| Post/Author/DateTime | Post |
|---|---|
| #1fallenangel359Jan 01, 2007 17:17:29 | How important are they to the artificer? Are they as important as a druid's companion? I could imagine a heavily upgraded iron defender with strength enhancements, wearing mithril chain shirt, being effective... How useful are they? |
| #2EdymnionJan 01, 2007 18:12:01 | It depends. If you're just playing to see how fast you can kill the monsters, the homonculi are essentially worthless. The fact that you compare them to the druid's animal companion (which is often a formidable opponent in it's own right) tends to lead me into thinking this is the answer you would be looking for. In a more roleplaying heavy game, they become increasingly valuable. The messanger is an incredibly useful communication tool and spy satellite, the dedicated wright a must have for heavy crafting artificers, etc. They are useful tools that don't actually help you kill things. How useful they will be to you depends mainly on how much of the game you are in is focused on killing things. |
| #3fallenangel359Jan 01, 2007 19:51:39 | I'm pretty sure the iron defender can kill things... but I question how well, to an extent. The whole 1d6+3 isn't extensive... though with imp homunculus feat, you can actually make a decent fighter puppy... provided that you give it actual equipment... mithril chain shirt, enhancement bonus on the teeth, strength bonus. Special properties from the imp feat. |
| #4EdymnionJan 02, 2007 19:08:08 | To make the Iron Defender a primary damage dealer is going to require the bulk of your character wealth, and it will still be very fragile for it's level reguardless of what you do to it. Facing an Artificer with Iron Defenders is usually an easier fight than just the artificer alone. The IDs are going to have relatively few hitpoints, cause pretty good damage against the Artificer when they are destroyed, and it means the Artificer himself has substandard armor and weapons because he poured all of his wealth into the defenders. Nah, homunculi are pretty weak combatants almost by definition. If how fast you can kill things is your primary goal, then you're much better off beefing up your weapons and armor than making these things. |
| #5fallenangel359Jan 08, 2007 14:28:53 | What about expedious messengers, and the like? any good? Looks like they would be... |
| #6eRaz0rJan 08, 2007 16:59:53 | The other homonculi are better than the Iron Defender. The ID is a decent low-level combatant/distraction, but not vs an optimized opponent. They make good fluff for an Artificer bad-guy that you intend for the PCs to defeat. For a PC, they're like standard familiars are : a liability unless you pour feats and money into them. The other ones are good for their niche. The messenger can be handy, the filcher is the same (as long as you only attempt to filch from lower-ranking enemies) and the wright is fantastic if you have limited down-time and want to get back on the road ASAP between adventures - especially if you have a home-base or portable hole. If you don't treat them like combatants they're greate |
| #7zombiegleemaxJan 15, 2007 17:39:03 | the pack mate is a must fi you wish to play an alchemist savant, or other potion lobbing PC. It allwos you to draw potionsa nd the like as a free action, also if you happen to go down for the count it can shove a healing potion down your gullet. Quite handy if you plan on playing something similar to the following: Artificer 5/Alchemist savant 5/ canith wand adept 3/ dragonmarked heir 5 can be a lot of fun if i remember correctly. KAMIKAZE! ![]() |
| #8BelabrasJan 20, 2007 13:33:12 | I'm a little puzzled by the "relatively frail" comment. Homunculi get construct hit dice - for the Iron Defender that means 2d10+10 per HD These things are not frail. Add in the Improve Homunculi feat and a regular upgrade schedule (which can be discounted by feats an Artificer is already going to want to get) and your Homunculus can definitely be an aid in battle. |
| #9cabralJan 21, 2007 22:42:41 | I'm a little puzzled by the "relatively frail" comment. Homunculi get construct hit dice - for the Iron Defender that means 2d10+10 per HD For the standard iron defender, that means 2d10+10 hps. It can be advanced up to a 6 HD iron defender (for an extra 8,000 gp) in which case it gets 6d10+10 hps. The bonus hit points based on size is a flat bonus, not a bonus per hit die. With no damage reduction, that's pretty fragile. |
| #10BelabrasJan 22, 2007 0:21:45 | er, no, that would be 2d10 hp per HD, not 1d10. A 6HD Iron Defender would have 12d10+10. |
| #11bungo_underhillJan 22, 2007 3:55:08 | er, no, that would be 2d10 hp per HD, not 1d10. A 6HD Iron Defender would have 12d10+10. I think you've mis-read something some where, a "hit die" is just what it says 1 die rolled to determine hit points. A creature with 12d10+10 hp has 12 Hit Dice... |
| #12EdymnionJan 22, 2007 8:30:24 | Yes, the base ID has 2d10+10 hp. You do not gain another 2d10+10 per hitdice, as those 2d10 hp are by definition hitdice. It costs massive amounts of gold to increase this thing one lousy hitdice at a time, meaning it will only be able to match the fighter in terms of abuse taking if you sink pretty much your entire character wealth into it, at which point you would have been better off spending that money buffing the actual fighter or yourself. |
| #13NivedJan 22, 2007 11:41:38 | I've read too much Discworld... I want a pack mate just because. |
| #14BelabrasJan 22, 2007 21:32:13 | Yes, the base ID has 2d10+10 hp. You do not gain another 2d10+10 per hitdice, as those 2d10 hp are by definition hitdice. Ok, either the ECS list the Iron Defender as a 2HD homunculus and all the others as 1HD homunculi, or you are wrong. When you increase a creature's HD, you give it another set of it's base HD (according to the MM), so for the Iron Defender, that should be another 2d10. Why would this not be the case? *edit* on further inspection, it looks like they really did just give the Iron Defender 2HD and all the others 1HD. Frankly, this seems ridiculous and dumb to me, but so it goes. |
| #15EdymnionJan 23, 2007 8:10:01 | Well, the ID *IS* supposed to be a front line combatant, it would be equally silly to give it only 1 HD, which would assure it's destruction. |
