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View Full Version : [3.5, Alternate Mechanic] Artificer Homunculi



Fax Celestis
2011-01-20, 06:10 PM
{table=head]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[/table]

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).

{table=head]Construct Size | Bonus Hit Points
Fine | —
Diminutive | —
Tiny | —
Small | 10
Medium | 20
Large | 30
Huge | 40
Gargantuan | 60
Colossal | 80[/table]

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

{table=head]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[/table]

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.

{table=head]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[/table]

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.

{table=head]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[/table]

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
{table=head]HD | Specialization
1 | Endless Bolts, Natural Attacks, Repeating Crossbow
2 | Point-Blank Shot, Rapid Shot
4 | Skirmish (+1/+1d6)
6 | Far Shot, Quick Shot
8 | Skirmish (+2/+2d6)
10 | Manyshot
12 | Skirmish (+3/+3d6)
14 | Sniper
16 | Skirmish (+4/+4d6)
18 | Greater Manyshot
20 | Skirmish (+5/+5d6)[/table]

Speed: 30'

Endless Bolts (Su): An arbalester never runs out of new clips of heavy repeating crossbow bolts: it manufactures more bolts as it reloads. Clips of bolts may not be removed from the arbalester: doing so breaks the mechanism and removes this ability from the arbalester permanently.

Natural Attacks: An arbalester is not manufactured for melee combat, but it does possess a slam attack that deals damage according to the Natural Attack Damage column listed on the table.

Repeating Crossbow: An arbalester is treated for all intents and purposes as a heavy repeating crossbow. It may reload itself as a full-round action that provokes attacks of opportunity. Unlike a regular heavy repeating crossbow, an arbalester's bolts deal damage equal to the Natural Attack Damage column listed on the table, except increased by one die step.

Point-Blank Shot: At 2 Hit Dice, an arbalester gains the Point-Blank Shot feat as a bonus feat.

Rapid Shot: At 2 Hit Dice, an arbalester gains the Rapid Shot feat as a bonus feat. Unlike most crossbows, an arbalester may use the Rapid Shot feat with its built-in crossbow.

Skirmish (Ex): Starting at 4 Hit DIce, in any round in which an arbalester moves at least 10', it gains a +1 competence bonus to attack rolls and inflicts +1d6 damage. This damage is precision damage, and as such only affects targets vulnerable to critical hits within 30'. At 8 Hit Dice, this increases to +2 attack and +2d6 damage. At 12 Hit Dice, this increases to +3 attack and +3d6 damage. At 16 Hit Dice, this ability increases to +4 attack and +4d6 damage. At 20 Hit Dice, this increases to +5 attack and +5d6 damage.

Far Shot: At 6 Hit Dice, an arbalester gains the Far Shot feat as a bonus feat.

Quick Shot: Starting at 6 Hit Dice, an arbalester may make iterative attacks according to its Base Attack Bonus when firing its crossbow.

Manyshot: At 10 Hit Dice, an arbalester gains the Manyshot feat as a bonus feat. Unlike most crossbows, an arbalester may use the Manyshot feat with its built-in crossbow.

Sniper (Ex): At 14 Hit Dice, an arbalester may apply its Skirmish damage to any target within one range increment rather than within 30'.

Greater Manyshot: At 18 Hit Dice, an arbalester gains the Greater Manyshot feat as a bonus feat. Unlike most crossbows, an arbalester may use the Greater Manyshot feat with its built-in crossbow.

Dedicated Wright
{table=head]HD | Specialization
1 | Artificer's Touch, Menial Crafting, Natural Attacks
2 | Forage
4 | Potion Brewing
6 | Scrollscribing
8 | Wondercrafting
10 | Armorsmithing, Weaponsmithing
12 | Wandcrafting
14 | Lightning Craft
16 | Rodsmelting
18 | Stavecarving
20 | Ringforging[/table]

Speed: 20'

Artificer's Touch (Ex): A dedicated wright is capable of crafting magic items without having a caster level or requiring the requisite spells in much the same way as an artificer, except that a dedicated wright treats their effective caster level when crafting items as equal to their Hit Dice (as opposed to an artificer's ability to treat their effective caster level when crafting items as equal to their artificer level plus 2).

