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The Demented One
2006-02-04, 09:51 PM
Metal Medic
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +0
Speed: 15 ft. (3 squares)
Armor Class: 13 (+2 size, +1 dex), touch 13, FF 12
Base Attack/Grapple: +0/-7
Attack: Slam +2 melee (1d3)
Full Attack: Slam +2 melee (1d3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, positive energy battery
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 10, Dex 12, Con Ø, Int 8, Wis 12, Cha 7
Skills: Heal +7
Feats: Skill Focus (Heal)
Alignment: Same as creator

You see a small, metallic humanoid approaching you, the gems embedded in it glowing with light. As it approaches you, it lays hands upon you. Light surges from it to you, and you feel your wounds closing as positive energy rushes through your body.

Positive Energy Battery (Su)
Once per day per HD of the Medic, the Metal Medic’s creator may store a spell of the healing subschool of up to 3rd level in the Medic. Doing so takes ten minutes. Once the spell has been stored in the Medic, it may then use it as a standard action, targeting any creature it touches, and treating the spell as if it had been cast normally by the Medic’s creator.

When storing a cure spell, the gems embedded in the Medic glow with light, causing it to shed light as a candle.

Construction
A Metal Medic is made from metal and gemstones worth 100 gp, as well as a pint of its creator’s blood. Creating the body requires a DC 14 Craft (Blacksmithing or Gemcutting) check.
A Metal Medic with more than 1 HD can be created, but each additional HD adds 2,000 gp to the cost to create.
Craft Construct, arcane eye, cure light wounds. Price – (never sold). Cost 1,100 gp + 44 xp.

Fiery Eye
Size/Type: Diminunitive Construct
Hit Dice: 1d10 (5 hp)
Initiative: +0
Speed: 10 ft. (2 squares), Fly 20 ft. (perfect)
Armor Class: 17 (+4 size, +3 dex), touch 17, FF 14
Base Attack/Grapple: +0/-7
Attack: -
Full Attack: -
Space/Reach: 2½ ft./0 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, burning gaze, resistance to fire 5
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 16, Con Ø, Int 10, Wis 12, Cha 7
Skills: Search +4, Spot +5
Feats: Ability Focus (Burning Gaze)
Alignment: Same as creator

You see a bizarre, floating contraption: a flaming Khyber dragonshard encircled by many spinning, intertwined metallic rings. As it turns its gaze upon you, you begin to feel very, very hot...

Burning Gaze (Su)
The Fiery Eye may release intense waves of heat from its body. This functions as a gaze attack with a range of 15 feet that deals 1d4 points of fire damage. A successful Fort save, DC 13, negates the damage. The DC is Wis based.

Alternatively, as a full-round action, the Eye may direct its gaze on any combustible item within range to set it on fire. Attended or magic items may attempt a DC 13 Ref save to avoid being set on fire. Items set on fire take 1d6 points of fire damage per round.
Construction
A Fiery Eye is made from many metal rings and a Khyber dragonshard in which a small Flame Elemental has been bound, worth 100 gp, as well as a pint of its creator’s blood. Creating the body requires a DC 14 Craft (Gemcutting) check.
A Fiery Eye with more than 1 HD can be created, but each additional HD adds 2,000 gp to the cost to create.
Craft Construct, Elemental Binding, arcane eye, lesser planar binding. Price – (never sold). Cost 2,100 gp + 84 xp.

Deep Diver
Size/Type: Tiny Construct
Hit Dice: 2d10 (10 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Swim 50 ft.
Armor Class: 15 (+2 size, +3 dex), touch 15, FF 12
Base Attack/Grapple: +1/-6
Attack: Bite +6 (1d3)
Full Attack: Bite +6 (1d3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, aquatic movement, water mastery
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 16, Con Ø, Int 8, Wis 12, Cha 7
Skills: Listen +6, Spot +6
Feats: Weapon Finesse
Alignment: Same as creator

You see a metallic fish with a Khyber dragonshard core, gliding through the water like a bird through the air.

Aquatic Movement (Su)
A deep diver can move in water as if it were under the constant effect of a Freedom of Movement spell.

Water Mastery (Ex)
A deep diver gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the deep diver is touching the ground, the diver takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Construction
A Deep Diver is made from three pounds of metal and a Khyber dragonshard in which a small Water Elemental has been bound, worth 100 gp, as well as a pint of its creator’s blood. Creating the body requires a DC 14 Craft (Gemcutting) check.
A Deep Diver with more than 2 HD can be created, but each additional HD adds 2,000 gp to the cost to create.
Craft Construct, Elemental Binding, arcane eye, lesser planar binding. Price – (never sold). Cost 1,100 gp + 44 xp.

Living Lockpick
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 10 ft. (2 squares), Climb 10 ft.
Armor Class: 15 (+2 size, +3 dex), touch 15, FF 12
Base Attack/Grapple: +0/-7
Attack: Bite +2 (1d3 + 1 acid)
Full Attack: Bite +2 (1d3 + 1 acid)
Space/Reach: 2½ ft./0 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, acidic bite, lockpick legs, melt lock
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 10, Dex 16, Con Ø, Int 10, Wis 11, Cha 7
Skills: Disable Device +9, Open Lock +12
Feats: Skill Focus (Open Lock)
Alignment: Same as creator

A metallic spider with oddly-shaped legs, similar in shape to a set of lockpicks, approaches you. It leaves a trail of sizzling green acid behind it, and more oozes out of its fangs.

Acidic Bite (Ex)
Any creature hit by the Living Lockpick’s bite attack takes 1 point of acid.

Lockpick Legs (Ex)
When disabling devices or picking locks, the Living Lockpick may use its legs in place of a set of thieves’ tools. It gets a +2 circumstance bonus on such checks when doing so.

Melt Lock (Ex)
The Living Lockpick may use its acidic secretion to melt down locks. By spending ten minutes in the process of melting a lock, it may lower the quality of that lock by one step. (From amazing to good, for example.)

Construction
A Living Lockpick is made from a set of masterwork thieves’ tools, some metal and leather, and some acid, worth 100 gp, as well as a pint of its creator’s blood. Creating the body requires a DC 14 Craft (Metalworking) check.
A Living Lockpick with more than 1 HD can be created, but each additional HD adds 2,000 gp to the cost to create.
Craft Construct, acid splash, arcane eye, knock. Price – (never sold). Cost 2,100 gp + 84 xp.

Seffbasilisk
2006-02-05, 03:55 AM
The medic seems useful, but like it might be sold. A swarm of Fiery Eyes could take out a town pretty quick...

Abd al-Azrad
2006-02-05, 03:59 AM
These are really cool. Well done. I wish to incorporate the Medics into my games now.

The Demented One
2006-02-05, 12:16 PM
The medic seems useful, but like it might be sold.
Yeah, I know. However, homunculi are, in general, never sold, most likely due to the link with their creator.


A swarm of Fiery Eyes could take out a town pretty quick...
True, but they're pretty fragile, and everyone broken damages the creator.

Eighth_Seraph
2006-08-29, 10:48 PM
Is there a limit to how many spells total a medic can hold? It only says one/day/HD, but in theory the medic can be walking around with a hundred cure critical wound spells, that and a haste spell and speed upgrade and you have the ultimate party healer ever.