| #16ciferJan 23, 2007 14:42:57 | When you increase a creature's HD, you give it another set of it's base HD (according to the MM), so for the Iron Defender, that should be another 2d10. Why would this not be the case? A "set of its base HD" refers to the type of the die (i.e. d10 or d8), not the number. If that was not the case... well, look at the frost giant, a CR 9 monster with 14 HD. Would you really say a 28HD frost giant is a CR 10 opponent? Oh, and the flat construct bonus is explained in the construct type in MM glossary. |
| #17zombiegleemaxFeb 01, 2007 18:07:55 | . Quite handy if you plan on playing something similar to the following: Artificer 5/Alchemist savant 5/ canith wand adept 3/ dragonmarked heir 5 or if ur playin a wizard5/ alchemist savant 5/ alchemist (Faerun) 10.... full wizard casting and able to brew 6 (i think) potions per day and brew up to 9th level spells into potions... he he he! So utterly house of a 1000 corpses evil! |
| #18vharuckFeb 01, 2007 19:37:49 | or if ur playin a wizard5/ alchemist savant 5/ alchemist (Faerun) 10.... full wizard casting and able to brew 6 (i think) potions per day and brew up to 9th level spells into potions... he he he! So utterly house of a 1000 corpses evil! Just a word of caution: mentioning anything from the Forgotten Realms on the Eberron forums isn't exactly guaranteed to make you friends. A lot of people have embraced Eberron as the anti-FR for not contributing heavily to the power creep. |
| #19euangelionFeb 01, 2007 20:07:14 | I suggest a different combat-related humunculus, the arbilester. It's essentially a walking mwk light crossbow that fires and reloads itself. One of the nice things about the arbilester is that the crossbow part is considered to be a seperate weapon for the sake of magical enhancements, while permanently enhancing the natural attack of another kind of humun. requires the Imp. Humun. feat. Of course, taking the Imp. Humun. feat gives you some other options, such as giving it a fly speed or improving its Dex, helping both its offensive and defensive capabilities (but IMHO, you can't give the crossbow a weapon enhancement with that feat, as it would only apply to the arbilester's natural attacks, meaning its pathetic bite attack!) Thus the arbilester essentially allows the artificer to provide fire support for the party while simultaneously being free to use infusions, use their own weapon, or use a magic item. Being a ranged weapon means that the arbilester is probably not going to be in the thick of combat, allowing the artificer to concentrate on developing its offensive capabilities. It won't be over-powering by any means, but having that extra crossbow bolt fired at the enemy every round can make a real difference (especially if its enchanted), even if it doesn't always hit. |
| #20elderichFeb 02, 2007 11:35:49 | I wonder if an arbilester may recive a PERSONAL Weapon Enhancement? How would you rule as a DM? |
| #21euangelionFeb 02, 2007 13:43:06 | If you mean the 1st level infusion personal weapon augmentation, I'd say "no," and direct the player to the 2nd level infusion lesser weapon augmentation. If you mean permanently enchanting the crossbow as a magic weapon, then that's specifically allowed. If you meant the arbilester's bite attack, it would work the same as any other natural attack by any other humunculus. But I'm guessing you meant the first way. |
| #22EdymnionFeb 03, 2007 10:57:00 | I wonder if an arbilester may recive a PERSONAL Weapon Enhancement? No, if it were your familiar, I might consider it since familiars are supposed to be extensions of their masters. Which, actually, if you dipped into Wizard or Sorcerer and took Improved Familiar, you *COULD* take it as your familiar, but normally no. The homunculi is a seperate creature from you, and as such could not benefit from Personal Weapon Enchantment. |
| #23ozymandias_v.Feb 05, 2007 18:09:00 | One of the nice things about the arbilester is that the crossbow part is considered to be a seperate weapon for the sake of magical enhancements, while permanently enhancing the natural attack of another kind of humun. requires the Imp. Humun. feat. You missed the part where the Imp. Homunc. feats gives the natural weapons the magical enhancements FOR FREE. |
| #24cabralFeb 05, 2007 21:47:05 | You missed the part where the Imp. Homunc. feats gives the natural weapons the magical enhancements FOR FREE. At which point it gets an enchanted bite attack. It has a crossbow attack, not a ranged natural weapon attack. |
| #25artectorFeb 06, 2007 21:04:09 | Damn, I was going to bring up the Arbalester. That's one of the best one's I've seen.I've read too much Discworld... I want a pack mate just because. In the current campaign I'm in the Artificer's Homunculous is based off that character. (I don't read Discworld, the DM does) |
| #26ozymandias_v.Feb 07, 2007 15:44:57 | At which point it gets an enchanted bite attack. It has a crossbow attack, not a ranged natural weapon attack. I was saying why it's more useful to have a non-arbalester with Improved Homunculus, as their natural weapons are upgraded for free, as opposed to paying full price to enhance your highly-vulnerable HP bomb. |
| #27UnderworldLordFeb 07, 2007 18:15:44 | And now, the homunc list someone wanted earlier has been posted. You might find something cooler than a ID in there you would like. |
| #28zombiegleemaxFeb 15, 2007 13:47:54 | er, no, that would be 2d10 hp per HD, not 1d10. A 6HD Iron Defender would have 12d10+10. In addition to the responses above... the "+10" hit points comes from a bonus that all Constructs receive based on size. So this + would only increase after it increased it's size to Medium (or larger), which I'm not even sure is possible for an Iron Defender. I feel the Dedicated Wright + Portable Hole was always a fantastic option for any adventuring Artificer... Just stick it in the hole so it can build while you're on your merry. |
| #29euangelionFeb 15, 2007 15:34:28 | I was saying why it's more useful to have a non-arbalester with Improved Homunculus, as their natural weapons are upgraded for free, as opposed to paying full price to enhance your highly-vulnerable HP bomb. Feats are not free! They are far more rare than XP or gold. And even with the feat, using standard enchantments on the crossbow allows to use the benefits of Imp. Homun. in additional ways, such as an increase in Dex.. |
| #30dormcookFeb 16, 2007 15:16:14 | I have not seen anybody mention the loss of hit points when your homunculus dies. My players are very happy with the homunculus as a information gather similar to a familiar. They make great spies and comunication tools. |