Menial Crafting (Ex): A dedicated wright is trained in crafting objects and may craft objects if directed by its master to do so. A dedicated wright is always treated as if it has maximum ranks for its Hit Dice in Craft (Pottery) and Craft (Metalworking), the two skills required to make itself, plus may be trained in other craft skills according to its Hit Dice. A dedicated wright may craft magic items if its master has the appropriate magic item creation feat, is present to cast the spells or infusions necessary to create the item, and works on the magic item for at least an hour, assisted by the dedicated wright.

Natural Attacks (Ex): A dedicated wright has articulated hands suitable for crafting, not combat. It possesses but a single slam attack that deals damage according to the Hit Dice table. It may not wield weaponry, nor may it use activated magic items when under duress--such as in combat. However, it may use magic items while crafting as long as it may make an appropriate Use Magic Device check.

Forage (Ex): Starting at 2 Hit Dice, a dedicated wright may attempt to locate ingredients and materials for an artificer or for its own work. To do so, it makes a Search check against a DC set by the DM according to the dedicated wright's locale, the rarity of the ingredients to find, and the difficulty of successfully acquiring the materials. If successful, the dedicated wright finds enough of the material to craft an object with a GP value not exceeding 1000 times his Hit Dice.

Potion Brewing (Ex): Starting at 4 Hit Dice, a dedicated wright may brew potions unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Brew Potion feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Scrollscribing (Ex): Starting at 6 Hit Dice, a dedicated wright may scribe scrolls unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Scribe Scroll feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Wondercrafting (Ex): Starting at 8 Hit Dice, a dedicated wright may craft wondrous items unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Wondrous Item feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Armorsmithing (Ex): Starting at 10 Hit Dice, a dedicated wright may craft armor (magical or otherwise) unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Magic Arms and Armor feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Weaponsmithing (Ex): Starting at 10 Hit Dice, a dedicated wright may craft weapons (magical or otherwise) unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Magic Arms and Armor feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Armorsmithing (Ex): Starting at 12 Hit Dice, a dedicated wright may craft wands (magical or otherwise) unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Wand feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Lightning Craft (Ex): Starting at 14 Hit Dice, a dedicated wright halves the time necessary to craft items.

Rodsmelting (Ex): Starting at 16 Hit Dice, a dedicated wright may craft rods unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Rod feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Stavecarving (Ex): Starting at 18 Hit Dice, a dedicated wright may craft staves unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Craft Staff feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Ringforging(Ex): Starting at 20 Hit Dice, a dedicated wright may craft magical rings unaided by an artificer as long as it has ingredients and tools necessary to do so and the artificer possesses the Forge Ring feat. The dedicated wright makes any necessary checks (including Craft and Use Magic Device checks) itself.

Iron Defender
{table=head]HD | Specialization
1 | Natural Attacks, Powerful Build
2 | Improved Natural Armor
4 | Bonus HP, Damage Reduction
6 | Size Increase
8 | Multiattack, Rend
10 | Bonus HP
12 | Spell Resistance
14 | Improved Multiattack
16 | Bonus HP
18 | -
20 | Size Increase[/table]

Speed: 50'

Natural Attacks: An iron defender has three natural attacks: a bite attack and two claw attacks. An iron defender's claw attacks deal damage as listed on the Hit Die table, while their bite attack deals damage as one step higher than what is listed on the Hit Die table. An iron defender uses its bite attack as its primary natural attack.

Powerful Build (Ex): The physical construction of iron defenders lets them function in many ways as if they were one size category larger.

Whenever an iron defender is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the iron defender is treated as one size larger if doing so is advantageous to it.

An iron defender is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect it. An iron defender's space and reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Improved Natural Armor (Ex): Whenever an iron defender would increase their Natural Armor due to the Natural Armor Increase ability, they increase their Natural Armor by 3 instead of 2.

Bonus HP (Ex): At four Hit Dice and every six Hit Dice thereafter, an iron defender increases its maximum Hit Points by 10 permanently.

Damage Reduction (Ex): At four Hit Dice, an iron defender gains Damage Reduction equal to one-third its Natural Armor bonus provided by the Natural Armor Increase ability. This Damage Reduction can be overcome by adamantine weapons.

Size Increase: At six Hit Dice and again at twenty Hit Dice, an iron defender increases in size one category, adjusting its statistics as normal for a size increase.

Multiattack: At eight Hit Dice, an iron defender gains the Multiattack feat as a bonus feat.

