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Thread: [3.5] Homunculus / Wall of Stone
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2009-08-28, 05:18 AM (ISO 8601)
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- Nov 2007
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[3.5] Homunculus / Wall of Stone
Hello folks!
I have two different questions to ask that are in no way related, but this way there's one thread less on these forums, as my second question is perhaps easily answered.
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Question 1:
Consider you are willing to spend 9050 GP to craft yourself an advanced 6 HD (classic MM1 non-Eberron) Homunculus, what nice feats would you choose for it? (You have the possibility to swap it's first feat (Lightning Reflexes) for anything you want.
I have been playing with the thought of creating a homunculus, and, as "a homunculus’s creator determines its precise features", I would shape it to resemble myself (remember Dr Evils Minime?).
The homunculus is more thought of (in this case) as a prestige object that should have beneficial uses. Our campaign is often roleplay focused, so combat abilities against CL appropriate foes are no issue.
Ideas I had so far:
a) The Sentinel
I have considered swapping Lightning Reflexes for Alertness (as Listen and Spot are on the Homunculus' "class" skill list) and then give it both Skill Focus Listen and Spot to further it's senses. If i toy around with it's skills too (so that it has fewer skill points in Hide, but more in Listen and Spot), it will end up with (9 Base + 1 for Wisdom + 2 for Alertness + 3 for Skill Focus) +15 for Listen and Spot.
b) The Eldritch Servant
The feat Night Haunt from Complete Arcane grants Prestidigitation, Unseen Servant and Ghost Light. With this feat, the homunculus gets some handy spell like abilities that could benefit its master (and be it just for cleaning and other manual tasks in the Laboratory). Again, Lightning Reflexes seems not fitting for this kind of homunculus. Which other feats would come in handy in this case?
c) That nasty little Bastard
Lightning reflexes swapped for Ability Focus (Poison), then at 3 HD it gets Flyby Attack. At 6 HD it gets Weapon Finesse.
With this variant the homunculus would guard the Wizards home to fend off low-level intruders and put them to sleep.
As mentioned, our campaign is often roleplay focused. My 10 Level Wizard could therefore expect, that fluffwise a 2nd or 3rd Level rogue tries to sneak into his Laboratory to steal his stuff.
Of course, there are FAR more potent ways of keeping people out for a 10th Level Magic User.
Which kinds of other nice possibilities come into your mind, when you think about it?
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Question 2:
The 5th Level Spell "Wall of Stone" says "This spell creates a wall of rock that merges into adjoining rock surfaces." Furthermore "it must merge with and be solidly supported by existing stone."
http://www.d20srd.org/srd/spells/wallofstone.htm
How could you use the spell to create Walls for example on a grass lawn? I have thought of
1. using Mud to Rock to create a foundation, then
2. Cast Wall of Stone
3. Dispel the (unfortunately only) permanent Mud to Rock
4. Somehow carefully push it (slowly) over so that the solid (now toppled over) Wall-of-Stone rests horizontally and can now work as a non-dispelable foundation.
This way you could create buildings made of rock on non-rock-surfaces, but perhabs there are easier ways to accomplish this?
Thank you in Advance!
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2009-08-28, 05:27 AM (ISO 8601)
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- Aug 2008
Re: [3.5] Homunculus / Wall of Stone
*ignores Homunculus as I have no experience with em.*
You could do major creation for a large, but thin rock section. Build your wall of stone on it. Then have a cleric stone shape it to your satisfaction.Originally Posted by Alabenson
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2009-08-28, 05:41 AM (ISO 8601)
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- May 2009
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- Mandelbrot set
Re: [3.5] Homunculus / Wall of Stone
Ignore the stupidity int he Wall of Stone, and accept it should be said that the wall must be supported by something able to support it.
You cannot create a wall of Stone in mid air.
It just has to have something on the ground to support it as any wall is supported by the ground. So no making a stone wall in the middle of a wooden ship.
The problem comes with rules like this where they try to make everything a rule so as not to confuse people, yet make stupid mistakes by not actually explaining what you are trying to do in the rules, or worse trying to stiffle people's ability to use spells in a way other than the books author thought best to use them.
