Homunculi are imp-like constructs that toe the line between
creature and tool. In addition to
being lab assistants, they are, to quote the Bestiary, “effective spies, messengers, and scouts.” A homunculus even shares its creator’s
alignment and aspects of her personality.
Unless, of course, it’s lost its master…in which case, things get
interesting…
Eloise Raven is
frantic. Her homunculus
Bazelfisque has gone missing, perhaps abducted. A local expert on bandits and trade, Eloise has already
survived one assassination attempt, but after a recent illness she doubts she
could survive the shock of Bazelfisque’s death should he be killed.
Mad King Bladetail
rules a tribe of kobolds. His favorite
pet is bloodthirsty homunculus whose master was cut down by orcs. Utterly shattered in brains and sanity,
the creature roamed the caverns until ensnared by the kobolds. The Mad King (far less mad than he
appears) calmed the construct by retrieving what remained of its master’s
spellbook and robe from the corpse, then chained the homunculus by his lair’s
secret exit to stand watch.
Radovan Charr, Chair
of Transmutation at Darkwater College, is actually a homunculus. Its former master released it from
service on his deathbed. The sleepless
construct mourned for a year, then simply took its master’s name, headband of intellect, spellbooks, and
(after much study) eventually his departmental chair. At another university, this would have been sacrilege, but
Darkwater’s transmuters, used to far more extreme changes of state, shrugged
and carried on.
—Pathfinder Bestiary 176
Homunculi and familiars fascinate me from a story
perspective. As a PC, I would need
a really compelling reason to ever call a familiar (my eldritch knight has been
saved way too many times by his
arcane bonded amulet) or give up blood and hit points for a construct. But as a GM and world-builder, how an arcane
caster surrounds himself with allies and servants is fascinating to me. Depending on your setting, the choice
to have a homunculus might be a taken-for-granted given in the world, a rite of
passage once an adventuring wizard settles down (homunculi don’t like to be too
far from their creators after all), a custom of one particular school, or a
rare, blasphemous event.
Plus, not every Pathfinder game is a four-person-plus-GM
combatfest. In a more
story-oriented game, particularly a wizard-focused one in the tradition of Ars Magica or Mage: The Ascension, or in a game with only one to three players, creating
a homunculus could be a rich role-playing experience. (Similarly, Bruce Heard’s amazing GAZ3 The Principalities of Glantri offered suggestions on how to run a
campaign for students at the Great School of Magic—years before Harry
Potter—and homunculi would fit right in with all the hijinks, imps, and
manikins.) Just learning the
spells and collecting the ingredients alone could open up the PCs to any number
of short adventures…
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