Obsessed with discovering the origins of life, promethean alchemists build constructs they gradually endow with life.
The homunculus builder is an archetype of the chemist class.
Limit Breaks (Su)
At 1st level, the homunculus builder receives the Limit Break (Overdrive).
Overdrive (Su): This Limit Break increases the overall combat effectiveness of the homunculus builder’s companion. For the duration of 1 round + 1 round per four chemist levels after 1st, the homunculus gains a 2/-
This ability replaces the Limit Break (Perfect B0mb).
Craft Construct
At 1st level, a homunculus builder gains Craft Construct as a bonus feat, without needing to meet the prerequisites.
This ability replaces throw anything.
Homunculus Companion (Ex)
At 1st level, a homunculus builder gains the service of a homunculus companion. The means for creating this special homunculus are more exotic than normal and require investiture of the homunculus builder’s own life essence into the homunculus. This construct generally resembles a medium humanoid when first created; the specific appearance is up to its creator, though a homunculus is always humanoid in shape and obviously unnatural on close inspection. While every homunculus companion is absolutely devoted to its master, some homunculi’s loyalty borders on the unsettling; such companions jealously protect their masters from threats or construct strange shrines in their masters’ honor. A homunculus companion can be of any alignment, even one that is different from its master’s. A destroyed homunculus companion can be restored to life by performing a ritual with its corpse that requires 1 pint of its creator’s blood per Hit Die of the homunculus and rare materials worth 100 gil per Hit Die of the homunculus. Performing this ritual takes 1 hour (though it may take some time to gather enough blood at higher levels, so many homunculus builders keep chilled blood samples in storage just in case).
Homunculus
Starting Statistics
Size: Medium; Speed: 30 ft.; AC: +2 natural armor; Attack: slam (1d6); Ability Scores: Str 15, Dex 15, Con —, Int 10, Wis 10, Cha 12; Special Qualities: Construct traits, darkvision, low-light vision; Languages: Common
4th-Level Advancement
Size: Medium; Speed: 30 ft.; Attack: 2 slams (1d6); Ability Scores: Str +2, Dex +2.
Table: Homunculus Companion Base Statistics
Class Level | HD | BAB | Saving Throws | Skills | Feats | STR/DEX Bonus | Special |
---|---|---|---|---|---|---|---|
1st | 1 | +1 | +0 | 2 | 1 | +0 | Darkvision, construct traits, low-light vision, telepathic link, weapon and armor proficiency |
2nd | 2 | +2 | +0 | 4 | 1 | +0 | — |
3rd | 3 | +3 | +1 | 6 | 2 | +1 | Evasion |
4th | 3 | +3 | +1 | 6 | 2 | +1 | Magic Attacks |
5th | 4 | +4 | +1 | 8 | 2 | +1 | Ability score increase |
6th | 5 | +5 | +1 | 10 | 3 | +2 | — |
7th | 6 | +6 | +2 | 12 | 3 | +2 | — |
8th | 6 | +6 | +2 | 12 | 3 | +2 | — |
9th | 7 | +7 | +2 | 14 | 4 | +3 | Spell Resistance |
10th | 8 | +8 | +2 | 16 | 4 | +3 | Ability score increase |
11th | 9 | +9 | +3 | 18 | 5 | +3 | — |
12th | 9 | +9 | +3 | 18 | 5 | +4 | — |
13th | 10 | +10 | +3 | 20 | 5 | +4 | — |
14th | 11 | +11 | +3 | 22 | 6 | +4 | Improved Evasion |
15th | 12 | +12 | +4 | 24 | 6 | +5 | Ability score increase |
16th | 12 | +12 | +4 | 24 | 6 | +5 | — |
17th | 13 | +13 | +4 | 26 | 7 | +5 | — |
18th | 14 | +14 | +4 | 28 | 7 | +6 | — |
19th | 15 | +15 | +5 | 30 | 8 | +6 | — |
20th | 15 | +15 | +5 | 30 | 8 | +6 | — |
A homunculus companion has the following features.
- Level: This is the homunculus’s master’s chemist level.
- HD: This is the homunculus’s total number of 10-sided (d10) Hit Dice. The homunculus doesn’t have a Constitution score, but it gains bonus hit points based on its size (20) and its Charisma score.
- BAB: This is the base attack bonus of the homunculus, which is equal to its number of Hit Dice.
- Saves: These are the base saving throw bonuses of the homunculus.
- Skills: This entry lists the homunculus’s total number of skill ranks. A homunculus with a high Intelligence score modifies these totals as normal (the homunculus gains a number of skill ranks equal to 4 + its Intelligence modifier per HD). A homunculus can’t have more ranks in a skill than it has Hit Dice.
- Homunculus Class Skills: The following skills are class skills for a homunculus: Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, a homunculus builder can choose two additional skills to be class skills for his homunculus.
- Feats: This is the total number of feats the homunculus has. A homunculus can select any feats it qualifies for, but must possess the appropriate appendages in order to use some feats.
- Str/Dex Bonus: Add this modifier to the homunculus’s Strength and Dexterity.
Special: As the homunculus increases in power, it gains the special abilities described below.
- Darkvision (Ex): The homunculus has darkvision out to a range of 60 feet.
- Low-Light Vision (Ex): Homunculi see twice as far as humes in dim light.
- Telepathic Link (Su): A homunculus shares a telepathic link with its creator. It knows what its master knows and can convey to him everything it sees and hears, out to a range of 1,500 feet.
- Weapon and Armor Proficiency (Ex): A homunculus is proficient with simple weapons, but not armor or shields.
- Magic Attacks (Su): The animal companion treats its natural attacks as if they were magic for the purposes of overcoming damage reduction. If the beastmaster is 10th level or higher, all of the animal companion’s natural weapons are treated as the alignment of the beastmaster for the purpose of overcoming damage reduction.
- Evasion (Ex): At 3rd level, if a homunculus is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.
- Ability Score Increase (Ex): The homunculus adds 1 to one of its ability scores at 5th level and every 5 levels thereafter.
- Spell Resistance (Su): At 9th level, the homunculus gains spell resistance equal to 11 + its master’s chemist level.
- Improved Evasion (Ex): At 14th level, when subjected to an attack that allows a Reflex save for half damage, the homunculus takes no damage if it succeeds at the saving throw and only half damage if it fails the saving throw.
This ability replaces bombs and reliable bombs.
Blood Treatment (Ex)
At 2nd level, a homunculus builder can give up some of his blood to restore his homunculus companion. As a swift or immediate action, a homunculus builder can take a number of points of Constitution damage. His homunculus companion heals 1d6 hit points for every 1 point of Constitution damage the homunculus builder inflicts upon himself in this way.
This ability replaces alchemical touch and distracting bombs.
Blood Augmentation (Ex)
At 3rd level, a homunculus builder can provide more of his blood to further enhance his homunculus companion. As a swift action, the homunculus builder can take 1 point of Constitution damage to provide his homunculus companion with an animal aspect for 1 minute, treating his chemist level as his beastmaster level. The homunculus builder takes 1 additional point of Constitution damage for every minute he maintains the animal aspect beyond the first. At 12th level, the homunculus builder can select two animal aspects for his homunculus companion instead of one, taking 2 points of Constitution damage for every minute that he maintains both animal aspects.
This ability replaces throw items and defensively bombing.