Homunculus Progression

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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).
'''Skills:''' A homunculus gains 2+INT skills per Hit Die. Its class skills are determined according to its Classification (see below).
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'''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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'''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 or an appropriate Craft skill. 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.
'''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.

Revision as of 05:53, 20 January 2011

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