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  1. - Top - End - #1
    Orc in the Playground
     
    NecromancerGuy

    Join Date
    Aug 2012
    Location
    Austria
    Gender
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    Default Arcane Architect [WIP]

    Arcane Architect

    Fluff comes later


    Hit Die: d4

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Dimension Points
    1st +0 +0 +0 +2 Demiplane Alteration, Demiplane Mastery, Personal Space 3
    2nd +1 +0 +0 +3 Planar Knowledge 7
    3rd +1 +1 +1 +3 Demiplane Mastery 12
    4th +2 +1 +1 +4 Shift (Basic) 18
    5th +2 +1 +1 +4 Demiplane Mastery, Gateway (Basic) 25
    6th +3 +2 +2 +5 Transplace (1/day) 33
    7th +3 +2 +2 +5 Demiplane Mastery, Shift (Improved) 42
    8th +4 +2 +2 +6 Gateway (Improved) 52
    9th +4 +3 +3 +6 Demiplane Mastery 63
    10th +5 +3 +3 +7 Shift (Coexist) 75
    11th +5 +3 +3 +7 Demiplane Mastery 88
    12th +6/+1 +4 +4 +8 Transplace (2/day) 102
    13th +6/+1 +4 +4 +8 Demiplane Mastery 117
    14th +7/+2 +4 +4 +9 133
    15th +7/+2 +5 +5 +9 Demiplane Mastery, Planar Fortress 150
    16th +8/+3 +5 +5 +10 168
    17th +8/+4 +5 +5 +10 Demiplane Mastery 187
    18th +9/+5 +6 +6 +11 Transplace (3/day) 207
    19th +9/+5 +6 +6 +11 Demiplane Mastery 228
    20th +10/+5 +6 +6 +12 Planar Union 250

    Class Skills (2+Int modifier):Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int)

    Spells: An arcane architect casts arcane spells, which are drawn from the arcane architect spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on your spell list. An arcane architect must choose and prepare his spells ahead of time (see below).

    To prepare, or cast a spell, the arcane architect must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an An arcane architect’s spell is 10 + the spell level + the arcane architect’s Intelligence modifier.

    Like other spellcasters, an arcane architect can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the "Spells per day" table. In addition, he receives bonus spells per day if she has a high Intelligence score.

    Unlike a wizard or a sorcerer, an arcane architect knows all of his spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour meditating on his connection to his personal demiplane. While meditating, the arcane architect decides which spells to prepare.

    Personal Space : You create your personal demiplane, which will grow in size and power as you become more powerful. It has the following base traits:

    • No Gravity
    • Normal Time
    • Finite Size: In its base state, the demiplane is a 5 ft. cube.
    • Alterable Morphic
    • No Elemental or Energy Traits
    • Mildly Neutral Aligned
    • Normal Magic


    The demiplane is created completely empty, containing not even air.

    These traits may be altered, as described under Demiplane Alteration

    Demiplane Alteration: You gain a number of Dimension Points (DP) as indicated in the table above, with an additional amount of DP equal to your intelligence modifier. You may spend these to purchase new features for the demiplane created by Personal Space.
    All of these points may be reallocated when you prepare your spells.

    Spoiler: Demiplane Features
    Show

    Features are described in the follwing format:
    Name (cost, other requirements, minimum level) - Description

    Spoiler: Access
    Show

    All of the following features are spell-like abilities.

    Store (xDP) - You may send an item you are currently holding to your demiplane, where it appears exactly in a location determined by you. The action required to send something to your demiplane depends on how many DP you spend on this ability: Full-round (1DP), Standard (2DP), Move (3DP), Swift (4DP)

    Retrieve (xDP) - You retrieve an item from your demiplane, placing it directly into your hands or adjacent to you, if you are currently not capable of holding it. You may only retrieve items whose weight does not exceed your maximum load. The action required to retrieve an object from your demiplane depends on how many DP you spend on this ability: Full-round (1DP), Standard (2DP), Move (3DP), Swift (4DP)

    Personal Transport (xDP, Level 5) - You can transport yourself to your demiplane or back to your native plane. When transporting yourself to the demiplane, you are instantly placed in a place you designated. When transporting yourself to your native plane, this works like Plane Shift. This ability can only transpor you, your familiar should you possess one and other objects with a total weight of up to 50 pounds. The action required for this depends on how many DP you spend on this ability: Full-round (2DP), Standard (3DP), Move (4DP), Swift (5DP)



    Spoiler: Basic
    Show


    Size (1DP) - the size of your demiplane is doubled. This can be purchased multiple times, each time doubling the size. (for example: 5ft. cube->10ft. cube->20ft. cube etc.)

