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Homunculus Progression
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Premise: artificers gain a homunculus companion that progresses for free. Artificers may craft additional homunculi, but each additional homunculus costs GP per HD. {|class="bordered zebra header" !Hit Dice !!BAB !!Fort !!Ref !!Will !!Special !!Natural Attack Damage !!Total GP Cost !!Single HD GP Cost |- |1 || +0 || +0 || +0 || +0 || Basic Traits, Classification, Preferred Construct, Specialization, Telepathy || 1d3 || 500 || 500 |- |2 || +1 || +0 || +0 || +0 || Natural Armor Increase (+2), Specialization || 1d4 || 2000 || 1500 |- |3 || +2 || +1 || +1 || +1 || - || 1d4 || 4500 || 2500 |- |4 || +3 || +1 || +1 || +1 || Specialization || 1d4 || 8000 || 3500 |- |5 || +3 || +1 || +1 || +1 || Modification, Natural Armor Increase (+2) || 1d4 || 12500 || 4500 |- |6 || +4 || +2 || +2 || +2 || Specialization || 1d6 || 18000 || 5500 |- |7 || +5 || +2 || +2 || +2 || - || 1d6 || 24500 || 6500 |- |8 || 6/+1 || +2 || +2 || +2 || Natural Armor Increase (+2), Specialization || 1d6 || 32000 || 7500 |- |9 || 6/+1 || +3 || +3 || +3 || - || 1d6 || 40500 || 8500 |- |10 || +7/+2 || +3 || +3 || +3 || Modification, Specialization || 1d8 || 50000 || 9500 |- |11 || +8/+3 || +3 || +3 || +3 || Natural Armor Increase (+2) || 1d8 || 60500 || 10500 |- |12 || +9/+4 || +4 || +4 || +4 || Specialization || 1d8 || 72000 || 11500 |- |13 || +9/+4 || +4 || +4 || +4 || - || 1d8 || 84500 || 12500 |- |14 || +10/+5 || +4 || +4 || +4 || Natural Armor Increase (+2), Specialization || 1d10 || 98000 || 13500 |- |15 || +11/+6/+1 || +5 || +5 || +5 || Modification || 1d10 || 112500 || 14500 |- |16 || +12/+7/+2 || +5 || +5 || +5 || Specialization || 1d10 || 128000 || 15500 |- |17 || +12/+7/+2 || +5 || +5 || +5 || Natural Armor Increase (+2) || 1d10 || 144500 || 16500 |- |18 || +13/+8/+3 || +6 || +6 || +6 || Specialization || 1d12 || 162000 || 17500 |- |19 || +14/+9/+4 || +6 || +6 || +6 || - || 1d12 || 180500 || 18500 |- |20 || +15/+10/+5 || +6 || +6 || +6 || Modification, Natural Armor Increase (+2), Specialization || 1d12 || 200000 || 19500 |} '''HD:''' d10. A construct has no Constitution score, instead gaining bonus HP according to its size. Any DCs or other statistics that rely on a Constitution score treat a homunculus as having a score of 10 (no bonus or penalty). {|class="bordered zebra header" !Construct Size !!Bonus Hit Points |- |Fine || — |- |Diminutive || — |- |Tiny || — |- |Small || 10 |- |Medium || 20 |- |Large || 30 |- |Huge || 40 |- |Gargantuan || 60 |- |Colossal || 80 |} '''Skills:''' A homunculus gains 2+INT skills per Hit Die. Its class skills are determined according to its Classification (see below). '''Construct Traits:''' A homunculus has low-light vision and darkvision out to 60 feet.A homunculus is immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. A homunculus is also immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless) and to massive damage. A homunculus is immediately destroyed when reduced to 0 hit points or less and cannot be ''raised'' or ''resurrected''. A homunculus cannot heal damage on its own, but can be repaired through the use of the Craft Construct feat. A homunculus can also be healed through spells such as ''make whole'' or ''repair light damage''. A homunculus with the fast healing special quality still benefits from that quality. A homunculus is proficient with its natural weapons only. A homunculus does not breathe, eat, or sleep. '''Basic Traits:''' All homunculi share specific traits, as listed here. All homunculi are Small Constructs (at least, initially) and require twelve hours of uninterrupted work by the artificer to initially craft. Each time the artificer adds Hit Dice to a homunculus, she must spend eight uninterrupted hours of work on the homunculus to add the new Hit Dice. A homunculus does not obtain new abilities according to the class table above until these new Hit Dice are added. A homunculus (even a preferred homunculus) cannot possess more Hit Dice than the artificer that created it. Homunculi gain skills, feats, and increased ability scores from Hit Dice like all creatures. '''Classification:''' Upon crafting a homunculus, the artificer determines what kind of homunculus it is. Each homunculi requires ranks in certain skills and has a modifier to the gold piece cost for crafting (this additional cost does not apply for an artificer's first homunculus). The skill requirement increases by 1 per Hit Die of the homunculus type: an artificer must have ranks in the required skill equal to the homunculus' new Hit Dice plus four in order to add a Hit Die. The table also lists the homunculus' starting ability scores {|class="bordered zebra header" !Classification || Description || GP Modifier || Skills Required || Base Statistics || Class Skills || Natural Armor Bonus |- |Arbalester || Animated crossbow || 50gp || Craft (Bowmaking), Craft (Woodworking) || Str 14 Dex 18 Con — Int 8 Wis 14 Cha 8 || Acrobatics, Climb, Perception, Stealth || +2 |- |Dedicated Wright || Crafting assistant || 25gp || Craft (Pottery), Craft (Metalworking) || Str 8 Dex 14 Con — Int 18 Wis 12 Cha 12 || Appraise, Craft, Disable Device, Knowledge (Arcana), Profession, Spellcraft, Use Magic Device || +0 |- |Iron Defender || Dog-like defender || 100gp || Craft (Metalworking), Craft (Armorsmithing) || Str 18 Dex 14 Con — Int 8 Wis 14 Cha 8 || Acrobatics, Climb, Intimidate, Sense Motive || +4 |- |Packmate || Animated box || 30gp || Craft (Woodworking), Craft (Silversmithing) || Str 8 Dex 14 Con — Int 14 Wis 18 Cha 8 || Heal, Perception, Sleight of Hand, Use Magic Device || +1 |- |Skulking Skirmisher || Stealthy combatant || 100gp || Craft (Metalworking), Craft (Weaponsmithing) || Str 14 Dex 18 Con — Int 14 Wis 8 Cha 8 || Acrobatics, Bluff, Disguise, Stealth || +2 |- |Winged Watcher || Flying attacker || 100gp || Craft (Silversmithing), Craft (Woodworking) || Str 14 Dex 14 Con — Int 8 Wis 18 Cha 8 || Acrobatics, Fly, Perception, Stealth || +2 |} '''Preferred Construct:''' An artificer may designate one of her homunculi (if she has more than one) as her "preferred construct". Adding Hit Dice to a preferred construct costs no money and halves the time needed to add Hit Dice. '''Telepathy (Su):''' An artificer has constant telepathic contact with any of her homunculi that are within one mile. Homunculi that are outside of that range but are still on the same plane as the artificer instead have direct empathic contact with the artificer. '''Natural Armor Increase:''' At the listed levels, a homunculus increases its Natural Armor bonus by the listed amount. '''Natural Attack Damage:''' A homunculus' natural attacks use the damage listed on the table according to its Hit Dice. '''Total GP Cost:''' The listed value here is the total GP cost needed to craft a homunculus of the listed number of Hit Dice. '''Single HD GP Cost:''' The listed value here is the GP cost needed to improve a homunculus by one Hit Die, according to how many Hit Dice the homunculus already possesses. '''Specialization:''' At two Hit Dice (and each two Hit Dice thereafter), a homunculus gains a new ability based upon its Classification. :''Arbalester:'' {|class="bordered zebra header" !HD !!Specialization |- |1 || Endless Bolts, Natural Attacks |- |2 || Rapid Shot |- |4 || Skirmish (+1/+1d6) |- |6 || |- |8 || Skirmish (+2/+2d6) |- |10 || Manyshot |- |12 || Skirmish (+3/+3d6) |- |14 || |- |16 || Skirmish (+4/+4d6) |- |18 || Improved Manyshot |- |20 || Skirmish (+5/+5d6) |} ''Speed:'' 30' :''Dedicated Wright:'' {|class="bordered zebra header" !HD !!Specialization |- |1 || Menial Crafting, Natural Attacks |- |2 || |- |4 || |- |6 || Potion Brewing |- |8 || Quick Craft |- |10 || Scrollscribing |- |12 || Ingredient Collection |- |14 || Unattended Crafting |- |16 || Lightning Craft |- |18 || |- |20 || |} ''Speed:'' 20' :''Iron Defender:'' {|class="bordered zebra header" !HD !!Specialization |- |1 || Natural Attacks, Powerful