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.
 
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{|class="bordered zebra header"
{|class="bordered zebra header"
!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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|Arbalester || Animated crossbow || 50gp || Craft (Bowmaking), Craft (Woodworking) || Str 14 Dex 18 Con — Int 8 Wis 14 Cha 8 || Acrobatics, Climb, Perception, Stealth || +2
|Arbalester || Animated crossbow || 50gp || Craft (Bowmaking), Craft (Woodworking) || Str 14 Dex 18 Con — Int 8 Wis 14 Cha 8 || Acrobatics, Climb, Perception, Stealth || +2
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|-
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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 || +0
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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, Search, Spellcraft, Use Magic Device || +0
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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 || +4
|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
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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.
'''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.
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'''Specialization:''' At two Hit Dice (and each two Hit Dice thereafter), a homunculus gains a new ability based upon its Classification.  
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'''Specialization:''' At two Hit Dice (and each two Hit Dice thereafter), a homunculus gains a new ability based upon its Classification. See the individual homunculus descriptions below.
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:''Arbalester:''
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'''Modification:'' At five Hit Dice (and each five Hit Dice thereafter), a homunculus gains a new ability as chosen by the artificer from the list below. An artificer may only select an ability from the list that has a required artificer level of his current artificer level or less.
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*(Imp) Evasion
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*(Imp) Uncanny Dodge
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*Infusion Slot
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*Increased Speed
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*Climb Speed
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*Ability Increase
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*HP Increase
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*Swim Speed
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*Natural Weapon Enhancement
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===Arbalester====
{|class="bordered zebra header"
{|class="bordered zebra header"
!HD !!Specialization
!HD !!Specialization
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''Speed:'' 30'
''Speed:'' 30'
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:''Dedicated Wright:''
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===Dedicated Wright===
{|class="bordered zebra header"
{|class="bordered zebra header"
!HD !!Specialization
!HD !!Specialization
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|-
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|1 || Menial Crafting, Natural Attacks
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|1 || Artificer's Touch, Menial Crafting, Natural Attacks
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|-
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|2 ||  
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|2 || Forage
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|4 ||  
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|4 || Potion Brewing
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|6 || Potion Brewing
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|6 || Scrollscribing
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|-
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|8 || Quick Craft
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|8 || Wondercrafting
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|10 || Scrollscribing
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|10 || Armorsmithing, Weaponsmithing
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|-
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|12 || Ingredient Collection
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|12 || Wandcrafting
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|-
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|14 || Unattended Crafting
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|14 || Lightning Craft
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|-
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|16 || Lightning Craft
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|16 || Rodsmelting
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|-
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|18 ||  
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|18 || Stavecarving
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|-
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|20 ||  
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|20 || Ringforging
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|}
''Speed:'' 20'
''Speed:'' 20'
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:''Iron Defender:''
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''Artificer's Touch (Ex):'' A dedicated wright is capable of crafting magic items without having a caster level or requiring the requisite spells in much the same way as an artificer, except that a dedicated wright treats their effective caster level when crafting items as equal to their Hit Dice (as opposed to an artificer's ability to treat their effective caster level when crafting items as equal to their artificer level plus 2).
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''Menial Crafting (Ex):'' A dedicated wright is trained in crafting objects and may craft objects if directed by its master to do so. A dedicated wright is always treated as if it has maximum ranks for its Hit Dice in Craft (Pottery) and Craft (Metalworking), the two skills required to make itself, plus may be trained in other craft skills according to its Hit Dice. A dedicated wright may craft magic items if its master has the appropriate magic item creation feat, is present to cast the spells or infusions necessary to create the item, and works on the magic item for at least an hour, assisted by the dedicated wright.
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''Natural Attacks (Ex):'' A dedicated wright has articulated hands suitable for crafting, not combat. It possesses but a single slam attack that deals damage according to the Hit Dice table. It may not wield weaponry, nor may it use activated magic items when under duress--such as in combat. However, it may use magic items while crafting as long as it may make an appropriate Use Magic Device check.
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''Forage (Ex):'' Starting at 2 Hit Dice, a dedicated wright may attempt to locate ingredients and materials for an artificer or for its own work. To do so, it makes a Search check against a DC set by the DM according to the dedicated wright's locale, the rarity of the ingredients to find, and the difficulty of successfully acquiring the materials. If successful, the dedicated wright finds enough of the material to craft an object with a GP value not exceeding 1000 times his Hit Dice.
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''Potion Brewing (Ex):'' Starting at 4 Hit Dice, a dedicated wright may brew potions unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Brew Potion feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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''Scrollscribing (Ex):'' Starting at 6 Hit Dice, a dedicated wright may scribe scrolls unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Scribe Scroll feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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''Wondercrafting (Ex):'' Starting at 8 Hit Dice, a dedicated wright may craft wondrous items unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Wondrous Item feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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''Armorsmithing (Ex):'' Starting at 10 Hit Dice, a dedicated wright may craft armor (magical or otherwise) unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Magic Arms and Armor feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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''Weaponsmithing (Ex):'' Starting at 10 Hit Dice, a dedicated wright may craft weapons (magical or otherwise) unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Magic Arms and Armor feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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''Armorsmithing (Ex):'' Starting at 12 Hit Dice, a dedicated wright may craft wands (magical or otherwise) unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Wand feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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''Lightning Craft (Ex):'' Starting at 14 Hit Dice, a dedicated wright halves the time necessary to craft items.
