Medium Outsider (Bound, Native)
Hit Dice: 7d8+14 (45HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 19 (+4 Dex, +5 natural); touch 14; flat-footed 15
Base Attack/Grapple: +7/+10
Attack: Light Pick +10 melee (1d6+3/×4)
Full Attack: Light Pick +10/+5 melee (1d6+3/×4)
Space/Reach: 5’/5’
Special Attacks: Spell-Like Abilities
Special Qualities: Bound traits, Darkvision 60’, Native traits, Outsider traits, Tool Dependence
Saves: Fort +7, Ref +9, Will +9
Abilities: Str 16 (+3), Dex 19 (+4), Con 14 (+2), Int 14 (+2), Wis 15 (+2), Cha 17 (+3)
Skills: Appraise +12, Concentration +12, Craft (any two) +16/+12, Perform (any) +16, Profession (any artistic) +12, Spellcraft +12
Feats: Iron Will, Skill Focus (Craft #1), Skill Focus (Perform)
Environment: any (Najmah)
Organization: any
Challenge Rating: 5
Treasure: ½ standard
Alignment: usually Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Combat
Artists are averse to fighting, for fear of injuring their hands or tools. They will usually opt to avoid a battle by using illusion magic to hide or mind-altering magic to deflect attackers. If pressed into combat, they will use melee attacks, supplemented with whatever magic they have remaining. They are quick to surrender or flee, though, if a fight does not go their way.
Spell-Like Abilities
- At Will: detect thoughts (DC15), eagle’s splendor (DC15), fox’s cunning (DC15)
- 3/Day: enthrall (usable by crafting or performing, DC15), glitterdust (DC15), mirror image
- 1/Day: permanent image (DC19), shadow conjuration (DC17)
- Caster level 13th. The save DCs are Charisma-based.
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.
Tool Dependence (Ex): An artist is only as good as the tools that they work with. Artists always carry a set of masterwork artisan’s tools (55gp, 5 lbs.) or a masterwork musical instrument (100gp, 3 lbs., hereinafter referred to as a tool); the +2 circumstance bonus to Craft checks is included in the statistics block. It their tools are ever lost, stolen, or destroyed, then they will suffer a -8 circumstance penalty to all Craft & Profession checks, as well as a -1 morale penalty on all attack rolls & saving throws, until the tools are replaced.
Artist Lore
Characters that have ranks in Knowledge (The Planes) can learn more about artists. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
- DC15: “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.
- DC20: “Some of the Bound serve as artists, using magic & muscle to make works of art in every conceivable size & form.” A character making this check knows the workings of an artist’s spell-like abilities.
- DC25: “Artists are very dependent of their crafting tools, & are nearly lost without them.” A character making this check remembers the mechanics of the Tool Dependence abilities.