Artificers and MAAD Drops [Archive] - Wizards Community

Post/Author/DateTimePost
Butterface

11-10-07, 11:29 PM
I've got kind of a question - I was running a blackwheel mod involving a MAAD drop, and one of the players is an artificer that had constructed a Packmate (Magic of Eberron), which is basically a small sized construct in the shape of a treasure chest.

The question is, what kind of rules govern the packmate taking the plunge? The construct is too big to simply be carried on the artificer's person. The rules in existence for familiars and animal companions didn't seem to fit.

There was quite a bit of discussion around the table involving:

1. Whether or not a construct made from craft construct (a bonus artificer feat) counted as a companion granted by a class feature; and

2. Whether or not a Packmate needed to be kept under control or persuaded to jump off the ship, like an animal companion. The player didn't think so, since constructs follow directions of their creators unquestioningly. The packmate, however, although it requires craft construct to create, is actually a homonculus. Homonculi are described in Magic of Eberron as having the same basic nature and alignment as their creator, and they never willingly travel more than 1500 feet from their creator, and have to be forced to do this. To me, this says that Packmates and other homonculi have their own thoughts, feelings, and sense of awareness, and would be probably be scared ******** if they were forced to jump off of an airship, requiring some kind of check.

Am I wrong on this? If not, what's a good mechanic to facilitate this? Handle Animal hardly makes sense.
warfteiner

11-11-07, 12:48 AM
I can't find my copy of the book, and I'm not 100% certain about this, but here goes:

If you feel that it would qualify to have its own feelings and sense of self and awareness, I would suggest that you use a contested Charisma check or something along those lines. Keep it simple, but stay in the flavor of the idea :)

Just a thought.
Timlagor

11-12-07, 03:17 PM
1) They have to be forced to go more than 1500' away -ie they will follow unless prevented
2) they have perfect telapathy vbeing aware of everything that their creator is -including the magic for safe landing

They do have an intelligence score which shows a capacity for independent thought and action but does not in any way indicate any sort of resistance to their master's will.


My considered opinion is that Homunculi should be run by the player in wahtever way they desire with no actions being required on teh part of the PC to have their homunculi do stuff -homunculi simply know what their masters want of them and are happy to oblige (within the 1500' restriction).
A homunculus is more connected to their master even than a familiar (Animal Companions aren't even close)
Butterface

11-12-07, 04:43 PM
Yeah, I see multiple ways to do it, I'm looking for more of an official sort of answer though, I suppose.