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''Stavecarving (Ex):'' Starting at 16 Hit Dice, a dedicated wright may craft rods unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Rod feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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''Stavecarving (Ex):'' Starting at 18 Hit Dice, a dedicated wright may craft staves unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Staff feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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''Ringforging(Ex):'' Starting at 20 Hit Dice, a dedicated wright may craft magical rings unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Forge Ring feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.
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===Iron Defender===
{|class="bordered zebra header"
{|class="bordered zebra header"
!HD !!Specialization
!HD !!Specialization
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''Improved Multiattack:'' At twelve Hit Dice, an iron defender gains the Improved Multiattack feat as a bonus feat.
''Improved Multiattack:'' At twelve Hit Dice, an iron defender gains the Improved Multiattack feat as a bonus feat.
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:''Packmate:''
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===Packmate===
{|class="bordered zebra header"
{|class="bordered zebra header"
!HD !!Specialization
!HD !!Specialization
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''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'.
''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'.
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:''Skulking Skirmisher:''
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===Skulking Skirmisher===
{|class="bordered zebra header"
{|class="bordered zebra header"
!HD !!Specialization
!HD !!Specialization
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''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.
''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.
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:''Winged Watcher:''
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===Winged Watcher===
{|class="bordered zebra header"
{|class="bordered zebra header"
!HD !!Specialization
!HD !!Specialization
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|4 || Improved Flight
|4 || Improved Flight
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|6 || Snatch
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|6 || Snatch, Telepathy 100'
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|8 || Size Increase
|8 || Size Increase
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|10 || Improved Flight, Wingover
|10 || Improved Flight, Wingover
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|12 || Increased Ammunition Capacity
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|12 || Increased Ammunition Capacity, Mindsight
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|14 ||  
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|14 || Powerful Build
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|16 || Improved Flight
|16 || Improved Flight
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|18 ||  
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|18 || Telepathy 250'
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|20 ||  
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|20 || ''True Seeing''
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''Speed:'' 10'; Fly 50' (Poor)
''Speed:'' 10'; Fly 50' (Poor)
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Modification: given new ability based on Artificer level
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''Built-In Crossbow:'' A winged watcher has a built-in crossbow. This crossbow contains five bolts and reloads itself automatically without expending an action. This crossbow deals damage according to the Natural Attack Damage column on the Hit Dice table, but otherwise functions exactly as a light crossbow. Once all shots have been fired, a winged watcher must be reloaded, a full-round action that provokes attacks of opportunity.
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*(Imp) Evasion
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''Natural Attacks:'' A winged watcher possesses two natural attacks: a pair of talons. These are claw attacks that deal damage according to the Natural Attack Damage column on the Hit Dice table and threaten a critical hit on a 19 or 20.
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*(Imp) Uncanny Dodge
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*Infusion Slot
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''Fly-By Attack:'' At 2 Hit Dice, a winged watcher gains Fly-By attack as a bonus feat.
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*Increased Speed
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*Climb Speed
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''Increased Ammunition Capacity:'' At 2 Hit Dice, a winged watcher's maximum ammunition loaded for its crossbow increases to ten bolts. At 12 Hit Dice, a winged watcher's maximum ammunition loaded for its crossbow increases to twenty bolts.
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*Ability Increase
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*HP Increase
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''Improved Flight:'' At 4 Hit Dice, a winged watcher's fly speed increases to 60' (Average). At 10 Hit Dice, a winged watcher's fly speed increases to 80' (Good). At 16 Hit Dice, a winged watcher's fly speed increases to 120' (Perfect).
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*Swim Speed
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*Natural Weapon Enhancement
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''Snatch:'' At 6 Hit Dice, a winged watcher gains the Snatch feat as a bonus feat. It also adds half its Hit Dice to grapple checks made as part of a snatch, and may grapple creatures of one size smaller than it or smaller.
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''Telepathy (Su):'' At 6 Hit Dice, a winged watcher gains telepathy 100' with any creature that possesses a language. A creature unwilling to have telepathic contact with the winged watcher may make a Will save (DC 10 + 1/2 the winged watcher's Hit Dice + the winged watcher's Wisdom modifier) to sever contact. Once contact is severed, a winged watcher cannot reopen contact with that creature for 24 hours or until the creature is willing to accept contact. At 18 Hit Dice, the range on this telepathy increases to 250'.
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''Size Increase:'' At 8 Hit Dice, a winged watcher increases its size to Medium, adjusting its statistics as normal for a size increase.
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''Wingover:'' At 10 Hit Dice, a winged watcher gains the Wingover feat as a bonus feat.
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''Mindsight (Su):'' At 12 Hit Dice, a winged watcher is able to sense creatures it has telepathic contact with as if it could see them. A winged watcher can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense - the winged watcher knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the winged watcher can see it by some other means.
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The winged watcher also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The winged watcher need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.
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''Powerful Build (Ex):'' At 14 Hit Dice, the physical construction of a winged watcher is reinforced, letting them function in many ways as if they were one size category larger.
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Whenever a winged watcher 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 winged watcher is treated as one size larger if doing so is advantageous to it.
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A winged watcher 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. A winged watcher'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.
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''True Seeing (Su):'' At 20 Hit Dice, a winged watcher is constantly affected as if by a ''true seeing'' spell. As a supernatural ability this cannot be dispelled, though entering an ''antimagic field'' or similar effect would cause it to temporarily deactivate.

Revision as of 21:24, 20 January 2011

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