Architect, Tasked Genie

3E Material
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Medium Outsider (Bound, Native)
Hit Dice: 7d8+14 (45HP)
Initiative: +0
Speed: 30’ (6 squares)
Armor Class: 16 (+6 natural); touch 10; flat-footed 16
Base Attack/Grapple: +7/+12
Attack: Quarterstaff +12 melee (1d8+5/1d8+2)
Full Attack: Quarterstaff +12/+7/+2 melee (1d8+5/1d8+2)
Space/Reach: 5’/5’
Special Attacks: Earth Mastery
Special Qualities: Bound traits, Darkvision 60’, Native traits, Outsider traits, Siege Expert, Spell-Like Abilities
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 17 (+3), Dex 10 (+0), Con 14 (+2), Int 16 (+3), Wis 13 (+1), Cha 10 (+0)
Skills: Appraise +14, Concentration +12, Craft (any) +15, Knowledge (Architecture & Engineering) +15, Profession (any) +16, Spellcraft +16, Use Magic Device +13
Feats: Iron Will, Magical Aptitude, Skill Focus (Profession)
Environment: any (Najmah)
Organization: any
Challenge Rating: 7
Treasure: ˝ standard
Alignment: usually Lawful Neutral
Advancement: N/A
Level Adjustment: N/A

Combat
Although they rarely have to participate in battle, architects are not entirely averse to it, & some see fighting as a means to escape their bondage. They will always alter the battlefield to suit them, if possible, transforming the landscape in their favor. Once they have their opponents at a disadvantage, they usually dispatch their foes with melee attacks or additional magic. They are not opposed to fleeing a lost battle, & thus will run away if put at a significant disadvantage themselves.

Earth Mastery (Ex): An architect gains a +1 bonus to attack & damage rolls if both it & its foe are touching the ground. If an opponent in airborne or waterborne, the architect suffers a -4 penalty on attack & damage rolls (these modifiers are not included in the statistics block).

Outsider traits: All creatures with the Outsider type possess the following traits:
  • Darkvision out to 60’.
  • An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple & martial weapons & any weapons mentioned in its entry.
  • Outsiders not indicated as wearing armor are not proficient with armor or shields.
  • Native outsiders breathe, eat, & sleep.

Siege Expert (Ex): An architect is particularly adept at executing blockades. It gains a +4 competence bonus on all Craft, Knowledge, & Profession checks when designing, crafting, or operating siege engines or siege-based structures.

Spell-Like Abilities
  • At Will: augury, soften earth & stone, stone shape, wood shape (DC15)
  • 3/Day: passwall, transmute mud to rock (DC18), transmute rock to mud (DC18)
  • 1/Day: animate objects, find the path (DC19)
  • Caster level 12th. The save DCs are Intelligence-based.

Architect Lore
Characters that have ranks in Knowledge (The Planes) can learn more about architects. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
  • DC17: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
  • DC22: “Some of the Bound serve as architects, devising & drafting plans for various construction projects.” A character making this check knows the workings of the Earth Mastery & Siege Expert abilities.
  • DC27: “Architects are particularly skilled at siege projects, both on defense & on offense.” A character making this check remembers the mechanics of an architect’s spell-like abilities.

4E Material
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{4E Stats/Combat/Abilities/Lore}


The urbane figure looks like a smallish dao, only not as muscular. It wears long flamboyant robes, but it conspicuously devoid of jewelry. A strange runic symbol is branded onto its otherwise-unblemished marble skin.

Architects are innovative developers eager to create anew at the expense of the old. Originally dao, many are kept by the earth genies in bondage, branded with slaving-symbols from mortal glyph tradition. They are mostly responsible for planning & implementing the dao’s gem-mining operations, but they are usually involved in the design phase of any major construction effort undertaken by genies. They physically resemble dao, but are human-sized & have glowing violet eyes.

An architect is about 6-7’ tall & weighs around 1,200-1,400 pounds. They speak Common & Terran.

Plot Hooks
  • A new gem mine is going to be built in the area soon, & the overseers are strange genie-like people.
  • A village is under siege from foreign invaders, & the blockade is being built by a brilliant engineer.
  • A new construction consortium has arrived in town, with innovative & flamboyant designs, & equally mysterious benefactors.