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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1894180" data-attributes="member: 1223"><p><strong>The Simulacrum</strong></p><p></p><p><strong>The Simulacrum of Hecatesseus:</strong> male Wiz8; CR 8; HD 8d4+8; hp 30; Init +5; Spd 30 ft; AC 11, touch 11, flat-footed 10; BAB +4; Grp +4; Atk/Full Atk +5 (1d6, quarterstaff); SA spells; SQ simulacrum traits; AL CN; SV Fort +2, Ref +3, Will +6; Str 10, Dex 12, Con 10, Int 17, Wis 10, Cha 6.</p><p></p><p><em>Skills:</em> Bluff +3, Concentration +11, Craft (alchemy) +7, Craft (bronzeworking) +7, Decipher Script +7, Disguise +2 (+4 when being observed), Escape Artist +3, Intimidate +2, Knowledge (arcana) +11, Knowledge (history) +8, Knowledge (the planes) +7, Listen +0, Spellcraft +13, Spot +0.</p><p></p><p><em>Feats</em>: Craft Wondrous Item, Improved Initiative, Improved Toughness, Scribe Scroll, Silent Spell, Spell Focus (evocation).</p><p></p><p><strong>Simulacrum Traits:</strong> A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness.</p><p></p><p><em>Wizard Spells Prepared</em> (4/5/4/4/2): 0—<em>detect magic, flare</em> (DC 14), <em>mage hand, prestidigitation</em>; 1—<em>burning hands</em> (DC 15), <em>ray of enfeeblement</em> (+4 ranged touch), <em>sleep</em> (DC 14); 2—<em>arcane lock</em>, <em>darkness, invisibility, web</em> (DC 15); 3—<em>lightning bolt</em> (DC 17), <em>slow</em> (DC 16); 4—<em>shout</em> (DC 18). </p><p></p><p><em>Possessions</em>: wand of <em>magic missile</em> (5th), scroll of <em>dimension door</em>.</p><p></p><p><em>Tactics:</em> Prior to combat, the simulacrum will have already cast the following spells: <em>stoneskin</em>, <em>protection from good</em>, <em>shield</em>, <em>cat’s grace</em>, and <em>blink</em>. With these spells in effect, the simulacrum gains the following adjustments: (Init +7; AC 17, touch 13, flat-footed 14 (+2 AC against good creatures); SQ damage reduction 10/adamantine, +2 bonus on saves against good creatures; Reflex save +5.)</p><p></p><p>The blinking effect lasts for 8 rounds, during which physical attacks and spells targeted against the simulacrum have a 50% chance of failure. (20% if the attack is capable of striking ethereal creatures, or if the attacker can see invisible creatures.) Area attacks only do half damage (those that extend onto the Ethereal Plane do full damage).</p><p></p><p>The simulacrum’s own spells and attack have a 20% chance of failure. It strikes as an invisible creature (with a +2 bonus on attack rolls), denying its target any Dexterity bonus to AC.</p><p></p><p>Once the characters enter the room the animated objects spring to life and march forward to attack. The simulacrum takes the following actions:</p><p></p><ul> <li data-xf-list-type="ul">Round 1: Move to the doorway of the living chamber and cast <em>slow</em> (DC 16 Will save) on the strongest-looking fighter, affecting up to 7 other targets with 30 ft of each other. A <em>slowed</em> creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.<br /> </li> <li data-xf-list-type="ul">Round 2: Cast <em>lightning bolt</em> (DC 17 Reflex save) against strongest-looking spell user, doing 8d6 electricity damage. The simulacrum draws its wand.<br /> </li> <li data-xf-list-type="ul">Round 3: Use the wand to fire all 3 <em>magic missiles</em> (1d4+1 damage) at the weakest-looking character. The simulacrum continues to do this until its target dies or a better target presents itself.</li> </ul><p></p><p>If any opponent appears to break through the ranks of animated objects, the simulacrum will cast <em>shout </em>on the interloper (30 ft cone shaped burst, 5d6 sonic and deafened, DC 17 Fort save negates deafness.)</p><p></p><p>If the simulacrum takes any damage it will close the door and cast <em>arcane lock</em>. It will then attempt to use the scroll of <em>dimension door</em> to escape.