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Is Simulacrum subject to abuse?
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<blockquote data-quote="Shallown" data-source="post: 2681423" data-attributes="member: 1368"><p>Simulacrum</p><p>Illusion (Shadow)</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M, XP</p><p>Casting Time: 12 hours</p><p>Range: 0 ft.</p><p>Effect: One duplicate creature</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p> </p><p>Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.</p><p></p><p>At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. 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. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.</p><p></p><p>Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.</p><p></p><p>XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).</p><p></p><p></p><p></p><p>I was thinking I can Dup anything. How about an Astral Deva with 24 hit dice. Say I cast at 13th level when I first get Simulacrum. All I need is a feather fingernail or tiny bit. I don't have to hunt or fight a big deva just get a scrap of one. I just chose The deva beacuase it has some nice spell likes at will and outsiders are one of the most powerful monsters for the hit dice. Their may be more abusive things to do.</p><p></p><p>What would be the drawbacks?</p><p></p><p></p><p></p><p></p><p>For 1200 gp and 1200 exp I get.</p><p></p><p></p><p>ANGEL, ASTRAL DEVA</p><p>Medium Outsider (Angel, Extraplanar, Good)</p><p>Hit Dice: 12d8+48 (102 hp)</p><p>Initiative: +8</p><p>Speed: 50 ft. (10 squares), fly 100 ft. (good)</p><p>Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25</p><p>Base Attack/Grapple: +12/+18</p><p>Attack: heavy mace +18 melee (1d8+9 plus stun) or slam +18 melee (1d8+9)</p><p>Full Attack: +3 heavy mace +18/+13/+8 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Spell-like abilities, stun</p><p>Special Qualities: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge</p><p>Saves: Fort +14 (+18 against poison), Ref +12, Will +12</p><p>Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20</p><p>Skills: Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)</p><p>Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack</p><p> </p><p>Combat</p><p>An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful heavy mace.</p><p></p><p>An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.</p><p></p><p>Spell-Like Abilities: At will—aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility; 1/day—blade barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are Charisma-based.</p><p></p><p>Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.</p><p></p><p>Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.</p><p></p><p></p><p>Thanks</p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 2681423, member: 1368"] Simulacrum Illusion (Shadow) Level: Sor/Wiz 7 Components: V, S, M, XP Casting Time: 12 hours Range: 0 ft. Effect: One duplicate creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check. At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. 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. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum. Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created. XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP). I was thinking I can Dup anything. How about an Astral Deva with 24 hit dice. Say I cast at 13th level when I first get Simulacrum. All I need is a feather fingernail or tiny bit. I don't have to hunt or fight a big deva just get a scrap of one. I just chose The deva beacuase it has some nice spell likes at will and outsiders are one of the most powerful monsters for the hit dice. Their may be more abusive things to do. What would be the drawbacks? For 1200 gp and 1200 exp I get. ANGEL, ASTRAL DEVA Medium Outsider (Angel, Extraplanar, Good) Hit Dice: 12d8+48 (102 hp) Initiative: +8 Speed: 50 ft. (10 squares), fly 100 ft. (good) Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25 Base Attack/Grapple: +12/+18 Attack: heavy mace +18 melee (1d8+9 plus stun) or slam +18 melee (1d8+9) Full Attack: +3 heavy mace +18/+13/+8 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, stun Special Qualities: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge Saves: Fort +14 (+18 against poison), Ref +12, Will +12 Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 Skills: Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings) Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack Combat An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful heavy mace. An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility; 1/day—blade barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are Charisma-based. Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based. Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue. Thanks Later [/QUOTE]
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