    Light (1DP) - Purchasing this feature for lights your entire demiplane with an illumination that you may control as a standard action.

    Daylight (3DP) - As Light, except the light counts as daylight if you so desire.

    Atmosphere (1DP) - You fill your demiplane with breathable air.

    Local Atmosphere (3DP) - As Atmosphere, except you can choose parts of your demiplane not to have air in it. The atmosphere does not interact in any way with parts of your demiplane that do not have one.

    Water (1DP) - You fill your demiplane with water. You may chose wether you want to use saltwater or freshwater.

    Local Water (4DP) As Water, except you can chose for only parts of your demiplane to be filled with water. The water will not flow out of these areas, unless moved from there.

    Deadly Border (5DP, Level 11) - Anything that touches the border of your demiplane becomes the subject of a disintegrate effect as though it were cast by you. For an additional DP, you become immune to this effect.



    Spoiler: Planar Traits
    Show


    Normal Gravity (1DP)

    High Gravity (1DP)

    Very High Gravity (2DP) - Double all effects of High Gravity.

    Light Gravity (1DP)

    Very Light Gravity (2DP) - Double all effects of Light Gravity.

    Objective Directional Gravity (1DP per direction) - You can have gravity in different areas of your demiplane point in different directions. Purchase this trait once for every
    direction in addition to the first. This requiren another Gravity Trait to already exist. You can have different Gravity Traits by purchasing each one separately.

    Subjective Directional Gravity (5DP, Level 6)

    Self-Contained (5DP, Level 9) - Your Demiplane becomes self contained: Anything that would cross its inside boundary at one point, enters the demiplane immediately at the opposite point.

    Selective Trait (2DP per trait) - You can apply planar traits to an area inside your demiplane instead of the plane as a whole. Purchase this feature once for every trait that does not affect the entire plane.



    Spoiler: Structures
    Show

    Structures are placed within your demiplane. They are fixed in space and cannot be moved from where they are unless they are destroyed or the appropriate feature is bought. They can be angled however you wish. If a structure has walls, these have a thickness of up to 2inch/level.
    Unless the dimensions of a structure are specified and it is not part of another structure, assume that it is a 5ft.*5ft.*5ft. cube, although it can be reshaped as desired, as long as the amount of material remains the same and the dimensions do not exceed twice the starting size.
    Strucures are made from a featureless, grey, stone-like material with Hardness equal to your Class Level and 1HP per class level per inch of thickness

    Room (1DP) - You gain a cubic 10ft room which you can place anywhere in your demiplane. You are free to remove any of the walls when creating the room. You can split this room up into cubic 5ft sections, which can be arranged however you wish, as long as they are connected to each other.

    Wall/Floor (1DP) - You can place a a 20ft*20ft wall or floor inside your demiplane. You can reshape it by rearranging it in 5ft.*5f sections that must be in one flat plane and connected to each other. However, you are free to leave out any sections of it after deciding on its shape but before creating it.

    Door (0DP) - you can place simple wooden doors in any wall you desire. These doors do not have any locks.

    Locked Door (xDP) - As Basic Door, except for a lock that can keep the door closed. When this feature is created, you may designate any suitable object on your person as the key for this lock. Alternatively, you may have it open and close at your command as a free action for an additional DP. The basic cost of this feature is 1DP for a simple lock with an Open Lock DC of 20. This DC may be increased by 10 for each additional DP, although you may not increase it above Class Level+20.

    Gateway (1DP, Level 5) - This special Door is not used to connect rooms (Although it can, if combined with a door feature), instead you can connect to it by using the gateway feature. You can connect to each Gateway once per day, although you can spend DP on a Gateway to increase this by one use per day per point, until you can connect to this specific Gateway at will when reaching 5 uses per day.
    A standard Gateway is sized for medium creatures. You can expend an additional 1DP per size category you want it to be larger.

    Closing Gateway (2DP, Level 8) - As Gateway, except you may close it while inside your demiplane and reopen it to the position it was last opened to by expending another daily use.

    Telepathic Beacon (5DP, Level 7) - The area within 5 feet per level of this beacon is treated as being inside your demiplane for purposes of telepathy.

