I’m joining a group at 16th level, and am allowed to do crafting ahead of time with my starting wealth. I’m going to play a Promethean Alchemist. What upgrades should I give the Homunculus Companion?


Advice


Promethean Alchemist

Just for the record, I’ve already gotten the seal of approval by the GM to do Construct Modifications on my Homunculus Companion, including those that are unique to a Homunculus.

I’ll have Master Craftsman as a feat, as well as Craft Construct obviously (through the Promethean Disciple Discovery).

Here are the options for just a Homunculus:

Base DC: 12

DC increase for Homunculus options: +1 per 1,000 gp (minimum +1)

HD increase: +2,000 gp cost per HD.

Acid Breath:
By distilling brimstone and aqua regia, a crafter can bestow upon the homunculus the ability to spit a 15-foot-line of acid. This is a breath weapon that deals 1d6 points of acid damage per 2 Hit Dice of the homunculus. The damage from this attack can be halved with a successful Reflex save (DC 10 + 1/2 the homunculus’s HD). Price: +1,500 gp.

Extra Eyes:
By adding silver shavings to the homunculus, a crafter can imbue it with additional eyes, granting it the all-around vision special quality and a +4 racial bonus on Perception checks. Price: +4,000 gp.

Spell-Like Ability:
By incorporating 10 potions of the same spell in the homunculus’s creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used.

Spit Poison:
By adding gold and realgar to the homunculus, a crafter can give it the ability to spit its poison as a ranged touch attack that deals no damage but exposes the victim to the poison’s effect as though it were a contact poison. The ability has a range of 15 feet with no range increment. Price: +6,000 gp.

Toughened Hide:
By adding diamond dust and cold iron to the homunculus, a crafter can increase its natural armor bonus to AC by 1, 2, or 3. Price: +1,000 gp (+1), +4,000 gp (+2), or +9,000 gp (+3).

There are also options for any Construct, listed here.

And finally, some templates, of which I’m only considering Commando Construct.

What should I give my buddy? I can go to a total PRICE value of 472,500 gp, which means I can spend 236,250 gp for the COST, with 78,750 gp remaining to spend on other items.


Upgrading the HD seems like a cheat in this case, but all the others look good and you can afford them all. The SLA doesn't look limited like the potions used to make it would be so haste, protection from energy and glimpse the hidden would probably be useful for your homunculus to be able to use itself.

Remember to equip the homunculus with normal magic items too.


So the HD thing, the GM is only allowing me to take at most +6 HD (no more than +50% HD increase, since that is what the basic Construct HD advancement says, with the only Construct type, that I know of, that can bypass that being Golems, since they have a listed price for increasing a size category, which is what happens when you increase the HD of a monster by more than 50%).

The spells look nice, so I’ll probably use those. Good call on the magic items.

Also I messed up the values for how much I could spend on crafting and how much I would have left over for only purchasing items. I can only craft with a max of 157,500 gp, and will have 157,500 gp left over, because I can go to a max of 1.5 WBL through crafting, per the recommendations of the crafting rules and my GM agreeing with them. Although I guess technically I could craft 236,250 gp worth of items and just lose the rest of the 315,000 gp that I have for being 16th level, and I would still not be over 1.5 WBL, so that is worth considering.


You could take a trait thats gives a discount, I think the max discount they give is 5-10%. But not sure how that would affect the 1.5 WBL limit.

Possible ideas for modifications:

Btw the Self Repair modification might be nice specially considering you plan on boosting HD. It would also free more extracts from being Cure Wounds.

With Construct Shelter + Movement modification you could make your Homunculus your own personal mobile home in the sky.

Mental Alarm (relatively cheap) means you have an always active warning bell.

Sense modification means you no longer need to worry about invisible creatures (thx mind link).

Armor Modification + Toughened Hide means you can get a relatively high AC Homunculus. Alternatively, it means you can give it some armor enchantment that could be useful.

*********
For magic items, a Chirugeon Cube is a good construct healing item.

There is also the Drops of the Unseen Master ("mundane"), it let's you see through the homunculus' eyes and extends the mind link to 1 mile for 1 day.


What's your cap for how many HD you can add onto the homunculus? Can you add any HD to it or does it just have the 12 HD that you would get automatically for being 16th level? Are you limited to giving it an extra 50% on top of the HD it currently has, meaning that you could boost it up from 12 HD to 18 HD by adding up to 6 HD to it?

