Architect

An architect is a master of converting natural resources into freestanding magical structures capable of attacking enemies and blocking their movement. An architect does not see the world as you or I do; where you see a tree he sees material for an enchanted crossbow tower, where you see a pond he sees the basis for an automated frost cannon. Most architects begin their lives as civil engineers or as siege weapon operators before applying to join an academy. Properly trained architects are often charged with providing engineering and defensive insights for military structures. Their magic, not being as utilitarian as that of other casters, is best suited to this kind of work. During a siege or assault they lead defenders and help maintain defensive structures.

Architects are skilled craftsmen that often come from the upper crust of society - as they are the ones who can afford the schooling necessary.

Hit Dice: d8.

Role: Architects create small, temporary, automated, offensive, towers to assault the enemy and halt their advance. Their options are limited by the availability of nearby resources they can transmute and the schematics they know.

Alignment: Any

Architects tend towards lawful alignments as many are engineers at heart but a chaotic one works just as well, typically taking on the persona of mad engineer.

Starting Wealth: 5d6 × 10 gp (average 175 gp.). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The architect’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Profession (Wis), Perception (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int Modifier

Class Features

Table: The Architect
Level Base Attack Bonus Fort Save Ref Save Will Save Special # of Towers Active at Once
1st +0 +0 +0 +2 Architectural genius, tower magic, tower schematics 2
2nd +1 +0 +0 +3 Architect talent, mobile weapons platform 2
3rd +2 +1 +1 +3 Eye for detail +1 2
4th +3 +1 +1 +4 Architect talent, tower schematics 2
5th +3 +1 +1 +4 Improved tower 2
6th +4 +2 +2 +5 Architect talent, eye for detail +2 3
7th +5 +2 +2 +5 Terraforming, tower schematics 3
8th +6/+1 +2 +2 +6 Architect talent 3
9th +6/+1 +3 +3 +6 Eye for detail +3 3
10th +7/+2 +3 +3 +7 Architect talent, tower schematics 3
11th +8/+3 +3 +3 +7 Efficient Construction 3
12th +9/+4 +4 +4 +8 Architect talent, eye for detail +4 4
13th +9/+4 +4 +4 +8 Tower schematics 4
14th +10/+5 +4 +4 +9 Architect talent 4
15th +11/+6/+1 +5 +5 +9 Eye for detail +5 4
16th +12/+7/+2 +5 +5 +10 Architect talent, tower schematics 4
17th +12/+7/+2 +5 +5 +10 Improved terraforming 4
18th +13/+8/+3 +6 +6 +11 Eye for detail +6 5
19th +14/+9/+4 +6 +6 +11 Architect talent, tower schematics 5
20th +15/+10/+5 +6 +6 +12 Citadel Cannon 5

Weapon and Armor Proficiency

The architect is proficient with all simple weapons, crossbows (any weapon from the fighter’s crossbow weapon group), siege weapons, and with light and medium armor as well as shields other than tower shields. An architect can cast architect spells in light or medium armor without incurring the normal arcane spell failure chance.

Architectural Genius (Ex)

At 1st level, an architect gains a competence bonus on all Knowledge (engineering) and Profession (architect), checks equal to 1/4th his architect level.

Tower Magic (Su)

At 1st level, the architect can convert raw materials into a fully functional, automated, offensive tower about 5 feet tall. A tower is created as a standard action action and must be placed on a square containing the appropriate resource within 30 feet of the architect. The tower remains functional for 1 minute.

A 1st level architect can create any number of towers he wishes per day, but he may only have a number of towers active at one time equal to the value show on Table: The Architect. In order to summon a tower beyond this capacity the architect must select one of his current towers to prematurely deactivate. Furthermore, a tower is prematurely deactivated if the architect moves further than 200 feet from its square.

