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Darwin
2009-08-01, 10:14 PM
As a part of a project to balance out wizards in our playgroup I'm attempting to split up the schools between a number of base classes in the likes of Beguiler, Warmage and Dread Necromancer. The first piece of this puzzle is going to be the favorite of our beloved batman: conjuration.

Looking over the conjuration school we have several types of spells: control, damage, creation, teleportation and finally summoning. Every single one of these archetypes are quite powerful compared to most other spell types, so even after splitting up the schools to different classes, I'll split up conjuration into two classes.

Two archetypes that go well together are control (glitterdust, web, and solid fog), and teleportation (benign transposition, dimension door, teleport) so I'll leave those two for another base class, and focus on summoning.

Enter the Malconvoker

Looking for inspiration I stumbled across the Malconvoker (complete scoundrel). A summoning focused prestige class that turned evil against evil by manipulating evil outsider into doing his bidding. This is the guy every summoner wants to be, flavor-rich and with powerful class features that makes summon nature's ally cry when compared to this guy's summon monster spells.

So how do we make this schmuck work?

Simple, first we craft up a base class with poor BAB, good will save and the spell progression of a sorcerer. Then we look at the Malconvoker's class features, and spread them out over the 20 clean levels at our disposal. Keeping in mind that our role models are the beguiler, warmage and dread necromancer we want this guy to have one thing he's great at, and not so much more than that, so for his spell-list we'll add the summon monster line, and just that.

An early problem with the summon monster line is it's duration, what good does summoning a monster do you when it's only there to do your biddings for a single round? Nothing! We'll average out the duration and let it stay that way disregarding caster level.

Another issue with the Malconvoker is that there is a lot of cool evil outsiders there, and his main weapon of choice; summon monster, won't let him summon most of them. The SRD presents us with a variant rule for individualized summons lists, we'll use this to make our Malconvoker even more interesting.

Augment Summoning is a feat any wise player will pick for his base class Malconvoker, so let's do him a favor and pick it for him, we'll add Augment Summoning as a class feature at level 5.

Another semi-unique thing about summoning spells is the casting time. Rather stand a standard action you'll have to spend an entire round summoning, this makes you vulnerable to dispelling and disturbances while you're casting. Adding a class feature that speeds up the process to a standard action is a nice and strong feature to add at 12th level.

There's been a few other adjustments, and there will probaly be more once I get a little input from you my dear readers, but let's skip ahead to what you came here looking for, presenting, the base class Malconvoker!


{table="head"]Level|BAB|Fort|Ref|Will|Special|1|2|3|4|5|6|7|8|9
1st|+0|+0|+0|+2|Rapid Summoning, Timed Contract, Devil's Deal|3||||||||
2nd|+1|+0|+0|+3|Deceptive Summons, Planar Binding|4||||||||
3rd|+1|+1|+1|+3|Bluff Bonus +1|5||||||||
4th|+2|+1|+1|+4||6|3|||||||
5th|+2|+1|+1|+4|Augment Summoning|6|4|||||||
6th|+3|+2|+2|+5||6|5|3||||||
7th|+3|+2|+2|+5|Bluff Bonus +2|6|6|4||||||
8th|+4|+2|+2|+6|Deceptive Summons (Fury)|6|6|5|3|||||
9th|+4|+3|+3|+6||6|6|6|4|||||
10th|+5|+3|+3|+7|Fiendish Legion|6|6|6|5|3||||
11th|+5|+3|+3|+7|Bluff Bonus +3|6|6|6|6|4||||
12th|+6/1|+4|+4|+8|Deceitful Bargaining|6|6|6|6|5|3|||
13th|+6/1|+4|+4|+8|Eyes of the King|6|6|6|6|6|4|||
14th|+7/2|+4|+4|+9|Deceptive Summons (Resistance)|6|6|6|6|6|5|3||
15th|+7/2|+5|+5|+9|Bluff Bonus +4|6|6|6|6|6|6|4||
16th|+8/3|+5|+5|+10|Improved Calling|6|6|6|6|6|6|5|3|
17th|+8/3|+5|+5|+10||6|6|6|6|6|6|6|4|
18th|+9/4|+6|+6|+11|Safe Summoning|6|6|6|6|6|6|6|5|3
19th|+9/4|+6|+6|+11|Bluff Bonus +5|6|6|6|6|6|6|6|6|4
20th|+10/5|+6|+6|+12||6|6|6|6|6|6|6|6|5[/table]
Summons Known:
{table="head"]Level|I|II|III|IV|V|VI|VII|VIII|IX
1st|1||||||||
2nd|1||||||||
3rd|1||||||||
4th|2|1|||||||
5th|2|1|||||||
6th|3|1|1||||||
7th|3|2|1||||||
8th|4|2|1|1|||||
9th|4|3|2|1|||||
10th|5|3|2|1|1||||
11th|5|4|3|2|1||||
12th|6|4|3|2|1|1|||
13th|6|5|4|3|2|1|||
14th|7|5|4|3|2|1|1||
15th|7|6|5|4|3|2|1||
16th|8|6|5|4|3|2|1|1|
17th|8|7|6|5|4|3|2|1|
18th|9|7|6|5|4|3|2|1|1
19th|9|8|7|6|5|4|3|2|1
20th|10|8|7|6|5|4|3|2|1[/table]

Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Disguise, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft.

Malconvokers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a malconvoker’s gestures, which can cause his spells with somatic components to fail.

- Spells -
A malconvoker casts the summon monster, and planar binding line of spells.

To cast a spell, a malconvoker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a malconvoker’s spell is 10 + the spell level + the malconvoker’s Charisma modifier.

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

Unlike a wizard or a cleric, a malconvoker need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

At every time the Malconvoker attains a new level of spells he may add an additional summonable monster to his currently available summon monster lists. The added monster must be an Evil Outsider, this includes any creature with the fiendish template, with a CR of no more than the spell level. For example: Justin the Malconvoker has attained 5th level, granting him access to his 3rd level spell Summon Monster III, Justin pages through his monster manual for monsters to add to his spells, for his 3rd level spell he adds a Howler (CR 3), for his 2nd level spells he adds Dretch demon, and for his 1st level spells he adds a Lemure demon.

- Timed Contract -
Unlike other spellcasters the Malconvoker doesn't rely on experience to lengthen the duration of his summons. The duration of any summon monster spell cast by the Malconvoker has a duration of 10 rounds, not regarding his caster level.

- Devil's Deal -
Rather than a specific list of creatures available, the Malconvoker's array of devils to his disposal grows with him. Whenever the Malconvoker gains access to a new level of spells he may add one additional Evil Outsider to each of his summon monster lists available.

- Bluff Bonus -
At 3rd level and every four levels thereafter the Malconvoker recieves a +1 bonus to his Bluff checks.

- Rapid Summoning -
Knowing the works of summoning monsters in and out allows the Malconvoker to speed up the process. The casting time for any summon monster spell cast by the Malconvoker is reduced to a single standard action.

- Eyes of the King -
At 13th level the Malconvoker may use Eyes of the King (Spell Compendium) as a Spell-like Ability with the caster level equal to his Malconvoker level.

What haven't been mentioned here is original material from Complete Scoundrel which means that posting it here would be copyright infrigement. The rest of the class features can be found with the original Malconvoker prestige class on page 48 in Complete Scoundrel.


The class is currently in an alpha state, having seen no playtest and no reviews by other sources than myself. Critique, opinions and ideas are needed and more than welcome :smallredface:

Eloel
2009-08-01, 10:33 PM
My #1 concern would be the dead L19 & L20. +1 to Bluff doesn't cut it for 2 levels.

I_Got_This_Name
2009-08-01, 10:42 PM
What's the CR requirement for each summon type? Specifically:
I get to add a creature to my Summon Monster I list. What CR is it?

Why does it need a bluff bonus? "The Prestige Class had one" isn't really a good reason.

The SRD expanded options for the Wizard has Rapid Summoning available as a first-level ability.

Averaging the durations over all levels is an interesting take, but actually makes this class worse at summoning at high levels. Is there a reason you did that instead of a simple increase (either a doubling or some number of bonus rounds)?

PairO'Dice Lost
2009-08-01, 11:30 PM
What's the CR requirement for each summon type? Specifically:
I get to add a creature to my Summon Monster I list. What CR is it?

