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.