Doorman (3.5e Feat)

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Author: ErikOfWiki (talk)
Date Created: June 6, 2023
Status: Complete
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Doorman [Skill] You have complete mastery of portals. Benefits: This is a skill feat that scales with your ranks in Open Lock.

  • 0 ranks: Gatekeeper: As a supernatural ability you can attempt to open or close a door telekinetically as a free action, otherwise as the open/close spell. You do not need your hands free to open the door this way. This ability cannot operate locks or bars of any sort. You may use this ability only twice on a given door per round.
  • 4 ranks: Key Master: You have an preternatural awareness of portals and can detect secret doors as the spell as a Spell-Like Ability at will. The Doorman's caster level for abilities granted by this feat is equal to their ranks in Open Lock. You can summon the Master Key as a free action. The Master Key functions as a skeleton key. A skeleton key may be tried on any standard door lock that uses a key. Unlike a regular skeleton key, this key uses your Open Lock check; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock, however, on a success it will also automatically succeed on all future attempts to open that lock. The Master Key disappears immediately once no longer held by the Doorman.
  • 9 ranks: Room Key: As a Supernatural Ability the Master Key when fitted into any key-lock, as a standard action will work as knock. If the Master Key fails to open a door it may not attempt again on that door for 24 hours. When using a Master Key to open a door you have the option to either open it normally, or you may create a shimmering portal within it that can access a pocket dimension with the appearance of a modestly furnished inn suite able to hold 8 medium sized creatures comfortably (20' x 15' with 10' high ceilings), and with running water and drain for a bath and toilet. The air refreshes at a rate to sustain its occupants indefinitely, and the room is lit by several hooded continual flame wall sconces. If the door used to enter the pocket dimension is blocked or destroyed then those who exit will be noisily (DC -10 listen check, plus relevant modifiers) expelled through a rift nearby instead taking 3d6 damage and appearing 1d4x10' away. If the entry door is opened from the outside without the Master Key, then it again functions only as a mundane door. Transit to and from the pocket dimension while the door is open is accessible up to 1 minute after the door is opened, either for exiting or entering. Closing the door terminates the access, and may only be accessed again by use of the Master Key.
  • 14 ranks: Backdoor: When exiting the pocket dimension's doorway the Doorman may choose to teleport, using the door as the teleport spell's point of origin, to any destination door that the Doorman visualizes, functioning much like Ring Gates with no limit on range or weight so long as they fit through the doorway. If no doorway is available to exit through then treat it as a False Destination on the teleport table. The transit is accessible with the same limitations as the Room Key.
  • 19 ranks: Backdoor to Bifrost: When exiting the pocket dimension's doorway the Doorman may now choose to plane shift to a random door within the 5d100 miles of the desired destination on the intended plane chosen by the Doorman, functioning much like Ring Gates with no limit on range or weight. If no door exists within that range then the attempt fails and the door will not open. The transit is accessible with the same limitations as the Room Key.


If using a skill system that combines Open Lock with another skill such as Disable Device, then use that skill as the keyed skill for Doorman and related skill checks.


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Facts about "Doorman (3.5e Feat)"
Article BalanceVery High +
AuthorErikOfWiki +
Identifier3.5e Feat +
PrerequisiteNone +
RatingUndiscussed +
SkillOpen Lock +
SummaryYou have complete mastery of portals. +
TitleDoorman +
TypeSkill +