PDA

View Full Version : Walling all! Temperamental Architect [Prc, Chain casting, Controller, PEACH]



WaylanderX
2012-07-15, 06:58 AM
Hello guys, this is my first PRC for my first class, the Goaler of Frostflame. It is ment to increase the controlling power of the class, with a emphasis on Wall Chains, which I find quite interesting to play with in actual campains :P. Anyway, tell me what you think and thx in advance for the support. So, whichout further ado I present to you:

Temperamental Architect


http://fc00.deviantart.net/fs70/i/2011/287/2/8/fire_mage_by_kaio89-d4ct9ch.jpg
Image by kaio89 (http://community.wizards.com/go/thread/view/75842/28603757/Fire_Mage_Artwork)

By studiing the delicate working of Chain magic and the forces of contraction and shrinking by heat and cold, the Temperamental Architects have gained the ability to entrap anyone, anywhere, conjuring great walls of fiery energy or locking creatures below the ground. (NOTE: This is a Prc for a baseclass with a new system, which can be found here (http://www.giantitp.com/forums/showthread.php?t=246724), check it out if you like!)

Prerequisites:

Spellcasting: Able to cast Mid Chains, Controlling the Material specialisation

Spells: Able to cast Fusion Wall

Skills: Knowledge (Geography) 11 ranks, Knowledge (The planes) 7 ranks

Hit Die: d6


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+0

+2

+0

+2
Entangling Ashenfrost
---


2nd

+1

+3

+0

+3
Unique Chain: Magma Wall
+1 Chaincasting


3rd

+1

+3

+1

+3
Quickened Wall, Urge to Control
+1 Chaincasting


4th

+2

+4

+1

+4
Unique Chain: Jailer’s Wrath, Dazing Ashenfrost
+1 Chaincasting


5th

+2

+4

+1

+4
Eternal Imprisonment
---



Skill Points: 4+ Intelligence Modifier

Skills: Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Knowledge (Arcana), Knowledge (The planes), Knowledge (Geography), Profession (Int), Spellcraft (Int), Survival (Wis),

Weapon and Armor Proficiency: Temperamental Architect doesn’t gain proficiency in any weapons, armors or shields.

Abilities:

Spells per Day/Spells Known:
When a new Temperamental Architect level is gained (except 1 and 5), the character gains new Chains per day (and Chains known, if applicable) as if he had also gained a level in the spellcasting class in which he could cast Mid Chains before he added the Temperamental Architect levels. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast Mid level Chains before he became a Temperamental Architect, he must decide to which class he adds each level of Temperamental Architect for the purpose of determining spells per day. Also, his Ashenfrost Burst gains power if he would have taken level in Goaler of Frostflame.

Entangling Ashenfrost (Sp): Your Ashenfrost burst gains the power to completly stops creatures in their tracks. Anyone within 2 size categories of you that you hit with your ashenfrost burst is entangled in addition to any other effect your ashenfrost burst may have. If there is a solid stationary terrain feature or the like, you can bind the entanglement to that, reducing movement even more (Exact effect up to the DM) At 5th level, the size category cap is removed.

Unique Chain: Magma Wall (Ex): At second level, you learn a new chain named the Magma Wall, a Mid level chain that creates a wall of extremely hot molten stone. (Description below).

Quickened Wall (Ex): At third level, when you cast any Chain that produces a wall or wall-like structure, you can follow it up with another wall Chain as a swift action. This ability is usable Temperamental Architect class level divided by 2 times per day (Rounded down).

Urge to Control (Ex): At third level, your Ashenfrost burst gains a bonus on attack rolls equal to your Intelligence Modifier.

Unique Chain: Jailer’s Wrath (Ex): At fourth level, you learn a new chain named the Jailer’s Wrath, a End level chain that can lock a few creature below the ground for a short amount of time. This spell is considered a Wall spell for abilities and effects.