    Flight Beacon (5DP, Level 9) - The area within 5 feet per level of this beacon is treated as being inside your demiplane for purposes of flight.

    Teleportation Beacon (5DP, Level 11) - As long as you are within range of your Dimension Door or Teleport ability you can use it to teleport to this beacon.

    Arcane Pedestal (4DP per spell level, Level 7) - When this feature is formed, chose a spell level (0 counts as 1/2). You can then place an arcane scroll of exactly that spell level on this pedestal. After it has remained there for at least 24 hours, you can then prepare the spell as though it were on your spell list, with the following changes: While the level of the spell remains the same, you have to prepare it in a slot that is three levels higher than that of the spell. This does not count as metamagic and it is not possible to reduce the spell slot in which you have to prepare the spell to anything less than Spell level+3. Under NO circumstances. If the scroll is removed from the pedestal while you have this spell prepared, you immediately lose the spell.

    Divine Pedestal (6DP per spell level, Level 14) - This works like an Arcane Pedestal, except for divine scrolls and spells have to be prepared in a slot that is 4 levels higher than that of the original spell. Furthermore, you need a wisdom of 10+original spell level in order to cast such a spell.

    Trap (xDP) - You may place a non-magical trap with a CR of up to your own level. The cost is 1DP per 1000gp the trap would cost.



    Spoiler: Structure Features
    Show

    These features can be applied to structures placed within your demiplane. Features that specify a specific structure after their cost have to be placed on that structure, purchased as a structure.

    Dimensional Lock (2DP, room) - A room with this feature cannot be entered or exited through extradimensional travel.

    Appearance (1DP) - You can change the appearance of the structure this feature is applied to. This allows you to have its surface look like anything you want, as long as the shape is not changed. You could, for example, have a wall look like it is made from stone with writing of blood on it. True seeing can see through this change. For an additional point you may also make the structure invisible.

    Texture (1DP) - You can change the texture of the structure this feature is applied to to anything you wish.

    Hardened (xDP) - For each DP invested into this feature you increase Hardness by 1 and HP per inch of Thickness by 5.

    Impervious (2DP) - A strucure with this feature can only be harmed by magical attacks. This includes both spells and attacks with magic weapons.

    Sealed (1DP, room) - The room is magically sealed against the environment outside of it. This provides an invisible barrier that prevents the inside of the room from being influenced by the outside environment. This does allow, for eample, to have the room submerged in water without any of it intruding.

    Airy Water (1DP, room) - anyone inside the room can breathe water as though it were air.

    Ethereal Solid (1DP) - Any solid parts of the structure are solid in the ethereal plane as well, preventing ethereal travel through the structure.

    Ethereal Lock (1DP, room) - As Ethereal soid, except the inside of the room prevents ethereal travel as well.

    Linked Door (1DP, Level 7, door) - Choose another door with this feature. Anyone who steps through this door is immediately transported to the other.


    Spoiler: Spatial
    Show

    Warped Space (3 DP, Level 12) - Space itself is malleable for you. Chose a 5 foot cube within your demiplane. This cube still has the same dimensions from outside, but inside this cube it is a 10 foot cube.

    Extremely Warped Space (5DP, Level 18) - As Warped Space, except the internal size changes to a 100 foot cube and the external to a 10 foot cube. These dimensions may be doubled by purchasing this feature additional times.

    Linked Space (3 DP, Level 13) - Choose an area with the maximum size of a 5ft-square. Anything that passes through this area is immediately transported to another area inside your demiplane.


    Spoiler: Planar
    Show

    Astral Pool (5DP, Level 8) - Your Demiplane gains a colour pool on the Astral Plane. This pool acts as any other, although it can only be used to enter your demiplane, with the point of entry being chosen when this feature is formed.The appearance of this pool must be chosen when you first chose this feature and can only be changed with a week of meditation, during which you may not undertake any other tasks except for resting and fulfilling your basic needs.

    Astral Access (5DP, Level 11) - This feature must be applied to an already existing Astral Pool feature. This creates a matching Colour pool at the exit point of the colour pool, making it into a two-way portal between the Astral and your own plane.