As a move action an architect can cause one active tower he has created to attack (or use another action specified in the tower’s entry). A given tower can only be activated once per round, unless the architect assumes direct control of the tower (see below). As a full-round action he can make an attack (or other action specified in the tower’s entry) with each tower he has active using his full BAB. A tower uses the architect’s BAB and ability scores for the purposes of attack and damage rolls when relevant. A tower has the Perception of the architect but not any special senses other than sight and hearing.

An architect can assume direct control as a swift action that requires concentration. During direct control the architect must close his eyes but can see as though their eyes were located at the top of the tower. While directly controlling a tower the architect can only make attack actions with that tower. However, he may make multiple attacks per round if his BAB is high enough to do so.

Towers, by default, do not block line of effect and do not block line of sight. They are typically about 5 feet tall and are only about as thick as a man. This typically provides soft cover (unless otherwise noted).

Architects and their towers are immune to damage and effects from other towers created by the same architect (both beneficial and detrimental). For the purpose of the tower magic class feature, the architect has an effective caster level equal to his architect level (for things like dispelling their towers, concentration checks, etc).

Towers cannot be crafted out of any material that is man made; only natural, raw, unattended, material (such as dirt, grass, trees, water, ice, etc). A tower cannot be crafted out of anything that would require a check to overcome with a spell like dispel magic or anything magical. Once a tower’s duration expires, it cannot be activated again but it remains formed- allowing for use as cover. A square previously used as a tower is considered depleted of natural resources (a null square) and is unable to be used for towers for a period of 24 hours. Knowing how to create tower that can cast a spell does not count as the architect knowing how to cast a spell.

A tower has an AC of 10, hardness equal to 1/3rd the architect’s level (minimum 1) and HP equal to 5 x his architect level. An architect may voluntarily deactivate any tower as a free action. The caster level of the architect is considered to be equal to his architect level for the purpose of dispelling (such as by dispel magic ) his towers. A dispelled tower instantly deactivates.

Resources

Each square holds different sorts of resources depending on what is in them. The types of resources are earth, water, and plant. Each square holds 1 resource by default. The resources contained in each square is ultimately at the GM’s discretion but the following is a guideline for determining what kind of resource a square holds:

  • EARTH: A 5 foot square whose primary feature is dirt, cobblestone, paved road, clay, short grass, weeds, mud, leaves, or otherwise does not fall into one of the other two types of resources.
  • WATER: A 5 foot square that is covered in at least some liquid, typically water, is considered a water square. Squares covered in deep snow or thick ice (thick enough to support a medium creature) also count as water squares.
  • PLANT: A 5 foot square that is covered in thick vegetation, the trunk of a tree, soil currently being used for growing, a heavy covering of flowers, high grass (up to the waist of a human), etc provides plant resource.
  • NULL: Squares occupied by creatures, man-made objects (houses, fences, buildings, fountains, etc) or whose primary feature is that they were shaped synthetically provide no resources. Squares that have been used within the last 24 hours are also “null” and cannot provide resources.

Tower Schematics

At 1st level an architect can create an arrow tower, pillar, and one other tower of his choosing by default. At 4th level and every 3 levels thereafter he learns how to make a new tower from the list of towers provided below.

Mobile Weapons Platform (Su)

At 2nd level, an architect gains the service of a small floating crystalline automated weapons platform. Once per round a mobile weapons platform makes a single attack against a target within its first range increment, dealing damage as a light crossbow. This attack is made at the architect’s full BAB and adds his Dexterity modifier to the attack roll but does not benefit from any of the architect’s abilities (such as class features or feats like Point Blank Shot). This attack does not count against the number of attacks an architect can make per round. The mobile weapons platform is able to be mentally directed by the architect and only functions while he is conscious and able to maintain focus (though he doesn’t have to maintain concentration).

A mobile weapons platform can fire without consideration for ammunition or reloading. The weapon is a conjured weapon and thus is not forged or able to be modified by mundane means. The architect can upgrade the mobile weapons platform with architect talents. At 6th level the damage increases to that of a heavy crossbow. A mobile weapons platform may be dismissed or conjured back into existence as a swift action.

Architect Talent

At 2nd level and every even level thereafter an architect gains a talent from the list below.

