles they get a Reflex save DC 10 + 1/2 HD + Intelligence modifier to move into the nearest empty space.
Overcharge Personal Shield (Su): As a standard action you can overcharge your personal shield, doubling the amount of temporary hp you are benefiting from. This lasts for 5 rounds, after which the personal shield breaks and it is reduced to 0 hp, with its typical cooldown.
Progressive Shield (Su): Your barrier tile becomes a 15 ft wide 10 ft tall field which moves forward on its own, and is passes through creatures and objects. It moves anywhere from 5 ft a round to 30 ft a round, selected on releasing the barrier tile, straight ahead. It blocks attacks, but creatures can pass through it and it moves through walls. It ceases once it has gotten 500 ft away from you or you create another barrier tile.
Push Tile (Su): The barrier tile you create can reorient itself or move up to 30 ft in any direction as a move action. If its movement crosses through a creature's space you gain a free bull rush attempt (or pushes if running into an object), using your Intelligence in place of your Strength if better. You can set it to also continue to move in a direction once set without further action on your part, out to a range of 500 ft. The tile stops if it encounters any object or creature it cannot push or bull rush out of the way.
Slam Shield (Su): You gain the benefit of Improved Bull Rush as long as you wield the barrier shield, and whenever you make a shield bash with the barrier shield you may make a bull rush attempt as part of the action. For either use, you do not need to follow your opponent with the bull rush. This counts as possessing the Improved Bull Rush feat for the purpose of pre-requisites.
Substitute Blueprints (Su): You gain a spontaneous insight into the barrier magic you possess. 1/day you may spontaneously replace any of your spells retrieved and cast any spell of equal or lower level on your class list.
Improved Barrier Tricks
Back Tile (Su): As a swift action you can set your barrier tile to "defense mode", having it cover your backside and move automatically with you. While in this state it can perform no other actions, but prevents you from becoming flanked by interfering with any flankers. Another swift action returns the barrier tile to its normal behavior.
Breach Wall (Su): As a standard action you can make a dispel check (1d20 + your caster level) against any "wall" spell within Medium range (100 ft + 10 ft/level). If successful you can open up to a 10 ft wide, 10 ft tall, and 10 ft deep breach in the wall, or less if you choose. This even works on walls immune to dispel attempts such as wall of force.
Charging Wall (Ex): As a full attack action you enter a charge up to twice your movement speed in a straight line. You gain a Bull Rush against one target in your path, and you can choose to Overrun all other targets without provoking for movement. If you are successful on the bull rush you can either use the bull rush amount or complete your movement moving them the full distance you do. If you hit a wall while bull rushing a creature they take 3d6 + your Strength in damage and must make a Fortitude save or fall prone, DC 10 + 1/2 HD + Strength or Intelligence modifier to negate the prone. Requires Slam Shield.
Force Tower (Su): As a 1 round action you transform your barrier tile into a force tower. It effectively becomes an Instant Fortress, but with the hardness hp and vulnerabilities of your barrier tile. While in use you cannot use barrier tile, and the save against its expansion is 10 + 1/2 HD + your Intelligence modifier. Deactivating it is also a 1 round action.
Healing Shield (Su): As a standard action you can intentionally destroy your personal shield, recovering the amount of hp the personal shield had as health. It must recover as normal.
Improved Deflector Shield (Su): Your deflector shield ability improves, and can now deflect magical rays, magical ranged touch attacks, and siege weapons. In addition you may set yourself up to counter a physical attack within the next 1 round as a move action. Make an opposed attack roll and if you succeed not only do you negate the incoming attack, you gain an attack of opportunity against your attacker. Requires Deflector Shield.
Improved Substitute Blueprints (Su): You spontaneously cast as per substitute blueprints, but may do so an additional time per day. You may take this ability multiple times, each time increasing the times per day by one.
Mirror Shield (Su): Your barrier shield gains a mirror-like sheen as long as you focus on it as a swift action. As long as you hold it and it is activated, you have a 20% chance of deflecting away any ray, line, cone, or magic missile away harmlessly.
Perma-Wall (Su): Any "wall" effect with a duration can be rendered permanent as if permanency were used on it. However you can only have one permanent wall at a time, and if you choose to have another wall permanent the previous one will cease to be, vanishing if its natural duration is already up. You decide to make a wall permanent upon casting it. At any time you can spend the appropriate amount of XP to make your wall permanent without your efforts as if actually using permanency.
Rebounding Personal Shield (Su): If your personal shield is destroyed, you may take an immediate action to have it explode outward in a 10 ft radius burst with retributive damage. Creatures in range take the same damage of the attack used to down your shield. While there is no save, the damage is the same type as what took down your shield, and is the damage after you have reduced it with damage reduction or energy resistance.
Sky Walk (Su): As you walk, small barrier tiles automatically form underneath you. Because they are suspended, you can walk in the air as if under constant air walk. In addition as a standard action you can grant this ability to all allies within 30 ft of you. However they must remain within 30 ft of you (ending their turns in range if you move away) or they will fall.
Vital Shield (Su): As long as your personal shield has hp remaining, you are immune to critical hits. This is a passive benefit and requires no activation.
Dwarven Barrier Mage Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Initiative.
Gold: 115 gp.
Playing a Barrier Mage
Religion: Gods of protection are common for barrier mages. They do like their defense.
Other Classes: You are a battlefield controller and thus command how the fight takes place. Play smart, lest you harm your ally's tactics.
Combat: You control who and when the enemy arrives to die at the end of your fighter's blade.
Advancement: Barrier mages are, unsurprisingly, popular with castle towns and its inhabitants. They often have guilds, if not actually working with nobility itself.
Barrier Mages in the World
Daily Life: Barrier mages are just like everyone else, except they always have a roof over their heads if they need it.
Organizations: Kingdoms often employ barrier mages as architects and defenders of cities.
NPC Reactions: Most commonfolk don't care for the details, but they are always happy for a wall between themselves and danger.
Barrier Mage Lore
Characters with ranks in Knowledge Engineering can research Barrier Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|Article Balance||Very High +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Spontaneous Arcane Spellcasting +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||0 +|
|Reflex Save Progression||Good +|
|Skill||Balance +, Climb +, Concentration +, Craft +, Jump +, Knowledge +, Listen +, Profession +, Spellcraft +, Spot + and Use Rope +|
|Skill Points||4 +|
|Summary||A spellcaster who specializes in shields, barriers, and obstructions. +|
|Title||Barrier Mage +|
|Will Save Progression||Good +|