Homunculus Progression

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!Level !!BAB !!Fort !!Ref !!Will !!Special !!Natural Attack Damage !!Total GP Cost !!Single HD GP Cost
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!Hit Dice !!BAB !!Fort !!Ref !!Will !!Special !!Natural Attack Damage !!Total GP Cost !!Single HD GP Cost
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|1 || +0 || +0 || +0 || +0 || Basic Traits, Classification, Preferred Construct, Telepathy || 1d3 || 500 || 500
|1 || +0 || +0 || +0 || +0 || Basic Traits, Classification, Preferred Construct, Telepathy || 1d3 || 500 || 500
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'''Skills and Feats:''' As a homunculus has no Intelligence score, it does not gain skills or feats.
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'''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.
'''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.
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'''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.
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'''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.
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'''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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'''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
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!Classification || Description || GP Modifier || Skills Required
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!Classification || Description || GP Modifier || Skills Required || Base Statistics || Class Skills
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|Arbalester || Animated crossbow || 50gp || Craft (Bowmaking)
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|Arbalester || Animated crossbow || 50gp || Craft (Bowmaking), Craft (Woodworking) || Str 14 Dex 18 Con — Int 8 Wis 14 Cha 8 || Acrobatics, Climb, Perception, Stealth
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|Dedicated Wright || Crafting assistant || 25gp || Craft (Pottery)
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|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
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|Iron Defender || Dog-like defender || 100gp || Craft (Metalworking)
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|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
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|Packmate || Animated box || 30gp || Craft (Woodworking)
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|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
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|Skulking Skirmisher || Stealthy combatant || 100gp || Craft (Metalworking)
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|Skulking Skirmisher || Stealthy combatant || 100gp || Craft (Metalworking), Craft (Weaponsmithing) || Str 14 Dex 18 Con — Int 14 Wis 8 Cha 8  || Acrobatics, Bluff, Disguise, Stealth
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|Winged Watcher || Flying attacker || 100gp || Craft (Silversmithing)
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|Winged Watcher || Flying attacker || 100gp || Craft (Silversmithing), Craft (Woodworking) || Str 14 Dex 14 Con — Int 8 Wis 18 Cha 8  || Acrobatics, Fly, Perception, Stealth
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Revision as of 21:37, 18 January 2011

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