Astronomy: The Artificer's homunculi gain spell resistance equal to her class level +5. At 11th level this spell resistance improves to equal her class level +15.
Biology: The Artificer gains a bonus on Heal checks equal to one-half her class level. Her homunculi gain fast healing equal to her class level.
Chemistry: The Artificer gains a bonus on Craft (alchemy) checks equal to one-half her class level. A number of times per day equal to her class level plus her Intelligence modifier, she may brew any
potion or oil or craft any
masterwork alchemical item as a standard action. She uses her class level as her caster level (if necessary) but ignores all other costs and prerequisites when using this ability - it is assumed she has any needed reagents at hand. The save DC against any item created this way is equal to 10 + one-half her class level + her Intelligence modifier. Items created in this way are nonmagical and lose their potency after 24 hours if not used.
Electromagnetism: The Artificer's homunculi deal 1d6 points of electricity damage with their natural attacks and any weapons they wield. Any creature striking the homunculi with a natural weapon in melee also takes 1d6 points of electricity damage.
Engineering: The Artificer gains a bonus on Disable Device and Open Lock checks equal to one-half her class level. Her homunculi gain hardness equal to her class level. Do not halve or quarter energy damage or damage from ranged weapons before applying this hardness (as you normally would for objects).
Geology: The Artificer's homunculi gain the earth glide special quality, as
earth elementals.
Mathematics: The Artificer adds her Intelligence modifier as an insight bonus on her skill checks and initiative checks, as well as those of her homunculi.
Metallurgy: The natural weapons of the Artificer's homunculi are treated as adamantine, cold iron, and silver for the purpose of overcoming damage reduction. She adds her Intelligence modifier as an enhancement bonus to their natural armour.
Physics: The Artificer's homunculi gain energy resistance (against acid, cold, electricity, fire, and sonic) each equal to her class level. This stacks with any hardness they possess.
Programming: The Artificer's homunculi gain the Hive Mind special quality. If one is aware of a particular danger, they all are. If one of them is not flat-footed, none of them are. No homuculus in a group is considered flanked unless all of them are.
Thermodynamics: The Artificer's homunculi deal 1d6 points of cold or fire damage (her choice) with their natural attacks and any weapons they wield. Any creature striking the homunculi with a natural weapon in melee also takes 1d6 points of damage of the chosen type. The Artificer may select this science twice, choosing a different energy type the second time.
Clone: The Artificer grows a clone of herself. Treat this as a cohort gained through the Leadership feat, save that the clone is always exactly two levels lower than the Artificer and is an exact duplicate of her as she was at that level (with respect to ability scores, feats, class levels, and so forth). The clone is unflinchingly loyal to her creator. If the Artificer is slain, the clone gains 2 levels over the next 2d4 days and replaces the Artificer (as if by
true resurrection). If the clone is slain, it may be replaced as if it were a homunculus.
Death-Ray: The Artificer builds a death ray. Treat this as the
siege engine of her choice, save that she (and only she) may use it to fire an
enhanced intensified disintegrate effect (caster level = class level) as a full-round action. The
disintegrate has a save DC equal to 20 + one-half her class level + her Intelligence modifier, has no maximum range (it is limited only by her line of effect), and does not allow spell resistance. If the death ray is damaged or destroyed she may replace it as though it were a homunculus.
Doomsday Machine: Once per day the Artificer may build and deploy a particular
doomsday machine (or device of similar destructive power, e.g. a permanent gateway to the Negative Energy Plane) as a full-round action.
Immortality Serum: The Artificer gains regeneration 0. This functions exactly as normal regeneration, save that she does not heal hit points each round. This regeneration is overcome only by epic weapons and
disintegrate effects. The Artificer cannot reattach severed body parts (though they regenerate after 1d4 days) and still dies if her head or some other vital organ is severed. She has no maximum age and cannot be magically aged. She ignores all aging penalties to her physical ability scores (aging bonuses to her mental ability scores still accrue).
Madness: The Artificer is incurably insane. She is immune to all mind-affecting effects, and gains a +6 bonus to her Charisma score and a -6 penalty to her Wisdom score. She adds her Charisma score as a luck bonus to her attacks, saves, skill checks, and Armour Class. Finally, by laughing maniacally she may add one-half her class level as a circumstance bonus on Intimidate checks and may make such checks as a move action.
Morality Serum: The Artificer devises and imbibes a serum that splits her between her base and higher impulses. She gains the ability to use
transformation at will as an exceptional ability, save that the enhancement bonus to her physical ability scores increases to one-half her character level. The effect lasts until she chooses to return to her original form.
Moreaufolk: The Artificer gains
Craft Creature as a bonus feat, ignoring all prerequisites. Any nongood creature she creates has its Intelligence score reduced to 3 (if not already lower) and is mindlessly loyal to her, so long as she orders it on a campaign of conquest. She may not create creatures of the dragon, elemental, fey, magical beast, outsider, or undead types.
Pinnacle of Creation: The Artificer creates her choice of
golem to serve her without question, ignoring all costs and prerequisites (though she must provide any integrated items). She may not create a variant (e.g. adamantine, mythril, etc.) golem in this way without the DM's permission. If damaged or destroyed the golem may be restored as if it were a homunculus.
Power Armor: The Artificer devises a custom-made suit of full plate armour from her choice of either mithral or adamantine. She is considered proficient with this particular set of armour but no others, and the armour may not be donned by any other creature. While in the armour, the Artificer is treated as a homunculus for the purpose of her Science abilities, does not need to eat or breathe, gains a fly speed equal to twice her land speed with perfect maneuverability, and is immune to any effect requiring a Fortitude save unless that effect specifically affects constructs or objects. If damaged or destroyed the armour may be restored as if it were a homunculus. The Artificer may select this Genius more than once, advancing the armour's size (and
her statistics while wearing the armour) one step each time (to a maximum of Colossal).
Professor Guinea Pig: The Artificer gains
Transmogrify Self as a bonus feat, ignoring all prerequisites. She may not transform herself into a dragon, elemental, fey, magical beast, outsider, or undead.
Supercomputer: The Artificer builds a device similar to a
water clock, but of far greater complexity. It can answer almost any question, duplicating the effects of any divination spell at will.
Time Machine: The Artificer builds a device (as large as a boat or closet or as small as an hourglass) that allows her to warp the flow of time. She gains
foresight as a constant, inherent exceptional quality. During any encounter her allies are always
hasted and her enemies are always
slowed (no save). Once per day she may use
time stop as an immediate action, save that the effect is nonmagical and she may manipulate (but not harm)
stopped creatures and objects. At the DM's option she may also gain the ability to transport herself and her allies through space and even time...
Zombie Virus: The Artificer gains the ability to use
pestilence once per day as a standard action, save that the effect is nonmagical, contagious, and any animal or humanoid killed by the disease animates as an uncontrolled zombie.