Homunculus Progression

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(Arbalester)
 
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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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''Bonus Hit Points:'' The homunculus permanently increases its maximum Hit Points by 10.
''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 adamantine weaponry. In the case of a homunculus that already gains Damage Reduction that is overcome by adamantine (such as an iron defender), it uses whichever value is higher (that provided by this ability or provided by the Classification feature) and alters that Damage Reduction to be not overcome by any material.
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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.
''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.
''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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''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.
''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 Weapon Damage column listed on the table.
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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 Weapon Damage column listed on the table, except increased by one die step.
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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.
''Point-Blank Shot:'' At 2 Hit Dice, an arbalester gains the Point-Blank Shot feat as a bonus feat.
''Point-Blank Shot:'' At 2 Hit Dice, an arbalester gains the Point-Blank Shot feat as a bonus feat.
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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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