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Showing posts with label ritual. Show all posts
Showing posts with label ritual. Show all posts

Friday, January 1, 2021

Bestiary Homunculi and Homunculus Ritual

 In Eberron, specially in Khorvaire, the sight of homunculi are not uncommon and not limited to the fluttering assistants in the Bestiary. Below I present a ritual to create your own homunculus and below that you find the ones from ECG 3.5 converted to PF2 for you to use. Mind you the ritual...still a little rough but works. I am sort of hoping the upcoming Secrets of Magic might give something to replace this or give more...inspiration to refine this. On a side note there should be more of a 'common name' in Eberron for the base homunculus, don't you think?

Special thanks to all my Patrons and to the Discord servers that help spring board a lot of these ideas. Of course all these have been added to the World Anvil Page.

Pint of Blood...

Create Homunculus Ritual 2 - Rough

| Uncommon | Transmutation |

Cast 1 day; Cost Prepared Homunculus body; see Table 7-1, pint of blood from the Homunculus future potential master Secondary Casters 1

Primary Check Arcana (expert), Occult (expert) or Craft (master); Secondary Checks Craft

Range 10 feet; Target Prepared Homunculus Body

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You imbue the prepared homunculus body with the shared spark of its master creating a homunculus with a level up to that allowed in Table 7-1. There are many versions of this ritual, each specific to a particular type of homunculus (one ritual for all iron defenders, one for dedicated wrights, one for expeditious messengers, and so on), and the rituals that create rare homunculus are also rare. If the donor of the blood serves as the Primary or Secondary Caster the very hard of the ritual DC is treated as hard instead of very hard.

Critical Success The target becomes an homunculus creature of the appropriate type. If it’s at least 4 levels lower than blood donor, they can make it a minion and they become their master for the purpose of the master link ability. This gives it the minion trait, meaning it can use 2 actions when commanded, and commanding them is a single action that has the mental and concentrate traits. You can have a maximum of four minions under your control. If it doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.

Success As critical success but as they didn’t become a minion.

Failure You fail to create the intended homunculus; you may try again without making a new homunculus body but will need some reagents to refresh the body costing ¼ of the original value.

Critical Failure The target homunculus body is destroyed in a magical feedback loop that also inflicts mental damage equal to the level of the ritual. 

Homunculi Bestiary

Dedicated Wright

Homunculus, Dedicated Wright Creature 0

| N | T | Construct |

Perception +2, darkvision

Languages Common (can’t speak any language); master link

Skills Craft +9, Athletics +6

Str +2, Dex +0, Con +2, Int +2, Wis +0, Cha -2

Master Link

Craft Assistant If a Dedicated Wright Aids their master in a Craft Activity they do not need to roll and treat the aid as a success.

Creation Matrix Dedicated Wrights are built with the formula knowledge of a Basic Crafter’s book. A Wright can be commanded to craft any formula they know if provided appropriate tools, space and materials. They will keep crafting until they run out of material or meet other parameters set by their master. Alternatively a Dedicated Wright’s master may take a 10 minute activity to consort with their homunculus on a special project. For a special project a Dedicated Wright is provided a formula that must stay with them and they may use their master’s craft bonus, treat as having their master’s level and treated having any crafting feat’s their master has. Any requirements such as spells, special materials or raw materials the formula requires must be provided for during this prep for the special project. Once the prep is finished the Dedicated Wright will begin working until finished or meets any other set limits.

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AC 13; Fort +10, Ref +3, Wil +3

HP 17; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

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Speed 15 feet

Melee [one-action] improvised tool +6 Damage 1d6+2 bludgeoning or slashing

Melee [one-action] fist (magical, agile, finesse) Damage 1d4+2 bludgeoning


While a Wright is dedicated in its duties, even if working on a project a Dedicated Wright

will stop to protect itself and their workshop but once that finish will return back to work.


Expeditious Messenger

Homunculus, Expeditious Messenger Creature -1

| N | Tiny | Construct | 

Perception +4, darkvision, greater master link

Languages Common (can’t speak any language); greater master link

Skills Acrobatics +8, Stealth +4

Str -3, Dex +3, Con 0, Int -1, Wis +1, Cha -2

Greater Master Link As per Master Link but the range of the connection is 2 miles. Additionally while the familiar cannot speak, their master may speak through them to hold a conversation with those around the familiar. Upon the death of their master the Messenger returns to their master’s body to claim that location as their lair.

