Elan

The yellow boxes's page

585 posts. Alias of Lord Foul II.


Race

Figment

Classes/Levels

Narrator 20

Size

Colossal ++++++++++++

Special Abilities

Narration

Alignment

NN

Occupation

Narator

Strength 99
Dexterity 99
Constitution 99
Intelligence 99
Wisdom 99
Charisma 99

About The yellow boxes

If you haven't already figured it out, it's a deadpool reference

balor bob, (actual name forgotten):
oracle 5 (duel cursed, flame mystery, wrecker and branded curses)/bloodrager 5
str 26
dex 22
con 30
Int 26
wis 14
cha 28
AC 20

When in origin form
str 36
Dex 20
Con 32
Int 26
Wis 14
Cha 28

Bite: +20 1d10+13 +poison (DC 24, 27 when raging fort save or take 1d2 wisdom damage for 6 rounds, cure 2 consecutive saves)

When bloodraging
Str 30
Con 34
AC 25

Racial abilities
Outsider (native) (ties to the void and to hell) (3 RP)

Greater weakness -4 STR, -2 dex, +2 con. -3RP

Xenophoibc (void-speech)

Horrific world (-6 RP)
Voidwalkers are weak to fire and cold, unable to stand the extreme temperatures of this world they find themselves in. In addition, they are unaccustomed to light, and have the light blindness trait.

Negative energy affinity

origin reversion
See in Darkness

Prerequisites: None.
Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Soul-seer
Prerequisites: Outsider (native).
Benefit: Members of this race gain the following spell-like ability:

Constant—deathwatch

At will unseen servant (maximum 10 in existence at a time)

At will blend

Swift as shadows
Prerequisites: The race has at least a +2 racial bonus to Dexterity.
Benefit: Members of this race reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.

Sneaky
Prerequisites: None.
Benefit: Members of this race gain a +4 racial bonus on Stealth checks.

Silent hunter

Prerequisites: None.
Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Unnatural

Spell like ability (greater)-
Origin form

Origin form

Huge aberration -

Special powers-
Fly 90ft, trip (tail slap), constrict, grab (bite), poison- mental toxin (bite) (1d2 int damage, con-based fort save, 6 rounds, two saves cure.)

No weapons, so...
Natural Attacks-
Wing buffet, tail slap, bite.

Class abilities

Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.

Branded [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.

Effect

Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).

At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus and add the cantrip "brand" to your list of spells known

At 10th level, you gain fire resistance 5.

At 15th level, your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.

Bareth:

Bareth

XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC 21, touch 17, flat-footed 16 (+4 Dex, +1 dodge, +4 natural, +2 size)
hp 27 (3d10+1d8); fast healing 2
Fort +1, Ref +9, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10 electricity 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +9 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)

Constant— detect good, detect magic
At will— invisibility (self only) beast shape 2
1/day— augury, suggestion(DC 15)
1/week— commune (6 questions, CL 12th)

Spells known

Bard
0th guidance, resistance, jolt, stabilize
1st cure light wounds, lesser confusion

STATISTICS
Str 10, Dex 18, Con 10, Int 15, Wis 12, Cha 16
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse, alertness, scion of the arts, skill focus (preform: string)
Skills Acrobatics +10, Bluff +9 Fly+22, Knowledge (arcana) +10, Knowledge (planes) +10
Know (noble) +10 Perception+10 Spellcraft +8 sense motive
Preform (string) +18 craft (alchemy) +6, know (nature) +7 know (religion) +7 know (dungeoneering) +3 know (psionics) +3, (uses masters ranks if better)
Languages Common, Infernal
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Bardic performance 10 rounds per day


Virgil Hass:

LN, evil tendencies Human (spark) alchemist (vivisectionist, trap breaker, chirchugen)/machinesmith (mechanus greatwork)
St 18
Dex 14
Con14
Int 20
Wis 10
Cha 12

HP 30
AC [18] = 10 +2 [Dex] +4[Armor] +2[Shield]
Touch AC [12] Flat-Footed [16]

BASE ATTACK BONUS
+2
Basic Melee Attack +5
Basic Ranged Attack +3
primary weapon: cold iron mace to hit +7 damage 1d8+3
Sneak attack damage 2d6+2 (added to normal damage when sneak attacking)
(+2 to confirm critical hits)

FORTITUDE SAVE
+4 = 3 [base] +1 [Con]
REFLEX SAVE
+4 = 3 [base] +1 [Dex]
WILL SAVE
+3 = 3 [base] +0 [Wis]

CMB
+5 = 2 [BAB] +3 [Str] +0 [size]
CMD
+16 = 10 +2 [BAB] +3 [Str] +1 [Dex] +0 [size]

CARRYING CAPACITY
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.