You want a wall of stone in a grass field? Just cast it an up sprouts your wall. If you aren't on level ground thought you will likely have a fallen/broken wall of stone laying on the ground.
The rules are only guidelines, and common sense* needs to be reintroduced into the game.
*Not you, but the game design itself.
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2009-08-28, 05:46 AM (ISO 8601)
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- May 2007
Re: [3.5] Homunculus / Wall of Stone
Try to argue with your DM that a homunculus need not be limited to Hide, Listen and Spot as class skills. That rule that you only get what you see in the sample stat block is fine for general monsters, but makes very little sense for a purpose-built construct. Its base ability array could also be re-arranged. You could put an 11 into Int, and increase it at 4 HD for an extra 3 skill points, for instance.
If you can swing those changes, then all sorts of possibilities open up.
Possibly the most useful would be a Crystal Waver - Psionic Affinity and Skill Focus (Use Psionic Device). Homunculi can't speak, but psionic items require command thoughts - no problem. Better than a raven familiar, since familiars share their master's skill ranks.
You've already mentioned a Flyby Attacker and a Camp Guard (low light vision, darkvision, never sleeps or rests, telepathically linked to its master... awesome).
You could make a Lock Picker (they don't cost a lot more than a wand of Knock, and your Rogue might be grateful to put the skill points somewhere else), or a Tracker. A Scout, a Spy. A Make Up Artist (who takes ranks in Disguise ordinarily? Give it some Forgery ranks too!). An Advisor (Sense Motive). A Pickpocket.
Can they read? Oh well, spend 2 skill points on literacy and force the point. Enough Autohypnosis for +5. Open Minded twice, Jack of All Trades. Skill points in two Knowledge skills that the master is weak in and Decipher Script (each at +10, probably better than you are). Set it to read everything in a library, 24 hours a day, and periodically give you a summary (to the best of its Int 12) with autohypnotic recall.
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2009-08-28, 07:01 AM (ISO 8601)
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Re: [3.5] Homunculus / Wall of Stone
The Igor :
They are a bit weak on Intelligence and Charisma but what about giving them Skill Focus : Use Magic Device, Magical Aptitude and Skill Focus : Spellcraft ?
That's a UMD score of +5:
- Skill Focus UMD : +3
- Magical Aptitude : +2
- Synergy with Spellcraft : +2
- Charisma : -2
You got a Homunuculus that can use wands with a 25% chance of success.
Can be used as a laboratory assistant or as a spellcasting (though unreliable) cohort.
EnjoyLast edited by Johel; 2009-08-28 at 07:01 AM.
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2009-08-28, 07:23 AM (ISO 8601)
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- May 2007
Re: [3.5] Homunculus / Wall of Stone
Sadly, this doesn't work, since wands require a command word, and homunculi cannot speak. That's why even when the master has UMD ranks, only ravens (or certain improved familiars) can operate as supplementary wand wielders. A homunculus could use thought-activated psionic items, though, as I said above.
Last edited by Trouvere; 2009-08-28 at 07:27 AM.
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2009-08-28, 04:12 PM (ISO 8601)
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Re: [3.5] Homunculus / Wall of Stone
Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
Builds:
Archon of Nine, Jellobomber, King of Pong, Lightning Thief
Spells:
Druidzilla, Healbot, Gish
Iron Chef:
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2009-08-28, 04:24 PM (ISO 8601)
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- Aug 2008
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- Belgium
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2009-08-28, 04:29 PM (ISO 8601)
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- Feb 2005
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2009-08-28, 04:33 PM (ISO 8601)
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- Mar 2009
Re: [3.5] Homunculus / Wall of Stone
Originally Posted by srdLast edited by Foryn Gilnith; 2009-08-28 at 04:33 PM.
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2009-08-28, 04:35 PM (ISO 8601)
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2009-08-28, 05:56 PM (ISO 8601)
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- May 2009
Re: [3.5] Homunculus / Wall of Stone
do homoculus have tongues? If so, how can they not speak already? I thought it was missing a component to speak.