Homunculus Progression

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{{GitP|184252}}
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{{Competitor|274}}
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The purpose of this is to provide easily-customizable homunculi for an artificer that remains relevant for the artificer's entire career. This also allots for possession of more than one homunculus, but places a cost for doing so.
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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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'''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.
'''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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'''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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'''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. Modifications may be selected more than once.
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*(Imp) Evasion
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{|class="bordered zebra header"
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*(Imp) Uncanny Dodge
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!Minimum Artificer Level || Ability
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*Infusion Slot
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|-
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*Increased Speed
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| 2 || Bonus Feat
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*Climb Speed
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|-
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*Ability Increase
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| 2 || Climb Speed
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*HP Increase
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|-
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*Swim Speed
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| 2 || Extra Skills
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*Natural Weapon Enhancement
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|-
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| 2 || Swim Speed
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|-
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| 2 || Increased Speed
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|-
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| 5 || +2 to One Ability Score
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|-
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| 5 || Bonus Hit Points
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|-
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| 5 || Damage Reduction
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|-
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| 5 || Enhanced Natural Weapons
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|-
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| 5 || Evasion
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|-
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| 5 || Infusions
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|-
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| 5 || Save Bonus
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|-
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| 5 || Uncanny Dodge
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|-
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| 10 || +4 to One Ability Score
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|-
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| 10 || Improved Evasion
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|-
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| 10 || Improved Uncanny Dodge
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|-
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| 10 || Spell Resistance
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|}
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''Bonus Feat:'' The homunculus gains a bonus feat that it qualifies for.
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''Climb Speed:'' The homunculus gains a climb speed equal to its base land speed, or improves its existing climb speed by 50%.
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''Extra Skills:'' The homunculus gains 10 skill points that it must spend immediately.
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''Swim Speed:'' The homunculus gains a swim speed equal to its base land speed, or improves its existing swim speed by 50%.
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''Increased Speed:'' The homunculus increases the speed of one of its existing modes of movement by 10'.
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''+2 to One Ability Score:'' The homunculus permanently increases one of its ability scores by 2.
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''Bonus Hit Points:'' The homunculus permanently increases its maximum Hit Points by 10.
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''Damage Reduction:'' The homunculus gains Damage Reduction equal to one-half its Hit Dice, rounded down. This Damage Reduction can be overcome with magic weaponry.
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''Enhanced Natural Weapons:'' The homunculus' natural attacks become enchanted, as if they were manufactured weapons. Use the following table to determine the homunculus' enhancement bonus. An artificer may make a Use Magic Device check (DC 20 + the homunculus' Hit Dice) to reallocate the total enhancement bonus of the homunculus' natural attacks, as if being enchanted for the first time. Doing so requires an hour and expenditure of an infusion slot of at least third level or higher. A homunculus' natural attacks all share this enhancement bonus, and the numeric enhancement value may not surpass +5: enhancement bonus in excess of +5 must be spent to acquire enhancements (such as ''flaming'' or ''keen''). In the case of a homunculus with a built-in weapon, such as the arbalester or the winged watcher, this enhancement bonus also applies to the built-in weapon.
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{|class="bordered zebra header"
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!Hit Dice !!Effective Enhancement Bonus
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|-
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|4 or less || +0
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|-
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|5 to 7 || +1
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|-
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|8 to 10 || +2
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|-
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|11 to 13 || +3
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|-
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|14 to 16 || +5
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|-
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|17 to 19 || +7
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|-
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|20 or more || +9
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|}
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''Evasion (Ex):'' The homunculus gains the Evasion feature. See the rogue feature of the same name.