</p><p></p><p><em>Physical Description:</em> The simulacrum appears as Hecatesseus, a tall, bald man with a jet black beard and mustache. He has a sneering, homely face and dresses in purple and gold robes. A creature familiar with Hecatesseus might detect the ruse with a successful DC 22 Spot check or a DC 20 Sense Motive check.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1894180, member: 1223"] [b]The Simulacrum[/b] [B]The Simulacrum of Hecatesseus:[/b] male Wiz8; CR 8; HD 8d4+8; hp 30; Init +5; Spd 30 ft; AC 11, touch 11, flat-footed 10; BAB +4; Grp +4; Atk/Full Atk +5 (1d6, quarterstaff); SA spells; SQ simulacrum traits; AL CN; SV Fort +2, Ref +3, Will +6; Str 10, Dex 12, Con 10, Int 17, Wis 10, Cha 6. [I]Skills:[/i] Bluff +3, Concentration +11, Craft (alchemy) +7, Craft (bronzeworking) +7, Decipher Script +7, Disguise +2 (+4 when being observed), Escape Artist +3, Intimidate +2, Knowledge (arcana) +11, Knowledge (history) +8, Knowledge (the planes) +7, Listen +0, Spellcraft +13, Spot +0. [i]Feats[/i]: Craft Wondrous Item, Improved Initiative, Improved Toughness, Scribe Scroll, Silent Spell, Spell Focus (evocation). [B]Simulacrum Traits:[/b] A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. [i]Wizard Spells Prepared[/i] (4/5/4/4/2): 0—[i]detect magic, flare[/i] (DC 14), [i]mage hand, prestidigitation[/i]; 1—[i]burning hands[/i] (DC 15), [i]ray of enfeeblement[/i] (+4 ranged touch), [i]sleep[/i] (DC 14); 2—[i]arcane lock[/i], [i]darkness, invisibility, web[/i] (DC 15); 3—[i]lightning bolt[/i] (DC 17), [i]slow[/i] (DC 16); 4—[i]shout[/i] (DC 18). [I]Possessions[/i]: wand of [i]magic missile[/i] (5th), scroll of [i]dimension door[/i]. [I]Tactics:[/i] Prior to combat, the simulacrum will have already cast the following spells: [i]stoneskin[/i], [i]protection from good[/i], [i]shield[/i], [i]cat’s grace[/i], and [i]blink[/i]. With these spells in effect, the simulacrum gains the following adjustments: (Init +7; AC 17, touch 13, flat-footed 14 (+2 AC against good creatures); SQ damage reduction 10/adamantine, +2 bonus on saves against good creatures; Reflex save +5.) The blinking effect lasts for 8 rounds, during which physical attacks and spells targeted against the simulacrum have a 50% chance of failure. (20% if the attack is capable of striking ethereal creatures, or if the attacker can see invisible creatures.) Area attacks only do half damage (those that extend onto the Ethereal Plane do full damage). The simulacrum’s own spells and attack have a 20% chance of failure. It strikes as an invisible creature (with a +2 bonus on attack rolls), denying its target any Dexterity bonus to AC. Once the characters enter the room the animated objects spring to life and march forward to attack. The simulacrum takes the following actions: [list] [*]Round 1: Move to the doorway of the living chamber and cast [i]slow[/i] (DC 16 Will save) on the strongest-looking fighter, affecting up to 7 other targets with 30 ft of each other. A [i]slowed[/i] creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. [*]Round 2: Cast [i]lightning bolt[/i] (DC 17 Reflex save) against strongest-looking spell user, doing 8d6 electricity damage. The simulacrum draws its wand. [*]Round 3: Use the wand to fire all 3 [i]magic missiles[/i] (1d4+1 damage) at the weakest-looking character. The simulacrum continues to do this until its target dies or a better target presents itself. [/list] If any opponent appears to break through the ranks of animated objects, the simulacrum will cast [i]shout [/i]on the interloper (30 ft cone shaped burst, 5d6 sonic and deafened, DC 17 Fort save negates deafness.) If the simulacrum takes any damage it will close the door and cast [i]arcane lock[/i]. It will then attempt to use the scroll of [i]dimension door[/i] to escape. [I]Physical Description:[/i] The simulacrum appears as Hecatesseus, a tall, bald man with a jet black beard and mustache. He has a sneering, homely face and dresses in purple and gold robes. A creature familiar with Hecatesseus might detect the ruse with a successful DC 22 Spot check or a DC 20 Sense Motive check. [/QUOTE]
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