Large Outsider (Bound, Native)
Hit Dice: 7d8+14 (45HP)
Initiative: -1
Speed: 30’ (6 squares)
Armor Class: 14 (-1 size, -1 Dex, +6 natural); touch 8; flat-footed 14
Base Attack/Grapple: +7/+16
Attack: Heavy Pick +11 melee (1d8+5/×4)
Full Attack: Heavy Pick +11/+6/+1 melee (1d8+5/×4)
Space/Reach: 10’/10’
Special Attacks: Earth Mastery
Special Qualities: Bound traits, Darkvision 60’, Native traits, Outsider traits, Siege Expert, Spell-Like Abilities
Saves: Fort +6, Ref +4, Will +8
Abilities: Str 21 (+5), Dex 9 (-1), Con 14 (+2), Int 14 (+2), Wis 13 (+1), Cha 10 (+0)
Skills: Concentration +11, Craft (any) +13, Knowledge (Architecture & Engineering) +13, Profession (any) +15, Spellcraft +14, Use Magic Device +11, Use Rope +9
Feats: Iron Will, Magical Aptitude, Skill Focus (Profession)
Environment: any (Najmah)
Organization: any
Challenge Rating: 7
Treasure: ½ standard
Alignment: usually Lawful Neutral
Advancement: N/A
Level Adjustment: N/A
Combat
Although they do often participate in battle, builders are familiar with the business of war, & 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): A builder 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 builder 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): A builder 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: animate rope, bull’s strength (DC14), stone shape, wood shape (DC14)
- 3/Day: major creation, passwall, wall of stone (DC17)
- 1/Day: limited wish (construction-related only, DC19), move earth
- Caster level 12th. The save DCs are Intelligence-based.
Builder Lore
Characters that have ranks in Knowledge (The Planes) can learn more about builders. 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 builders, manufacturing & assembling various construction projects with ease.” A character making this check knows the workings of the Earth Mastery & Siege Expert abilities.
- DC27: “Builders are particularly skilled at siege projects, both on defense & on offense.” A character making this check remembers the mechanics of a builder’s spell-like abilities.