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AC 17; Fort +2, Ref +8,  Wil +5

HP 7; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

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Speed 10 feet, fly 80 feet

Melee [one-action] sting +4 sting (agile, finesse, magical) Damage 1d4 Piercing


Furtive Filcher

Homunculus, Furtive Filcher Creature 0

| N | Tiny | Construct | 

Perception +4, darkvision

Language Common (can’t speak any language); master link

Skills Thievery +9, Stealth +9, Acrobatics +6, Athletics +3, Deception +5

Str 0, Dex +3, Con +1, Int +1,  Wis 0, Cha -2

Pick Pocket

Subtle Theft

Master Link

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AC 16; Fort +1, Ref +9, Wil +3

HP 15; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

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Speed 40 ft

Melee [one-action] jaws +5 (finesse, magical) Damage 1d4+1 Piercing


Iron Defender

Homunculus, Iron Defender Creature 1

| N | S | Construct |

Perception +5, dark vision

Languages Common (can’t speak any language); master link

Skills Athletics +6, Acrobatics +6, Stealth +4

Str +2, Dex +2, Con +2, Int –2, Wis +2, Cha –2

Master Link

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AC 16; Fort +7, Ref +7, Wil +5

HP 22; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

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Speed 35 feet

Strikes to Order An Iron Defender’s Strikes are based on their form when being crafted. It builder choses what kind of Strike it will have from this list: Jaws, Horns or Claws.

Melee [one-action] jaws +9 Damage 1d6+3 piercing plus Knockdown

Melee [one-action] horns +9 Damage 1d6+3 bludgeoning plus Push

Melee [one-action] claws +9 Damage 1d6+3 slashing plus Grab



Thursday, September 26, 2019

Talenta Halflings

Today we look at and produce some new rules to bring the dinosaur riding halflings of the plains to your Eberron Pathfinder 2 games! First we will look out an alternative take on the Druid’s primal focus to bring your Mask Weaver to PCs and then present a new heritage that grants a ritual to bring the paired dinosaur with rider to life. Finally we discuss the current rules for halflings and some future plans that affect these dino wranglers.


There are many druid traditions in Eberron and those that serve as spiritual guides and keepers of tribal tradition of the Talenta Plains are referred to as the Mask Weavers. To learn more you can consult the following source: (Dragonshard: http://archive.wizards.com/default.asp?x=dnd/ebds/20051107a). One way to bring a member to life as a Player Character is a little bend to the current rules for the druid’s Primal Focus (though this can probably apply to any future primal focus using caster classes).


Simply put you allow your druid player to don a personally crafted mask that serves as the primal focus for material components BUT requires a free hand to help guide the spirits to help you cast your primal spells. Mechanically this should be equivalent to the standard primal focus rules but we will codify a few things below that might come up.


Weaver Mask is a personal unique level 1 wooden item that can be crafted in a day with a material cost of 2 gold pieces with the following stats: Hardness 3 HP 12 BT 6. Donning the mask takes 1 interact action; normally I allow it to be stored hanging of the neck or belt of the character but of course if it stored in a backpack or such that would be another Interact action to retrieve.


Additionally a Weaver Mask can serve as a Hunter Mask and vice versa.


Below I give you a new halfling heritage that gives instant access to a new ritual to create that bond between rider and dinosaur that is iconic to the Talenta halflings.
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Talenta Plains Halfling - Heritage
You were raised on the wide plains of Talenta where dinosaurs roam the lands and your ancestors have been surviving on for generations. Dinosaurs are a companion to your people in both body, mind and for some, your food. The Mask Weaver druids have taught you how to create your Hunter Mask and to forge a bond with your selected moun via a ritual spell. Additionally a Talenta Plains halfling can always selection a dinosaur for their animal companion.


Hunter’s Bond - Ritual 1
Uncommon | Divination | Mental
Cast: 1 Hour Cost: Wood, tools and paints costing in total of 2 gp
Primary Check: Nature (Trained)
Range: 10 feet Target: One animal dinosaur 
Special: Before the ritual you must spend a day with the cost materials creating a mask which you will finish as part of the ritual to create the Hunter’s Bond.
You attempt to forge a bond and a spiritual connection bridge via the hunting mask to a select dinosaur to be your mount.
Success: You have created a Hunter’s Bond with your selected dinosaur. As long as the mask is on your person (does not have to be worn) and unbroken (Hardness 3 HP 12 BT 6) you treat this dinosaur as if it had the mount trait. If the mask is broken the dinosaur loses the mount trait until repaired. If the mask is destroyed then a new mask will need to be made and the ritual performed again.
Failure: You fail to create the bond, you can try again the next day with the same mask.
Critical Failure: Something went horribly wrong and you have upset the beast. For a day the Target dinosaur is hostile to you and the mask is destroyed (most likely by the target but also from magical feedback). You can attempt the ritual again in one week.
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Between the Core book, my first Equipment post and today’s post I think we have what it takes to get people started with Talenta and other non-dragonmarked associated Halflings in the lands of Eberron.


In the future I maybe Bestiary stats for fastieth and glidewing along with animal companion stats for them as I feel the current raptor is more attuned to the clawfoot or carver. 


Thank you for your time and I hope this proves useful to you. If you like to know how to support you can check out the links at the top of the page. A special thanks to the Eberron Discord Communities and extra special one to ChaosOS.