| #31ciferFeb 19, 2007 15:29:45 | My players are very happy with the homunculus as a information gather similar to a familiar. They make great spies and comunication tools. Personally, I'd see them as slightly inferior. Of course the messenger makes a wonderful spy - but when people spot a raven sitting on a tree, they probably won't think they're being spied on, which is exactly what they would suppose when seeing a messenger. Still, they are pretty useful in that regard. |
| #32euangelionFeb 19, 2007 19:36:23 | Personally, I'd see them as slightly inferior. Of course the messenger makes a wonderful spy - but when people spot a raven sitting on a tree, they probably won't think they're being spied on, which is exactly what they would suppose when seeing a messenger. Ravens? Every raven I see I assume is a familiar. Most DMs don't mention every single small creature the party passes on its way, but if the DM says something about a raven, I immediately think "familiar." So basically I just shoot at every raven-like bird I see. Same goes with rats, cats, toads (but not frogs), bats, snakes (tiny vipers only, of course), hawks, owls, lizards, and weasels. If I'm in an aquatic environment, I go after parrots and octopi as well. And if said creature is sitting on the shoulder of some long-bearded dude wearing robes and a pointy hat, so much the better. Basically, I spend a lot of time whacking small creatures, so much so that I rarely do any real adventuring. Considering how dangerous even a raven, rat, or cat can be to the average commoner, I figure I'm protecting the vast majority of the people of Eberron. Of course, I'm totally joking. |
| #33ciferFeb 19, 2007 19:46:48 | @Euangelion And how do you protect yourself against the multitude of possible druid animal companions? |
| #34UnderworldLordFeb 19, 2007 19:48:36 | Metagame thinking at its best! And he probably kills those too, since his DM obviously never mentions normal animals either. Must be like traveling with the OotS party. |
| #35euangelionFeb 19, 2007 20:00:03 | @Euangelion Like I said, I spend a lot of time killing small creatures, and sometimes larger ones, even as big as horses. But you're onto something. Any animal might even be a wildshaped druid! Kill! Kill! Kill! Mwahahahahaha!!! (Actually, no one really likes travelling with me for some reason.) ;) |
| #36dragomFeb 19, 2007 20:15:03 | I think that an Iron Defender can be pretty awesome in combat up until around level 10. It really matters what feats you give him. Like Power Attack works nice being he only has one attack and gets the 1+1/2 str mod going. Which kind of leads to the double value of the feat... (though this caps at a -3/+6 mod) and of course Impoved natural attack at 6th is kind of a no brainer as is the +1 to dex at 4th. Now while the Improved Homuinculous feat may hint at a continued progression, allowing an Iron Defender further HD, feats and skills as your artificer grows, it is far from decisive. Much like how many spells you can write onto a scroll. |
| #37euangelionFeb 19, 2007 20:32:44 | Another question that is less that defined is the issue of how many homunuculi someone can have. From the description of the feats and the entries for the homunuculi in the MM, ECS, MoE, and MMIV, they seem to assume just having one. However, in 5N the Lord of Blades has two, so maybe there's no limit. Limiting a character to just one seems a little harsh to me, but perhaps a compromise might be to allow an artificer with the Craft Homunculus class feature to create any number of homunuculus, but whose total HD cannot exceed +2 the character level of the artificer (though the two homunculi of the LoBster each has the maximum HD allowed by the class feature). On the other hand, it could be ruled that anyone with the Craft Construct feat can create any number of homunuculi with any number of HD. Then there's the issue of the just how many HD a particular homuculus can have. Again the rules are unclear, since there's a limited progression listed in the entries, but as you pointed out, the Imp. Hom. feat implies that the progression can go to any amount. If a DM doesn't feel comfortable with either extreem, a possible middle ground would be to allow the extra progression only with the Imp. Homunculus feat. Finally, IF someone can have only one homunculus with a limited number of HD, I still recommend the arbalester, taking the fly speed improvement if one has the Imp. Hom. feat. That way it can serve in a limited role as a spy, as well as a protector. |
| #38UnderworldLordFeb 19, 2007 20:36:23 | I believe this question has been addressed before. I think the ruling was that you could have so many homuncs, but eventually the ability to control them all might simply overwhelm you. I think it was some sort of intelligence or wisdom related thing... |
| #39ciferFeb 19, 2007 20:39:24 | To my knowledge, one can have as many homunculi as one wants. While not every rule works that way, in this case I'd see it as "if you can only have one, they would have written just that". The whole thing is easily balanced: If you use a multitude of the beasties, they won't exactly be strong, thus being more dangerous than helpful to you. This usually leaves you with one powered-up combat homunculus (though I prefer to groom myself a party for that) and several smaller utility ones - a messenger, a wright, a luggage,... |
| #40elderichFeb 20, 2007 11:22:18 | There is a natural limit on how many you may have. How many can you afford? |
| #41ciferFeb 20, 2007 12:25:16 | There is a natural limit on how many you may have. That's what I was alluding to: How many can you afford and how many can you afford to go 2D10-boom in front of your nose? |
| #42dragomFeb 21, 2007 1:40:56 | You mean like the Slaughter of your 20 Dedicated Wights as a small gang of first level commoners with sledgehammers raid your Workshop while you and your party is out adventuring? But on a similar note having a sawrm of Iron defenders on hand is kind of asking for a fireball. Fireballs being one of the things Iron defenders have a lot of trouble with. The Good things to remember about the Iron defender is that it is a genuine construct, not like a warforged. As such he almost completly immune to any number of special attacks a rogue or rogue assasin could think to use. Still there retirement is inevitable. One could enchant the jaws, make them a +5 Keen, Ghost touch, vicious, wounding weapon. Or enchant the beasties metal hide to make it a +5 greater Silent moves, Greater Shadow, SR 19, In a vain attempt of increasing it's usefulness... You wind up with a creature with an average max HP of 43 that costs 193,000 Gold And 15440 XP and a year to build. Just take your Iron defender to the park around level 11... play a few games of fetch, maybe a game of tug of war... Let him chase some birds. All the while you'll be draing his essence. He won't mind too much. His meaning in pseodo life is to serve you, hence he will appreciate his pseudo death being to serve you. Might even be ebough to make that new ring you want to forge a good idea. |
