The Homunculus

Properties

Attributes: -2 Charisma

Favored Skills: Diverse

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

Subraces

Magen Unnatural Born Killer Warchild

Magen

Attributes: +2 Strength, +2 Intelligence

Favored Skills: Athletics, Knowledge (Arcana)

Liquid Core: The magen has a liquid core of psionic and arcane power. When they die they, explode dealing 1d6 points of force damage per level within 3m, an intelligence based reflex save halves the damage. They do not leave a body for ressurection. They regenerate lost body parts after 1d6 days.

Furthermore, they emit a faint glow as a candle.

Perfect Obedience: The magen is prone to the command spell and receives -4 on saving throws against it.

Lesser Racial Power (Level 2): When using power points or an spell slot to cast / manifest an offensive arcane spell or psionic power with instantaneous duration, you may re-use it during the same encounter without expending additional resources (power points / spell slots). Roll one d4 after the first use, on a 4 it is gone and cannot be used until the end of the encounter, on a 1-3 you can use in 1-3 turns (1 = next turn). This ability cannot be used for alternative uses such as expending spell slots for arcane strike or power points for mind over body.

Moderate Racial Power (Level 4): Arcane and psionic effects cast on the magen are improved. Those effects receive 2 points of additional power point augmentation and count as being from a caster / manifester 2 levels higher breaking caps. This does not apply to own spells and powers. The Enchanted feature does benefit from this ability.

Greater Racial Power (Level 6): When rolling a 4 on the lesser racial power, the spell is casted rolling maximum dice.

Progression Options

Feats: None.

Unnatural Born Killer

Attributes: +2 Dexterity, +2 Constitution

Favored Skills: Stealth, Acrobatics

Darkvision: You possess darkvision 18m.

Lesser Racial Power (Level 2): 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 5 + constitution modifier points of damage per round for a number of rounds equal to your level.

Moderate Racial Power (Level 4): If an opponent has its dexterity bonus to ac denied you deal one more point of damage per level.

Greater Racial Power (Level 6): 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 Homunculus Poison 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.

Progression Options

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

Warchild

Attributes: +2 Strength, +2 Constitution

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 (Level 2): Warchilds attributes counts as 2 higher for the purpose of taking combat feats.

Moderate Racial Power (Level 4): The Warchilds skin gets thicker and gets a +1 bonus to his Natural Armor Class.

Greater Racial Power (Level 6): The Warchild receives a +2 competence bonus to attack and damage rolls with their grafted hands.

Progression Options

Feats: Art Of War