Dazing Ashenfrost (Sp): At fourth level, once every 1d4 rounds, you can declare you next Ashenfrost Burst to be a Dazing Ashenfrost burst. It losed it’s entangling property, but instead, the target must make a DC 10+half total class level+Intelligence modifier Fortitude Save for be Dazed for 2 rounds. This ability is usable Temperamental Architect class level divived by 2 times per day (Rounded down).

Eternal Imprisonment (Su): At fifth level, you unlock some of the most well kept secrets of this organization. By concentrating the full duration of a Wall Chain on the chain itself, you can make it permanent at the end of the normal duration. This ability is usable once per day. In addition, your controlling magic becomes so powerfull that other magic and effect can no longer stop it. Freedom of Movement and similar abilities no longer have any effect regarding your Chains, including your Ashenfrost Burst. (Yes, this INCLUDES Ironheart Surge)

WaylanderX
2012-07-15, 06:59 AM
New Chains:

Magma Wall

Level: Mid
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: 10 ft. + 5 ft./lvl wall
Duration: 3 rounds
Saving Throw: None
Spell Resistance: None

You conjure a wall of steam to limit sight and slow anyone passing though it.

You create a wall of scorching hot lava 5 feet wide, 10 feet long and 10 ft. + 5 ft./lvl long. Any creature caught inside the wall cannot see outside of it and the wall impares all vision through it, granting everyone on the other side total cover. Anyone passing through the wall gets 1d6/2 caster levels fire damage (Max 10d6). Also, as soon as the creature leaves the wall, it is dazed for 1 round, unless it succeeds on a Fortitude save. Afterwards, the enemy is entangled for 1 additional round. The enemy can make a DC 13+Your Int Mod Strength check as a swift action to break the effect. The wall persists for 3 rounds.

Control Benefit: The damage increased to 1d6/ 2 caster level+Intelligence Modifier and anyone who passed through is also blinded for 2 rounds (Fort Negates).


Jailer's Wrath

Level: End
Components: None
Casting Time: Standard Action
Range: Close Range (25 ft. + 5 ft./2 level)
Target: 3 creatures, which may be no more then 15 ft. apart.
Duration: 3 rounds
Saving Throw: None
Spell Resistance: None

Through expension and shrinking the earth below the enemies feet, you create a gap to lock your enemies in.

You create a fissure beneath your foes feet, forcing a Reflex save. If they fail, they fall in the fissure, putting them out of combat for 3 rounds. The fissure is actually a semi portal to the plane of Cold in which every creature, immune to cold or not gets frozen over immidiately. Because of this, they get 1d6/2 casterlevels (Max 15d6) cold damage per round (Resistances and immunities still apply). At the end of the duration, they are shunted out to their original locations, unfrozen.

Control Benefit: The damage increased to 1d6/ 2 caster level+Intelligence Modifier and when the targets return to the material plane, they are slowed for 2 minutes afterwards.

Morph Bark
2012-07-15, 03:09 PM
I sense a disturbance in the Sublime Way. As if a thousand Warblades cried out and were suddenly silenced.

Considering the name here is a bit of an icky one and the suggestion for the base class stuck, may I give some possible suggestions?
Entomber of Frostflame
Temperamental Architect
Emperor of Elemental China

For the prerequisites, is the Controlling the Material specialisation necessarily the primary one, or may it also be the secondary specialisation? Also, why the Knowledge (geography) ranks?

WaylanderX
2012-07-16, 01:03 AM
Considering the name here is a bit of an icky one and the suggestion for the base class stuck, may I give some possible suggestions?

Went with temperamental architect, really liked that one. Good job durka :P


For the prerequisites, is the Controlling the Material specialisation necessarily the primary one, or may it also be the secondary specialisation? Also, why the Knowledge (geography) ranks?

Primary path, or else it is no specialisation :P.
Knowledge of the land = geology, geography is the closest one.

Anyway, thx alot man, and I see you in 10 days ^^.

Way