Architect (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 11-7-20
Status: Complete
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Magical crafters who specialist in architecture and buildings. 20 0 Moderate Poor Poor Good Prepared Divine Spellcasting Full


Architect[edit]

Wondrous creators and architects of those majestic magical cities, fortresses, and wizard towers you see dotted across the landscapes, the architects are specialists in building, fortification, terraforming, and wondrous architecture.

Making a Architect[edit]

Abilities: Architects are Intelligence based for their spellcasting, and like most spellcasters benefit from strong Dexterity and Constitution to survive, although they can wear armor and thus Dexterity can be optional.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The Architect

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Ant Haul, Cantrips, Conjure Worker, Skill Focus, Toolbag 3 1
2nd +1 +0 +0 +3 Quick Craft, Scrap, Work Safety 4 2
3rd +2 +1 +1 +3 Imbue Item, Craft Wondrous Architecture 4 2 1
4th +3 +1 +1 +4 Utility Summon 4 3 2
5th +3 +1 +1 +4 Skill Focus, Terrain Advantage 4 3 2 1
6th +4 +2 +2 +5 Conjure Mass Workers, Structural Weakness 4 3 3 2
7th +5 +2 +2 +5 Worker Casting 4 4 3 2 1
8th +6 +2 +2 +6 Grand Construction (basic), Spontaneous Utility 1/day 4 4 3 3 2
9th +6 +3 +3 +6 Cheap Permanency, Skill Focus 4 4 4 3 2 1
10th +7 +3 +3 +7 Terrain Reliability 4 4 4 3 3 2
11th +8 +3 +3 +7 Create Automap 4 4 4 4 3 2 1
12th +9 +4 +4 +8 Spontaneous Utility 2/day 4 4 4 4 3 3 2
13th +9 +4 +4 +8 Skill Focus 4 4 4 4 4 3 2 1
14th +10 +4 +4 +9 Grand Construction (skilled) 4 4 4 4 4 3 3 2
15th +11 +5 +5 +9 Terrain Reliable Advantage 4 4 4 4 4 4 3 2 1
16th +12 +5 +5 +10 Spontaneous Utility 3/day 4 4 4 4 4 4 3 3 2
17th +12 +5 +5 +10 Skill Focus 4 4 4 4 4 4 4 3 2 1
18th +13 +6 +6 +11 Free Permanency 4 4 4 4 4 4 4 3 3 2
19th +14 +6 +6 +11 Restore Terrain 4 4 4 4 4 4 4 4 3 3
20th +15 +6 +6 +12 Grand Construction (ubiquitous), Spontaneous Utility 4/day, Terrain Superiority 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Jump (Str), Knowledge (arcana) (dungeoneering) (engineer) (geography) (history) (local) (nature) (nobility) (the planes) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Architect.

Weapon and Armor Proficiency: Architects are proficient with all simple weapons, martial axes, hammers, picks, and the combat shovel and combat spade. They are proficient in light and medium armor, but no shields.

Spells: An architect casts divine spells from the spell list below. She prepares spells as a wizard from blueprints (their version of a spellbook). To prepare or cast a spell, an architect must have a Intelligence score of at least 10 + the spell level. The Difficulty Class for a saving throw against an architect's spell is 10 + the spell level + the architect's Intelligence modifier.

Like other spellcasters, an architect can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given above. In addition, she receives bonus spells per day if she has a high Intelligence score.

0—altimeter, arcane mark, cook, dancing lights, detect magic, detect mineral, flare, force stool, fragile shield, frosted shell, ghost sound, guidance, incubate, know distance, light, mage hand, mending, obscure text, open/close, popping rune, prestidigitation, read magic, refrigerate, repel liquid, resistance, safety goggles, silent portalSpC, sponge, stickSpC, summon rope of spidersilk, wall of text

1st—alarm, climb wallsSpC, cloth shape, conjure tools, detect secret doors, disappointing runes, dispel wardSpC, ectoplasmic armorSpC, endure elements, erase, extinguish ball, fireproofing, floating disk, foundation of stoneSpC, ghost touch armorSpC, golden bardingSpC, hold portal, identify, identify symbol, mage armor, magic mouth, magic stone, magic weapon, mastercrafting, nightshieldSpC, polish, quantum lock, repair light damageSpC, shillelagh, solar paneling, summon monster I, surfing disc, terrain arcana, wall of smokeSpC

