Creating Homunculi with built in magic items? [Archive] - Wizards Community

Post/Author/DateTimePost
Grimm_Brightstave

06-22-07, 12:58 PM
I'm playing an Artificer and really need more carrying capacity. Right now my Packmate has a bag of holding placed inside it but it still makes getting to some stuff a pain. I was wondering what the possibility was to create a pack mate with the storage ability of a Handy haversack plus it's normal storage capacity.

On a similar vein an Arbalister (spelling?) has a built in bolt case. Can I pay the extra cost to make that am efficient quiver?

What about paying for adamantine jaws for your Iron Defender?
Bodger

06-23-07, 03:58 PM
Here is an idea from an earlier contribution
Handyhaversack, bag of holding etc... as carrying devices for the Henchman instead of a packmate(DM approval a must)
you can augment a homoculas per the Improve feat and yes you can suplement a magical item for a natural one but you need to ask y9ou dm if the Homoc is smart enough to know when the + 3 magical arrows are to be used. IF not the Homoc will use the arrows in order of installation into the quiver. You may have to remember in battles to tell the Homoc to use arrows 12 15 and 30 first. If not it will draw arrows 1, 2, and 3 etc... until told to stop.

Bodger

Overladen Henchman
Small Construct
Hit Dice: 2d10 (10 hp)
Initiative: +2
Speed: 30ft (6 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: -
Attack: None
Full Attack: None
Space/Reach: 5 ft/-
Special Attacks: -
Special Qualities: Construct traits, darkvision 60ft, low-light vision
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 18, Dex 10, Con -, Int 8, Wis 11, Cha 7
Skills: Spot +3, Use Rope +3
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any (same as creator)
Advancement: 3-6 HD (Small)
Level Adjustment: -

Standing about 4 foot tall, this squat sturdy looking construct looks somewhat like a dwarf made of iron & wood carrying a backpack and several sacks.
An overladen henchman is designed solely to carry anything and everything that an artificer may need. It has no combat abilities or attacks and is incapable of any defensive actions beyond retreating.

Combat Heavy Lifting (Su): For the purposes of lifting and carrying the overladen henchman is considered to be Medium size (thus not subject to the normal penalties for Small size) and may move at normal speed with any weight up to Heavy encumbrance. At Heavy the overladen henchman's speed is reduced to 20 ft. At no time may the overladen henchman run, though it may take a double move as normal. The backpack on an overladen henchman functions as a Handy Haversack, and it can carry two sacks (magical or otherwise) in each hand, a single small chest under one arm or one large chest, box, or other item in both hands. Encircling the body are several bandoliers, hangers, and belts on which may hang several belt pouches, scabbards, weapon hangers, or small sacks.

Construction An overladen henchman is crafted from iron, clay, hardwood, leather straps, a pint of the creator's blood, and most importantly a Handy Haversack. The materials cost 250gp + the cost of the magic container. Creating the body requires a DC 15 Craft (sculpture) or a DC 12 Craft (blacksmithing) check.
An overladen henchman with more than 2 Hit Die can be created, but each additional Hit Die adds 2,000gp to the cost to create. Craft Construct, arcane eye, bull's strength, leomond's secret chest. Price: - (never sold). Cost: 2,500gp +180 XP
Recommended Advancement: Advance to 3 Hit Dice, add Scent as feat, add 2 ranks to Listen, Search, Spot, Survival & Knowledge (nature). Apply remaining construct advancement traits.
Grimm_Brightstave

06-24-07, 01:46 PM
From: Keith Baker [mailto:onesmallkeith@gmail.com]
Sent: Saturday, June 23, 2007 11:51 PM
To: Grimm
Subject: Re: Atrificing Homunculi with inherent magic items?



<<I wanted to know if it was possible to create them with built in magic items. For instance a Packmate with a built in bag of holding section, or an Arbilister with a Quiver of Ehlonna instead of the normal built in quiver. (Considering you can give Animal Companions and Familiars magic items and you don't have to pay for that upgrade I think it's fare).>>


You can give an animal companion a magic item, like magical armor, but you can't just fuse the armor to the horse. It can always be taken away. As such, I would say that under normal circumstances you can't just build permanent additions onto a homunculus that cannot be removed.



I would allow two different things. First, I'd let you create a magic item designed to attach to the homunculus and enhance its abilities, not unlike a warforged component item. So you could make a quiver of Ehlonna that you'd plug into the arbalester which would temporarily replace its default quiver. But anyone could remove it if the arbalester was incapacitated.



Second, I would consider some of the EFFECTS of these items as special abilities that could be obtained using the Improved Homunculus feat. Some degree of extradimensional storage makes sense for either of these homunculi. The precise amount is a DM decision.



So it is like a familiar. You can GIVE a magic item to a homunculus, just like you can give it to a familiar - but what you give can always be taken away. Or you can enhance its powers with a feat and your character level - just like a familiar.



-Keith Baker



On 6/23/07, Grimm <grimm@mysticbears.com> wrote:

Hi Keith,

I figured I would go right to the source on this one. I'm playing an Artificer who is 'specializing' in Homunculi.

I wanted to know if it was possible to create them with built in magic items. For instance a Packmate with a built in bag of holding section, or an Arbilister with a Quiver of Ehlonna instead of the normal built in quiver.

The rules for creation of the homunculi don't state any way to upgrade except for the improved Homunculus feat from Magic of Ebberon. It's a good feat but there should be simpler ways to upgrade the Homunculi. (Considering you can give Animal Companions and Familiars magic items and you don't have to pay for that upgrade I think it's fare).



Well It's your fantastic imagination that created this class so I'm looking to you to say yes or no to this idea.



Thanks so much,

Grimm