Build |- |2 || Improved Natural Armor |- |4 || Bonus HP, Damage Reduction |- |6 || Size Increase |- |8 || Multiattack, Rend |- |10 || Bonus HP |- |12 || Spell Resistance |- |14 || Improved Multiattack |- |16 || Bonus HP |- |18 || - |- |20 || Size Increase |} ''Speed:'' 50' ''Natural Attacks:'' An iron defender has three natural attacks: a bite attack and two claw attacks. An iron defender's claw attacks deal damage as listed on the Hit Die table, while their bite attack deals damage as one step higher than what is listed on the Hit Die table. An iron defender uses its bite attack as its primary natural attack. ''Powerful Build (Ex):'' The physical construction of iron defenders lets them function in many ways as if they were one size category larger. Whenever an iron defender is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the iron defender is treated as one size larger if doing so is advantageous to it. An iron defender is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect it. An iron defender's space and reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. ''Improved Natural Armor (Ex):'' Whenever an iron defender would increase their Natural Armor due to the Natural Armor Increase ability, they increase their Natural Armor by 3 instead of 2. ''Bonus HP (Ex):'' At four Hit Dice and every six Hit Dice thereafter, an iron defender increases its maximum Hit Points by 10 permanently. ''Damage Reduction (Ex):'' At four Hit Dice, an iron defender gains Damage Reduction equal to its Natural Armor bonus provided by the Natural Armor Increase ability. This Damage Reduction can be overcome by adamantine weapons. ''Size Increase:'' At six Hit Dice and again at twenty Hit Dice, an iron defender increases in size one category, adjusting its statistics as normal for a size increase. ''Multiattack:'' At eight Hit Dice, an iron defender gains the Multiattack feat as a bonus feat. ''Rend (Ex):'' At eight Hit Dice, an iron defender deals extra damage equal to twice its claw damage plus twice its Strength modifier whenever it hits with a claw attack and its bite attack in the same round. ''Spell Resistance (Su):'' At ten Hit Dice, an iron defender gains Spell Resistance equal to its Hit Dice. ''Improved Multiattack:'' At twelve Hit Dice, an iron defender gains the Improved Multiattack feat as a bonus feat. :''Packmate:'' {|class="bordered zebra header" !HD !!Specialization |- |1 || Natural Attacks, Storage Space |- |2 || Feed Potion |- |4 || Extradimensional Storage Space (Handy Haversack) |- |6 || Quick Retrieval |- |8 || Extradimensional Storage Space (Bag of Holding Type I) |- |10 || Toss |- |12 || Extradimensional Storage Space (Bag of Holding Type II) |- |14 || Wand Use |- |16 || Extradimensional Storage Space (Bag of Holding Type III) |- |18 || Staff Use |- |20 || Extradimensional Storage Space (Bag of Holding Type IV) |} ''Speed:'' 30' ''Natural Attacks:'' A packmate possesses two arms that are capable of grasping and manipulating objects but are not articulate enough to wield weaponry or use magic items. However, these two arms can be used by a packmate to make slam attacks that deal damage according to the Hit Dice table. ''Storage Space:'' A packmate's assembly allows for items to be stored inside of it as if it were a large chest--about six cubic feet of space. ''Feed Potion (Ex):'' As a standard action, a packmate can draw a potion (not an oil; the potion must be imbibe-able) and feed it to an unconscious, helpless, or willing creature it is adjacent to. This ability may also be used with ingested poisons, food, and other ingest-able substances. A packmake always refuses to feed a substance to a creature that it cannot imbibe or would not imbibe under normal circumstances. ''Extradimensional Storage Space (Su):'' Starting at 4 Hit Dice, a packmate begins to act like an extradimensional storing item. At 4 Hit Dice, it acts in all ways like a ''handy haversack.'' At 8 Hit Dice, its function alters to that of a ''bag of holding (type I)''. At 12 Hit Dice, its function alters to that of a ''bag of holding (type II)''. At 16 Hit Dice, its function alters to that of a ''bag of holding (type III)''. At 20 Hit Dice, its function alters to that of a ''bag of holding (type IV)''. ''Quick Retrieval (Ex):'' Starting at 6 Hit Dice, a packmate gains the ability to retrieve items stored within it or to store items within it as a free action, rather than as a move action. A packmate always finds items stored within it immediately and without error. Other creatures retrieving an item stored within the packmate do not enjoy this benefit unless the packmate desires them to. ''Toss (Ex):'' Starting at 10 Hit Dice, a packmate gains the ability to toss items to nearby creatures as a standard action. A packmate can toss any Small or smaller object it holds to any creature within 30'. A creature aware of the packmate's action need not make any check to catch the item: it catches it automatically. An unaware or unwilling creature (or perhaps one tossed something dangerous) must make a Reflex save (DC 10 + 1/2 the packmate's Hit Dice + the packmate's Dexterity modifier) or be struck by the tossed item. A grenade-like weapon (sych as alchemist's fire) tossed in this way immediately activates as if it had been actively thrown at the target should the packmate choose, and oils and similar 'surface coverage' substances coat the target immediately as if they had been properly applied. ''Wand Use (Ex):'' Starting at 14 Hit Dice, a packmate's arms become articulate enough to wield and activate wands on its own. A packmate substitutes its master's Use Magic Device check for its own if its master is within 30'. ''Staff Use (Ex):'' Starting at 18 Hit Dice, a packmate's arms become articulate enough to wield and activate staves on its own. A packmate substitutes its master's Use Magic Device check for its own if its master is within 30'. :''Skulking Skirmisher:'' {|class="bordered zebra header" !HD !!Specialization |- |1 || Natural Attacks |- |2 || Sneak Attack +1d6 |- |4 || Sneak Attack +2d6 |- |6 || Sneak Attack +3d6, Vexing Flanker |- |8 || Sneak Attack +4d6 |- |10 || Sneak Attack +5d6 |- |12 || Adaptable Flanker, Sneak Attack +6d6 |- |14 || Hide in Plain Sight, Sneak Attack +7d6 |- |16 || Sneak Attack +8d6 |- |18 || Brilliant Flanker, Sneak Attack +9d6 |- |20 || Sneak Attack +10d6 |} ''Speed:'' 40' ''Natural Attacks:'' A skulking skirmisher has one natural attack: a claw attack that deals damage as listed on the Hit Die table. ''Sneak Attack (Ex):'' This ability functions as the rogue ability of the same name. ''Vexing Flanker (Ex):'' A skulking skirmisher provides and enjoys a +4 bonus to attack rolls when flanking rather than the normal +2. ''Adaptable Flanker (Ex):'' A skulking skirmisher designates one square it is adjacent to at the end of its turn: the skulking skirmisher determines if it is flanking an opponent using its own square as well as the square it designates. A skulking skirmisher cannot flank by itself with this ability. ''Hide in Plain Sight (Su):'' This ability functions as the assassin ability of the same name. ''Brilliant Flanker (Ex):'' A skulking skirmisher determines if it is flanking an opponent using all squares it is adjacent to as well as the square it is in. A skulking skirmisher cannot flank by itself with this ability. :''Winged Watcher:'' {|class="bordered zebra header" !HD !!Specialization |- |1 || Built-In Crossbow, Natural Attacks |- |2 || Fly-By Attack, Increased Ammunition Capacity |- |4 || Improved Flight |- |6 || Snatch |- |8 || Size Increase |- |10 || Improved Flight, Wingover |- |12 || Increased Ammunition Capacity |- |14 || |- |16 || Improved Flight |- |18 || |- |20 || |} ''Speed:'' 10'; Fly 50' (Poor) Modification: given new ability based on Artificer level *(Imp) Evasion *(Imp) Uncanny Dodge *Infusion Slot *Increased Speed *Climb Speed *Ability Increase *HP Increase *Swim Speed *Natural Weapon Enhancement
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