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Improved Homunculus | ||
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| Prerequisite(s): Craft (Any) 6 ranks, Craft Construct or Craft Homunculus | ||
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| Benefit: Your homunculus gains natural armor and special abilities based on its HD (See chart below). If you use the craft construct feat to create a homunculus, it gets these abilities when you create it. If you use the craft homunculus class feature of the artificer class, your homunculus gains natural armor and special abilities based on its current HD, and additional natural armor and special abilities if you increase its HD at a later time. | ||
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| All special abilities are described below, those requiring additional information, follow the charts. Unless otherwise specified, each ability can only be taken once. Each time the homunculus gains a HD, you can choose to remove any one special ability already granted from this feat and select another special ability to replace it. For example, an artificer with a 4HD homunculus with the climber ability could choose to give it sneak attack instead in the homunculus' HD were increased to 5. This feat applies to all homunculus regardless of its type. | ||
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| Hit Dice | Natural Armor | Total special Abilities |
| 1-2 | +0 | 0 |
| 3-5 | +2 | 1 |
| 6-8 | +4 | 2 |
| 9-11 | +6 | 3 |
| 12-14 | +8 | 4 |
| 15-17 | +10 | 5 |
| 18+ | +12 | 6 |
| Abilities | Effect |
| Climber1 | Gain climb speed 20' or +20' to existing climb speed |
| Dextrous | Gains +2 Dexterity |
| Durable1 | Gains 10Hps |
| Evasion | As Monk class feature |
| Flyer1 | Gains Fly speed 20' (Good) or +20' fly speed and improves one category |
| Skilled2 | Gain +3 competence bonus on chosen skill check |
| Sneak Attack1 | Gains sneak attack +1d6 |
| Store Infusion | Can store one infusion up to 3rd level |
| Strong Swimmer1 | Gains swim speed 20' or +20' on existing speed |
| Telepathy Range | Telepathic range for Homunculus and master increases to 1 mile/level |
| Weapon Ability2 | Natural Weapons gain special ability |
1: May be chosen more than once, multiple selections stack.
2: May be chosen more than once. Multiple selections do not stack, instead each selection of the ability applies to a different skill or weapon ability.
Store Infusion: At the beginning of each day, the artificer can store one infusion up to 3rd level in the homunculus. This infusion must be one that the artificer could normally imbue his 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 stored infusion. No homunculus can store more than one infusion at a time.
Weapon Ability: When this ability is granted, choose a weapon special ability with a base price modifier of +1 bonus. The homunculus's natural weapons are treated as if they had this special ability.