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Doll-Maker [Animators]

Obsessed with discovering the origins of life, promethean alchemists build const
ructs they gradually endow with life.
Feats
Craft Construct: At 1st level, a promethean alchemist gains the promethean disci
ple discovery (see above).
This ability replaces Brew Potion and Throw Anything.
Soul Doll Companion (Ex)
At 1st level, a promethean alchemist gains the service of a Doll companion. The
means for creating this special Soul-Doll are more exotic than normal and requir
e investiture of the promethean alchemist's own life essence into the Soul Doll.
This construct generally resembles a small humanoid or child when first created
; the specific appearance is up to its creator, though a Soul-Doll is always hum
anoid in shape and obviously unnatural on close inspection. While every Soul-Dol
l companion is absolutely devoted to its master, some Dolls' loyalty borders on
the unsettling; such companions jealously protect their masters from threats or
construct strange shrines in their masters' honor. A Soul-Doll companion can be
of any alignment, even one that is different from its master's. A destroyed Soul
-Doll companion can be restored to life by performing a ritual with its corpse t
hat requires 1 pint of its creator's blood per Hit Die of the Soul-Doll and rare
materials worth 100 gp per Hit Die of the Soul-Doll. Performing this ritual tak
es 1 hour (though it may take some time to gather enough blood at higher levels,
so many promethean alchemists keep chilled blood samples in storage just in cas
e). A promethean alchemist can't take the mutagen or cognatogen discoveries.
This ability replaces bombs and mutagen.
Discoveries
The following discoveries complement this archetype: alchemical simulacrum, dopp
elganger simulacrum, and greater alchemical simulacrum.
Soul-Doll Companion Base Statistics
A Soul-Doll companion has the following features.
Level: This is the Soul-Doll's master's alchemist level.
HD: This is the Soul-Doll's total number of 10-sided (d10) Hit Dice. The Soul-Do
ll doesn't have a Constitution score, but it gains bonus hit points based on its
size.
BAB: This is the base attack bonus of the Soul-Doll, which is equal to its numbe
r of Hit Dice.
Saves: These are the base saving throw bonuses of the Soul-Doll.
Skills: This entry lists the Soul-Doll's total number of skill ranks. A Soul-Dol
l with a high Intelligence score modifies these totals as normal (the Soul-Doll
gains a number of skill ranks equal to 2 + its Intelligence modifier per HD). A
Soul-Doll can't have more ranks in a skill than it has Hit Dice.
Soul-Doll Class Skills: The following skills are class skills for a Soul-Doll: B
luff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Perception (Wis),
Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, a promethean a
lchemist can choose two additional skills to be class skills for his Soul-Doll.
Feats: This is the total number of feats the Soul-Doll has. A Soul-Doll can sele
ct any feats it qualifies for, but must possess the appropriate appendages in or
der to use some feats.
Str/Dex Bonus: Add this modifier to the Soul-Doll's Strength and Dexterity.
Special: As the Soul-Doll increases in power, it gains the special abilities des
cribed below.
Darkvision (Ex): The Soul-Doll has darkvision out to a range of 60 feet.
Low-Light Vision (Ex): Homunculi see twice as far as humans in dim light.
Sympathetic Alchemy (Su): The bond between a promethean alchemist and his Soul-D

oll is so close that the alchemist's extracts function for the Soul-Doll as if i
t were the alchemist, allowing the Soul-Doll companion to benefit from extracts
without the alchemist needing the infusion discovery. The Soul-Doll is treated a
s a humanoid or a constructwhichever is more beneficialfor the purposes of what ex
tracts can affect it. Additionally, the Soul-Doll can prepare its master's extra
cts from his formula book for him each day, as long as it's within the range of
its telepathic link.
Telepathic Link (Su): A Soul-Doll can't initially speak, but shares a telepathic
link with its creator. It knows what its master knows and can convey to him eve
rything it sees and hears, out to a range of 1,500 feet.
Weapon and Armor Proficiency (Ex): A Soul-Doll is proficient with simple weapons
, but not armor or shields.
Evasion (Ex): At 3rd level, if a Soul-Doll is subjected to an attack that normal
ly allows a Reflex save for half damage, it takes no damage if it succeeds at it
s saving throw.
Ability Score Increase (Ex): The Soul-Doll adds 1 to one of its ability scores a
t 5th level and every 5 levels thereafter.
Speech (Ex): At 6th level, the Soul-Doll gains the ability to speak any language
s it knows.
Spell Resistance (Su): At 9th level, the Soul-Doll gains spell resistance equal
to 11 + its master's alchemist level.
Improved Evasion (Ex): At 15th level, when subjected to an attack that allows a
Reflex save for half damage, the Soul-Doll takes no damage if it succeeds at the
saving throw and only half damage if it fails the saving throw.
Soul-Doll Starting Statistics Size Small; Speed 20 ft., fly 30 ft. (poor); AC +2
natural armor; Attack bite (1d4); Ability Scores Str 10, Dex 15, Con , Int 10, W
is 12, Cha 7; Special Qualities darkvision, low-light vision; Languages Common (
can't speak).
4th-Level Advancement Size Medium; Speed 30 ft., fly 40 ft. (average); Attack bi
te (1d6 plus poison), 2 claws (1d6); Ability Scores Str +4, Dex 2; Special Attack
s poison (biteinjury frequency 1/minute for 60 minutes, effect sleep for 1 minute
, cure 1 save, Con-based DC with a +2 racial bonus).
Table: Soul-Doll Companions
Level HD
BAB
Saves Skills Feats Str/Dex Bonus Special
1st 1 +1 +0 2 1 +0 Darkvision, low-light vision, sympathetic alchemy, telepathic
link, weapon and armor proficiency
2nd 2 +2 +0 4 1 +0
3rd 3 +3 +1 8 2 +1 Evasion
4th 3 +3 +1 8 2 +1
5th 4 +4 +1 10 2 +1 Ability score increase
6th 5 +5 +1 12 3 +2 Speech
7th 6 +6 +2 14 3 +2
8th 6 +6 +2 14 3 +2
9th 7 +7 +2 16 4 +3 Spell resistance
10th 8 +8 +2 18 4 +3 Ability score increase
11th 9 +9 +3 20 5 +3
12th 9 +9 +3 20 5 +4
13th 10 +10 +3 22 5 +4
14th 11 +11 +3 24 6 +4
15th 12 +12 +4 26 6 +5 Ability score increase, improved evasion
16th 12 +12 +4 26 6 +5
17th 13 +13 +4 28 7 +5
18th 14 +14 +4 30 7 +6
19th 15 +15 +5 32 8 +6
20th 15 +15 +5 32 8 +6 Ability score increase

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