I believe the "customizing summons" variant he mentioned gives guidelines; I think it was around CR = spell level - 1 to CR = spell level + 3, or at least that's the bounds I've seen for similar summoning revisions.


Averaging the durations over all levels is an interesting take, but actually makes this class worse at summoning at high levels. Is there a reason you did that instead of a simple increase (either a doubling or some number of bonus rounds)?

Agreed. It should probably be "1 minute or 1 round/level, whichever is higher."

Darwin
2009-08-02, 06:51 AM
#1 No Capstone
The simple answer is that I haven't thought up any decent capstone ability, the level 9 (there is no 10th level) ability of the prestige class lets you dismiss your summons as immediate actions, which IMHO doesn't cut it for a capstone.

#2 What's the CR requirement for each summon type?
The SRD doesn't specifically state the CR of the creatures you get to add to the different level of summons spells. Looking over the different summoning lists they generally consist of CR = Spell level +/-1. The issue here is that the CR system isn't really balanced, and the DM should probaly be consulted before adding any fiends to your list. I'll add this to the main post.

#3 The average duration is too short
What most of these summoned monsters will be used for is combat, the average fight in D&D lasts for about 5 rounds. With a minute's duration the summoner can get his monsters to participate in a single battle, or perform a simple task or two before dissappearing. If he wants more from a creature he's got the planar binding line which was intended for longer and more complicated missions. I don't think it's neccesary to buff up the duration although it's certainly shorter than it would be at level 20 with round/level. And don't forget the class feature that lets him extend for free, that's 20 rounds. :smallsmile:

#4 Bluff
Admitted, the bluff bonus is a bit tame. Any suggestions?

On another note, I seem to forgot to mention that this guy's main casting stat is charisma, one could probaly figure it out when I mention sorcerer, but I'll add it to the post anyway.

Renchard
2009-08-02, 09:00 PM
My worry for the class would be that only having SMI-IX is pretty limiting as a spell list. The other 3 "limited casters" have a much greater breadth of spells available.

Maybe some other conjuration, or some transmutation buffs for your summons?

DracoDei
2009-08-02, 09:32 PM
The spells known thing is a complete joke since they get a maximum of 2 spells on their list per level. Look around for specialty spells that also fit the theme, such as Summon Swarm. Consider giving them the summoning aspect of Gate for 9th level, perhaps with some nerfing, and maybe as a 1/week (day?) capstone. Also, without Mage Armor or Shield they are TOO vulnerable... give them whichever is Conjuration, or at least increase the HD to d6 or something.

DragoonWraith
2009-08-02, 09:42 PM
Summoning spells as a standard action is a Wizard (Conjuring specialization) option at level 1. Giving it to a base class Malconvoker at level 1 just makes sense, IMO. They're really in for a rough time without that.

Battlefield control spells would help this guy a lot. Visibility-decreasing spells (darkness, obscuring mist, etc) are great choices, since plenty of summons have ways to get around that (tremorsense, blindsense, etc).

The Malconvoker is one of the most flavorful and one of the best-balanced Wizard builds out there. You lose a caster level, and it's only worthwhile if you really specialize in summoning. As things already stand, Malconvokers are quite limited - they don't do the whole batman thing, really, at all. Right now, this character looks unequivocally weaker than the Conjurer->Malconvoker, at every level, and not just because of the limited spell list.

Darwin
2009-08-03, 10:35 AM
I might have gone a little trigger happy with the nerf bat, once I get around to playtesting I might pack his spell list with a few control/buff spells, but until then he remains as is.

The idea behind leaving out other spells is that this guy is going to summon devils and demons, which at higher levels get a lot of different spells and/or spell-like abilities he would be able to use to his advantage.

The class is definitely, without question, weaker than Conjurer->Malconvoker, but that was the intention all along, even with a caster level lost the basic conjurer build is going to kick the butts of the other theme based spellcasters (perhaps save for a Killer Gnome). What I'm trying is to bring down the different schools of arcane magic into tier 3, not to rebuild the wizard as a tier 1 class with a different progression :smallsmile:

Rapid Metamagic will be moved to level 1, level 12 is definitely too late.

Keep the ideas flowing :smallbiggrin:

Random832
2009-08-03, 10:53 AM
Consider non-summoning spells that might be useful to the class's purpose and fit its flavor.