    Demiplane Mastery: Even while constantly altering and changing your demiplane, each Arcane Architect develops his own quirks andalterations for his demiplane that work in a more permanent fashion than the features described in Demiplane Alteration. Pick one of the following choices at first level and then at every odd level afterwards.
    Spoiler
    Show

    Knowledge: You are aware of anything that happens inside your demiplane, allowing you to feel, see and hear everything inside it, ignoring invisibility, darkness, concealment and similar effects. This works even if you are not inside your demiplane. If you chose this feature an additional time, you never suffer from miss chances that would prevent you from hitting a target inside your demiplane while also gaining an enhancement bonus to all attack rolls made against targets insid your demiplane equal to 1/2 your class level.

    Size: Your demiplane becomes a 100 ft. cube. This feature may be chosen additional times, each time multiplying the size by 10, increasing the size to 1000, then 10000 and so forth.

    Infinity (requires level 9): You gain Infinite Architecture as a bonus feat, ignoring the normal prerequisites.

    Telepathy (requires level 7): You gain Telepathy, which you may use to communicate mentally with any being inside your demiplane.

    Fly (requires level 7): You gain a fly speed of class level * 10 ft. with a maneuverability of perfect while inside your demiplane. This is a supernatural ability.

    Teleportation (Sp): You may use Dimension Door at will while inside your demiplane. You may purchase this feature additional times, each time you do so you choose one of the following: Upgrade from Dimension Door to Teleport, upgrade from Teleport to Greater Teleport, reduce the action from a standard to a move acion, reduce the action from a move to a swift action, reduce the action from a swift to a free action which may be used once per turn or purchase additional uses per turn if you can already use it as a free action.

    Detect Thoughts (Sp, requires level 11): You may use Detect Thoughts at will while you are inside your demiplane. The entirety of your demiplane is considered to be in the area of the spell. This ability has a DC of 10 + 1/2 class level +Cha modifier.

    Ghostly Movement (Su, requires level 17): You may pass through any material inside your demiplane without taking any harm, treating anything inside your demiplane as either corporeal, incorporeal or nonexistant in regards to yourself. This ability only applies against anything created as part of the demiplane, while only working against foreign material if it is not a creature or not magical.





    Access (Sp): You have the ability to access your demiplane, by sending inanimate objects there and retrieving them from there, gaining the following abilities at the indicated levels:

    Basic: At level 1 you can retrieve and store items in your demiplane as a full-round action that provokes attacks of opportunity. Items can only be stored if you hold them in your hands an anything containing an extradimensional space may not be stored. Retrieved items always appear in your hands, falling to the ground if they are already full.

    Standard: At level 2 you can store and retrieve items as a standard action that provokes attacks of opportunity.

    Swift: At level 11 this becomes a swift action that provokes attacks of opportunity.

    Planar Knowledge: At second level you gain a bonus to Knowledge (the Planes) equal to half your class level, rounded down.

    Shift (Su): You can shift parts of your demiplane into the plane you are currently in.

    Basic: As a full-round action you can shift structures worth up to 1 DP per level from your demiplane into the plane you currently occupy. You can place these anywhere in close range (25ft. + 5ft per 2 levels), where they are, like in your demiplane, fixed in space. No Structure that would share any of its space with already existing solid matter appears and everything that is shifted always has the same configuration it has in your demiplane and will last for one round per level. This ability can be used 1/day.

    Improved: This works like Shift (Basic), except as follows: The action required is a standard action, you can call 2DP per level and features applied to the called structures are called as well, as long as the cost is paid. This ability replaces Shift (Basic) and can be used 2/day.

    Coexist: Whatever structure you call from your demiplane now exists both on the plane it is shifted to and where it originally was in your demiplane. This works as Shift (Improved), except that everything called as well as everything within 5 feet of it can be perceived and interacted with from both planes. Anyone within five feet of anything you have called with this ability has an active and a passive plane, with the acive one being the one they were on before entering the coexisting area, the passive one being the other. Interaction with the active plane is as normal. Interaction with the passive plane is not possible, except for sseing a ghostly overlay over the active plane, which makes it possible to still defend from attacks from the passive plane and make spot checks to see on that plane, although at a -10 penalty.
    Changing which of the planes is active and which passive is possible as a standard action with a Wisdom Check (DC 15). This can be used 3/day and replaces Shift (Improved), although you may use only the effects of Shift (Improved) if you so desire. This has to be decided when using this ability.

    Gateway (Sp)You can open doors to your demiplane, gaining the following abilities at the indicated levels:

    Basic: As a full round action that provokes attacks of opportunity, you can open a portal to your demiplane. This portal must be connected to a gateway inside your demiplane and can be closed as a free action. However, as long as you remain on your demiplane, it must remain open.

