Author Topic: Artificer Homunculus and Effigies  (Read 3101 times)

Offline Arataetnael

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Artificer Homunculus and Effigies
« on: February 19, 2015, 06:35:43 PM »
About to start a new game. First time playing 3.5 in years, so looking for some advice. When we decided to play DnD again after a long absence one of my friends joked that I'd probably end up trying to play a Shadowrun character (my fav game) and so I decided that's exactly what I would do.

My new character is gonna be a an Artificer specializing in creating homunculus, he's going to be a DnD version of a Drone Rigger. We are starting at level 10, and the rest of the group are very good at optimization, and are much more familiar with the game system than I am.

I checked out the homunculus possibilities in the Eberron books and was a bit underwhelmed. I like the telepathic link you get, but the power level seemed pretty low. I remembered Effigies from Complete Arcane, and thought I'd try to combine them.

What I plan on doing is building some Effigies (DM is allowing me to use some template cheese if I don't go crazy with it) and hollow out the body or head and insert an Expeditious Messenger inside. I tell the Effigy to obey the messenger, and now I can control the Effigy through the Messenger, and the Messenger is somewhat protected from damage while looking outside through disguised openings in the Effigy.

Thoughts on the Concept? Weaknesses, tricks to boost the capabilities ?

The other three characters are a Druid who will likely spend all of his time Wildshaped,a DMM Cleric/Crusdaer/RKV, and a battlefield Control Wizard. I'm planning on handling trap finding, scouting, and ranged attack roles, mostly through constructs.

Any suggestions for what to make for Effigies?

I'm thinking something small and really stealthy for scouting, and another one that can provide really strong ranged attack capability, then a third one that can provide me some protection if an opponent attempts to close into Melee with my character. The Melee effigy has the lowest priority, don't want to step on the toes of the Druid or RKV.

Offline snakeman830

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Re: Artificer Homunculus and Effigies
« Reply #1 on: February 19, 2015, 08:36:05 PM »
Not a whole lot of options for ranged effigy, since very, very few natural attacks are ranged.  Hydras are extremely effective for melee, though, due to reach and *tons* of attacks.  Hydras are downright deadly to melee even a few levels above their CR.  Alternatively, look at the feline monsters.

I'd go hydra for melee protection (they're slow, but large threatened area) and a feline (not necessarily of the Animal type, just that form) for offense.
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Offline ketaro

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Re: Artificer Homunculus and Effigies
« Reply #2 on: February 19, 2015, 11:57:07 PM »
Check out Geriviars from MM2 for a potential ranged typed construct. They're Giants so they're applicable for the Effigy template.
You lose out on all the sweet special qualities, but their explosive nodules and rock throwing abilities are kept I think as special attacks. The explosive nodules would be pretty nice to have, and they regrow still even though it'd be a construct. The downside is the Ex ability does say that if the Geriviar's regeneration is negated somehow (and the effigy template won't keep Regen) that it takes 2 to 3 days for the nodules to regrow. But hey, Rock Throwing! :D

Offline Vladeshi

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Re: Artificer Homunculus and Effigies
« Reply #3 on: February 20, 2015, 06:42:30 AM »
I believe that a manticore would keep both it's spikes and it's fly speed so there is that.
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Offline Arataetnael

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Re: Artificer Homunculus and Effigies
« Reply #4 on: February 20, 2015, 06:56:52 AM »
Thanks for the replies, glad I posted, the concept isn't going to work out like I hoped.