Building a Better Death Machine [Archive] - Wizards Community

Post/Author/DateTimePost
FromTheShadows

11-30-06, 06:05 PM
Or, the Light Beer Mechanical Pun-Pun

Books Used: Serpent Kingdoms, Eberron Campaign Setting

So there I was, paging through Serpent Kingdoms, when I noticed the Ability Rip spell. Thinking this prime for abuse, I went investigating for a way to gain replenishable HD until I found one: Artificers are able to add HD to a crafted homunculus at a reasonable price.

For those who don't want to go searching through books to find what exactly this combo does, here's a summary:


The artificer builds a homunculus with 3 HD.
Using Ability Rip, a Supernatural ability is permanently removed from a target of choice and permanently granted to the homunculus.
Due to the aftereffects of Ability Rip, the homunculus loses 2 HD.
The artificer pays 4000 gp and 320 xp (or less, with crafting feats) to return the homunculus to 3 HD.
Lather, rinse, and repeat.


Essentially, your little mechanical bastard has access to any supernatural ability out there.

However, there is one major downside to this combination, being that Ability Rip has a casting time of one hour. Aside from capturing an enemy and keeping said enemy restrained, the only reasonable way to use this on a hostile target (and the only reasonable way to use this in combat in general) is through a wizard cohort with Alacritous Cogitation.

Anyone out there have any thoughts, suggestions, or other comments on how to get this to work?
Ed-Zero

12-01-06, 02:08 AM
Here's the Complete list of supernatural abilities (http://boards1.wizards.com/showthread.php?t=226959) (Only MM, MM2, FF, MoF, Draconomicon & Epic Level Handbook, it's quite a lot, but hardly everything)

The monsters off of the list that stood out to me are (I'm only listing the Su abilities I would get):

MM
Wight (Undead) [4 HD] {pp. 255} - any slain become spawn under control of wight

FF
Chronotryn - 2x round structure (2x standard actions, 2x move actions) continuous
Black Ethergaunt - Can choose to be Immune to arcane spells (6th or lower). - This is nice since you'll still be able to buff up your Homunculus
Hullathoin - attack with a swarm of bloodfiend locusts, rebuke/command undead as 20th level cleric - You can actually use this to give your Homunculus the DMM cheesy goodness :D

MMII
Ethereal Doppelganger - can absorb, replicate, and use all the memories and abilities of another creature including spellcasting (except paladin abilities, cleric spells of 2nd level or higher, or other deity-gifted abilities) - Extremely nice, no need to be any other creature really, you can get all arcane/druid spellcasting by assuming their form! Just hold someone down for a hour and you have can do anything they can do!

Here's a Special Monster that deserves attention, the Mindstealer (http://www.wizards.com/default.asp?x=dnd/mm/20030727a) - can absorb, replicate, and use all the memories and abilities of another creature including spellcasting- If they drain a creature's energy, they can effectively become them much like the Ethereal Doppleganger up above, however the 1 major difference is that your able to steal divine spellcasting! On top of this, when you absorb the abilities of the creature you want, you actually gain their Hit Dice! This is insane as it overcomes the need for the Artificer to spend money on his Homuncules to upgrade it's HD! I love this form the best and would definately get it first before anything else.
CrimsonDeath

12-01-06, 03:43 AM
I seem to remember hearing that a petrified creature is considered to be unconscious. If that's accurate, then Flesh to Stone might be a good way to get some creatures to hold still for an hour. Of course, paralyzing them, or simply putting them to sleep somehow, would be just as good for your purposes. Or you might be able to render them unconscious through damage and stabilize them, or use nonlethal damage and have a buddy hit him in the head with a sap often enough to keep him from waking up.
FromTheShadows

12-01-06, 05:14 PM
Some of those monsters just look downright nasty, especially the mindstealer.

Also of note should be that you can use Ability Rip to grab certain maneuvers (several of which are in Desert Wind, if I'm remembering right), granted abilities from bound vestiges (Eurynome's Maul would be fun), a Witch Slayer's Momentary Disjunction, or any Exalted feat out there.
Endarire

12-01-06, 08:10 PM
This sounds sweet! Couple this with a dweomerkeeper for extra fun!

-EE
Tleilaxu_Ghola

12-19-06, 08:43 PM
Couldn't you just shapechange, and then have the homonculous rip your Su abilities? Once the shapechange is gone, you've not really lost anything.
Fallenangel359

01-01-07, 03:10 PM
This can't work with just 1 character, unless its an arcane caster who takes the right crafting feat
ThePrivateer

01-01-07, 03:48 PM
This combo is a bombo, I'm afraid. First off, the spell specifically says "two living creatures" as its targets, which I don't think applies to constructs.

Secondly, the "combo" only works once. Ability Rip says that the recipient only loses 2 HD if it doesn't have another Su ability to lose instead.

Also, CrimsonDeath, Flesh to Stone doesn't work either -- it says the two creatures have to be conscious.
WrathoftheDm

01-02-07, 03:08 AM
It also lists a duration of 1 hour/level. So your recipient permanently loses 2 HD in exchange for your caster level worth of hours of something new.