    Improved: once per day you can open a Gateway as with the basic function of this ability, ecept that it may be opened any place inside your demiplane as though you had purchased the gateway feature for that place with up to 1DP per Int modififer with a minimum of 1.

    Transplace (Sp): As a melee touch attack you can shift creatures or objects to your demiplane. The target cannot have a weight of more than 50lb. per level and its dimensions may not exceed 3 cubic feet per level. A target can resist Transplace with a will save (DC 10+class level+cha mod) This ability can be used 1/day at level 6, 2/day at level 12 and 3/day at level 18.

    Planar Fortress: Where before you only shifted parts of your demiplane for a short while, now you can permanently call part of your demiplane into another plane. with a ritual that takes 1 minute to complete you may call parts of your demiplane worth up to 2DP per class level to you, as in Shift(Improved). Unlike with a normal use of Shift, the duration of this effect is permanent until you either dismiss the fortres as a free action or you perform the ritual again.

    Planar Union: After all the time you spent developing your personal demiplane, growing it, nurturing it, learning from it and drawing power from it, you have finally unlocked some of the greatest secrets of the planes. Chose one of the following:

    • Ascension: As long as you are within your demiplane, you count as a deity with divine rank 1 and the Alter Reality salient divine ability, even if you do not meet the prerequisites. Anything you create with Alter Reality will vanish when it leaves the demiplane, any effect with a duration that is not instantaneous is removed. Anything permanently created or changed with an instantaneous effect is likewise dismissed, while other effects like damage or healing are not affected.
      If you already are a deity or become one at a later point, your divine rank increases by one while in your demiplane. If you gain Alter Reality separately from this class feature, the restrictions aplied by this class feature no longer apply and you may use it as a swift action while inside your demiplane.
    • Great Architect: Without any doubt, you can count yourself amongst one of the greatest arcane architects to ever live, making your personal plane a place of wonder and magic and creating new ones at a whim. Your DP are multiplied by 3 and casting Genesis and other non-epic spells that create demiplanes no longer requires XP.
    • Soul of the World: Your soul becomes fused with your demiplane, tethering you to it and restoring you if you should ever die. Whenever you die, you are fully restored in your demiplane after 1d10 days. The only way to permanently kill you would be to destroy your demiplane and then kill you before you would have a chance to recreate it. Should you have another means of returning to life, such as a lich's phylactery, you may chose the method of revival at the moment of your death. If you do not chose, roll once for each method (if rolls are required), after which the one that is quickest is used.


    In addition to the benefits listed above, you no longer age.



    Spells per day
    Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 3 1 - - - - - - - -
    2 4 2 - - - - - - - -
    3 4 2 1 - - - - - - -
    4 4 3 2 - - - - - - -
    5 4 3 2 1 - - - - - -
    6 4 3 3 2 - - - - - -
    7 4 4 3 2 1 - - - - -
    8 4 4 3 3 2 - - - - -
    9 4 4 4 3 2 1 - - - -
    10 4 4 4 3 3 2 - - - -
    11 4 4 4 4 3 2 1 - - -
    12 4 4 4 4 3 3 2 - - -
    13 4 4 4 4 4 3 2 1 - -
    14 4 4 4 4 4 3 3 2 - -
    15 4 4 4 4 4 4 3 2 1 -
    16 4 4 4 4 4 4 3 3 2 -
    17 4 4 4 4 4 4 4 3 2 1
    18 4 4 4 4 4 4 4 3 3 2
    19 4 4 4 4 4 4 4 4 3 3
    20 4 4 4 4 4 4 4 4 4 4

    Spell List:

