4e Artificer Homunculi HB: Hey, so I'm playing a human artificer (homebrew but basically a synthesis of the playtest article and a decent homebrew I found that sought to flesh out the playtest a bit) anyway, I'm playing a human artificer in a party of 3, the other two being a human barbarian and an eladrin feylock. The party seems to work for the most part, we have, for all intents and purposes, a meat-wall, a ranged striker, and a controllery-leader (me). I've adapted the artificer so that it doesn't have the one-size-fits-all healing feature like the cleric and warlord and instead, the feature provides a small amount of either healing or temporary HP plus either a short-term (one round) bonus to all defense scores or selective resistence vs. a kind of damage.
So far, these have been working nicely. His has various utility powers that occasionally provide healing supplement this feature. For what they are, they provide a reasonable alternative to the holy word type feature of the cleric but since our party only has three members, in protracted combat, things have gotten pretty desperate on occasion and we could've really used just a little bit of extra healing. Since we couldn't find a fourth player, I consulted the DM and the party about possibly creating homunculi to supplement healing. These would act as a split between an item and an NPC and provide the benefit of say, a battle standard from the AV as well as small, passive actions in combat. Basically, I wanted to create something that would indirectly help us in combat and so I've made them evasive, low-HP constructs that afford a few passive benefits to the party.
The DM and I looked them over and they seem balanced for our campaign and VERY flavourful for my character (gives me something to do all the time, and capitalizes on my low charisma, allowing me to be a shlubbish mechanic who prefers his own creations to his party mates). However, I wanted to PEACH these just to get some feedback. They're created using a low-level ritual I already have and I can only have 1 at a time, plus 1 for each tier I raise. So max, I have three of these operating. However, as you will see, they're not under my strict control as they are all assigned guarded creatures (allies) and take directives from them.
They're kind of like Aibos now that I think of it, I have two made so far. Since they're based on our present level (5) I made their stats equivalent to a level 6 lurker. The balancing factor is that, in order for them to level we need to invest gold equivalent to the difference between an item of their level and an item of the level we are raising them to, initially, this is less of a cost because there is only one but over time, the cost grows as more are added, balancing the cost/benefit. Here are the two I have made:
Bottle Gnome: Level 6 Lurker
Small natural animate (construct, homunculus)
Initiative: +8 Senses: Perception +8, Darkvision
HP: Special Bloodied: Special
AC: 20 Fortitude: 19 Reflex: 19 Will: 16
Immune: Disease, Poison Speed: 8
Special: During a short rest, a Bottle Gnome’s guarded creature may spend 1 healing surge to activate it. Activating it stores the healing surge in the Bottle Gnome and gives it both a hit point total and hit points equal to the surge value until it is deactivated; it is never considered bloodied. Only one surge may be stored at a time in this way but so long as the Bottle Gnome has 1 hit point, it may be healed using powers or class features. Once a Bottle Gnome reaches zero hit points, it is deactivated and can take no actions unless it again undergoes the activation process as described above. A deactivated Bottle Gnome is considered to be a small intricate object but may be constructed of any metallic material.
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Willing Martyr: Arcane, Fire
Standard, encounter (Special) Burst 1
Special: The guarded person must take a standard action to command the bottle gnome to perform this attack. Before Bottle Gnome attacks, it may charge a creature as designated by its guarded person’s command.
Target: All enemies within burst 1 of Bottle Gnome.
Attack: Con + 2 vs. Reflex
Hit: Bottle Gnome deals fire damage equal to its hit point total to the target. Additionally, the target takes ongoing 5 fire damage (save ends). Bottle Gnome’s hit points are reduced to 0 and it is deactivated.
Increase bonus to +4 and ongoing damage to 10 at 11th level. Increase bonus to +6 and ongoing damage to 15 at 21st level.
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Fade Away: Illusion
Immediate Reaction, at-will Personal
Trigger: Bottle Gnome takes damage.
Effect: Bottle Gnome turns invisible until either its guarded person physically interacts with it or until the end of its next turn.
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Healing Mist: Free Action. As long as a Bottle Gnome is adjacent to its guarded creature and has 1 hit point, the guarded creature may draw any number of temporary hit points from the Bottle Gnome’s hit point total as a minor action.
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Healing Aura: Free action. As long as a Bottle Gnome is within 5 squares of its guarded creature and has 1 hit point, that creature gains regeneration equal to 5. This aura is activated and deactivated using a minor action on the part of the guarded person.
