Promethean Alchemist Homunculus and Alchemy Manual


Rules Questions

Dark Archive

Would the Homunculus be allowed to take take the improved homunculi abilities on page 14 of the Alchemy Manual?

Dark Archive

Craig Tierney wrote:
Would the Homunculus be allowed to take take the improved homunculi abilities on page 14 of the Alchemy Manual?

Specifically, the rules on adding the new abilities to a homunculus are as follows.

"" wrote:


The original rules for creating homunculi appear on
page 176 of the Pathfinder RPG Bestiary. A character with
the Craft Construct feat can use the following rules to
create homunculi with new abilities in addition to those
normally possessed by homunculi.
To create a homunculus with one or more improvements,
the crafter must include large quantities of certain
reagents (represented by the price listed for each of
the improvements below) while performing the ritual
to create a homunculus. For every 1,000 gp worth of
additional abilities to be granted to the homunculus, the
DC of the Craft check to create the homunculus increases
by 1 (minimum +i).

The problem is that you don't make a Craft check to create the Promethean Alchemist's homunculus.


The Promethean Alchemist's homunculus is really a very different creature than the standard homunculus that appears in Bestiary 1 and is discussed in the Alchemy Manual.

The standard homunculus is a crafted construct which can serve as a familiar, the promethean homunculus is more like a construct animal companion. Since you don't "craft" it in the normal way like you would a normal homunculus (using the magic item creation rules), I don't think you can modify that crafting process.

Dark Archive

Lost In Limbo wrote:

The Promethean Alchemist's homunculus is really a very different creature than the standard homunculus that appears in Bestiary 1 and is discussed in the Alchemy Manual.

The standard homunculus is a crafted construct which can serve as a familiar, the promethean homunculus is more like a construct animal companion. Since you don't "craft" it in the normal way like you would a normal homunculus (using the magic item creation rules), I don't think you can modify that crafting process.

Yeah, that's what I figured. Unfortunately, the homunculus doesn't really have any options for improving on itself like animal companions and eidolons do, and this was the one thing I could find that had any potential at all, so I figured it was worth at least checking.


I'm not sure what you mean there, it improves almost exactly like an animal companion.

Maybe I'm missing something?

Maybe you're missing something?

Dark Archive

Lost In Limbo wrote:

I'm not sure what you mean there, it improves almost exactly like an animal companion.

Maybe I'm missing something?

Maybe you're missing something?

Well, with animal companions/mounts, you have feats, archetypes, and equipment, as well as the fact that the classes that can get them (druid,n, cavalier, hunter, probably some others via archetypes) you have a whole bunch of other stuff you can do even if you animal companion is incapacitated.

Eidolons are a bit more central to the summoner class, but they're very varied, and have a lot of progression with evolution points, and even then, the summoner still has his spells, and his summon monster spell like for some more versatility.

Basically, while thematically amazing, which is why I'm trying to figure out a way to make it viable, the Promethean Alchemist seems a bit lackluster to me, as the homunculus seems to be not as powerful as mutagen and bombs combined.


Well, the homunculus does get feats and can use equipment, and given that it's humanoid in shape can make use of a much wider range of those than animals (given that most feats and equipment were designed for humanoids).

I do agree that without the bombs and mutagens an alchemst is a bit lackluster. If I was making a promethean alchemist I would definitely build him as a more martial focused character who uses his extracts to beef up himself and his homunculus.

Also, having free and early access to construct crafting really opens up options as far as minions go.

Really, the main problem I'm seeing with the archetype is if they're gold starved. If you want to kit out yourself and your homunculus, and craft some construct minions, that is a huge amount of money.

In a high wealth/monty haul style campaign though...


Anyone think it's ironic you can't do this because it's not crafting but literally uses an ability that titled "craft"


Cavall wrote:
Anyone think it's ironic you can't do this because it's not crafting but literally uses an ability that titled "craft"

Actually, the ability that gives the promethean his homunculus companion is called "Homunculus Companion" and doesn't actually mention the word "craft" anywhere in it.

However, with Craft Construct the alchemist is free to make as many normal homunculi as he wants, modded out with whatever he can afford and the GM will allow.


How curious.

I don't own the book just know a little of the archtype. I may skip this one.


What I'd like to know is, are you able to modify your homunculus companion with the rules for building and modifying constructs in Ultimate Magic?

Some I can't see being viable, like increasing hit dice when you can't calculate the base price of an animal companion, but some of the others, like increasing the natural armor, weapon damage, or the stats look like they would be viable choices.

At least, I'm not seeing any special crafting requirements that need you to meet any nonexistent DCs with them. Can anyone clarify whether or not this would work?


Look at the paragraph after the one about creating homunculi with the special abilities:

"The crafter can also add new abilities to an existing homunculus by performing a brief surgical procedure. To do so, the crafter must purchase the necessary reagents and make a successful heal check (DC equal to the DC of the craft check necessary to create such a homunculus from scratch)."

While the alchemist may not have the feat, they are the "crafter," and can perform heal checks.

The Exchange

Also, under the Promethean description, it states that it's just a specialized homunculus.

Where is everyone getting or assuming, that its not a homunculus or that it's rules apply differently and doesn't apply any sources homunculus additional rules/modifications?


I would suggest making your own thread on that question rather than necro year old threads for the purpose.

The Exchange

Saethori wrote:
I would suggest making your own thread on that question rather than necro year old threads for the purpose.

I'm sure you obviously missed that this thread was last responded to in 2016...


My apologies. 2015 and 2016 look similar at a distance.

Amend my comment to reference necroing half year old threads.

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