    0: Arcane Mark, Caltrops SC, Detect Magic, Mage Hand, Mending, Open/CLose, Prestidigitation, Read Magic
    1: Alarm, Benign Transposition SC, Blockade CS, Detect Secret Doors, Endure Elements, Greater Mage HandSC, Hail of Stone SC, Identify, Mage Armor, Magic Stone, Mount, Obscuring Mist, Portal Beacon SC, Protection from Chaos/Evil/Good/Law, Slide SC, Summon Monster I, Unseen Servant
    2: Arcane Lock, Baleful Transposition SC, Fog Cloud, Glitterdust, Heart of Air CM, Knock, Obscure Object, Portal Alarm SC, Resist Energy, Rope Trick, Spymaster's Coin CS, Stone Shape, Summon Monster II, Levitate
    3: Anticipate Teleportation SC, Arcane Seal*, Avoid Planar Effects, Blink, Dispel Magic, Fly, Heart of Water CM, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Summon Monster III
    4: Astral Hospice, Detect Scrying, Dimension Door, Dimensional Anchor, Heart of Earth CM, Minor Cration, Summon Monster IV
    5: Contact Other Plane, Dismissal, Evacuation Rune CS, Heart of Fire CM, Major Creation, Overland Flight, Secret CHest, Summon Monster V, Teleport, Wall of Stone
    6: Antimagic Field, Contingency, Energy ImmunitySC, Greater Dispel Magic, Mage's Magnificent Mansion, Planar Binding, Plane Shift, Scry Location CS, Summon Monster VI, Tactical Teleportation CM, Wall of Iron, Word of Recall
    7: Banishment, Ethereal Jaunt, Greater Teleport, Instant Summons, Phase Door, Summon Monster VII, Sequester, Teleport Object
    8: Binding, Dimensional Lock, Greater Planar Binding, Maze, Refuge, Summon Monster VIII, Temporal Stasis
    9: Astral Projection, Etherealness, Gate, Genesis, Genius Loci CM, Summon Monster IX, Teleportation Circle

    SC - Spell Compendium
    CM - Complete Mage
    CS - Complete Scoundrel
    * - Sharn, City of Towers

    This is going to be my first piece of homebrew and is something that just wouldn't stop floating around my head. I think it was mostly inspired by the Ozodrin and its stomach feature, as well as the Dungeon Seed

    Also, I would be very happy for all suggestions you guys have to offer. I especially wonder which spells would be most fitting. I mostly want spells that interact with objects and the planes on the spell list.
    Last edited by Orderic; 2015-01-25 at 05:24 PM.
    Yar! I'm a signature virus, copy me into your signature!

    An RPG I'm working on

    Homebrew: Arcane Architect

  2. - Top - End - #2
    Orc in the Playground
     
    NecromancerGuy

    Join Date
    Aug 2012
    Location
    Austria
    Gender
    Male

    Default Re: Arcane Architect [WIP]

    Feats


    Infinite Architecture
    Prerequisite: Personal Space, Caster Level 10
    Benefit: You gain access to the following features for the demiplane provided by Personal Space
    Spoiler
    Show

    Infinite Pathways (10DP) - The only thing separating one place from another is the distance between them. Now this is no longer true and all it takes to travel any distance is a single step. Anyone inside your demiplane may use Greater Teleport at will as a move action. This teleport can only be used by those who are capable ov moving at least 5 foot with this action.

    Infinite Space (10DP) - There is only a finite amount of space you can use in a demiplane. Or there was, until you decided that this rule should no longer apply to you. Your demiplane becomes infinitely large in one direction while still retaining all other borders. Purchasing this feature three times makes your demiplane completely infinite.



    Master of the Mansion
    Prerequisite: Mage’s Magnificent Mansion as a spell
    Benefit: You can tie a casting of the Mage’s Magnificent Mansion spell to a special key made from precious materials and inscribed with arcane runes, which has a price of 100gp. By replacing the normal focus for the spell with this key, any non-living object left within the mansion when the spell ends stays inside the mansion. When the Key is later used as a focus for this spell again, the exact same mansion is created, including everything left within. Each key may only be tied to one mansion and if it is destroyed, the only way to recover objects from the mansion is by using a Wish or Miracle.
    In addition, you may make a Mage’s Magnificent Mansion permanent by expending 1000XP when casting the spell.
    Last edited by Orderic; 2015-01-25 at 04:52 PM.
    Yar! I'm a signature virus, copy me into your signature!

    An RPG I'm working on

    Homebrew: Arcane Architect

  3. - Top - End - #3
    Barbarian in the Playground
     
    ClericGuy

    Join Date
    Aug 2013
    Location
    Washington
    Gender
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    Default Re: Arcane Architect [WIP]

    Well, not much to say on the class features for now, but for spells:



    On the Class Features:
    Perhaps, rather than just granting the plane and Dimension Points at level 5, what about making it a constant thing, and getting rid of the Personal Space as well. So it would become something like this:
    Personal Space (Su): You gain access to a personal demiplane that gains power as you gain levels. You gain a number of Dimension Points(DP) equal to your (class level*2)+Int Mod to spend on various abilities for your dimension. You may change what these points are spent on each time you gain a level. Your demiplane starts off as a 5ft. cube that may contain 10lbs. (Base)

    At 1rst level, you instinctively know what is in your demiplane, including the details of any creatures within it.

