The Homunculus

Properties

Attributes: +2 Constitution, -2 Charisma

Favored Skills: Depending on the subrace

Size: Medium

Type: Aberration

Movement: 9m

Features

Spell Resistance: Being created using high amounts of Magic Homunculi have an inherent resistance to Magic thus gaining Spell resistance of 5 + level + Constitution Modifier.

Wierd Anatomy: Although they seem to be Human on the outside a Homunculuses insides tend to be quite different from other races. Their Vital organs aren't were they would be in a natural race. Thus its harder to find and injure their Vital organs. They receive +2 armor class versus critical hits. On the other Hand conventional medical knowledge doesn't apply to Homunculi thus increasing the DC for any action that needs a Heal skill check by 10 when performed on a Homunculus.

Poison Resistance: All Homunculi are made with sturdy bodies, that resist hostile substances very well, granting them +4 saves against poisons and they can apply poisons without risking to poison themselves

Enchanted: Each Homunculus is enchanted with a permanent spell or psionic power. This spell has to be of level 1, from the Sorcerer and Wizards spell list or a psionic power of level one and has to have a duration of at least 1 min/lvl. If this spell/power loses its effect for any reason it regains its effect after resting for 8 hours. Also the Homunculus may choose to recast this spell once per day as a full-round action. The caster level for this spell is equal to the Homonculus level and the primary attribute is constitution. Unlike other psi-like abilities this ability is not affected by any augmentations.

Feats: Cultivation Plates, Hardly Thinking, Iron Skin, Unnerving Presence

Subraces

Unnatural Born Killer

Attributes: +2 Dexterity

Favored Skills: Stealth, Acrobatics

Darkvision: You possess darkvision 18m.

Lesser Racial Power: If an opponent has its dexterity bonus to ac denied you deal one more point of damage per level.

Moderate Racial Power: The Homunculus gets poison sacs in his arms producing a poison described below. This poison can be extracted and used to be applied to a weapon, which takes 1 full-round action. The poison is unstable and loses its effectiveness after 8 hours. He can use this ability three times per day.

Homunculus Poison:

Type poison (injury)

Effect The poisoned has to make a Fortitude saving throw with constitution based DC or takes the 5 + constitution modifier points of damage per round for a number of rounds equal to your level.

Greater Racial Power: The assassin Homunculus gets perfect control over his artificial body, allowing him to absorb a small melee weapon or 1 bolt or arrow into both his arms the absorption takes one minute. He can produce this weapon as a swift action and its poisons as per his lvl 3 ability (this uses up the poison ability). Doing so makes any target that hasn't seen him do this before count as flat footed against the Homunculus for that round.

Feats: Essence Of Your Enemy, Essential Poison, Sleep Venom

Warchild

Attributes: +2 Strength

Favored Skills: Athletics and Endurance

Weaponarms: Once per day the Homunculus may use graft weapon (as the psionic power) the casting time is increased to one hour and the duration to permanent. Although they may choose to ungraft the weapon arms when using the graft weapon power again.

They may choose to replace both their hands with weapons if doing so. If they chooses to replace both hands, the penalty to skill checks increases to -4.

Lesser Racial Power: Warchilds attributes counts as 2 higher for the purpose of taking combat feats.

Moderate Racial Power: The Warchilds skin gets thicker and gets a +1 bonus to his Natural Armor Class.

Greater Racial Power: The Warchild receives a +2 competence bonus to attack and damage rolls with their grafted hands.

Feats: Art Of War