| #43elderichFeb 21, 2007 17:44:22 | Can you put armor on your homocs? |
| #44cabralFeb 21, 2007 18:37:24 | Yes, why wouldn't you? Some of the more oddly shaped homunculi might need specially sized armor. |
| #45ciferFeb 21, 2007 18:46:20 | I don't really see why you wouldn't be able to do so. However, it's most definitely custom barding and may interfere with other things, e.g. the messenger's flight ability. |
| #46rogueelementFeb 21, 2007 20:16:04 | House Cannith has an entire line of designer-label mithril chain shirts for the fashion-conscious homi. |
| #47euangelionFeb 22, 2007 8:47:29 | Keep in mind carrying capacity restrictions, especially with Small- and Tiny-sized creatures. Humanoid-shaped homuns like the furtive filcher and the dedicated wright should be able to have standard armor for their size, anything with wings would need modified armor, the iron defender and the walking chest-thing would need barding, and the Prophesy only knows what an arbalester would require! ;) |
| #48UnderworldLordFeb 22, 2007 9:50:12 | Uhmmm... extra wood plating? |
| #49sooperspookFeb 26, 2007 8:30:35 | One of the more useful feats you can give your ID is Improved Toughness. Afaik theres no Con requirement, just a Fort minimum. Anyway, I don't think Homonculi of any kind were designed as major combatants. They are secondary combatants, setting up flanking with a rogue (also good if you give them the Sneak Attack option), disrupting enemy spellcasters (forcing them to cast Defensively or by trying to trip them when they cast) and 'krill killers' (taking on the low level enemies freeing your major hitters to take on the big guys). If you really want a heavy hitter at higher level, I'd suggest a golem or something. |
| #50zombiegleemaxFeb 26, 2007 16:44:38 | im kinda seeing the arbalester with flight as pretty nice. as u get up there find a way to greater invis the fella (fellas) and commence the rain of fire from nowhere (remember that +3 enhancement that doubles the amount of arrows that comes out of your bow/xbow?) |
| #51frostwolfMar 01, 2007 21:44:52 | Here is another log for the fire. Say I have access to a crap load of Mithril. Can I make a Mithrail Iron defender? Or what about any other metal with special properties? How would this be handled? |
| #52dragomMar 02, 2007 0:08:19 | Ah the Legendary Mithral Defender? Why he weighs half as much and is considered medium armour.... Ummm... Anything else would be kind of silly. Squander your mithral on armour and shields and let us not speek of the Mythral Defender or his big game breaking brother Adamantine Defender. |
| #53frostwolfMar 02, 2007 3:38:40 | Hows it go from underpowered liability to game breaker so fast? And I was thinking about using Some of the things in Magic of Faerun. Copper, platinum, silver, living metal, and darksteel. A but of acid/sonic/ etc resistance, or some additional dex wouldn't be half bad. Also, can they be enchanted themselves? |
| #54ciferMar 02, 2007 7:48:01 | Ummm... Anything else would be kind of silly. Er... why? In the Epic Level Handbook, there are golems made of Mithral and Adamantine, so you've basically got two options: Either you coat your defender in it which makes the material basically to an armor - use standard armor rules. Or you build them from it entirely, which will make them rather... expensive. Think about how much a relatively thin full plate for a halfling costs - and now think how much more of the stuff you will need for an entire being. What comes out of this would be up to your DM. |
| #55dragomMar 02, 2007 17:36:11 | While expensive the Adamantine defender would probably be available long before any Golem. To ensure he is available is delayed long after the Iron Defender all one would need do is increase the base hit dice, with makes sense as Adamantine has more HP then Iron. 1/3 more. However for this example lets double them. (Even though the +10 for being a small construct is static) Meaning it cannot be constructed unil 6th, and caps at 12 HD at level 14. Due to it's adamantine nature it requires a DR ?/Adamantine and hs a bite attack that sunders and bypasses DR as an adamantine weapon, probably gets Sunder in it's base set of feats. Innate energy resistances are questionable if tested in play and it is found lacking then one might add 2 or 3 res 5's, probably fire, cold maybe acid. And bam what do we see but a mini Warforged Titan. Not quite as silly as I thought it was. The Mythral Defender would probably get +2 dex, a +10 to speed and weigh half as much as normal. And get Weapon Finnesse instead of Weapon Focus as a first feat. Mind you I have no idea how cripplingly expensive a solid dog shaped monster made enitrely of a metal worth almost as much per pound as cut diamonds. |
| #56rogueelementMar 02, 2007 18:56:50 | I think you could just use the armor rules and calculate the cost based on building the Iron Defender a suit of adamantine full plate. Adamantine teeth wouldnt cost more than an adamantine dagger. 16,500 gp X 2 + 3002 gp = 1 Adamantine Defender with +8 armor, DR 3/adamantine, and adamantine teeth. QED. In other words, at 36,000 gp, you ain't gonna be seein many of dem around town. |
| #57dragomMar 02, 2007 19:04:27 | If you plate the defender, as opposed to build him out of the materials, I would concur. |
| #58frostwolfMar 02, 2007 21:45:57 | Adamantium and Mithril may be too costly, But Living metal is +100 gp a pound,(vs. mithril's 500 per pound) would give it regeneration (1 hp/minute), reduce checks by 1, hardness 12, 30 hp, and up the max dex by 1. Purple Mournlode is cheep and would turn your iron defender into an undead and caster wrecking machine, resisting spells and bypassing undea DR. Darksteel would grant acid resistance and add electrical damage to it's attacks. Arandur would grant keen and sonic resistance. Riedran Crysteel would be nice for the homunculus of anyone with psionics. Heck, duskwood, darkwood, weirwood and the pinicle for wood, Livewood that still has its dryad. Just a few things to keep in mind.:D :D |
| #59rogueelementMar 02, 2007 22:09:21 | We need a "New And Improved Homunculus" feat!