Barn Raising (Su)

As a full round action an architect with this talent can create 2 towers.

Blind Spot Construction

When the architect constructs a tower, he may have it ignore a number of creatures up to his Intelligence modifier. The tower will not deal damage or negative effects to the chosen creatures.

Design Flaw

As a standard action an architect can make a ranged touch attack against a construct within 30 feet and reduce its Wisdom score by the architect’s Intelligence modifier. This bypasses a construct’s normal immunity to ability drain and damage. This may only be used a number of times per day equal to the architect’s Intelligence modifier. In addition, an architect ignores an amount of hardness equal to 1/4th their architect level against all objects.

Detonate Tower (Su)

When a tower created by the architect deactivates it can, at his discretion, detonate. He may also cause a single tower to detonate as a swift action (as he may deactivate a tower as a swift action). An architect may detonate any number of his towers as a move action. A detonated tower explodes in a fireball and all creatures within 10 feet of it need to make a Reflex save (DC 10 + ½ architect level + Intelligence modifier) or take 1d6 fire damage for every 2 levels of architect he possesses. Some towers deal a damage type other than fire damage when detonated and this is listed in their entry. Creatures who make the Reflex save take half this damage. If a tower takes up multiple squares, such as a pillar, select a square that it occupies to the be center of the blast. A detonating tower does not provide any sort of cover from its own blast. A tower destroyed by detonation is reduced to rubble and does not provide cover. An architect must be at least 5th level to select this talent.

Emergency Supplies

The architect may, as a swift action, convert the resources of an earth square into 2 gp’s worth of mundane ammunition of an undisclosed type. Creatures may retrieve ammunition for their ranged weapons (bolts, arrows, bullets, etc) from the small crate that is formed out of the material. Ammunition produced in this fashion is only temporary and degrades in 1 minute. If the architect has the improved weapons talent all ammunition created in this fashion is masterwork.

Empowered Weapons Platform

The architect’s mobile weapons platform gains an enhancement bonus based on the level of the architect: 1st level (+1), 4th level (+2), 8th level (+3), 12th level (+4), 16th level (+5). An architect must have the improved weapons talent before selecting this talent.

Improved Weapons

The architect’s mobile weapons platform acts as a masterwork weapon.

Jumpstart (Su)

At 5th level, a number of times per day equal to his Intelligence modifier, an architect may touch a deactivated tower he created within the last hour and breath new life into it. The tower reactivates as if it had just been created with the full normal duration again. If it was improved, it remains improved. A given tower can only be jumpstarted once. A broken, dispelled, or destroyed tower cannot be jumpstarted.

Repair Tower

The architect can restore a number of hit points equal to 1d8 + his Intelligence modifier to an active, non-broken, non-destroyed tower within 30 feet as a move action.

Strong Foundation

An architect can draw strength from the untapped resource in the square in which they stand. If he is standing in an earth square he can grant himself a +2 circumstance bonus to his AC as a swift action. So long as he remains in that square, he is provided the bonus but the effect ends once he leaves the square. While this comes in many different forms, it typically involves a small shield or other sort of barrier being formed to quickly intercept each attack.

Structural Support

As a swift action, an architect can improve the shield or armor bonus to AC on any shield or heavy armor of an adjacent creature by 4 for a number rounds equal to their Intelligence modifier. The architect can do this an unlimited number of times per day, however doing so consumes one of their active towers. This can only be applied to the equipment of a given creature once in a 24 hour period and multiple bonuses from structural support do not stack.

Tower Empathy

If the architect is next to or in direct control of a tower that makes an attack roll (arrow tower or whomping tower) that tower gets a +2 luck bonus on attack rolls. Towers that force creatures to make a Reflex save (frost tower, fireball tower, static tower, serpent tower, and seismic tower) have the DC of their Reflex save increased by 2 if the tower’s creator is adjacent to it or in direct control of it.

