Golmoid Urban Druid
Male Golmoid Urban Druid 6/Osteomancer 10
NG Medium Humanoid (Golmoid)
Listen +4, Spot +4
unnerve (Will DC 27)
13, touch 7, flat-footed 13; -3 Dex, +2 natural, +3 armor, +1 shield
107 (16 HD)
+4 vs. Enchantment effects
bone spurs +12/+7/+2 (1d8+1 adamantine, cold iron, good, silver)
alley fighting, crowdwalk
bone spurs at will, boneless at will, osteophage 1/day, sap life 8/day, seize the core 1/day, skeletal shift at will, urban shape 2/day, wield the core 3/day
Combat gear wand of cure light wounds
Spells prepared Druid
(CL 11th; DC 17 + spell level)
~ 6th - antilife shell, flesh to stone
~ 5th - passwall (2), susurrus of the city
~ 4th - dispel magic, locate creature, rusting grasp, scrying
~ 3rd - call lightning, charm monster, daylight, glibness, nondetection, speak with dead
~ 2nd - fog cloud, knock, locate object, misdirection, rope trick, spider climb
~ 1st - detect secret doors (2), hold portal (2), jump (2), obscuring mist
~ 0 - create water, know direction, light (2), mending, purify food and drink
spontaneous repair damage
Spell-Like Abilities Osteomancer
1/day - enlarge person
(self only) or reduce person
Str 13, Dex 4, Con 14, Int 11, Wis 18, Cha 25
city sense, favored city (Free City), favored city (Alhastor), relentless (no speed reduction from armor/encumbrance), urban companion (medium animated object; pastry stand)
Endurance [B; Racial], Improved Natural Attack (bone spurs), Investigator, Natural Spell, Run, Toughness, Track
Concentration +10, Craft +2, Disguise +11, Gather Information +13, Heal +8, Knowledge (Arcana) +4, Knowledge (Local) +10, Knowledge (Nature) +4, Listen +4, Search +2, Spot +4, Survival +12
combat gear plus buckler, studded leather armor, spell component pouch, 5 flasks of acid, cloak of charisma +6
, periapt of wisdom +4
, pipes of the sewers
, portable hole
, 3 salves of slipperiness
, 5 gp
When the golmoid uses his bone spurs, any creature within 30 ft. of him trying to strike or otherwise directly attack him, even with a targeted spell, must attempt a Will save (DC 27). If the save succeeds, the opponent is unaffected and immune to the golmoid's unnerve effect for 24 hours. If the save fails, the opponent suffers a -2 penalty on every attack roll against the golmoid for the next 24 hours. A creature only has to make one save against the golmoid's unnerve attack per 24 hour period. This is a mind-affecting, fear effect.
Bone Spurs (Su):
At will, as a free action, the golmoid may cause portions of his skeleton to break his skin and protrude, causing him no damage or disability whatsoever. The golmoid's bone spurs count as a natural attack, spiked gauntlets, and armor spikes. They also count as adamantine, cold iron, good, and silver for the purposes of overcoming damage reduction.
Alley Fighting (Ex):
As long as the golmoid is fighting in an area no wider than his space, he gains a +1 competence bonus to all attack rolls. Additionally, if he makes an attack against a target around a corner, the target does not gain the benefit of cover (unless the foe has total cover).
If the golmoid attempts to move through a space occupied by a hostile creature (such as with a Tumble check or an overrun attempt), he gains a +4 bonus on any roll made to resolve the movement.
At will, as a full-round action, the golmoid may dissolve or restore his own skeleton. He becomes able to travel at a speed of 10 feet through muscular control (he may not run). He may now fit in minute spaces or crawl under barriers with as little as 6 inches to spare. While in this form, the golmoid is considered prone. He cannot use his shield and he can't attack or cast spells with verbal, somatic, material, or focus components while boneless.
Once per day, the golmoid may cause the skeleton of a target to liquefy in a matter of seconds, causing the target to collapse in on itself. This collapse causes instant death on a failed Fortitude save (DC 22); a successful save prevents skeletal collapse but still deals 10d6 points of damage.
Sap Life (Su):
Eight times per day, as a touch attack, the golmoid can cause a malaise to settle into the core of an opponent's bones. This effect deals 2d4 points of Strength damage unless the opponent makes a Fortitude save (DC 27). This ability can only affect living creatures with a skeleton.
Seize the Core (Su):
Once per day, the golmoid can take temporary control of the skeletons of his opponents, paralyzing them. He can affect up to ten creatures within 60 feet, no two of which can be more than 30 feet apart. Each subject is allowed a Fortitude save (DC 27). Creatures without skeletons are not affected. Subjects affected by this ability are held immobile as though paralyzed. As this ability targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. Creatures immune to paralysis are not immune to this effect.
Skeletal Shift (Ex):
As a standard action, at will, the golmoid can shift the bone structure of his limbs and face (including teeth) to appear as a different person. This ability grants a +3 bonus on Disguise checks.
Urban Shape (Su):
Twice per day, the golmoid can assume the form of any Small or Medium urban creature. This ability functions identically to a druid's wild shape ability, save that the list of forms the urban druid can take is much more specialized. It is limited to creatures with the humanoid type or any of the following: bat, cat, dire bat, dire rat, dog, giant ant (soldier), heavy horse, heavy warhorse, light horse, light warhorse, monstrous centipede (medium or large), monstrous scorpion (small or medium), monstrous spider (small or medium), mule, owl, pony, rat, raven, riding dog, viper snake (small, medium, or large).
Wield the Core (Su):
Three times per day, the golmoid can telepathically control the physical actions of any creature with a skeleton. The target creature must be within 30 feet, and is allowed a Fortitude save (DC 27) to negate the effect. On a failed save, the golmoid can control the movements of the subject by forcing its bones to move however the golmoid wills. The effect only allows the golmoid to control the movement of the creature's bone structure, and not its mind. Thus, the golmoid cannot make the controlled creature speak, but he can cause the creature's jaws to clench shut, which would prevent a character from casting a spell with a verbal component or using an item that has a command word. This effect lasts for 10 minutes. Obviously self-destructive commands end the effect. Once control is established, the range at which it can be exercised is limited only by line of sight. As this power targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect.
City Sense (Ex):
An urban druid gains a +2 bonus on Gather Information and Knowledge (local) checks.
Favored City (Ex):
While within the limits of one of his favored cities, an urban druid gains a +4 sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks. In addition, he gains a +2 morale bonus to all Will saving throws.