|
| #60dragomMar 02, 2007 23:15:34 | Ummm... Anything else would be kind of silly. Er... why? We need a "New And Improved Homunculus" feat! I mean, who didn't see we where headed this way? |
| #61bertman4Mar 06, 2007 13:38:30 | Keep in mind carrying capacity restrictions, especially with Small- and Tiny-sized creatures. Outstanding! A furtive Filcher with a shadow, silent-move, +1 leather armor! Give it some gloves of dexterity on top of that and you've serious upgraded its filching abilities! Bertman |
| #62ciferMar 06, 2007 18:10:31 | Outstanding! A furtive Filcher with a shadow, silent-move, +1 leather armor! Give it some gloves of dexterity on top of that and you've serious upgraded its filching abilities! ...and its price... |
| #63dragomMar 13, 2007 20:35:06 | Admitedly the Dedicated Wight and Packmate do have some very capable uses and are useful well beyond the time when your Iron defender need be retired. Though keeping the Packmate alive would become increasingly difficult. |
| #64ciferMar 13, 2007 21:00:08 | I really think about implanting a portable hole into the Lug- er, the Packmate... and giving it more feet... The Damage Reduction, Mighty Rage, Spell and Energy resistance might be a bit too much. Oh well, you can't have everything, I guess. |
| #65artectorMar 13, 2007 21:32:48 | I really think about implanting a portable hole into the Lug- er, the Packmate... and giving it more feet... My DM did something like that to our Artificer's Packmate. It was even named Luggage. |
| #66ehtiarMar 14, 2007 11:01:32 | The other thing that people seem to forget, is that Artificer's..or even someone with the Craft Construct feat.. can create multiple Homunculus.. (As shown my various npc characters in various Eberron materials ;) ) So depending on where you were going.. an Artificer with a small pack of Iron Defenders to run interference for him against all those pesky melee adventurers... a Winged Messenger to scout around from on high and report back... That's not taking into account any use of Improved Homunculus Feat, or Save-vs-Dm's "Homunculus Master" PrC. It really all depends on how you want to play the Artificer and how imaginative you are at utilising your Homculi and own abilities. |
| #67ciferMar 14, 2007 11:16:35 | So depending on where you were going.. an Artificer with a small pack of Iron Defenders to run interference for him against all those pesky melee adventurers... As has already been said: 2D10 per destroyed homunculus. 2D10 per homunculus caught in an AoE spell. That's exactly the reason I wouldn't bring along multiple combat homunculi. |
| #68ehtiarMar 14, 2007 11:36:56 | If you've got the money and abilities to produce multiple Homunculi you're not going to have the base standard Homunculi. And the key point is you use them intelligently. You give them orders to hit and run, you use them to distract the people trying to kill you. You don't keep them clustered in a group that lets one mage lob a fireball at them. That, and you keep an Arbalester close to you to shoot at any Wizardy type to distract them. ![]() Plus, if you are using your Homunculi to help defend yourself, you give them a few boosts with your Infusions. |
| #69dragomMar 14, 2007 16:45:06 | The other thing, Because they have intelligence above Nil, Homunculi get all those nice skills and feats, making them a fair bit tougher then a normal construct of equal HD. It's only the HD cap that makes them less then an animal companion. If there was no cap and there where actual rules for special upgrades to the construct, (Why should you spend a feat for wings when you should be able to pay the GP and XP cost for them? or failing that an actual Homunculous Feat) They would be the bee's knees. |
| #70ehtiarMar 15, 2007 9:47:49 | Have them with Dodge, Mobility, and if they've got enough hit dice, Spring Attack.. Or with things like Combat Expertise and Improved Feint, Improved Disarm.. Have multiple homunculi using aid other and flanking type actions... They're just nice if you actually think of ways to utilise them rather then just throw them at the enemy. |
| #71frostwolfMar 15, 2007 10:10:47 | Have them with Dodge, Mobility, and if they've got enough hit dice, Spring Attack.. HEHEHEE! I like the way you think! Two Adimantium (Spelling?) Defenders with the swarm fighting feat, one with improved sunder and one with Flay. Hmm... now, if they could just get Evasion. Ah! they can! so throw lightning reflexes on and improved toughness. Break the armor and flay the flesh. Evasion, L.R., and Imp Toughness is to help lessen the damage from area castings. Yes? no? |
| #72elderichMar 15, 2007 13:26:02 | HEHEHEE! I like the way you think! Two Adimantium (Spelling?) Defenders with the swarm fighting feat, Obdurium, from stronghold builders guide. 60? (IIRC) hardness. Then magically harden it with the spell from the same book. Thus mostly immune to physical/energy attacks. Hardness: Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see Table 9–8: Common Armor, Weapon, and Shield Hardness and Hit Points; Table 9–9: Substance Hardness and Hit Points; and Table 9–11: Object Hardness and Hit Points). |
| #73ciferMar 15, 2007 17:27:47 | There's an important line in the PHB quote:Hardness: Each object has hardness Creatures are not objects and the hardness of armor is mostly irrelevant, though it may grant some DR (which would be a houserule since there are no rules for using obdurium for anything other than building materials) |
| #74frostwolfMar 16, 2007 11:14:53 | Monster Manual 4 has the Clockwork Mender. Articifers can make theses as homuculi. one of theses little babies can keep your other little friend in fighting form a bit longer. Also, the clockroach can be made as a homunculus as well. Nothing like a line acid attack to slow down a baddie. |