Uncivil Engineer

An architect can maintain 1 additional active towers at a time. The architect must be at least 8th level to select this talent. If they have this additional tower out, all attack rolls the architect makes with towers have a -2 penalty on them.

Upgraded Weapons Platform

Select one one-handed or two-handed firearm with a technology level appropriate to the game’s setting (early or advanced). This is now the conjured weapon on your mobile weapons platform.

Zoning (Su)

As a standard action an architect can swap the location of two towers. Connected towers (like power towers) are considered to be a single tower for the purpose of being swapped. This may be done a number of times per day equal to the architect’s Intelligence modifier. For the purpose of this talent an improved power tower only moves with the tower it is adjacent to when it was created.

Eye for Detail (Ex)

Architects are detail-oriented individuals whose keen eyes is cultivated in their earliest education. At 3rd level, an architect gains the following bonuses:

  • +1 on Perception checks to notice unusual features in buildings or hallways, such as traps and hidden doors located in walls or floors. In addition, if the architect is at least 6th level, they receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. This stacks with the bonus provided by the stonecunning racial ability of dwarves in instances where the unusual feature is in stone.
  • +1 on checks to identify objects and spells or the quality of equipment or spells. This includes things like identifying magic items, discerning the origin or nature of an item/ object (Example: A Knowledge [local] check to know that the sword they are looking at came from a nearby blacksmith of some renown).

At 6th level and every 3 levels thereafter the bonus this provides improves by 1 to a maximum of +6 at 18th level.

Improved Tower (Su)

At 5th level, when an architect creates a tower he may summon a superior version of that tower. The benefit of this is listed in the “improved” section of each tower. An improved tower counts as 2 towers the purpose of determining how many towers an architect may have out on the field.

Terraforming (Su)

At 7th level, if a tower is placed in a location that the resources cannot support, the architect may pay 20 gp (held on his person) in order to bypass the requirement.

Efficient Construction (Su)

At 11th level, improved towers count as 1 tower when determining the maximum number of towers an architect may have active at one time rather than 2.

Improved Terraforming

At 17th level, an architect may ignore resource requirements for free.

Grand Tower

At 20th level, the architect gains one of the following three towers: hyper tower, gateway tower, or dragon tower. Once the choice is made it cannot be changed.


Types of Towers

Arrow Tower

RESOURCE: Plant or Earth

DESCRIPTION: This 5x5 wooden tower is topped with a barrel that shoots arrow-like projectiles.

RANGE: 120 feet (maximum)

ATTACK: Making an attack with an arrow tower deals 1d6 piercing damage per attack and an additional 1d6 level at 3rd level and every 3 levels thereafter.

IMPROVED: The damage caused by an improved arrow tower is 3d6 at 5th level, 4d6 at 6th level and an additional 1d6 every 2 levels thereafter.

Darkness Tower

RESOURCE: Plant or Water

DESCRIPTION: When active this 5x5 tower makes an area of darkness.

RANGE: 20 foot radius

ATTACK: Attacking with a darkness tower causes the tower to cast the spell darkness in a 20 foot radius until the start of the architects next turn. The caster level for this spell is equal to the creator’s architect level.

IMPROVED: The architect can see through the darkness in this area as if it were an area of lighting typical of the area if the darkness tower was not there. In addition, the effect lasts for 3 rounds rather than until the start of the architects next turn.

Fireball Tower

RESOURCE: Plant or Earth

DESCRIPTION: Each round this 5x5 tower casts the spell fireball on a nearby creature.

RANGE: 20 feet (maximum)

ATTACK: Making an attack with a fire tower causes it to cast the spell fireball on a single creature. The caster level of this spell is equal to the creator’s architect level.

IMPROVED: Creatures who fail the Reflex save against this spell catch on fire, taking 1d6 damage per round until they put themselves out. In addition, an improved fireball tower has no damage cap on the number of d6s of damage that can be caused based on caster level.

Frost Tower

RESOURCE: Water

DESCRIPTION: This 5x5 tower sends out a pulse of frost energy that causes damage to nearby creatures.