    At 3rd level, you no longer need to keep track of weight in your dimension.

    At 5th level, your demiplane becomes a 20ft.*20ft.*20ft. room, without purchasing any components.

    Spoiler: Demiplane Abilities
    Show
    Weight: For every point you spend on this component, your dimension can hold and additional 100lbs.

    Space: For every point you spend on this component, you may expand your Demiplane by 20ft.³. This need not remain whole, but it must be separated into 5ft.³ cubes.

    Light: Purchasing this component (1DP) lights your entire demiplane with illumination that you may control at will. This effect is not subject to dispelling. For 2 more DP, this light counts as natural daylight.


    I'm on a tablet, so sorry if the formatting is weird.

  4. - Top - End - #4
    Orc in the Playground
     
    NecromancerGuy

    Join Date
    Aug 2012
    Location
    Austria
    Gender
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    Default Re: Arcane Architect [WIP]

    Thanks for your input!

    Yes, it does make sense to make these two class features into one, giving it its main feature at level one.

    As for the features that can be bought, I want getting more space to be rather cheap, considering that there will be features that expand the options the Arcane Architect has outside of his plane, like expanding the spell list, giving more spells per day and new abilities.

    I will look over the spells later, but thanks for the list.
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    Default Re: Arcane Architect [WIP]

    The Ley engineer might be useful you, as may be some aspects from the stronghold builders guide.

    Personal space seems really tiny, unless I'm missing something that makes it extremely useful.

    I think making the plane relevant in combat and many situations would benefit the class. If the line between the material and demiplane can be blurred (like a transient plane maybe) to give strategic advantage, a lot of interesting battlefield control opportunities will open up.

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    Default Re: Arcane Architect [WIP]

    At a later level (10 maybe?) He will gain the ability to call parts of his demiplane into whatever plane he is currently in. Also, when creating the features I will certainy consult the Stronghold Buildrs Guidebook.

    I will be looking up the Ley Engineer, thanks.
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    Default Re: Arcane Architect [WIP]

    Do be aware that sbg is not a good example for pricing and things, and you're better of using it for inspiration and balancing yourself.
    I might make it much earlier than 10th, because conjuring up walls and traps mid combat sounds like an interesting and largely untouched way to play.

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    Quote Originally Posted by qazzquimby View Post
    Do be aware that sbg is not a good example for pricing and things, and you're better of using it for inspiration and balancing yourself.
    So I have heard. It's a good thing I am not going to just copy that book.

    I might make it much earlier than 10th, because conjuring up walls and traps mid combat sounds like an interesting and largely untouched way to play.
    Should I give the ability to do that before actually giving access to the demiplane? It would make the points that can be spent on it before level 5 more useful... At level 10 I could then give the ability to transfer planar traits as well.

    One ability that he is also going to get is to not just pull parts of his demiplane to him, but to make the two planes coexist,wo that anyone who is in the coexisting space can be seen from both planes and those who are there can change their plane with a check... Wisdom maybe?


    Also, my greatest worry is that the pedestals might be overpowered. Found under structures, they allow the arcane architect to cast any arcane or divine spell he can get a scroll of, but with what is essentially a +3/+4 metamagic. Except it doesn't count as metamagic. It does give him a much greater versatility, but I think that the high spell slot increase makes it something that will not be used too often or for anything broken. I mean, preparing 6th level arcane spells and 5th level divine as 9th level spells isn't anything overpowered, right?
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    Default Re: Arcane Architect [WIP]

    Should I give the ability to do that before actually giving access to the demiplane? It would make the points that can be spent on it before level 5 more useful... At level 10 I could then give the ability to transfer planar traits as well.
    I think so.

    Also rather than rooms on the buildings, why not let them place areas of wall in any orientation? Gives much more control and seems more natural.

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    Why isn't maze on the arcane architect spell list?
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    Default Re: Arcane Architect [WIP]

    Quote Originally Posted by qazzquimby View Post
    Also rather than rooms on the buildings, why not let them place areas of wall in any orientation? Gives much more control and seems more natural.
    That would be because of the features that can only be applied to rooms, which I started to put in after you posted this.