| #75ehtiarMar 16, 2007 11:54:55 | Taking a look at things, imho, I'd say the whole Improved Homunculus Feat is geared purely towards Artificers using the Create Homculus special ability. So it's purely geared as a feat that boosts a class ability. There's no taking into account those Artificers that also have the Craft Construct feat... which is the line that spellcasters use to create Homculi. Which leaves the house-ruling time looming for just whether Craft Construct equals or boosts having the Create Homunculi ability (with or without the Improved Homunculus feat). ...Now I'm just having terrible flashes of the PC's running into some Renegade Mastermaker and doing the "ooo we should be sooo scared because he has an Iron Defender with him" .... right before it turns out that what they think is a plain old "Iron Defender" is actually a small sized Iron Golem... ![]() |
| #76elderichMar 16, 2007 12:54:16 | Creatures are not objects and the hardness of armor is mostly irrelevant, though it may grant some DR (which would be a houserule since there are no rules for using obdurium for anything other than building materials) I think Homocs are "Constructs" not creatures. Interesting point tho! And the rules for obdurium are detailed in SBG. |
| #77ciferMar 16, 2007 13:49:06 | I think Homocs are "Constructs" not creatures. So you can't magic missile a homunculus since it needs a "creature" for a target? Sorry, constructs are creatures. |
| #78elderichMar 16, 2007 18:04:53 | So you can't magic missile a homunculus since it needs a "creature" for a target? Sorry, constructs are creatures. interesting. How about a rule to back that up? It seems you are right of course, i just cannot find such a rule... |
| #79dragomMar 16, 2007 19:06:02 | Find the rule where Constructs are objects. Or where Stone Golems having a hardness of 8 have DR 8/Adamantine... Golems have to have an Immune to Magic Special ability to make them more object-like. An ability Homunculi lack. This is also why Homunculi, Warforged and Golems are not available to the Mending spell. |
| #80rogueelementMar 16, 2007 19:43:08 | interesting. How about a rule to back that up? It seems you are right of course, i just cannot find such a rule... Constructs are a creature Type, not an object. Making a homi out of obdurium would be the same as making it out of adamantine (by the obdurium armor rules). Of course, there are no rules for making a homi out of adamanine either, but advancing the homi to 3HD at construction, then taking the Adamantine Body for it's 3 HD feat seems like a totally reasonable house rule. |
| #81cbradshaw007Mar 19, 2007 11:46:03 | ... now, if they could just get Evasion. Ah! they can! so throw lightning reflexes on and improved toughness. How can they get evasion? |
| #82frostwolfMar 19, 2007 19:59:25 | The feat, Improved Homunculus allows it as an upgrade. |
| #83cbradshaw007Mar 20, 2007 8:39:47 |
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| #84crashbangboomApr 10, 2007 3:45:26 | if you play a small artificier you could build a packmate and give it a fly speed with the upgrades and with enough hd it becomes small then get a saddle and your artificier now has a flying, potion carrying sidekick and a ride. |
| #85euangelionApr 10, 2007 15:24:47 | Doesn't a mount have to be at least one size larger than the rider? |
| #86goblin_prideApr 10, 2007 15:31:49 | Doesn't a mount have to be at least one size larger than the rider? In the words of Christopher Titus. "No, wait, hold on. This'll be good." |
| #87NivedApr 11, 2007 12:48:52 | Actually I found a fantastic use for a homunculous, crucial to the build really. Did this by accident while trying to figure out how to take an unrelated concept to the extreme. Wanted something different, after reading the 'Mad Alchemist' and 'Grenadier' feats from the Player's Handbook II, I tried to figure out the best alechemist I could make. Originally the build was gnome bard but as I researched and plotted I eventually turned to Halfling Artificer. Though thematically a gnome would make more sense, mechanically the halfling won. Shape Splash from RoE is Halfling only, they get the bonus to dex and thrown... what made me switch to artificer (craft pool really doesn't help me out as alchemy gear doesn't require XP to craft) was the Packmate. Low Str is about a given in the build and trying to keep multiple explosive jars strapped to your chest is asking for trouble... that's when I read that the backmate allows you to draw items from it (rather it hands you items from itself) as a swift action, it's holding capasity negates the weight factor, and in a pinch it can even start hurling grenades itself. A halfling artificer, with a packmate, grenadier, mad alchemist, shape splash, point blank shot. quickdraw, rapid shot. It would make something quite different, and a heck of a lot of fun, on the battlefield. |
| #88goblin_prideApr 11, 2007 20:13:27 | It would make something quite different, and a heck of a lot of fun, on the battlefield. Now take that to an extreme. Build a dozen packmates and fill them up with nasty things for them to throw. Suddenly you have the ability to cut huge swathes through massed armies as you torch and firebomb your way across the battlefield, general Molotov. |
| #89UnderworldLordApr 11, 2007 22:43:25 | Until someone destroys your packmates. Then you have problems. I'd keep it to one packmate and maybe something along the lines of a expeditious messenger [aerial bombing runs.] |
| #90NivedApr 13, 2007 2:37:04 | I'd also make a dedicated wright because you're going to be going through acid flasks, alchemist fire, frost, spark, and acidic fire faster than you personally can brew it up. |