2nd—ablative jacket, albedo armor, analyze object, arcane lock, avoid planar effectsSpC, burrowSpC, chill metal, consecrate, continual flame, create wooden door, dark waySpC, darkness, death armorSpC, desecrate, dispater's tower, earth lockSpC, easy climbSpC, ethereal chamberSpC, fertilize, force ladderSpC, heat metal, knock, lesser energized shieldSpC, locate object, magic eye, mountain stanceSpC, obscure object, prismatic edge, pyrotechnics, obscure object, quick crafting, red line, repair moderate damageSpC, resist planar alignmentSpC, rope trick, safety bubble, shield of wardingSpC, shimmering forcefield, siege travel, silence, slow mirror, soften earth and stone, soundproof, spider climb, sterilize, strength of stoneSpC, summon monster II, summon sweaty strongmen, trailing arcane mark, warp wood, web, wall of gloomSpC, welcome to the jungle, wood shape

3rd—arcane sight, belladone's fiendish defender, brambleroot, bubble shield, daylight, diamondsteelSpC, diminish plants, dispel magic, dull weapon, elementalize wood, ell's erratic lifespark, energized shieldSpC, explosive runes, fire trap, flame arrow, force fence, fuse weapons, greater endure elements, greater mage armorSpC, glyph of warding, greater magic weapon, illusory script, keen edge, magic circle against chaos/evil/good/law, magic vestment, mass mage armorSpC, meld into stone, nature's rampartSpC, nondetection, plant growth, prismatic armor, protection from energy, protection from radiation, repair serious damageSpC, safe clearingSpC, sawtooth blade, secret page, sepia snake sigil, shrink item, sign of sealingSpC, snowman sentry, spell shield, summon monster III, temper, temper weapon, tiny hut, train link, wall of lightSpC, wall of paper, wei yu's oceanic shield, wind wall, zone of OSHA-compliance

4th—airtight architecture, bone shape, chapalu's desert control, density control, disable vehicle, dispelling screenSpC, escape pod, fire shield, greater floating diskSpC, force chestSpC, hallucinatory terrain, illusory wall, leidenfrost shell, land wombSpC, lesser globe of invulnerability, life lock, mass burrowSpC, minor creation, object haunt, perinarchSpC, planar toleranceSpC, rapid unplanned disassembly, read in my voice, repair critical damageSpC, repel vermin, resilient sphere, secure shelter, shinespark weapon, stone shape, stoneskin, sudden stalagmiteSpC, summon monster IV, unmovable flesh, unrelenting focus, wall of chaos/evil/good/lawSpC, wall of crabs, wall of fire, wall of ice, wall of sandSpC, wall of waterSpC

5th—acid sheatheSpC, analyze event, cacophonic shieldSpC, conjure anvil, disrupting weapon, fabricate, greater stone shapeSpC, hallow, hidden lodgeSpC, hivecraft, mage's private sanctum, major creation, mass fire shieldSpC, metal shape, microwave box, mining beam, mirage arcana, moon pathSpC, move earth, passwall, permanency, [petrify wood, possess object, protector of the commons, refusalSpC, rejuvenation cocoonSpC, sacred weapon, shun aberration, slope terrain, spell dampen, spell resistance, spiritwallSpC, summon monster V, symbol of pain, symbol of sleep, transmute mud to rock, transmute rock to mud, unhallow, vacuum sphere, wall of dispel magicSpC, wall of flesh, wall of force, wall of limbsSpC, wall of stone, wall of thorns, zone of vigor

6th—analyze dweomer, animate objects, blade barrier, control water, dimension pathway, enveloping cocoonSpC, flesh to stone, forbiddance, globe of invulernability, greater dispel magic, greater glyph of warding, greater sign of sealingSpC, guards and wards, fabrication machine, fantastic machineSpC, hardening, ironwood, lithos shield, permanent image, planar train, programmed image, repel wood, seal portalSpC, selective wall of force, stone bodySpC, stone to flesh, summon instant fortress, summon monster VI, superior mage armor, symbol of persuasion, tortoise shellSpC, tunnel swallowSpC, wall of gearsSpC, 'wall of iron, wall of magnets, wall of plasma

7th—blood jorum, control weather, diamond body, forcecage, greater dispelling screenSpC, greater arcane sight, instant summons, mass spell resistanceSpC, maw of stoneSpC, mage's magnificent mansion, negative mass, phase door, phase stasis, portal barrier, reticulating splines, reverse gravity, sarcophagus of stoneSpC, sequester, summon monster VII, stromberg's frozen court, symbol of stunning, symbol of weakness, teleport object, transmute metal to wood, volcano, warding shell

8th—antipathy, binding, crushing sphere, deadfallSpC, dimensional lock, diode of force, discern location, dynamic user navbox, excavateSpC, greater globe of invulnerability, iron body, maze, molten steel ray, planar rip, portal recall, prismatic wall, protection from spells, repel metal or stone, screen, soulbinding sword, sprint of life, summon monster VIII, symbol of death, symbol of insanity, sympathy, telekinetic sphere, true creationSpC, unyielding rootsSpC, wall of greater dispel magicSpC

9th—area teleport, gate, genesis, greater fantastic machineSpC, instant wall of invincibility, lord eiji's sky castle, mage's disjunction, pavilion of grandeurSpC, planar perinarchSpC, prismatic sphere, reaving dispelSpC, summon monster IX, teleportation circle, tome of the legendary land, transmute rock to lavaSpC, wall of quark soup

Blueprints: An architect must study her blueprints each day to prepare her spells. She cannot prepare any spell not recorded in her blueprints, except for read magic, which all architects can prepare from memory.

