Feat: Improved Homunculus
Skill: Craft (metalsmithing, pottery, or sculpting) 5 ranks
Spells: Ability to cast 2nd-level arcane spells or infusions.
Special: Must have created at least one homunculus completely without aid.
Class Skills (4 + Int modifier per level): Appraise, Concentration, Craft, Disable Device, Knowledge (arcana), Knowledge (architecture and engineering), Open Lock, Profession, Search, Spellcraft, and Use Magic Device.
|The Homunculus Master||Hit Die: d4|
|1||+0||+0||+0||+2||Item Creation, Homunculus Bond||—|
|2||+1||+0||+0||+3||Empowered Repair, Rebuke Homunculus||+1 level of existing spellcasting class|
|3||+1||+1||+1||+3||Greater Homunculus||+1 level of existing spellcasting class|
|4||+2||+1||+1||+4||Maximized Repair||+1 level of existing spellcasting class|
|5||+2||+1||+1||+4||Homunculus Lord, Thrifty Construction||+1 level of existing spellcasting class|
The following class features reflect the homunculus masters affinity for creating and controlling homunculi with incredible power and skill.
Weapon and Armor Proficiency: Homunculus masters gain no proficiency in any weapons or armor.
Spellcasting/Infusions: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Alternatively, you gain new infusions per day as if you had gained a level in an infusion-imbuing class to which you belong before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
If you are capable of both casting arcane spells and imbuing infusions, or if you had more than one arcane spellcasting or infusion-imbuing class before becoming a homunculus master, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known, or for determining infusions per day.
Item Creation (Ex): As you unlock the secrets of homunculi, you also continue to advance your item creation abilities. For purposes of meeting item prerequisites, a homunculus master adds his levels in this class to his levels in the artificer class.
Homunculus Bond (Ex): As you undertake the path of the homunculus master, you begin to form a strong bond with any homunculus that you create. At 1st level, you can communicate telepathically with any homunculus that you have personally created out to a range of one mile per class level. In addition, at your option, you may have any spell or infusion you cast on yourself also affect your homunculus. The homunculus must be within 5 feet at the time of casting or imbuing to receive the benefit. If the spell or infusion has a duration other than instantaneous, it stops affecting the homunculus if it moves farther than 30 feet away and will not affect the homunculus again even if it returns to you before the duration expires. Additionally, you may cast a spell with a rarget of “You” on your homunculus (as a touch range spell) instead of on yourself. You and your homunculus can share spells or infusions even if the spells normally do nota ffect constructs. If you have more than one homunculus, your telepathic bond functions for all homunculus that you control, but you may only share a given spell casting with one homunculus (your choice).
In addition, an attack that destroys your homunculus only deals 1d10 points of damage to you, instead of 2d10. This damage drops to 1d8 points of damage at 3rd level, and then to 1d6 points of damage at 5th level.
Empowered Repair (Ex): You have learned how to better repair homunculi through long experience and practice, resulting in a rather potent ability. At 2nd level, any repair spell or infusion that you cast or imbue is affected as though by the Empower Spell feat, so long as the spell targets only a homunculus. The spell or infusion does not use up a higher-level slot.
Rebuke Homunculus (Su): You have learned how to cow other homunculi into doing your bidding. At 2nd level, you gain the ability to rebuke, command, or bolster homunculi, as an evil cleric rebukes undead. Use your character level in place of your cleric level when determining how many Hit Dice of homunculi you can affect with this ability. See Turn or Rebuke Undead, page 159 of the Player’s Handbook.
Greater Homunculus: You have learned how to improve your homunculi beyond what many on Khorvaire would consider possible. At 3rd level, any homunculus that you personally create is considered to have three additional Hit Dice for the purposes of determining the natural armor bonus and number of homunculus abilities your homunculus gains from the Improved Homunculus feat.
Maximized Repair (Ex): As you further progress along the path of the homunculus master, you learn how to repair homunculi with even greater skill. At 4th level, any repair spell or infusion that you cast or imbue is affected as though by the Maximize Spell feat, so long as the spell targets only a homunculus. The spell or infusion does not use up a higher-level slot.
Homunculus Lord (Su): Through long years of practice and experience, you have learned how to best direct homunculi in battle. At 5th level, you may direct any homunculus that you have created in battle a number of times per day equal to 3 + your Charisma modifier. You may grant all homunculi that you have personally created within 30 feet of you a +2 bonus on attack and damage rolls as a standard action that does not provoke attacks of opportunity. This effect lasts for a number of rounds equal to 5 + your Charisma modifier or until the homunculus moves farther than 30 feet from you, whichever comes first.
In addition, any homunculus that you create or own may have as many Hit Dice as your character level.
Thrifty Construction (Ex): You have unlocked the secret of cheap homunculi construction, learning to substitute cheaper materials without reducing the effectiveness of the homunculus. At 5th level, the gold piece and experience point cost for any homunculus that you produce is reduced by 25%.
In addition, the cost for adding additional Hit Dice to any homunculus that you own is reduced by 50%.
Original Source: Save vs DM