| #91bbthereaperApr 13, 2007 8:20:13 | Unless you take the Alchemist Savant class from Magic of Eberron (removing the required Mark of Making or Favored in House(cannith), of course...) |
| #92icnivadApr 18, 2007 18:10:43 | I think that there's an often overlooked for battle Homunculus that really shines when built properly: The Expeditious Messenger. The trick is to not build one, but many. This tactic is targeted toward higher levels, but works at all levels. The EM has three major drawbacks: 1, that it is very susceptible to area effect spells; 2, it has low hit points; and 3, it deals little damage. 1. Area affects can be overcome with giving them Evasion as their first improved homunculus ability. The EM has a reasonable reflex save that should reach +15 by 20 hd. 2. Low hit points can be counteracted by having a high armor class. see below for how this is achieved. 3. Little damage can be fixed by giving the EM sneak attack or energy damage from the improved homunculus feat. Improved Humonculus abilities should be given in this order: L3: evasion - (Keep the homunculous alive against spellcasters.) L6: Dextrous - +2 dex. (this increases attack and armor class by 1 each) L9,12,15,18: Sneak attack +1d6 or energy damage. (your homunculus should be dealing 4d6 damage per hit by level 18. Since the EM uses Dex for it's attack and armor class, all of your skill points from increased HD will be going into AC. along with 2 from improved humonculous, by 20 hd, your expeditious messenger should have a dex of 22 (+6 bonus) This combined with it's tiny size and +12 natural armor should give your EM an AC of 30 by 20hd. The feats that you give the EM are equally important. L1: Lightning Reflexes L3: Extend Reach - normally this humonc has to enter an opponents square to attack invoking an att of opp. this prevents that. L6: Swarm Fighting - gives bonus to att for each other EM attacking an opponent up to dex modifier. (this means that at 20 hd, 6 of these things all gain +6 to their attack) L9: Weapon Focus L12: Improved Toughness - help keep them alive L15: Deadly Precision - if you took sneak attack rather than elemental damage, increase each sneak attack damage dice by an average of .5. this will give each one an attack bonus of +29 at 20 hd. dealing 1d2 + 4d5+5 (the 4d5+5 is sneak attack) (avg: 18.5) The strategy, since you have a bunch of them, is to split them into two groups and flank opponents, thus gaining all of the sneak attack dice. If one gets hit, pull it out of combat till it can be healed. A group of a dozen of these things should be able to take down very high level CR creatures with little trouble. |
| #93ciferApr 19, 2007 12:02:42 | @Icnivad The one problem you've got here is that you spent (2000*19+1650)*12=475800 GP on your little armada, which happens to be about 2/3 of your wealth-by-level at 20th level. So let's go through those figures: AC of 30 pretty much means they will be hit at that level by at least the two first iterative attacks. Reflex save seems to be about +14 (correct me if I'm wrong). Usually, that would be considered halfway decent, but every single homunculus has a chance to roll low and it's quite possible that at least a few do so. Giving your enemy 12 targets when he has AoE spells is about the worst one can do - it will always hit something. If we take dragons as an example, they get a breath weapon save DC of about 24 (without funny feats) usually somewhere between Young Adult and Adult age, meaning CR 11-15. At that point, they deal between 20 and 50 points of damage to half of your homunculi in range. All in all, I'd deem it too much money for too less effect at that level. |
| #94BelabrasApr 19, 2007 14:29:33 | I think you'd be better of taking Craft Construct and building Effigy swarms instead. I'd have to check the math though. |
| #95berhagenApr 01, 2008 7:31:12 | Why does everyone seem to apply the max HD to the artificers’ homunculus? I have the feeling that Homunculi can be increased to over 6 HD. The Improved Homunculus feat does hint at that. (Not much use to provide abilities for 20 levels of HD, when you can only have 6). Also, the Lord of the Blades (5 Nations) has 2 homuncili, which both have 10 HD. Homuncili might indeed not always be optimal, but the higher your level, the more affordable that HD upgrade becomes. (At e.g. level 12, 1500 GP isn’t a lot). And by then they do have a nice Natural Armor bonus from Improved Homunculus, 4 extra feats, some skill points and a few special abilities from Improved Homunculus. Sure they are not as tough as an Iron Golem, but they are a lot more customizable. It will eat up a lot of your resources, but as a Artificer, you should be able to get 2-3 times standard wealth per level without too much efforts, by selling magical items to your party members. (This might cause you to lag behind a level compared to your party at certain times, but increasing money a few times might help out a bit there J). |
| #96OgiwanApr 04, 2008 12:02:38 | Concerning the Arbalestier, my party's artificer had one. He was very affectionate of it. Concerning the Packmate, what would you guys say for a packmate with HHH or a Bag of Holding as a part of it? Any special premium, or just the normal costs of the two? |
| #97mactire_aonairApr 09, 2008 19:02:58 | Hello everyone! I'm playing my first artificer, level 3 and I must say I am having a lot of fun. Everyone in the party values me and appraises me (especially when I give them their brand new wondrous item.) My party is composed of two warforged, a changeling wizard, and me. So you can guess how cool I am ![]() My question or request is (might be a big one and I apologize) can someone point me out to where I can read a list with all the homonculus available for an artificer and the feats for them (with book and if possible page)? If it is not available can we create it here? I think it would be a valuable resource especially for this nooblet. Much thanks! |