RANGE: 20 foot radius

ATTACK: Making an attack with a frost tower causes all creatures within 20 feet of the tower to make a Reflex save (DC 10 + 1/2 architect level + Intelligence modifier) or take damage. At 1st level this tower deals 1d6 frost damage per attack and an additional 1d6 at 4th level and every 4 levels thereafter.

IMPROVED: Creatures who fail the Reflex save are also affected by a slow spell. The caster level of this spell is equal to the creator’s architect level. The effect of the spell ends prematurely if the tower deactivates or is destroyed.

DETONATE: If this tower detonates it causes cold damage rather than fire damage.

Gravity Tower

RESOURCE: Earth

DESCRIPTION: This 5x5 tower looks like an obsidian monolith faintly rimmed with glowing ominous dark purple energy. It can manipulate gravity within 20 feet of it.

RANGE: 20 foot radius

ATTACK: Attacking with a gravity tower causes it to generate either an area of heavy gravity or light gravity until the start of the architect’s next turn.

  • Heavy Gravity: Characters within the radius of this tower incur a -2 circumstance penalty on Acrobatics, Climb, Ride, and Swim checks and all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters that fall within the radius of this effect take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.
  • Light Gravity: Characters within the radius of this tower gain a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don’t change as a result of light gravity, but what you can do with such scores does change. Falling characters in the radius of this effect take 1d4 points of damage for each 10 feet fallen (maximum 20d4).

IMPROVED: All enemies treat squares within the radius of this tower as if it were difficult terrain.

Illuminating Tower

RESOURCE: Plant

DESCRIPTION: This 5x5 tower sheds light.

RANGE: 20 foot radius

ATTACK: Attacking with an illuminating tower causes the tower to cast the spell daylight in a 20 foot radius until the start of the architect’s next turn. The caster level for this spell is equal to the creator’s architect level.

IMPROVED: All invisible creatures within 20 feet of an improved illuminating tower lose their invisibility while within that radius. Once they leave, the invisibility returns.

Magical Tower

RESOURCE: Plant, Earth or Water

DESCRIPTION: This 5x5 tower appears as a magical scepter with a glowing gem atop it. It connects to a single tower that it is adjacent to. If it is connected to a whomping or arrow tower that tower gains an enhancement bonus equal to 1/3rd the architect’s level (maximum of +5). If it is connected to a fireball, serpent, static, seismic or frost tower that tower bypasses the appropriate energy resistance equal to twice the architect’s level. A given tower can only have one magic tower connected to it.

RANGE: N/A

ATTACK: A magic tower cannot be used to attack.

IMPROVED: This may be connected to any number of towers as you wish so long as they are within 30 feet of the magical tower. The connections appear as a mysterious, foggy, purple, smoke from the magical tower to the connected tower.

Pillar

RESOURCE: Earth

DESCRIPTION: This Large sized (10 foot tall, 10 foot wide) stone tower wall has no means of attacking. Once created, it deactivates immediately though it retains all its qualities. Pillars are used to block enemy movement and serve as a way to break line of sight.

SPECIAL: Pillars do not count against an architect’s maximum number of towers they can maintain at a time. As this is not an active tower it cannot benefit from many of the class features of the architect (example: it cannot be detonated).

IMPROVED: An improved pillar has a variable size. Its length can be between 5 and 30 feet wide and it’s height can likewise be between 5 and 30 feet tall.

Power Tower

RESOURCE: Plant or Earth or Water

DESCRIPTION: This 5x5 tower connects to a single tower that it is adjacent to. If it is connected to a serpent tower, static tower, frost tower, or arrow tower that tower deals an extra amount of damage equal to the creator’s architect level with each successful hit. If it is connected to an illuminating tower, darkness tower, gravity tower, or seismic tower (surface radius only) the radius of the tower grows from 20 feet to 20 feet + 5 feet per 2 architect level. A whomping tower connected to a power tower gains a bonus on all attack rolls equal to 1/4th the architect’s level. A given tower can only have one power tower connected to it.