Magic Circle against Evil is an obvious one.

There might be some more ideas here (http://forums.gleemax.com/showthread.php?t=918792)

Really you shouldn't make it too much more difficult to do the Malconvoker thing than it is for a Wizard/Malconvoker using the original version - your goal is to make it more difficult/impossible to do the other things a Wizard can do.

Incidentally, you seem to be having trouble updating your image - here's the current version of your class chart in a table format.

{table="head"]Level|BAB|Fort|Ref|Will|Special|1|2|3|4|5|6|7|8|9
1st|+0|+0|+0|+2|Rapid Summoning, Timed Contract, Devil's Deal|3||||||||
2nd|+1|+0|+0|+3|Deceptive Summons, Planar Binding|4||||||||
3rd|+1|+1|+1|+3|Bluff Bonus +1|5||||||||
4th|+2|+1|+1|+4||6|3|||||||
5th|+2|+1|+1|+4|Augment Summoning|6|4|||||||
6th|+3|+2|+2|+5||6|5|3||||||
7th|+3|+2|+2|+5|Bluff Bonus +2|6|6|4||||||
8th|+4|+2|+2|+6|Deceptive Summons (Fury)|6|6|5|3|||||
9th|+4|+3|+3|+6||6|6|6|4|||||
10th|+5|+3|+3|+7|Fiendish Legion|6|6|6|5|3||||
11th|+5|+3|+3|+7|Bluff Bonus +3|6|6|6|6|4||||
12th|+6/1|+4|+4|+8|Deceitful Bargaining|6|6|6|6|5|3|||
13th|+6/1|+4|+4|+8|Eyes of the King|6|6|6|6|6|4|||
14th|+7/2|+4|+4|+9|Deceptive Summons (Resistance)|6|6|6|6|6|5|3||
15th|+7/2|+5|+5|+9|Bluff Bonus +4|6|6|6|6|6|6|4||
16th|+8/3|+5|+5|+10|Improved Calling|6|6|6|6|6|6|5|3|
17th|+8/3|+5|+5|+10||6|6|6|6|6|6|6|4|
18th|+9/4|+6|+6|+11|Safe Summoning|6|6|6|6|6|6|6|5|3
19th|+9/4|+6|+6|+11|Bluff Bonus +5|6|6|6|6|6|6|6|6|4
20th|+10/5|+6|+6|+12||6|6|6|6|6|6|6|6|5[/table]
Summons Known: (I put the spell levels in roman numerals just for fun)
{table="head"]Level|I|II|III|IV|V|VI|VII|VIII|IX
1st|1||||||||
2nd|1||||||||
3rd|1||||||||
4th|2|1|||||||
5th|2|1|||||||
6th|3|1|1||||||
7th|3|2|1||||||
8th|4|2|1|1|||||
9th|4|3|2|1|||||
10th|5|3|2|1|1||||
11th|5|4|3|2|1||||
12th|6|4|3|2|1|1|||
13th|6|5|4|3|2|1|||
14th|7|5|4|3|2|1|1||
15th|7|6|5|4|3|2|1||
16th|8|6|5|4|3|2|1|1|
17th|8|7|6|5|4|3|2|1|
18th|9|7|6|5|4|3|2|1|1
19th|9|8|7|6|5|4|3|2|1
20th|10|8|7|6|5|4|3|2|1[/table]

DragoonWraith
2009-08-03, 11:08 AM
Really you shouldn't make it too much more difficult to do the Malconvoker thing than it is for a Wizard/Malconvoker using the original version - your goal is to make it more difficult/impossible to do the other things a Wizard can do.
Exactly. If you took the standard Conjurer (maybe make it Focused, which makes sense) -> Malconvoker progression that already exists, and removed some of the more ridiculous and unfitting Wizard spells that he might get (Enervation, Polymorph, Mind Blank, Time Stop, etc etc), it would be a very specialized, and not over-powered class. It might kick the Warmage's butt, but that's the Warmage's fault for being dumb. The Beguiler would not be overshadowed by a Malconvoker, unless your playing the kind of game where everything is Mind Blanked or mindless by level 14... I'm not as familiar with the Dread Necromancer, but I tend to doubt that it would be a problem either.

