Gatekeeper (3.5e Class)
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Gatekeepers are powerful beings chosen to imprison creatures so powerful they can only be imprisoned. They gain power through powerful mysterious energies. They are a potent physical combatant, as well as a gifted practicioner of complex energy based abilities.
Making a Gatekeeper
Gatekeepers obtain their power from siphoning it from their prisoners, and are expert practioners of inprisoning his enemies. So they can bring any fight to an absolute standstill, and dominate the battlefield.
Abilities: A Gatekeeper's abilities should be focused on Cha, Con, and Dex, to power most of his abilities.
Starting Gold: 125 gp.
Starting Age: moderate
|Saving Throws||Special||Warden's Prowess
|1st||+1||+0||+2||+2||Warden's Prowess/Keeper Rush, Bonus Feat||–1/–1||–2/–2/-2/-2|
|2nd||+2||+0||+3||+3||Warden Buster, Bind||+0/+0||-1/-1/-1/-1|
|4th||+4||+1||+4||+4||Prison of the Keeper, Bonus Feat||+2/+2||+1/+1/+1/+1|
|7th||+7/+2||+2||+5||+5||Warden Driver, Bonus Feat||+6/+6/+1||+3/+3/+3/+3/+0/+0|
|10th||+10/+5||+3||+7||+7||Mantle of the Keeper, Bonus Feat||+10/+10/+5||+5/+5/+5/+5/+2/+2|
|11th||+11/+6/+1||+3||+7||+7||Equilibium Shatter, Abundant Step||+11/+11/+11/+6/+1||+5/+5/+5/+5/+5/+5/+0/+0|
|13th||+13/+8/+3||+4||+8||+8||Mass Bind, Bonus Feat||+13/+13/+13/+8/+3||+6/+6/+6/+6/+6/+6/+4/+4/+1/+1|
|14th||+14/+9/+4||+4||+9||+9||Mass Prison of the Keeper||+14/+14/+14/+9/+4||+7/+7/+7/+7/+7/+7/+4/+4/+2/+2|
|16th||+16/+11/+6/+1||+5||+10||+10||Gaurdian Prison, Bonus Feat||+16/+16/+16/+11/+6/+1||+8/+8/+8/+8/+8/+8/+5/+5/+3/+3/+0/+0|
|18th||+18/+13/+8/+3||+6||+11||+11||Mass Equilibrium Breaker||+18/+18/+18/+13/+8/+3||+9/+9/+9/+9/+9/+9/+6/+6/+4/+4/+1/+1|
|19th||+19/+14/+9/+4||+6||+11||+11||Persecution Driver, Bonus Feat||+19/+19/+19/+14/+9/+4||+9/+9/+9/+9/+9/+9/+7/+7/+4/+4/+2/+2|
|20th||+20/+15/+10/+5||+6||+12||+12||Infinity Gate, Bonus Feat||+20/+20/+20/+15/+10/+5||+10/+10/+10/+10/+10/+10/+7/+7/+5/+5/+2/+2|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Gatekeeper.
Weapon and Armor Proficiency: The Gatekeeper is proficient with light and medium armor, all shields(Except for tower) and is proficient with all simple, martial, and two exotic weapons.
Warden's Prowess/ Keeper Rush (Ex): The Gatekeeper's fighting prowess grant's him additional attacks(As seen on Table above), or he can choose to half the Base Attack bonuses from the attacks Warden's Prowess grants to make double the amount of Attacks in a Keeper Rush.
Warden Buster: A Gatekeeper may begin charging his Gate Breaker Attack, initiating a charge is a standard action, a charge will last until the start of his 4th turn, then his next attack will gain a +4 to attack and damage rolls.(This effect does not stack, but it can be used multiple times per turn).
Bind (Su): A Gatekeeper at 2nd level may as a Standard Action manipulate the latent energy in an area, to shackle a target to it's respected space. This is done through a DC 15 Concentration check that provokes an attack of opportunity , if successful the target is Bound to that space For 1d4 + Cha mod Rounds. While Bound the affected creature is put under the effects of temporal stasis, nor can they be moved from that space by any Circumstances(Like Push, Pull, or Teleportation effects). The Range of this ability is 15 x Cha modifier feet.
Equilibrium Crash (Ps): A Gatekeeper at 3rd level as a Standard Action may make a DC 15 Concentration Check that provokes an attack of opportunity, if successful the Gatekeepers target takes 1d8 Psychic damage, becomes Dazed and the target is Flat-Footed to the Gatekeeper's next attack.
Prison of the Keeper (Su): A Gatekeeper at 4th level as a standard action, may confine a creature that has been binded to a fluorescent cube of energy. This ability requires a DC 10 Concentration check that provokes an attack of opportunity to use succesfully. If Succesful the Nearest Target that is affected by "Bind" becomes trapped in a Cube of energy, this cage is like the spell Forcecage except that it is always a windowless cell and that the creature inside cannot break the cage.
Ability Synergy: You may use Bind on the cage to make this box unbreakable.
Binding Trap (Su): A Gatekeeper may at 5th level as a minor action mark a space with a Binding Trap, when an enemy enters that space becomes binded as if by the ability "Bind".
Phantom Gatekeeper (Su): A Gatekeeper at 6th level as an immediate reaction to being hit by an enemy, he will will be affected by the mislead Spell and will be teleported as the Spell dimension door, The illusory double will appear to have taken damage as the Gatekeeper has. The Gatekeeper will still take damage from the attack.