    Rooms don't just give you an enclosed space, they give you the space itselfs to put features on. But I did put walls in, which are bigger but can have less features put on them.

    Quote Originally Posted by Southern Cross View Post
    Why isn't maze on the arcane architect spell list?
    Mostly because I was working on other stuff at the moment. But maze is a great idea, thanks.
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    Default Re: Arcane Architect [WIP]

    Consider working with zones for effects (a 3d area) rather or as well as rooms. It's just a thought.
    It's hard to help with this because I'd need to see it unfold more, but then how do you know if you're working in the right direction? I think it will progress fastest if you make something playable (don't worry about some dead levels and things) and work on testing it, changing as you go.

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    Default Re: Arcane Architect [WIP]

    Having both is something that I have planned. Features for rooms are only things where it makes sense to aply them to a room. I am also going to add some more structures with magical effects and magical effects that are not structures.

    As for playtesting, I will work a little bit more on it and then try to get a PbP game for teting it.
    Last edited by Orderic; 2014-08-21 at 05:51 AM.
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    Default Re: Arcane Architect [WIP]

    Here is my suggested spell list. Note that any spell I have suggested has been underlined (starting with the maze spell).
    Revised Spell List:

    0: Arcane Mark, Detect Magic, Mage Hand, Mending, Open/CLose, Prestidigitation, Read Magic
    1: Benign Transposition, Detect Secret Doors, Endure Elements, Familiar Pocket, Resist Planar Alignment, Summon Monster I, Unseen servant
    2: Arcane Lock, Baleful Transposition, Heart of Air, Knock, Mirror Image, Portal Alarm, Rope Trick, Stone Shape, Summon Monster II , Levitate
    3: Anticipate Teleportation, Arcane Seal, Avoid Planar Effects, Blink, Dispel Magic, Displacement, Fly
    Heart of Water, Summon Monster III
    4: Astral Hospice, Detect Scrying, Dimensional Anchor, Dimension Door, Heart of Earth, Minor Creation, Summon Monster IV
    5: City Stride, Contact Other Plane,Dismissal, Evacuation Rune, Heart of Fire, Lesser Planar Binding, Major Creation, Overland Flight, Secret Chest, Summon Monster V, Teleport, Wall of Stone
    6: Antimagic Field, Contingency, Planar Binding, Plane Shift, Summon Monster VI, Tactical Teleportation, Wall of Iron,Word of Recall
    7: Banishment, Ethereal Jaunt, Greater Teleport, Instant Summons, Mage's Magnificent Mansion, Phase Door, Plane Shift, Reverse Gravity, Summon Monster VII, Teleport Object
    8: Binding, Dimensional Lock, Greater Planar Binding, Maze, Refuge, Summon Monster VIII, Temporal Stasis
    9: Astral Projection, Citygate, Etherealness, Gate, Genesis, Summon Monster IX, Teleportation Circle
    Last edited by Southern Cross; 2014-08-22 at 08:48 PM.
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    Default Re: Arcane Architect [WIP]

    Animate Dead

    Uh.. wait. I meant to resurrect my Thread. Oh, well...

    Anyway, I am working on this again. Spell list updated, some new features and thinking about moving some of them to a list that can only be accesseb by taking a feat.

    Oh, and can someone tell me, why some of the lines in my table seem to be disappearing?

    @Southern Cross: Thanks, it was quite helpful.
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    Default Re: Arcane Architect [WIP]

    How about spells like tiny hut, secure shelter, leomund's billet, hidden lodge and pavilion of granduer... as well as any other spells that create structures?

    In addition, guards and wards, halaster's scrying cage, halaster's teleport cage and mordenkainen's private sanctum might also be good spells for covering structures and locations.

    Symbols and glyphs would also be good spells to include for protecting structures and locations.

    Forbiddance and hide the path might be nice divine spells to make arcane for this class.

    Also, trobriand's baleful teleport might also be a good one to add, since teleporting seems to be part of the class scope.

    It seems greater dispel magic and greater plane shift are missing.

    Augment object, coral growth, excavate, fabricate, passwall and unseen crafter might prove useful for manipulating structures.

    Genius loci is a good permanent spell that creates an elder elemental to guard a location and attack intruders within certain conditions.
    Last edited by Andion Isurand; 2014-10-04 at 10:19 PM.

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