| #98UnderworldLordApr 13, 2008 11:18:03 | Holy thread necromancy batman! But that aside, yes we can. Magic Of Eberron, Eberron Campaign Setting, and the Monster Manuals... 1 and 4 I believe... should contain all the possible Homunculi. There was also a thread on here somewhere with many homebrew Homunculi, but that, like this thread, is over a year old. Exact page... just use the table of contents. I am feeling far too lazy to go and look. |
| #99justicar347Apr 15, 2008 9:45:22 | I had a player that had two Persistant Harrier homunculi an the Improved Homunculus feat. He armored them up and gave them longspears, then used the feat to raise their sneak attack ability. They had a threw the roof AC and could tumble and flank the enemies then sneak attack. They were two of the strongest combatants in the party and a constant thron in my side. If you want homunculi, go with the harriers. |
| #100oxideJun 03, 2008 12:11:05 | Don't forget though that there are feats for reducing the cost of crafting. Also, if you choose not to go house Cannith, there is a gnome-specific class The Maestro (unsure about spelling) in complete arcane that lowers cost even more. |
| #101rinonalyrna_fathomlinJun 03, 2008 12:24:26 | House Cannith? With all due respect, this is the Forgotten Realms messageboard. |
| #102lord_karsusJun 03, 2008 13:16:44 | -Why is this there? Looks like an Eberron thread got tossed into the Forgotten Realms section when everything was being rearranged. I'll have this thread sent back ASAP. |
| #103EdymnionJun 04, 2008 17:24:47 | Heh, looks like they screwed up the mergers. Wonder if any other threads got mixed up? |
| #104lord_karsusJun 04, 2008 17:28:52 | Heh, looks like they screwed up the mergers. -This is the only one I've noticed... -...While we're all here... -...How's it going, Edy? :P |
| #105EdymnionJun 04, 2008 18:23:49 | -This is the only one I've noticed... Eh, not bad, considering my favorite hobby is in the crapper, my favorite setting is being drastically cut back on, and the boards that cover both my favorite hobby and my favorite setting have been mashed down into one pit of utter chaos. You? |
| #106lord_karsusJun 04, 2008 18:25:51 | Eh, not bad, considering my favorite hobby is in the crapper, my favorite setting is being drastically cut back on, and the boards that cover both my favorite hobby and my favorite setting have been mashed down into one pit of utter chaos. -Yeah, about the same. That accurately sums things on the other side of the fence, actually. -Mike said neither Eberron or Forgotten Realms are going to be split anytime soon, you know that? |
| #107EdymnionJun 04, 2008 19:06:42 | -Mike said neither Eberron or Forgotten Realms are going to be split anytime soon, you know that? *goes to look* Well there's a shocker. Mike throws pretty words around to make it look like he's actually trying to be useful, but then when he gets called on it, he says "No, we're doing it the way I want, I don't care what the rest say". I wish I could say I was surprised to have yet another case of Mike lying through his teeth to us, but I just can't. |
| #108oberosNov 27, 2008 12:18:05 | Here's my question... I'm thinking of playing a Mage. My characters are all about personality, and Flair. So Let's look at the general Idea.. 3rd lvl Human Mage. Feats: Research, Skill Focus(Arcana), and Fiery Blast(Reserve Feat from Complete Mage). He plans on mostly taking such Reserve Feats ( My DM Has agreed to allow their use, because I'm not a combat monger designed to blow things up so much, as to figure things out.. and in figuring things out, have learned certain tricks of magic.. like using excess energy in interesting ways..) Anywho.. He's not that strong. So a Packmate Homi would be a great addition, right? Little mobile luggage, self-rummaging, looting, and whatnot. My Question to end all questions is... do I Absolutely HAVE to take the craft Homi feat? Other Wizards and Artificer's create magical items all the time, only to sell them off.. Constructs, Arms/Armor, Wondrous Items, Vehicles, etc. If I were to expend the required amount of xp, gp, etc.. and have someone else do the actual Crafting... would that suffice? |
| #109Kn1vesMar 01, 2009 19:38:56 | So I'm thinking of having the party crafter build me Persistent Harrier to assit me in flanking, I'm a Rogue. Once a homunculus is built can their HD be upgraded as is needed by dumping more money, time and XP into them? |
| #110Captain_KoboldMar 02, 2009 5:19:36 | If I understand it correctly, a homunculus is more like a familiar that you have to make yourself. You could get someone else to make you a construct that might do similar things, but it would be through construct rules, and wouldn't have the special capabilities of a homunculus. I don't think that normally constructs can be upgraded: you would have to make a new one. The exception is the artificer's companion homunculus, or through the Improved Homunculus feat. As always, DM fiat to change things can apply though. |
| #111AvonRekaesMar 03, 2009 13:56:04 | My 3.5-fu is a bit rusty, but I believe a standard built homonculus, with the Craft Construct feat, can only be constructed with a certain number of HD and cannot be given more HD afterward. There are rules for crafting homonculii with more HD than the base standard model, but you can't create the base standard and then upgrade it to be tougher. However, if you are an Artificer, the Craft Homonculus class feature specifically allows you the ability to add HD to your homonculus as you go. |