Rend (Ex): At eight Hit Dice, an iron defender deals extra damage equal to twice its claw damage plus twice its Strength modifier whenever it hits with a claw attack and its bite attack in the same round.

Spell Resistance (Su): At ten Hit Dice, an iron defender gains Spell Resistance equal to its Hit Dice.

Improved Multiattack: At twelve Hit Dice, an iron defender gains the Improved Multiattack feat as a bonus feat.

Packmate
{table=head]HD | Specialization
1 | Natural Attacks, Storage Space
2 | Feed Potion
4 | Extradimensional Storage Space (Handy Haversack)
6 | Quick Retrieval
8 | Extradimensional Storage Space (Bag of Holding Type I)
10 | Toss
12 | Extradimensional Storage Space (Bag of Holding Type II)
14 | Wand Use
16 | Extradimensional Storage Space (Bag of Holding Type III)
18 | Staff Use
20 | Extradimensional Storage Space (Bag of Holding Type IV)[/table]

Speed: 30'

Natural Attacks: A packmate possesses two arms that are capable of grasping and manipulating objects but are not articulate enough to wield weaponry or use magic items. However, these two arms can be used by a packmate to make slam attacks that deal damage according to the Hit Dice table.

Storage Space: A packmate's assembly allows for items to be stored inside of it as if it were a large chest--about six cubic feet of space.

Feed Potion (Ex): As a standard action, a packmate can draw a potion (not an oil; the potion must be imbibe-able) and feed it to an unconscious, helpless, or willing creature it is adjacent to. This ability may also be used with ingested poisons, food, and other ingest-able substances. A packmake always refuses to feed a substance to a creature that it cannot imbibe or would not imbibe under normal circumstances.

Extradimensional Storage Space (Su): Starting at 4 Hit Dice, a packmate begins to act like an extradimensional storing item. At 4 Hit Dice, it acts in all ways like a handy haversack. At 8 Hit Dice, its function alters to that of a bag of holding (type I). At 12 Hit Dice, its function alters to that of a bag of holding (type II). At 16 Hit Dice, its function alters to that of a bag of holding (type III). At 20 Hit Dice, its function alters to that of a bag of holding (type IV).

Quick Retrieval (Ex): Starting at 6 Hit Dice, a packmate gains the ability to retrieve items stored within it or to store items within it as a free action, rather than as a move action. A packmate always finds items stored within it immediately and without error. Other creatures retrieving an item stored within the packmate do not enjoy this benefit unless the packmate desires them to.

Toss (Ex): Starting at 10 Hit Dice, a packmate gains the ability to toss items to nearby creatures as a standard action. A packmate can toss any Small or smaller object it holds to any creature within 30'. A creature aware of the packmate's action need not make any check to catch the item: it catches it automatically. An unaware or unwilling creature (or perhaps one tossed something dangerous) must make a Reflex save (DC 10 + 1/2 the packmate's Hit Dice + the packmate's Dexterity modifier) or be struck by the tossed item. A grenade-like weapon (sych as alchemist's fire) tossed in this way immediately activates as if it had been actively thrown at the target should the packmate choose, and oils and similar 'surface coverage' substances coat the target immediately as if they had been properly applied.

Wand Use (Ex): Starting at 14 Hit Dice, a packmate's arms become articulate enough to wield and activate wands on its own. A packmate substitutes its master's Use Magic Device check for its own if its master is within 30'.

Staff Use (Ex): Starting at 18 Hit Dice, a packmate's arms become articulate enough to wield and activate staves on its own. A packmate substitutes its master's Use Magic Device check for its own if its master is within 30'.

Skulking Skirmisher
{table=head]HD | Specialization
1 | Natural Attacks
2 | Sneak Attack +1d6
4 | Sneak Attack +2d6
6 | Sneak Attack +3d6, Vexing Flanker
8 | Sneak Attack +4d6
10 | Sneak Attack +5d6
12 | Adaptable Flanker, Sneak Attack +6d6
14 | Hide in Plain Sight, Sneak Attack +7d6
16 | Sneak Attack +8d6
18 | Brilliant Flanker, Sneak Attack +9d6
20 | Sneak Attack +10d6[/table]

Speed: 40'

Natural Attacks: A skulking skirmisher has one natural attack: a claw attack that deals damage as listed on the Hit Die table.

Sneak Attack (Ex): This ability functions as the rogue ability of the same name.