If the guarded creature is 11th level or higher, the regeneration is equal to 10. If the guarded creature is 21st level or higher, the regeneration is equal to 15.
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Alignment: Unaligned Languages: -
Skills: Stealth +10
Str: 10 Dex: 18 Wis: 11
Con: 19 Int: 5 Cha: 12
Special: The Bottle Gnome will follow limited commands such as guard, heel, hide, retreat, fetch, or stay if they are given by its guarded person and it will furthermore continue to follow this command until ordered not to. Commanding a Bottle Gnome is typically a minor action unless otherwise noted and a Bottle Gnome can only follow one command at a time. A Bottle Gnome gets its own place in the initiative line-up and during its round it attempts to follow its most recent command as interpreted by the DM.
A Bottle Gnome may be commanded to guard any creature it is attuned to as a minor action. Attuning a Bottle Gnome is a process that takes 1 hour.
Expeditious Messenger: Level 6 Lurker
Tiny natural animate (construct, homunculus)
Initiative: +8 Senses: Perception +12, Darkvision
HP: 24 Bloodied: 12
AC: 20 Fortitude: 16 Reflex: 19 Will: 19
Immune: Disease, Poison Speed: 4, fly 8
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Redirect: Psychic
Immediate interrupt, at-will
Trigger: The Expeditious Messenger is targeted by a melee or ranged attack.
Effect: The Expeditious Messenger makes an attack against the attacker (Dex + 2 vs. Will). If successful, the triggering attack either targets a creature adjacent to the Expeditious Messenger (as determined by the homunculus) or simply misses if no creature is designated. The Expeditious Messenger makes a Sting attack if the enemy who attacked it is adjacent.
Increase bonus to +4 at 11th level and to +6 at 21st level.
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Sting: Poison
Immediate action, at-will Melee
Special: This power may only be used in conjunction with the Redirect power. The Expeditious Messenger may shift one square before this attack.
Target: One creature
Attack: Dex + 2 vs. Fortitude
Hit: 1d4 + Charisma modifier poison damage and the target is dazed (save ends)
Increase bonus to +4 and poison damage to 2d4 + Charisma at 11th level. Increase bonus to +6 and increase poison damage to 3d4 + Charisma modifier at 21st level.
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Limited Invisibility: Illusion
Effect: The Expeditious Messenger is invisible to Dazed creatures.
Damn, sorry this is also part of the Expeditious Messenger's powers:
Message: Psychic
Standard action, daily (Special)
Special: The Expeditious Messenger’s Guarded Person must take a standard action to command it to take this action.
Effect: The guarded person forms a strong mental connection to the Expeditious Messenger for 1 hour. During this time, the guarded person may telepathically communicate with the Expeditious Messenger so long as the homunculus is within 1 mile of the guarded person. At the behest of the guarded person, the Expeditious Messenger may telepathically relay communications by creating a two-way telepathic link between its guarded person and anyone within 10 squares of the homunculus.
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Tactical Bond: Zone
Standard action, encounter Close Burst 10
Effect: This power creates a zone in close burst 10 centered on the Expeditious Messenger. All creatures within the zone that are attuned to the Expeditious Messenger are able to telepathically relay communication through the Expeditious Messenger to one another. Attuned creatures within the zone automatically know each other’s positions even if they cannot see each other and can furthermore target one another with powers even without line of sight. The effect lasts until the end of the encounter or until the Expeditious Messenger drops to 0 hit points or fewer.
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Alignment: Unaligned Languages: -
Skills: Stealth +10, Perception +12
Str: 11 Dex: 19 Wis: 10
Con: 12 Int: 5 Cha: 18
Special: The Expeditious Messenger will follow limited commands such as guard, heel, hide, retreat, fetch, or stay if its guarded person gives them and it will furthermore continue to follow this command until ordered not to. Commanding an Expeditious Messenger is typically a minor action unless otherwise noted and an Expeditious Messenger can only follow one command at a time. An Expeditious Messenger gets its own place in the initiative line-up and during its round it attempts to follow its most recent command as interpreted by the DM.
An Expeditious Messenger may be commanded to guard any creature it is attuned to as a minor action. Attuning an Expeditious Messenger is a process that takes 1 hour.
Read more:
http://www.enworld.org/forum/showthread.php?469070-Index-of-3-X-material#ixzz3n8SopmBF