Architect Towers

# 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.