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''Store Infusion (Sp):'' At the beginning of each day, the homunculus' master can store one infusion of up to 3rd level in the homunculus. This infusion must be one that the artificer could normally imbue the homunculus with. This infusion does not take effect when it is first stored: instead, the homunculus can use a standard action to imbue itself with the infusion. A homunculus can only store one infusion, plus one infusion for each time this ability is selected beyond the first.
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''Save Bonus (Su):'' The homunculus adds its Wisdom modifier as an insight bonus to all saving throws.
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''Uncanny Dodge (Ex):'' The homunculus gains the Uncanny Dodge feature. See the rogue feature of the same name.
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''+4 to One Ability Score:'' The homunculus permanently increases one of its ability scores by 4.
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''Improved Evasion (Ex):'' The homunculus gains the Improved Evasion feature. See the monk feature of the same name. A homunculus cannot be given this feature if it does not already possess the Evasion feature.
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''Improved Uncanny Dodge (Ex):'' The homunculus gains the Improved Uncanny Dodge feature. See the rogue feature of the same name. A homunculus cannot be given this feature if it does not already possess the Uncanny Dodge feature.
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''Spell Resistance (Su):'' The homunculus gains Spell Resistance equal to its Hit Dice plus its Wisdom modifier.
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===Arbalester====
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===Arbalester===
{|class="bordered zebra header"
{|class="bordered zebra header"
!HD !!Specialization
!HD !!Specialization
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|-
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|1 || Endless Bolts, Natural Attacks
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|1 || Endless Bolts, Natural Attacks, Repeating Crossbow
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|-
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|2 || Rapid Shot
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|2 || Point-Blank Shot, Rapid Shot
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|4 || Skirmish (+1/+1d6)
|4 || Skirmish (+1/+1d6)
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|-
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|6 ||  
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|6 || Far Shot, Quick Shot
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|8 || Skirmish (+2/+2d6)
|8 || Skirmish (+2/+2d6)
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|12 || Skirmish (+3/+3d6)
|12 || Skirmish (+3/+3d6)
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|-
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|14 ||  
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|14 || Sniper
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|16 || Skirmish (+4/+4d6)
|16 || Skirmish (+4/+4d6)
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|-
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|18 || Improved Manyshot
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|18 || Greater Manyshot
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|20 || Skirmish (+5/+5d6)
|20 || Skirmish (+5/+5d6)
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''Speed:'' 30'
''Speed:'' 30'
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''Endless Bolts (Su):'' An arbalester never runs out of new clips of heavy repeating crossbow bolts: it manufactures more bolts as it reloads. Clips of bolts may not be removed from the arbalester: doing so breaks the mechanism and removes this ability from the arbalester permanently.
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''Natural Attacks:'' An arbalester is not manufactured for melee combat, but it does possess a slam attack that deals damage according to the Natural Attack Damage column listed on the table.
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''Repeating Crossbow:'' An arbalester is treated for all intents and purposes as a heavy repeating crossbow. It may reload itself as a full-round action that provokes attacks of opportunity. Unlike a regular heavy repeating crossbow, an arbalester's bolts deal damage equal to the Natural Attack Damage column listed on the table, except increased by one die step.
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''Point-Blank Shot:'' At 2 Hit Dice, an arbalester gains the Point-Blank Shot feat as a bonus feat.
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''Rapid Shot:'' At 2 Hit Dice, an arbalester gains the Rapid Shot feat as a bonus feat. Unlike most crossbows, an arbalester may use the Rapid Shot feat with its built-in crossbow.
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''Skirmish (Ex):'' Starting at 4 Hit DIce, in any round in which an arbalester moves at least 10', it gains a +1 competence bonus to attack rolls and inflicts +1d6 damage. This damage is precision damage, and as such only affects targets vulnerable to critical hits within 30'. At 8 Hit Dice, this increases to +2 attack and +2d6 damage. At 12 Hit Dice, this increases to +3 attack and +3d6 damage. At 16 Hit Dice, this ability increases to +4 attack and +4d6 damage. At 20 Hit Dice, this increases to +5 attack and +5d6 damage.
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''Far Shot:'' At 6 Hit Dice, an arbalester gains the Far Shot feat as a bonus feat.
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''Quick Shot:'' Starting at 6 Hit Dice, an arbalester may make iterative attacks according to its Base Attack Bonus when firing its crossbow.
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''Manyshot:'' At 10 Hit Dice, an arbalester gains the Manyshot feat as a bonus feat. Unlike most crossbows, an arbalester may use the Manyshot feat with its built-in crossbow.
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''Sniper (Ex):'' At 14 Hit Dice, an arbalester may apply its Skirmish damage to any target within one range increment rather than within 30'.
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''Greater Manyshot:'' At 18 Hit Dice, an arbalester gains the Greater Manyshot feat as a bonus feat. Unlike most crossbows, an arbalester may use the Greater Manyshot feat with its built-in crossbow.
===Dedicated Wright===
===Dedicated Wright===
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''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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''Damage Reduction (Ex):'' At four Hit Dice, an iron defender gains Damage Reduction equal to its Natural Armor bonus provided by the Natural Armor Increase ability. This Damage Reduction can be overcome by adamantine weapons.
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''Damage Reduction (Ex):'' At four Hit Dice, an iron defender gains Damage Reduction equal to one-third its Natural Armor bonus provided by the Natural Armor Increase ability. This Damage Reduction can be overcome by adamantine weapons.
''Size Increase:'' At six Hit Dice and again at twenty Hit Dice, an iron defender increases in size one category, adjusting its statistics as normal for a size increase.
''Size Increase:'' At six Hit Dice and again at twenty Hit Dice, an iron defender increases in size one category, adjusting its statistics as normal for a size increase.

Current revision as of 19:00, 22 January 2011

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