Homunculus Progression

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!Hit Dice !!BAB !!Fort !!Ref !!Will !!Special !!Natural Attack Damage !!Total GP Cost !!Single HD GP Cost
!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, Specialization, Telepathy || 1d3 || 500 || 500
|-
|-
|2 || +1 || +0 || +0 || +0 || Natural Armor Increase (+2), Specialization || 1d4 || 2000 || 1500
|2 || +1 || +0 || +0 || +0 || Natural Armor Increase (+2), Specialization || 1d4 || 2000 || 1500
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!HD !!Specialization
!HD !!Specialization
|-
|-
-
|2 || Endless Bolts, Natural Attacks, Rapid Shot
+
|1 || Endless Bolts, Natural Attacks
 +
|-
 +
|2 || Rapid Shot
|-
|-
|4 || Skirmish (+1/+1d6)
|4 || Skirmish (+1/+1d6)
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!HD !!Specialization
!HD !!Specialization
|-
|-
-
|2 || Menial Crafting, Natural Attacks
+
|1 || Menial Crafting, Natural Attacks
 +
|-
 +
|2 ||
|-
|-
|4 ||  
|4 ||  
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!HD !!Specialization
!HD !!Specialization
|-
|-
-
|2 || Improved Natural Armor, Natural Attacks, Powerful Build
+
|1 || Natural Attacks, Powerful Build
 +
|-
 +
|2 || Improved Natural Armor
|-
|-
|4 || Bonus HP, Damage Reduction
|4 || Bonus HP, Damage Reduction
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''Speed:'' 50'
''Speed:'' 50'
-
 
-
''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.
 
''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.
''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.
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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.
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.
''Bonus HP (Ex):'' At four Hit Dice and every six Hit Dice thereafter, an iron defender increases its maximum Hit Points by 10 permanently.
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!HD !!Specialization
!HD !!Specialization
|-
|-
-
|2 || Feed Potion, Natural Attacks, Storage Space
+
|1 || Natural Attacks, Storage Space
 +
|-
 +
|2 || Feed Potion
|-
|-
|4 || Extradimensional Storage Space (Handy Haversack)
|4 || Extradimensional Storage Space (Handy Haversack)
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''Speed:'' 30'
''Speed:'' 30'
-
 
-
''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.
 
''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.
''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.  
''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)''.  
''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)''.  
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!HD !!Specialization
!HD !!Specialization
|-
|-
-
|2 || Natural Attacks, Sneak Attack +1d6
+
|1 || Natural Attacks
 +
|-
 +
|2 || Sneak Attack +1d6
|-
|-
|4 || Sneak Attack +2d6
|4 || Sneak Attack +2d6
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!HD !!Specialization
!HD !!Specialization
|-
|-
-
|2 || Fly-By Attack, Natural Attacks
+
|1 || Built-In Crossbow, Natural Attacks
 +
|-
 +
|2 || Fly-By Attack, Increased Ammunition Capacity
|-
|-
-
|4 || Improved Maneuverability
+
|4 || Improved Flight
|-
|-
|6 || Snatch
|6 || Snatch
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|8 || Size Increase
|8 || Size Increase
|-
|-
-
|10 || Improved Maneuverability, Wingover
+
|10 || Improved Flight, Wingover
|-
|-
-
|12 ||  
+
|12 || Increased Ammunition Capacity
|-
|-
|14 ||  
|14 ||  
|-
|-
-
|16 || Improved Maneuverability
+
|16 || Improved Flight
|-
|-
|18 ||  
|18 ||  

Revision as of 05:51, 20 January 2011

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