RANGE: N/A

ATTACK: A power tower cannot be used to attack.

IMPROVED: This may be connected to any number of towers as you wish so long as they are within 30 feet of the power tower. The connections appear as a steam of greenish electricity from the power tower to the connected tower.

Revitalization Tower

RESOURCE: Plant or Water

DESCRIPTION: This 5x5 tower resembles an etheric jellyfish atop a white pole. Its fine tendrils generate a chemical that clots wounds and greatly accelerates the natural healing process.

RANGE: All adjacent allies.

ATTACK: Attacking with a revitalization tower causes allies that are adjacent to a revitalization tower to be healed for 1d8 + 1 hit points per 5 architect levels (minimum +0) at the start of the tower’s turn. In addition, all allies adjacent to the revitalization tower automatically stabilize at the start of the tower’s turn. If an architect assumes direct control over a revitalization tower he may heal any single ally within 30 feet of the tower as if he was adjacent in addition to the normal healing done to adjacent allies.

IMPROVED: The first time per day that an ally is healed by a revitalization tower they gain the benefits of the spell haste on their next turn. In addition, the tower heals that target for 1d8 + 2 points of healing per 5 architect levels (minimum +0) in place of the normal amount healed.

SPECIAL: A given creature can only receive an amount of healing equal to twice their total character level per day from revitalization towers.

Serpent Tower

RESOURCE: Earth

DESCRIPTION: This 5x5 tower resembles a whipping hose or man-made snake protruding from the ground. This tower never provides cover.

RANGE: 30 foot cone

ATTACK: Attacking with a serpent tower causes it to unleash a 30 foot cone of acid. Creatures in the area receive a Reflex save (DC 10 + 1/2 architect level + Intelligence modifier) or take acid damage. At 1st level this tower deals 1d6 acid damage per attack and an additional 1d6 at 5th level and every 5 levels thereafter.

IMPROVED: Creatures who failed the Reflex save are sickened for 1d4 rounds. Roll once for all sickened creatures rather than individually.

DETONATE: If this tower detonates it causes acid damage rather than fire damage.

Seismic Tower

RESOURCE: Earth

DESCRIPTION: This 5x5 tower has a continuously hammering “thumper” in a tube that can send out shockwaves into the earth below.

RANGE: 20 foot radius.

ATTACK: Attacking with a seismic tower causes it to send out a shockwave that hits all creatures within a 20 foot radius. They need to make a Reflex save (DC 10 + 1/2 architect level + Strength modifier) or be knocked prone. At the same time, any creature underground within a 30 foot radius and no deeper than 30 feet from the surface is hit with a giant sonic shockwave. They must make a Reflex save (DC 10 + 1/2 architect level + Strength modifier) or take sonic damage. At 1st level this tower deals 1d6 sonic damage per attack and an additional 1d6 at 4th level and every 4 levels thereafter.

IMPROVED: Enemies on the surface who fail the Reflex save also suffer sonic damage. At 1st level this tower deals 1d4 sonic damage per attack and an additional 1d4 level at 5th level and every 5 levels thereafter.

Static Tower

RESOURCE: Water

DESCRIPTION: Once per round this 5x5 tower zaps a bolt of lightning at a target.

RANGE: 60 feet (maximum)

ATTACK: Attacking with a static tower causes a target to make a Reflex save (DC 10 + 1/2 level + Intelligence modifier) or the creature takes damage. At 1st level this tower deals 1d6 electricity damage per attack and an additional 1d6 at 4th level and every 4 levels thereafter.

IMPROVED: If the target gets struck by a static tower, the nearest enemy creature within 30 feet must make the same Reflex save as the lightning bolt jumps to them. If they fail the Reflex save they take the damage but this does not jump to a 3rd creature after that. If there is no enemy creature within 30 feet the lightning bolt does not jump.

DETONATE: If this tower detonates it causes electricity damage rather than fire damage.