Is your GM houseruling some other cap on HD or using some rules, ruling, or FAQ on that subject?

After that, there are some spells the come to mind for potentially slapping onto the homunculus to give it SLAs.

Spoiler:
Hide from Animals, Hide from Undead, and Greater Hide from Undead all seem like potential candidates to consider giving it as a spell like ability, depending upon what kind of enemies you expect to fight.

Crafter's Fortune could be worthwhile, even though that's part of the basic formula list for Alchemists. If Tears to Wine can be made into a potion/oil, then that's a buff that might be worth putting on the homunculus as well.

I'm also not so sure about whether Full Pouch is valid, but if you can slap that onto the homunculus, it could have duped a whole mess of alchemical items at 1/day.

Lesser Restoration is worth consideration. Being able to heal 1d4 ability damage 1/day forever would probably end up paying for itself eventually. Remove Blindness/Deafness, Remove Curse, and Remove Disease would also likely be worth consideration.

Tongues and Voluminous Vocabulary might help cover an emergency communication need, but I may be forgetting some other, better option available to a party of level 16 characters.

Ditto for whether there's a better/cheaper way to have Water Breathing available should it become necessary in a pinch.

Haste is never bad to have in the arsenal, and if the homunculus can cast it once per day, that frees up one of the other casters to do something else instead of cast that for one fight per day.


Temperans wrote:

You could take a trait thats gives a discount, I think the max discount they give is 5-10%. But not sure how that would affect the 1.5 WBL limit.

** spoiler omitted **

*********
For magic items, a Chirugeon Cube is a good construct healing item.

There is also the Drops of the Unseen Master ("mundane"), it let's you see through the homunculus' eyes and extends the mind link to 1 mile for 1 day.

Good ideas here. I’m not going to take the traits that reduce crafting costs, so as to not create headaches, so I won’t have to worry about that.

Coidzor wrote:

What's your cap for how many HD you can add onto the homunculus? Can you add any HD to it or does it just have the 12 HD that you would get automatically for being 16th level? Are you limited to giving it an extra 50% on top of the HD it currently has, meaning that you could boost it up from 12 HD to 18 HD by adding up to 6 HD to it?

Is your GM houseruling some other cap on HD or using some rules, ruling, or FAQ on that subject?

After that, there are some spells the come to mind for potentially slapping onto the homunculus to give it SLAs.

** spoiler omitted **

I mentioned this in my first reply. I just forgot to say in the OP that it was the 6 HD increase limit.

I like a lot of those spells, so that is helpful.


Note that the 50% cap on adding HD is based on the initial HD. The +1 HD for 2000 can be done at creation as well. Since the GM has approved +6 HD, that makes the Homunculus you can create as a Promethean Alchemist 15HD, 8 feats, and +3 stat points. It can take the feat Additional Traits to get some skills as class skills.

Later, you could add an additional HD, without changing the size.

For potions, I recommend Invisibility (3K for 8 min). Maybe more than 1/day. I also recommend Make Whole (3K for 5d6 hp healing) or Infernal Healing (500 for 10 hp healing). Heroism (4K for +2 morale to BAB, saves, skills). Good Hope (10.5K like Heroism, but 1 creature/level). Aunt Haul (500 for extra carry capacity). Mage Armor (500). Faerie Fire (500). Barkskin (3K). Delay Poison (500). Accept Affliction (10.5K transfer bad things to self if immune). Life Bubble (10.5K). Dimension Door (10.5K). Any stat booster spell is 3K, and can be given to anyone by touch.

The modification for senses I would recommend Blindsight (needs Blindsense first). Great for spotting invisibles. [Combine with Faerie Fire.]

The Rune of Shielding is good for defense.

Adding a voice will allow it to invoke magic items. While it has lousy UMD, if it wears a Wand Key Ring (3K), it gets +10 insight for UMD wands and scrolls of a specific spell. Then give it a pair of wands.

Adding SLAs for Divine Favor and Wrath is 3K, and gives good combat buffs. They cannot be potions, since they are personnel spells.

Given the stats, I recommend staying away from spells that have saves. Raher go for party buffs, as they are easier to land. Also, if it goes into combat, expect it to be targeted. If it hangs off to the side, it might not be. Used as a scout is another great use.

/cevah


The Promethean Alchemist's Humonvulus automatically gets speech at level 6 for free. But the wand thing is a good idea.

Giving it some emergency defensive/getaway spells might be good incase its targeted, but it generally should be able to live.

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