Homunculus, Dedicated Wright
Homunculus, Dedicated Wright
A small, malformed humanoid stands over a piece of armor easily twice its size; its small hammer ringing in the pattern of a practiced blacksmith. Underneath its diminutive hands, you can see the familiar sigils of arcane power begin to take shape along the interlocking plates of the plate mail. It looks up, noticing your presence with dull blue eyes, and, after deciding that that you are not important to its work, continues hammering away.
Homunculus, Dedicated Wright CR 1/2
Any Alignment (same as creator) Tiny Construct
Init: +0; Senses: low-light vision, darkvision 60’; Perception +0
AC: 12, Touch 12, Flat-Footed 12 (+2 size)
HP: 5 hp (1d10)
Fort: +0; Ref: +0; Will: +0
Immune: Construct Traits
Melee: Hammer +4 (1d3+1)
Space: 2 1/2 ft.; Reach: 0 ft.
Str 12, Dex 11, Con -, Int 10, Wis 11, Chr 7
Base Atk: +1; CMB: +0; CMD: 10
Feats: Skill Focus (Craft: any one)
Skills: Craft (any one) +7, Craft (any one other) +4
Item Creation (Su): A dedicate wright can be commanded to perform the necessary tasks related to magical item creation on behalf of its master. The master must meet or emulate all the necessary prerequisites, have the appropriate tools for the dedicated wright to use and pay item creation cost for the necessary raw materials. The wright then is able to perform the necessary tasks, spending the necessary time and leaving the master to continue with other projects. It takes 1 hour to give the dedicated wright the necessary commands to make a magical item and a dedicated wright can only work on one item at a time. Otherwise, it acts as the master, using his skill ranks, caster level, feats, spells known and all other aspects related for the magical item creation process as they are at the time the commands were given.
A dedicated wright can be commanded to abandon any progress toward a magical item, but if it starts a new project, any progress toward the original project is lost. If the magical item creation can benefit from teamwork, multiple dedicated wrights can be commanded to work together, although dedicated wrights from multiple masters must all qualify normally to assist. Lastly, dedicated wrights can be commanded to use their Craft skills for mundane projects, but they use their own Craft modifiers for these mundane projects.
Telepathic Link (Su): Dedicated wrights cannot speak, but maintain a constant telepathic link to their master. Through this link, they instantly understand everything their master desires, knows what he knows and can provide complete understanding of their surroundings back to their master. This link is maintained regardless of the distance, but going more than 1,500' causes a noticeably nervousness within the construct. A dedicated wright will never willing go beyond this range unless it is required as part of a task assigned to them via their Item Creation ability. Should a dedicated wright be forced outside of this distance and does not have a project to complete, it will stand guard over its finished project (if any) and attempt to return to their master with the project. For masters that do a lot of travelling, this often requires that the laboratory that the dedicate wright is using remains firmly locked.
Source: ECB, pg. 285
Dedicated wrights are a staple of the artificers of Eberron, often working in small copies of their master's laboratory, each with a different project, and maximizing their master's creation time. Physically, they look like small, pale, lumpy humanoids only a foot tall. While not frightening in the least, they are by no means pleasing to the eye. Like all homunculi, should a dedicated wright be destroyed, its master takes 2d10 points of damage and should the master be destroyed, or the telepathic link somehow becomes severed, the dedicated wright goes insane, loosing its Intelligence, feats, skills and the Item Creation ability.
Dedicated wrights are made from sculptor’s clay, paint, glaze and one pint of blood. This body costs 100 gp. After the form is sculpted and baked in a kiln, it is animated through magical rites, requiring an additional 1,000 gp worth of reagents and arcane materials. The person who donated the blood, which is not necessarily the creator, is the dedicated wright’s master. When a dedicated wright is created, the enchanter chooses two Craft skills, one of which must be chosen for the dedicated wrights Skill Focus (Craft) feat. Once these choices are made, they cannot be changed for that particular dedicated wright. Dedicated wrights can be created with additional hit dice, each additional an additional 2,000 gp to the base cost.
Caster Level: 7th; Price: 2,100 gp Requirements: Craft Construct, arcane eye, fabricate; Skill: Craft (sculpture) DC 14; Cost: 1,100 gp.
You are adept at improving and modifying your homunculus. Whenever you advance your homunculus’s Hit Dice, you can also imbue it with special supernatural abilities.
Prerequisites: Craft Construct or craft homunculus class feature, Craft (any) 6 ranks.
Benefit: Your homunculus gains natural armor and special abilities based on its HD (see chart). If you use the Craft Construct feat to construct a homunculus, it gets these abilities when you create it. If you use the craft homunculus class feature of the artificer class, your homunculus gains natural armor and special abilities based on its current HD, and additional natural armor or special abilities if you later increase its HD.
All special abilities are described below; those requiring additional information follow the chart. Unless otherwise specified, an ability can only be taken once.
Each time the homunculus gains a HD, you can choose to remove any one special ability already granted from this feat and select another ability to replace the lost one. For example, an artificer with a 4-HD homunculus that has the climber special ability could choose to give it sneak attack instead if the homunculus’s Hit Dice were increased to 5.
This feat applies to the character’s homunculus regardless of its type. For new types of homunculi, see Chapter 6.
Hit Dice Natural Armor Total Special Abilities 1–2 +0 0 3–5 +2 1 6–8 +4 2 9–11 +6 3 12–14 +8 4 15–17 +10 5 18+ +12 6
Ability Effect Climber1 Gains climb 20 ft. or existing climb speed improves by 20 ft. Dextrous Gains +2 Dexterity Durable1 Gains 10 hp Evasion As monk class feature Flyer1 Gains fly 20 ft. (good) or existing fly speed improves by 20 ft. and maneuverability improves by one category Skilled2 Gains +3 competence bonus on chosen skill check Sneak attack1 Gains sneak attack +1d6 (as rogue class feature) Store infusion Homunculus can store one infusion of up to 3rd level Strong Gains +2 Strength Swimmer1 Gains swim 20 ft. or existing swim speed improves by 20 ft. Telepathy range Range of telepathy between homunculus and creator increases to 1 mile/level of the creator Weapon ability2 Natural weapons gain special ability
1 May be chosen more than once. Multiple selections stack.
2 May be chosen more than once. Multiple selections do not stack; instead, each selection of the ability applies to a new skill or weapon ability.
Store Infusion: At the beginning of each day, the artificer can store one infusion of up to 3rd level in the homunculus. This infusion must be one that the artificer could normally imbue the homunculus with. This infusion does not take effect when it is first stored. Instead, the homunculus can use a standard action to imbue itself with the infusion. No homunculus can store more than one infusion at a time.
Weapon Ability: When this ability is granted, choose a weapon special ability with a base price modifier of “+1 bonus,” such as ghost touch, keen, or shock. The homunculus’s natural weapons are treated as if they had this special ability.