Why give the Malconvoker spontaneous casting? It's not much of a benefit; he's just going to cast Summon Monster with it anyway. Especially if you're serious about only giving him Summon Monster; he's not a prepared or a spontaneous caster at that point, he just has several per-day spell-likes... I say make him a prepared, Cha-based spellcaster, give him a restricted spell list that includes all of the Summon Monster, Summon Elemental, and Summon Swarm spells, Gate, the Planar Binding series (and maybe the Planar Ally series as well, since the best summoning PrC is already taken, he might as well go Thaumaturge), several of the Fog spells, the various Ability-buff spells (Bull's Strength, etc), etc etc. Plane Shift might be appropriate, really, given all his extraplanar dealings. Give him spells per day as a Focused Specialist (Wizard's per-day -1, +3 spells that must be Conjuration (Summoning) or Conjuration (Calling) spells). Give him the Malconvoker class features (or at least the first five levels) about when you would get them from Wizard->Malconvoker, make the last 10 levels or so something like the last five levels of Malconvoker combined with some Thaumaturge features, maybe, to really focus on that Planar Binding/Ally stuff?

Basically, as usual, the class features of Wizard and its PrC's are not unbalanced. Its the spells. So restrict the spells, but leave the features close to where they are as-is.

Darwin
2009-08-03, 11:57 AM
Basically, as usual, the class features of Wizard and its PrC's are not unbalanced. Its the spells. So restrict the spells, but leave the features close to where they are as-is.

Which is pretty much exactly what I've done, the class features are all there, along with a few other things. I might have been too restrictive on the spells, I'm getting together with a couple of D&D friends sometime this week where I'll playtest the class as it is. Should I be proven wrong that he does indeed need more than summon monster to be effective and fun to play I'll craft a spell list for him including a range of buffs, summon alternatives, and a little battlefield control.

As for spontaneous vs. prepared casting I'm gonna keep it spontaneous, a prepared caster with a limited spell list isn't worth much, and he hardly needs more nerf.

And Random832 thank you very much for the table, it's most appreciated :smallredface:

DragoonWraith
2009-08-03, 12:14 PM
OK, a lot of this had to do with the lack of chart; I'm very visual and without the chart had a hard time visualizing when you were getting what. Seemed like you were delaying features more than necessary.

Planar Binding as a class feature is odd. Why not just add it to his list? I mean, the only reason the Malconvoker had that is because as a PrC, you couldn't be sure that the entry class would have had it. Here, you can. Also, consider adding the Planar Ally line - just because the Malconvoker specializes in fighting fire with fire by using evil creatures doesn't change the fact that he's a good summoner who deals a lot with extraplanar creatures. A celestial friend could help a great deal with the fiends.

Finally, you've nerfed Summon Monster massively. Why? The entire point of being a Malconvoker is so that you have the versatility of being able to call upon a variety of monsters. I know, you're trying to limit him, but you've already removed his own spells, how is he going to get the useful SLAs or Su powers if he only gets one or two monsters from each Summon Monster list? Or are those added to the existing list?

