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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 01-20-2011, 06:10 PM   Top  -  End  -  #1
Fax Celestis
Titan in the Playground
 
 
Join Date: Jun 2006
Location: 
Fairfield, CA
Gender: Male
Default [3.5, Alternate Mechanic] Artificer Homunculi

Hit Dice BAB Fort Ref Will Special Natural Attack Damage Total GP Cost Single HD GP Cost
1 +0 +0 +0 +0 Basic Traits, Classification, Preferred Construct, Specialization, Telepathy 1d3 500 500
2 +1 +0 +0 +0 Natural Armor Increase (+2), Specialization 1d4 2000 1500
3 +2 +1 +1 +1 - 1d4 4500 2500
4 +3 +1 +1 +1 Specialization 1d4 8000 3500
5 +3 +1 +1 +1 Modification, Natural Armor Increase (+2) 1d4 12500 4500
6 +4 +2 +2 +2 Specialization 1d6 18000 5500
7 +5 +2 +2 +2 - 1d6 24500 6500
8 6/+1 +2 +2 +2 Natural Armor Increase (+2), Specialization 1d6 32000 7500
9 6/+1 +3 +3 +3 - 1d6 40500 8500
10 +7/+2 +3 +3 +3 Modification, Specialization 1d8 50000 9500
11 +8/+3 +3 +3 +3 Natural Armor Increase (+2) 1d8 60500 10500
12 +9/+4 +4 +4 +4 Specialization 1d8 72000 11500
13 +9/+4 +4 +4 +4 - 1d8 84500 12500
14 +10/+5 +4 +4 +4 Natural Armor Increase (+2), Specialization 1d10 98000 13500
15 +11/+6/+1 +5 +5 +5 Modification 1d10 112500 14500
16 +12/+7/+2 +5 +5 +5 Specialization 1d10 128000 15500
17 +12/+7/+2 +5 +5 +5 Natural Armor Increase (+2) 1d10 144500 16500
18 +13/+8/+3 +6 +6 +6 Specialization 2d6 162000 17500
19 +14/+9/+4 +6 +6 +6 - 2d6 180500 18500
20 +15/+10/+5 +6 +6 +6 Modification, Natural Armor Increase (+2), Specialization 2d6 200000 19500

HD: d10. A construct has no Constitution score, instead gaining bonus HP according to its size. Any DCs or other statistics that rely on a Constitution score treat a homunculus as having a score of 10 (no bonus or penalty).

Construct Size Bonus Hit Points
Fine
Diminutive
Tiny
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80

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

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.

Classification: Upon crafting a homunculus, the artificer determines what kind of homunculus it is. Each homunculi requires ranks in certain skills and has a modifier to the gold piece cost for crafting (this additional cost does not apply for an artificer's first homunculus). The skill requirement increases by 1 per Hit Die of the homunculus type: an artificer must have ranks in the required skill equal to the homunculus' new Hit Dice plus four in order to add a Hit Die. The table also lists the homunculus' starting ability scores

Classification Description GP Modifier Skills Required Base Statistics Class Skills Natural Armor Bonus
Arbalester Animated crossbow 50gp Craft (Bowmaking), Craft (Woodworking) Str 14 Dex 18 Con — Int 8 Wis 14 Cha 8 Acrobatics, Climb, Perception, Stealth +2
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
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
Packmate Animated box 30gp Craft (Woodworking), Craft (Silversmithing) Str 8 Dex 14 Con — Int 14 Wis 18 Cha 8 Heal, Perception, Sleight of Hand, Use Magic Device +1
Skulking Skirmisher Stealthy combatant 100gp Craft (Metalworking), Craft (Weaponsmithing) Str 14 Dex 18 Con — Int 14 Wis 8 Cha 8 Acrobatics, Bluff, Disguise, Stealth +2
Winged Watcher Flying attacker 100gp Craft (Silversmithing), Craft (Woodworking) Str 14 Dex 14 Con — Int 8 Wis 18 Cha 8 Acrobatics, Fly, Perception, Stealth +2

Preferred Construct: An artificer may designate one of her homunculi (if she has more than one) as her "preferred construct". Adding Hit Dice to a preferred construct costs no money and halves the time needed to add Hit Dice.

Telepathy (Su): An artificer has constant telepathic contact with any of her homunculi that are within one mile. Homunculi that are outside of that range but are still on the same plane as the artificer instead have direct empathic contact with the artificer.

Natural Armor Increase: At the listed levels, a homunculus increases its Natural Armor bonus by the listed amount.

Natural Attack Damage: A homunculus' natural attacks use the damage listed on the table according to its Hit Dice.

Total GP Cost: The listed value here is the total GP cost needed to craft a homunculus of the listed number of Hit Dice.

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.

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.

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.

Minimum Artificer Level Ability
2 Bonus Feat
2 Climb Speed
2 Extra Skills
2 Swim Speed
2 Increased Speed
5 +2 to One Ability Score
5 Bonus Hit Points
5 Damage Reduction
5 Enhanced Natural Weapons
5 Evasion
5 Infusions
5 Save Bonus
5 Uncanny Dodge
10 +4 to One Ability Score
10 Improved Evasion
10 Improved Uncanny Dodge
10 Spell Resistance

Bonus Feat: The homunculus gains a bonus feat that it qualifies for.

Climb Speed: The homunculus gains a climb speed equal to its base land speed, or improves its existing climb speed by 50%.

Extra Skills: The homunculus gains 10 skill points that it must spend immediately.

Swim Speed: The homunculus gains a swim speed equal to its base land speed, or improves its existing swim speed by 50%.

Increased Speed: The homunculus increases the speed of one of its existing modes of movement by 10'.

+2 to One Ability Score: The homunculus permanently increases one of its ability scores by 2.

Bonus Hit Points: The homunculus permanently increases its maximum Hit Points by 10.

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.

Hit Dice Effective Enhancement Bonus
4 or less +0
5 to 7 +1
8 to 10 +2
11 to 13 +3
14 to 16 +5
17 to 19 +7
20 or more +9

Evasion (Ex): The homunculus gains the Evasion feature. See the rogue feature of the same name.

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.

Save Bonus (Su): The homunculus adds its Wisdom modifier as an insight bonus to all saving throws.

Uncanny Dodge (Ex): The homunculus gains the Uncanny Dodge feature. See the rogue feature of the same name.

+4 to One Ability Score: The homunculus permanently increases one of its ability scores by 4.

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.

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.

Spell Resistance (Su): The homunculus gains Spell Resistance equal to its Hit Dice plus its Wisdom modifier.

Arbalester
Spoiler


Dedicated Wright
Spoiler


Iron Defender
Spoiler


Packmate
Spoiler


Skulking Skirmisher
Spoiler


Winged Watcher
Spoiler

Last edited by Fax Celestis : 01-22-2011 at 01:58 PM.
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Old 01-22-2011, 01:55 PM   Top  -  End  -  #2
Fax Celestis
Titan in the Playground
 
 
Join Date: Jun 2006
Location: 
Fairfield, CA
Gender: Male
Default Re: [3.5, Alternate Mechanic] Artificer Homunculi

Update to Iron Defender DR and Modification DR due to playtest.

Last edited by Fax Celestis : 01-22-2011 at 01:59 PM.
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Old 01-22-2011, 08:36 PM   Top  -  End  -  #3
The Mentalist
Barbarian in the Playground
 
 
Join Date: Jan 2009
Gender: Male
Default Re: [3.5, Alternate Mechanic] Artificer Homunculi

You have a copy/paste error, when you're discussing craft wand you call it Armorsmithing. Other than that I really like it.
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