Homunculus Progression

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{|class="bordered zebra header"
{|class="bordered zebra header"
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!Level !!BAB !!Fort !!Ref !!Will !!Special
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!Level !!BAB !!Fort !!Ref !!Will !!Special !!Natural Attack Damage !!Total GP Cost !!Single HD GP Cost
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|-
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|1 || +0 || +0 || +0 || +0 || Classification
+
|1 || +0 || +0 || +0 || +0 || Basic Traits, Classification, Preferred Construct || 1d3 || 500 || 500
|-
|-
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|2 || +1 || +0 || +0 || +0 || Specialization
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|2 || +1 || +0 || +0 || +0 || Specialization || 1d4 || 2000 || 1500
|-
|-
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|3 || +2 || +1 || +1 || +1 || -
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|3 || +2 || +1 || +1 || +1 || - || 1d4 || 4500 || 2500
|-
|-
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|4 || +3 || +1 || +1 || +1 || Specialization
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|4 || +3 || +1 || +1 || +1 || Specialization || 1d4 || 8000 || 3500
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|-
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|5 || +3 || +1 || +1 || +1 || Modification
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|5 || +3 || +1 || +1 || +1 || Modification || 1d4 || 12500 || 4500
|-
|-
-
|6 || +4 || +2 || +2 || +2 || Specialization
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|6 || +4 || +2 || +2 || +2 || Specialization || 1d6 || 18000 || 5500
|-
|-
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|7 || +5 || +2 || +2 || +2 || -
+
|7 || +5 || +2 || +2 || +2 || - || 1d6 || 24500 || 6500
|-
|-
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|8 || 6/+1 || +2 || +2 || +2 || Specialization
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|8 || 6/+1 || +2 || +2 || +2 || Specialization || 1d6 || 32000 || 7500
|-
|-
-
|9 || 6/+1 || +3 || +3 || +3 || -
+
|9 || 6/+1 || +3 || +3 || +3 || - || 1d6 || 40500 || 8500
|-
|-
-
|10 || +7/+2 || +3 || +3 || +3 || Modification, Specialization
+
|10 || +7/+2 || +3 || +3 || +3 || Modification, Specialization || 1d8 || 50000 || 9500
|-
|-
-
|11 || +8/+3 || +3 || +3 || +3 || -
+
|11 || +8/+3 || +3 || +3 || +3 || - || 1d8 || 60500 || 10500
|-
|-
-
|12 || +9/+4 || +4 || +4 || +4 || Specialization
+
|12 || +9/+4 || +4 || +4 || +4 || Specialization || 1d8 || 72000 || 11500
|-
|-
-
|13 || +9/+4 || +4 || +4 || +4 || -
+
|13 || +9/+4 || +4 || +4 || +4 || - || 1d8 || 84500 || 12500
|-
|-
-
|14 || +10/+5 || +4 || +4 || +4 || Specialization
+
|14 || +10/+5 || +4 || +4 || +4 || Specialization || 1d10 || 98000 || 13500
|-
|-
-
|15 || +11/+6/+1 || +5 || +5 || +5 || Modification
+
|15 || +11/+6/+1 || +5 || +5 || +5 || Modification || 1d10 || 112500 || 14500
|-
|-
-
|16 || +12/+7/+2 || +5 || +5 || +5 || Specialization
+
|16 || +12/+7/+2 || +5 || +5 || +5 || Specialization || 1d10 || 128000 || 15500
|-
|-
-
|17 || +12/+7/+2 || +5 || +5 || +5 || -
+
|17 || +12/+7/+2 || +5 || +5 || +5 || - || 1d10 || 144500 || 16500
|-
|-
-
|18 || +13/+8/+3 || +6 || +6 || +6 || Specialization
+
|18 || +13/+8/+3 || +6 || +6 || +6 || Specialization || 1d12 || 162000 || 17500
|-
|-
-
|19 || +14/+9/+4 || +6 || +6 || +6 || -
+
|19 || +14/+9/+4 || +6 || +6 || +6 || - || 1d12 || 180500 || 18500
|-
|-
-
|20 || +15/+10/+5 || +6 || +6 || +6 || Modification, Specialization
+
|20 || +15/+10/+5 || +6 || +6 || +6 || Modification, Specialization || 1d12 || 200000 || 19500
|}
|}
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Classification: Determines which kind of homunculus the homunculus it is.
+
'''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).
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*Arbalester: animated bow
+
 
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*Dedicated Wright: builder
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{|class="bordered zebra header"
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*Iron Defender: dog-like defender
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!Construct Size !!Bonus Hit Points
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*Packmate: animated box
+
|-
-
*Skulking Skirmisher: sneak attacker
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|Fine || —
-
*Winged Watcher: flying attacker
+
|-
 +
|Diminutive || —
 +
|-
 +
|Tiny || —
 +
|-
 +
|Small || 10
 +
|-
 +
|Medium || 20
 +
|-
 +
|Large || 30
 +
|-
 +
|Huge || 40
 +
|-
 +
|Gargantuan || 60
 +
|-
 +
|Colossal || 80
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|}
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 +
'''Skills and Feats:''' As a homunculus has no Intelligence score, it does not gain skills or feats.
 +
 
 +
'''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.
 +
 
 +
'''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.
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 +
{|class="bordered zebra header"
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!Classification || Description || GP Modifier || Skills Required
 +
|-
 +
|Arbalester || Animated crossbow || 50gp || Craft (Bowmaking)
 +
|-
 +
|Dedicated Wright || Crafting assistant || 25gp || Craft (Pottery)
 +
|-
 +
|Iron Defender || Dog-like defender || 100gp || Craft (Metalworking)
 +
|-
 +
|Packmate || Animated box || 30gp || Craft (Woodworking)
 +
|-
 +
|Skulking Skirmisher || Stealthy combatant || 100gp || Craft (Metalworking)
 +
|-
 +
|Winged Watcher || Flying attacker || 100gp || Craft (Silversmithing)
 +
|}
 +
 
 +
'''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.
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 +
'''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.
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 +
'''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: gains new ability based on classification
Specialization: gains new ability based on classification
Modification: given new ability based on Artificer level
Modification: given new ability based on Artificer level

Revision as of 21:19, 18 January 2011

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