Vexing Flanker (Ex): A skulking skirmisher provides and enjoys a +4 bonus to attack rolls when flanking rather than the normal +2.

Adaptable Flanker (Ex): A skulking skirmisher designates one square it is adjacent to at the end of its turn: the skulking skirmisher determines if it is flanking an opponent using its own square as well as the square it designates. A skulking skirmisher cannot flank by itself with this ability.

Hide in Plain Sight (Su): This ability functions as the assassin ability of the same name.

Brilliant Flanker (Ex): A skulking skirmisher determines if it is flanking an opponent using all squares it is adjacent to as well as the square it is in. A skulking skirmisher cannot flank by itself with this ability.

Winged Watcher
{table=head]HD | Specialization
1 | Built-In Crossbow, Natural Attacks
2 | Fly-By Attack, Increased Ammunition Capacity
4 | Improved Flight
6 | Snatch, Telepathy 100'
8 | Size Increase
10 | Improved Flight, Wingover
12 | Increased Ammunition Capacity, Mindsight
14 | Powerful Build
16 | Improved Flight
18 | Telepathy 250'
20 | [i]True Seeing''[/table]

Speed: 10'; Fly 50' (Poor)

Built-In Crossbow: A winged watcher has a built-in light repeating crossbow. This crossbow deals damage according to the Natural Attack Damage column on the Hit Dice table, but otherwise functions exactly as a light repeating crossbow. Once all shots have been fired, a winged watcher must be reloaded with a new clip, a full-round action that provokes attacks of opportunity.

Natural Attacks: A winged watcher possesses two natural attacks: a pair of talons. These are claw attacks that deal damage according to the Natural Attack Damage column on the Hit Dice table and threaten a critical hit on a 19 or 20.

Fly-By Attack: At 2 Hit Dice, a winged watcher gains Fly-By attack as a bonus feat.

Increased Ammunition Capacity: At 2 Hit Dice, a winged watcher's maximum ammunition loaded for its crossbow increases to ten bolts (two clips). At 12 Hit Dice, a winged watcher's maximum ammunition loaded for its crossbow increases to twenty bolts (four clips).

Improved Flight: At 4 Hit Dice, a winged watcher's fly speed increases to 60' (Average). At 10 Hit Dice, a winged watcher's fly speed increases to 80' (Good). At 16 Hit Dice, a winged watcher's fly speed increases to 120' (Perfect).

Snatch: At 6 Hit Dice, a winged watcher gains the Snatch feat as a bonus feat. It also adds half its Hit Dice to grapple checks made as part of a snatch, and may grapple creatures of one size smaller than it or smaller.

Telepathy (Su): At 6 Hit Dice, a winged watcher gains telepathy 100' with any creature that possesses a language. A creature unwilling to have telepathic contact with the winged watcher may make a Will save (DC 10 + 1/2 the winged watcher's Hit Dice + the winged watcher's Wisdom modifier) to sever contact. Once contact is severed, a winged watcher cannot reopen contact with that creature for 24 hours or until the creature is willing to accept contact. At 18 Hit Dice, the range on this telepathy increases to 250'.

Size Increase: At 8 Hit Dice, a winged watcher increases its size to Medium, adjusting its statistics as normal for a size increase.

Wingover: At 10 Hit Dice, a winged watcher gains the Wingover feat as a bonus feat.

Mindsight (Su): At 12 Hit Dice, a winged watcher is able to sense creatures it has telepathic contact with as if it could see them. A winged watcher can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense - the winged watcher knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the winged watcher can see it by some other means.

The winged watcher also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The winged watcher need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

Powerful Build (Ex): At 14 Hit Dice, the physical construction of a winged watcher is reinforced, letting them function in many ways as if they were one size category larger.

Whenever a winged watcher is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the winged watcher is treated as one size larger if doing so is advantageous to it.

A winged watcher is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect it. A winged watcher's space and reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

True Seeing (Su): At 20 Hit Dice, a winged watcher is constantly affected as if by a true seeing spell. As a supernatural ability this cannot be dispelled, though entering an antimagic field or similar effect would cause it to temporarily deactivate.

Fax Celestis
2011-01-22, 01:55 PM
Update to Iron Defender DR and Modification DR due to playtest.

The Mentalist
2011-01-22, 08:36 PM
You have a copy/paste error, when you're discussing craft wand you call it Armorsmithing. Other than that I really like it.