Warden Driver (Ex): A Gatekeeper at 7th level may as a standard action, release a powerful dashing strike onto his opponent. The Gatekeeper may move into a space adjacent to his enemy and make an attack that provokes attack of opportunity, if the attack is successful the target takes double damage from the attack and is pushed 10 feet away in the direction opposite to the Gatekeeper.
Ability Synergy: If used with Warden Buster instead of gaining a bonus from Warden Buster your damage from this ability will be Quadrupled and Your opponent will be pushed 40 feet away.
Gateway Circle (Su): A Gatekeeper at 8th level may create a large 80 foot glowing circle of energy, no creature can enter or leave the area of this circle even if pushed, pulled, or by teleportation. While in the circle all allied creatures(Including yourself) become hasted, and all Enemy creature become Slowed.
Equilibium Breaker (Ps): A Gatekeeper at 9th level may as a standard action fracture an enemies equilibium making them a more susceptible target. To use this successfully he must make a DC 20 Concentration Check, if successful the target's Dex Bonus to AC is Reversed(If Positive) or is tripled (If Negative) for 1d12 + Cha mod Rounds.
Mantle of the Keeper (Su): A Gatekeeper at 10th level is now impervious to insignificant non-magical weapons, he is now permanently affected by the Starmantle spell.
Equilibium Shatter (Ps): A Gatekeeper at 11th level may as an immediate action to successfully using Equilibium Breaker may now quadruple effect, but to use this ability he must make a DC 25 Concentration Check that provokes an attack of opportunity.
Warden Seeker (Su): A Gatekeeper at 12th level may as a standard action create a globe of energy 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target, if successful the target takes 10d6 Force damage, and the globe expands trapping the Target within it like the Force Cage spell. The Gatekeeper may as an additional Standard action smash the globe against another enemy, shattering the globe, inflicting 10d6 fall damage to both the creature trapped and the target that was attacked with this ability.
Mass Bind (Su): A Gatekeeper at 13th level may as a Full-Round Action use his Bind ability on all enemies with 120 feet of his position. This requires a DC 20 Concentration Check that provokes an attack of opportunity to succesfully use.
Mass Prison of the Keeper (Su): A Gatekeeper at 14th may as a Full-Round Action use his Prison of the Keeper on all creatures that are affected by Bind.
Gateseer's Mantle (Su): A Gatekeeper at 15th level gains an improvement to his Mantle of the Keeper ability, except now that it extends to immunity to magic weapons as well and a Reflex save is used to half damage from all spells or spell-like abilities.
Guardian Prison (Su): A 16th level Gatekeeper's Prisons will now protect themselves, a Forcecage produced by Prison of the Keeper will now make a Ranged Touch attack towards the nearest enemy creature, this attack will deal 1d6 true damage, and the resulting damage will also be subtracted from the creature trapped inside's HP. If a creature affected by Gaurdian Prison dies from this ability, they will be revived at Full HP, but will become Dominated by the Gatekeeper.
Final Imprisonment (Su): A Gatekeeper at 17th level may make a DC 25Concentration check if successful a targeted creature is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place.
Mass Equilibrium Breaker (Su): A Gatekeeper at 18th level may as a Full-Round action that provokes an attack of opportunity, may use Equilibrium Breaker on all enemies within 240 feet if him. This lasts for 1d12 + Cha mod Rounds
Persecution Driver (Su): A Gatekeeper at 19th level may as a standard action, Mark a target. After 4 turns of the target being Marked the Gate keeper will immediately move into the space adjacent to his marked opponent and deal 1d20 x Cha modifier True Damage to that target. If a Creature is reduced to Bloodied value they die (No Save). If another enemy is in between you and the marked enemy they will be hit with this ability instead.
Infinity Gate (Su): A Gatekeeper at 20th level may as a Full-Round Action that provokes an attack of opportunity action, summon a patch of the Gate. An area in a 120' radius around the dilettante gains the following traits:
- No Gravity
- Flowing Time: A minute in the Far Realm equals no time on the Material Plane.
- Highly Morphic
- Sporadic Energy and Elemental Traits: Every round, roll a D8 to determine the elemental or energy traits of the area.
- No Alignment Trait
- Wild Magic
- Limitless Power: While the Gatekeeper is inside this area he no longer needs to make a Concentration check for any of his abilities.
After 1d8 + 1/2 Charisma Modifier rounds, the Area will Collapse upon itself and all creatures inside this area will be transported into this Plane.
Shadar-Kai Gatekeeper Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Elusive Target.
Gear: Studded leather armor.
Gold: 120 gp.
Playing a Gatekeeper
Other Classes: Gatekeepers tend to interact with more Forceful Combatants and frankly do not care on specifics like class, but they will prefer to have thuggish brutes handle things for them rather than a puny mage.
Combat: In Combat Gatkeepers tend to be a High Damage Support character, who focus on disabling the options of his opponent through his abilities. .
Advancement: This Class tends to Multiclass well with Combat Focused classes like Rogue, or Barbarian.
Gatekeepers in the World
|“||Well you caused alot of collateral damage.... more un-needed overtime.||”|
|—Romero, Shadar-Kai Gatekeeper|
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->.
Characters with ranks in Knowledge(Arcana) can research Gatekeeper to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||They utilize a complex manipulation of mysterious energies in combat.|
|15||They have a Methodical and almost Buisness-like demeanor.|
|20||Gatekeepers have very little patience for dimensional travelers who seem cause chaos, or create "Rifts in Reality, which causes much un-needed overtime.|
|25||Information on one Specific Gatekeeper in the World.|