Whomping Tower

RESOURCE: Earth

DESCRIPTION: This 5x5 tower resembles an muscular statue with many tendril-like plated appendages where its arms should be.

RANGE: All adjacent creatures

ATTACK: Attacking with a whomping tower causes it to deliver a single melee attack against all adjacent enemies it can reach. It uses the architect’s BAB and Strength score to calculate the roll to hit. A successful hit deals 1d10 damage + the architect’s Strength modifier, has a 19-20 x2 critical, and deals bludgeoning damage.

IMPROVED: Creatures who take damage from this whomping tower must attempt a Reflex save (DC 10 + 1/2 architect level + Strength modifier) or be knocked prone. In addition, this tower gains 5 feet of reach.


Grand Towers

Gateway Tower (Grand Tower)

RESOURCE: Any

DESCRIPTION: This 5x5 tower has a short base and atop it sits a glowing green magical portal. Occasional bolts of harmless green lightning discharge from it and it shimmers eerily.

RANGE: 60 foot radius

ATTACK: If the architect takes a swift action on his turn, allies within the radius of this tower may spend a move action on their turn to move to any other point within the radius of the tower. This movement is done via instant teleportation (as per dimension door , though it does not end their turn).

IMPROVED: The radius of this doubles to a 120 foot radius.

SPECIAL: This tower may only be selected at 20th level.

Dragon Tower (Grand Tower)

RESOURCE: Any

DESCRIPTION: This massive tower is effectively a scaled adamantine wall that has no means of attacking. When created, the architect may arrange each of the towers 15 5x5 squares as he sees fit, so long as each square after the first is adjacent to the previous square. Once created, it deactivates immediately though retains all its qualities. Dragon tower are used to block enemy movement and serve as a way to break line of sight. Materials removed from this tower turn to ash.

IMPROVED: Creatures who are adjacent to the dragon tower at the start of their turn take 5d6 + the architects level points of fire damage.

SPECIAL: This tower may only be selected at 20th level. In addition, dragon towers do not count against an architect’s maximum number of towers they can maintain at a time. As this is not an active tower it cannot benefit from many of the class features of the architect (example: it cannot be detonated).

Hyper Tower (Grand Tower)

RESOURCE: Any

DESCRIPTION: This grandiose 5x5 tower is ornately decorated and affixed with a number of iridescent magical orbs that gather energy from the aether, eventually unleashing an unstoppable beam of focused magical energy.

RANGE: 120 feet (maximum)

ATTACK: A hyper tower shoots a ray that deals 1d6 force damage per 2 architect levels with each attack.

IMPROVED: The damage caused by an improved hyper tower is 1d6 per architect level rather than per 2.

SPECIAL: This tower may only be selected at 20th level.


GM'ing Resources (Made Easy)

At first, as a GM, you might take a look at the resource section and cringe at the thought of having to pre-place all sorts of special squares. Don’t pre-plan it - the system is organic enough that the architect should be able to tell if it is plant, earth, or water pretty easily. If all else fails, when an architect goes to place a tower down have a quick back and forth about whether or not the spot he selected qualifies as the required resource.


A player’s guide to the Architect

Architects are skilled combatants, capable of manipulating the battlefield and attacking foes while placing themselves out of harm’s way. As such while an architect’s feat selection has a minimal effect on his actual class features, feats that boost their movement capacity, such as fleet, run, and mobility are very beneficial. In addition, with their hit die at the lower end of the spectrum they benefit from a ranged combat style rather than a more close-quarters one.

The meat of an architect’s power comes from the towers he selects, however remember that until 7th level, when he receives his terraforming class feature, not every tower can be placed in every area.

All architects should consider taking the following towers: Magical Tower, Power Tower, Serpent Tower, Whomping Tower

Likewise most architects will find the following architect talents useful: Barn Raising, Improved Weapons, Detonate Tower, Empowered Weapons Platform, Tower Empathy, And Zoning


Archetypes

-Titan

Titans are masters of engineering their own bodies to provide many of the benefits of towers.

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