Alchemist Extracts Per Day
Level 1 3 + 2 [Int]
standard extracts prepared
1 enlarge person 4 cure light wounds

Machinesmith Prototypes Per Day
Level 1 3 + 2 [Int]
standard daily prototypes built
2 guardian drones, 1 obscuring mist 1 longstrider, 1 vanish

Skills
33 3(4+5+1)+3
Know (engineering )+13
Know (arcana) +10
Spellcraft +13
Perception +8
Craft (alchemy) +10
Craft (metalworking) +10
Sense motive +7
Bluff +7
Disguise +7
Know (nature, also heal) +10
Know (nobility) +5
Know (local) +5
Diplomacy +5
Stealth +9
Slight of hand +6
Intimidate +5

Alchemist
Discovery 1:
Preserve Organs (Ex)
Benefit: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Special: This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
Trapfinding (Ex)

Starting at 2nd level, a trap breaker adds 1/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A trap breaker can use Disable Device to disarm magic traps.

This ability replaces poison resistance +2.

Infused Curative

At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

This ability replaces poison use.

Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Sneak Attack

At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.

Torturer’s Eye

At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.

Cruel Anatomist

At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.

Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Crafter (Ex)

A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototype (Su)
Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Repair (Su)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Item Expertise (Ex)
At 2nd level the machinesmiths gains a bonus on Spellcraft and Use Magic Device checks equal to ½ his machinesmithst level (minimum 1).

Greatworks (Su)

In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.

Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.

A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.

If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.

(greatwork chosen Mechanus: humanoid)

Humanoid: Dryden

Size Medium; Speed 20 ft ground, 50ft fly ; AC 17 (touch 13 flat footed 15); Attack slam to hit +5 1d10+3 damage; Ability Scores Str 17, Dex 15, Con -, Int -, Wis 12, Cha 7

Dryden's feats: improved natural attack, lightning reflexes

Feats:
Extra traits
throw anything
brew potion
extra discovery/rouge talent: Bleeding attack
Craft wondrous
Extra machinesmith trick: overdrive

Traits

Spark of creation: +1 to craft checks, items crafted are 5% cheeper

Red handed fetish (+2 fire resistance)

Ancestral Weapon
Source People of the River pg. 7
Requirement(s) Numeria
You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be prof icient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
Blood of Dragons +1 trait bonus on Perception checks, low-light vision, +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Syndicate Aspirant: You have been infatuated with the stories of the Shadow Syndicate and have tried to gain their notice for some time now. Practicing the shadow craft as you perceive it. You gain +2 to initiative and +2 to confirm crit rolls.
Drawback
Power hungry -2 on saves vs spells if power is offered

Race: Human Spark
Advanced (4 RP)

Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
+4 int -2 wis, +2 str, dex & con
A spark is incredibly intelligent and, after it matures and begins "improving" itself typically strong as well, they do, however often get caught up in their plans and fail to see common sense

Fast Healing (5 RP)

After repeated experimentation into longevity Virgil turned to the regenerative properties of trolls and was able to induce a weaker version of their famed regeneration into himself
Prerequisites: None.
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Special: This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP.

Static Bonus Feat (2 RP) (additional traits)

Prerequisites: None.
Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level.

Skilled 4 RP +1 skill rank per level


Dryden the automaton, Virgil's Greatwork, his magnum opus:

Greatwork Mechanus designation: Dryden
Humanoid model

Size Medium; Speed 20 ft ground, 50ft fly (good)

AC 20 (touch 15 flat footed 15);
Armor +3 dex+4 dodge +1 natural armor+2
HP 50.

Attack: slam to hit +7 (1d10+4) bite +7 (1d6+4 x3 crit plus poison)
(Full attack -5 to hit on bite, -2 to hit on slams)

Ability Scores Str 18 Dex 18, Con -, Int 12 Wis 12, Cha 7

Saves will +2 fort +1 reflex + 7

Dryden's feats: improved natural attack, lightning reflexes, dodge,

Languages: common, under common

Poison (Ex)

Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Telepathic Link (Su)

A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
Voice: By adding dew of lunary and platinum to the homunculus, a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master's. Price: +500 gp.

Overdrive (Ex): The machinesmith outfits the mobius core inside the mechanus to output more power on command, sending the machinesmith's mechanus beyond operational limits. As a swift action the machinesmith commands the core augmentation to activate, granting the mechanus a +6 bonus on strength and a +10 ft bonus to movement speed. This bonus lasts for a number of rounds equal to the mechanus' hit dice. These rounds need not be consecutive. A machinesmith must be at least 3rd level before selecting this trick.