Homunculus, Packmate

This small trunk has been a curiosity, ever since the team picked up that kooky artificer from Stormreach. But now, two weeks out from the last outpost, trapped behind a fallen tree and taking fire from drow with their poison, Turli was thanking the Sovereign Host to see that little box with legs running up the hill, poison darts covering it like a porcupine. Once it got next to Turli, her vision already starting to swim from the toxin in her veins, the little box opened its lid, pulled a blue vial from inside and pressed the contents to Turli's lips.

Instantly, the drowsiness of the poison was gone and the little box was headed back down the hill. From a distance, Turli could hear... "Lass, if you leave my packmate behind, I'm taking the cost of a new one out of your share."

Homunculus, Packmate

CR 1

XP: 400

Any alignment (same as creator) Small Construct

Init: +0; Senses: Darkvision 60', low-light; Perception +1

DEFENSE:

AC: 15, Touch 11, Flat-Footed 15 (+1 size, +4 natural)

HP: 24 (2d10+13)

Fort: +0; Ref: +0; Will: +1

Immune: Construct traits

OFFENSE:

Speed: 30 ft.

Melee: Slam +5 (1d3+3), Thrown weapon +2 (as splash weapon)

Space: 5 ft.; Reach: 5 ft.

STATISTICS:

Str 16, Dex 11, Con -, Int 8, Wis 12, Chr 7

Base Atk: +2; CMB: +4; CMD: 14

Feats: Toughness

Skills: Climb +4, Swim +4

SPECIAL ABILITIES:

Storage (Su): The interior of a packmate is as large as a small create or barrel. It can carry up to 76 pounds as a light load, 153 pounds as a medium load and 230 pounds as a heavy load. The packmate and its master can open the lid without spending an action, but anyone else doing so sees it is protected by an Arcane Lock.

Retrieve Item (Ex): The packmate always knows what item it is carrying that the master needs before the master ever says something. So long as the packmate is adjacent to the master, retrieving an object from it is an immediate action that does not provoke.

Throw Splash Weapon (Ex): The packmate can be ordered to throw any item it is carrying, but it is actually proficient in splash weapons and can throw them without penalty.

Feed Potion (Ex): The packmate has enough dexterity and awareness to understand that when an ally is unconscious and bleeding out, or otherwise in need of assistance and cannot act on its own, to provide it with assistance. It will mentally check with the master first, but in absence of instructions otherwise, it will default to drawing potions and feeding them to the downed ally until he is mobile again.

Telepathic Link (Su): Packmates 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 feet causes a noticeably nervousness within the construct. A packmate will never willing go beyond this range. Should an packmate be forced outside of this distance, it will attempt to return to the master regardless of commands, until it is within 1,500 feet again.

ECOLOGY:

Environment: Any

Organization: Solitary

Treasure: None

Role: None

Source: MoE, pg. 152

Designed to a walking storage device, a packmate follows its master around closely, providing needed items or occasionally throwing splash weapons as directed. A packmate always knows what it is carrying and if the master is knocked unconscious, it will attempt to assist with whatever options it has. Like all homunculi, should a packmate be destroyed, its master takes 2d10 points of damage and should the master be destroyed, or the telepathic link somehow becomes severed, the packmate goes insane, loosing its Intelligence, feats, and skills.

Construction:

Packmates are crafted from a intricately carved box with four wooden legs and two wooden arms where the handles would be. This costs only 50 gp, but also requires a pint of blood from the creature that the packmate will call master. Packmates can be created with additional hit dice, each additional an additional 2,000 gp to the base cost.

Caster Level: 7th; Price: 2,520 gp

Requirements: Craft Construct, arcane lock, arcane eye, mending; Skill: Craft (carpentry) DC 14; Cost: 1,260 gp.