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