An architect begins play with a blueprint containing all 0-level architect spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the architect has, the blueprints hold one additional 1st-level spell of your choice. At each new architect level, she gains two new spells of any spell level or levels that she can cast (based on her new architect level) for her spellbook. At any time, an architect can also add spells found in other architect’s blueprints to her own.

Ant Haul (Ex): The architect is a builder, but sometimes she also does the building. The need to carry building components gives them strength. Add your class level as a bonus to your Strength score for the purpose of carrying capacity.

Cantrips: Architects can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Architect under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Conjure Worker (Sp): With a standard action an architect can summon a constructed entity to assist them in their work tasks. This acts as ‘’unseen servant’’, except the creature is visible and usually takes the form of a vague humanoid, always clearly marked as a summoned created creature. It cannot attack, and acts as a small or medium sized unskilled worker with Strength and Dexterity of 10 + your class level. It has AC 10 + Dexterity, always fails its saves, and 1 hp. You may use this ability at will, but may only have one conjured worker at any one time.

Skill Focus: An architect is a skillful fellow. They gain Skill Focus of their choice. They gain an additional Skill Focus feat at 5th and every four levels beyond (9th, 13th, 17th, etc).

Toolbag (Ex): The architect always keeps the right tools for the job on hand. They have a bag of random tools not unlike a spell component bag. As long as they have access to it, they have a masterwork tool for any Craft check involving wood, stone, or metal, in Knowledge Engineering, and in Knowledge Geography.

Quick Craft (Ex): An architect of 2nd level or higher can craft items with amazing speed. They reduce the number of days to craft an object equal to their level, minimum 1 day. Their talents extend to anyone working directly under them (such as via Conjure Worker), which reduces crafting time by ½ their level instead.

Scrap: A 2nd level architect can break down items into scrap materials for future items. So long as they are capable of damaging the item (as if they rolled maximum damage or rolled a 20 on the break DC), they can scrap any item up to one size category bigger than them in 10 minutes. You acquire the physical materials the majority of it is composed of, and add 1/2 of its market value as scrap for the purpose of building other items. For example, you can scrap 100 greatswords (50 gp each, for a total of 5000 gp) and gain 2500 gp of scrap for building any material composed of iron. Scrap itself is without value outside of the purposes of crafting physical materials.

Work Safety (Ex): An architect must be safe around dangerous construction zones. At 2nd level they add ½ their class level as a bonus on AC and saves against environmental hazards and traps.

Imbue Item (Su): A architect of 3rd level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 20 + spell level) in place of a required spell he doesn't know or can't cast.

Craft Wondrous Architecture: At 3rd level an architect can craft wondrous architecture (that is, wondrous items which are embedded into non-portable sources). Any wondrous item which is not meant to be moved counts such as Throne of Judgement, as well as any vehicles such as the Apparatus of the Crab.

Utility Summon: The 4th level architect gains the Utility Summon feat as a bonus feat.

Terrain Advantage (Ex): 5th level architects can use the environment to their advantage. For any ability check, skill check, or similar d20 check involving the terrain around them they may roll twice and take the better result. For example, it can apply to climbing a rope or rolling a break DC for a door, but not a grapple check against a creature.

Conjure Mass Workers (Sp): At 6th level the architect can conjure up to 1 worker per level (as per Conjure Worker) in a single standard action. Workers conjured can persist beyond their normal range limitations, following the last given command until their duration runs out or given a new command.

Structural Weakness (Ex): The 6th level architect is capable of seeing the weakness in even the most solid stone. They can make critical hits and precision damage against objects and constructs.

Worker Casting: At 7th level, an architect can cast a spell upon their workers via Conjure Worker or Mass Conjure Workers, and have the effect applied to all of them as long as they are within 30 ft. Typically this is used to augment their abilities for whatever task they are performing.

Grand Construction (Su): The 8th level architect can manipulate their surroundings, focusing and conjuring endless workers for mass projects. This works as a lyre of building, except it uses any appropriate Craft check or Knowledge Engineering instead of Perform. You only have access to the work and building abilities, and cannot render terrain invulnerable. Like your Conjure Worker ability, the workers created by this ability are visible creatures.