Btw, because, like I said, I'm visual, class feature comparison, your Malconvoker on the left, Wizard/Master Specialist/Malconvoker/Archmage on the right:
{table="head"]Level|BAB|Fort|Ref|Will|Special|BAB|Fort|Ref|Will| Special
1st|+0|+0|+0|+2|Rapid Summoning, Timed Contract, Devil's Deal|+0|+0|+0|+2|Rapid Summoning, Augmented Summoning
2nd|+1|+0|+0|+3|Deceptive Summons, Planar Binding|+1|+0|+0|+3||
3rd|+1|+1|+1|+3|Bluff Bonus +1|+1|+1|+1|+3||
4th|+2|+1|+1|+4||+1|+1|+1|+5|Skill Focus: Spellcraft
5th|+2|+1|+1|+4|Augment Summoning|+2|+1|+1|+5|Bonus Spell
6th|+3|+2|+2|+5||+2|+2|+2|+6|Greater Spell Focus: Conjuration
7th|+3|+2|+2|+5|Bluff Bonus +2|+2|+2|+2|+8|Unrestricted Conjuration, Deceptive Summons
8th|+4|+2|+2|+6|Deceptive Summons (Fury)|+3|+2|+2|+9|Planar Binding
9th|+4|+3|+3|+6||+3|+3|+3|+9|Skill Focus: Bluff
10th|+5|+3|+3|+7|Fiendish Legion|+4|+3|+3|+10|Deceptive Summons (Fury)
11th|+5|+3|+3|+7|Bluff Bonus +3|+4|+3|+3|+10|Fiendish Legion
12th|+6/1|+4|+4|+8|Deceitful Bargaining|+5|+4|+4|+11|Deceitful Bargaining
13th|+6/1|+4|+4|+8|Eyes of the King|+5|+4|+4|+11|Deceptive Summons (Resistance)
14th|+7/2|+4|+4|+9|Deceptive Summons (Resistance)|+6/1|+4|+4|+12|Improved Calling
15th|+7/2|+5|+5|+9|Bluff Bonus +4|+6/1|+5|+5|+11|Safe Summons
16th|+8/3|+5|+5|+10|Improved Calling|+6/1|+5|+5|+13|High Arcana: Spell Power
17th|+8/3|+5|+5|+10||+7/2|+5|+5|+14|High Arcana: SLA Summon Monster VIII
18th|+9/4|+6|+6|+11|Safe Summoning|+7/2|+6|+6|+14|High Arcana: SLA Summon Monster IX
19th|+9/4|+6|+6|+11|Bluff Bonus +5|+8/3|+6|+6|+15|High Arcana: SLA Summon Monster IX
20th|+10/5|+6|+6|+12||+8/3|+6|+6|+15|High Arcana: SLA Summon Monster IX[/table]

Your Malconvoker does pretty well, overall, until the very end. Trying to extend the last four levels of Malconvoker over eight levels is a bad idea, especially when those four levels are often ignored in favor of other PrCs. I can't imagine anyone staying in this class past 10, really. You need more high-end features, especially a cap-stone.

If the Wizard is a Focused Specialist, the spells per day is roughly the same (3 per level have to be Conjuration, but that's hardly a problem for a Malconvoker)

Random832
2009-08-04, 07:29 AM
Your Malconvoker does pretty well, overall, until the very end. Trying to extend the last four levels of Malconvoker over eight levels is a bad idea, especially when those four levels are often ignored in favor of other PrCs. I can't imagine anyone staying in this class past 10, really. You need more high-end features, especially a cap-stone.

It's a base class. Why does it need a "capstone"? What core base class has one?

Darwin
2009-08-04, 09:00 AM
It's a base class. Why does it need a "capstone"? What core base class has one?

I'd have to say I agree with DragoonWraith on this one, even though most of the core base classes doesn't have a capstone doesn't make it right. Each of the role models for this class have capstone abilities, not sure I would count the warmage's sudden maximize, but the two others have fairly powerful stuff happening at level 20.

DragoonWraith
2009-08-04, 10:51 AM
The Warmage is not a good class; I wouldn't recommend it as a role model here. Beguiler and Dread Necromancer are where you want to be.

A thought that would prove very useful: a class feature that bumps the round/level duration of Summon spells to minute/level. Or, more balanced, minute / 2 levels, probably. The 10 round flat rate is decent, but sucks once you hit 11, plus really, you could use to have a few monsters hanging around all the time, not needing actions to summon and ready to handle surprises.

Ooh, ok, how about you get to use one Summon Monster spell per, say, four Malconvoker levels, per day, as a minute/level spell instead of round/level? Probably should make it a special use of Deceptive Summons, since you don't want it to be 2 minutes/level. Probably get it in the 3-6 range? And then maybe in the 12-17-ish range, something that lets them summon a monster for hour/level once a day? Planar Ally/Binding covers the really permanent/powerful things, but having a 24-hour sentry, perhaps, is nice.

Darwin
2009-08-04, 03:28 PM
Perhaps we could think up a mechanic that allowed longer duration on summonings based on how well you bluffed the fiend. The duration you can increase by then goes up as you level up, level 5 you get additional rounds, level 10 you get minutes, and level 15 you get hours, level 20 could possibly give days (numbers are examples, not neccesarily what I plan on using)

EDIT: And by now I realize that's exactly what you proposed ^^;