At 14th level, this ability improves and the workers produced by this ability (as well as the workers from Conjure Worker/Mass Conjure Workers) are able to use your skill modifiers for their own skills, and they are able to follow complex instructions as if they had Intelligence of 10.

Finally at 20th level, the architect is able to effectively act through any and all of their workers for the purpose of crafting, using all their skills, feats, and magic as long as they are focused upon their Grand Construction ability. They can switch between worker to worker as a swift action, and are able to sense and speak through their workers.

Spontaneous Utility: The 8th level architect is able to apply their Utility Summon metamagic ability spontaneously to a spell 1/day. This does not change the spell level. They gain an additional use per day at 12th and every four levels beyond.

Cheap Permanency: An architect often has a need for permanent spell effects within their constructions. They cut the costs for any ‘’permanency costs in half for spells which can be applied to objects or areas. If their spells are dispelled, magic dust remains which, if collected, can be recycled for 1/4th the cost for other permanency spells.

Terrain Reliability (Ex): The 10th level architect is not only good at taking advantage of the environment, but can do so reliably. They can choose to take 10 instead of rolling twice on any qualifying check (as Terrain Advantage), even in stressful situations.

Create Automap (Sp): At 11th level, the architect can create a special map over the course of 1 hour that will reveal visited locations to a single building, vehicle, or structure to the maximum of a 1000 ft cube. They effectively have blindsense within this building, able to determine the location of all creatures within the area. It does not give any more details of shape or type of creature, only that there is a creature in a particular area. An architect can have multiple automaps, but each casting requires a 1000 gp focus of special parchment which records the data within. Only an architect can gleen knowledge from their automap: it is a useless series of symbols and markings to anyone else.

Terrain Reliable Advantage (Ex): The 15th level architect no longer has to choose between advantage and reliability. They may roll twice (as per Terrain Advantage) but can choose not to get a result lower than 10.

Free Permanency: An 18th level architect can choose to make one of their permanency spells free of charge. They can only have one free permanent spell at any one time, and can discharge this effect as a free action. When they do, they can have the spell duration count down as normal, or they can choose to pay the discounted costs to continue the permanency effect.

In addition, destroyed permanent effects now leave ½ the value in magic dust, allowing all costs to be recouped.

Restore Terrain (Sp): Over the course of 8 hours an architect can take a “snapshot” of an area up to a 1000 ft cube. At any point if the environment is altered the architect can restore the area over the course of 8 hours to its original. It only restores non-magical terrain, buildings, and non-creature plants: creatures and magic items are not restored to their original state, and objects that were removed from the area in the meantime remain removed. They may store any one snapshot at any one time.

Terrain Superiority (Ex): Master of their environment, the 20th level architect can choose to always get the result of a 20 on any qualifying check (as Terrain Advantage). Effects which trigger on a natural 20 do not trigger on using this ability.

Dwarven Architect Starting Package[edit]

Weapons: Battleaxe.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str
Concentration 4 Con
Knowledge Engineering 4 Int
Spellcraft 4 Int

Feat: Blind-Fight.

Gear: Chain Shirt.

Gold: 15 gp.

Campaign Information[edit]

Playing a Architect[edit]

Religion: Architects have no particular attraction or repulsion to religion.

Other Classes: You're usually seen as the guy who stays in town and works for a king. Your presence on a battlefield is strange, but your usefulness is proven whenever fortification is needed.

Combat: You are a stragetic planner. You win battles before they even start by adapting the battlefield to how you like it, and taking advantage of the environment.

Architects in the World[edit]

Fortified! None shall pass beyond these walls!
—Rocky Brickenson, Dwarven Architect

Daily Life: Architects are usually employed in construction work.

Organizations: Kingdoms often employ architects for city planning and expansion.

NPC Reactions: Commoners always appreciate having bigger and better buildings.

Architect Lore[edit]

Characters with ranks in Knowledge Engineering can research Architects to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Engineering
DC Result
10 Architects build walls, buildings, and other fortifications through normal means and magic. Through altering their surroundings they take advantage of battlefields before the battle even begins. They are also good at enhancing weapons and armor.
15 Architects are able to summon all manner of magical workers for major projects, and can produce long term summons for the purpose of utility.
20 Powerful architects can reliably use their environments to their advantage, and easily make permenant magical effects within areas they dominate.
30 Those that reach this level of knowledge can learn about specific architects, their whereabouts, motives, constructions, and other details.

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Eiji-kun's Homebrew (5357 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Divine Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Balance +, Climb +, Concentration +, Craft +, Decipher Script +, Disable Device +, Forgery +, Jump +, Knowledge +, Open Lock +, Profession +, Search +, Spellcraft +, Spot +, Swim +, Use Magic Device + and Use Rope +
Skill Points4 +
SummaryMagical crafters who specialist in architecture and buildings. +
TitleArchitect +
Will Save ProgressionGood +