Wonderful, broken Simulacrum

F5 said:
Rather than an item, I was thinking of researching a spell...+10 insight bonus on any one skill, 12-hour duration. This will prove much more useful in future than a one-shot item, or even a permanent item keyed to Disguise. Such a spell may already exist somewhere, but I can't think of anything Core.

Since the Simulacrum spell describes the requirement as a straight skill roll, I'd assume that anything that could enhance a normal Disguise check will help the check made for a simulacrum. Aid Another would help, but I agree the "other" would have to be there for the whole process. Masterwork sculpting toolsor a masterwork disguise kit might work for a +2 bonus, as well. Stuff like the Skill Focus feat would apply, too, but are hardly worth taking for this reason alone.

So that gives us +2 for having help, +2 for masterwork tools, let's throw in a Persistant Eagle's Spleandor for another +2. If I can get away with the +10 spell or item, that's a +16 to my disguise check, with no CHA bonus or skill ranks. That's not shabby at all, and would be more than enough to fool a casual observer.

Any other tricky ways to tack on a bonus to that disguise roll?
I don't suggest that you allow a spell that gives a +10 insight bonus to skills. Why not? Let's say you make that spell 2nd-level (and you probably wouldn't put it much above that). Witness Bob the 3rd-level Wizard with 14 Dex, who crafts an Elixir of +10 competence bonus and then casts the spell and gets another +10 insight bonus. Add in his stat bonus and he has +22 to Hide, whereas Cedric the 20 Dexterity Halfling Rogue (level 3) (+4 size bonus to hide for being small) with Skill Focus [hide] and Stealthy has +20 to Hide.
 

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As an aside, what I'm doing with the spell right now is making a simulacrum of a dragon we fought, to a mutual retreat. I'm figuring him at about Old age category, which would put him right at the upper lmit of what I can create with this spell. Some blood off the paladin's sword, a bunch of cash from the party's pooled resources, and voila, we have an 13HD red dragon at my command...I could care less about how much this dragon looks like the original or not, as it's intended to be nothing more than a mobile flamethrower and potential mount, but when I go about creating a Simulacrum of myself, I want that one to look as realistic as possible...

Another possibility is creating a Simulacrum of a doppleganger. At which point the disguise roll becomes moot...it's own disguise abilities will be so much better than mine, anyway.

With this spell, and enough resources, every encounter becomes the possibility of another wonderful toy...
 

Rystil Arden said:
I don't suggest that you allow a spell that gives a +10 insight bonus to skills. Why not? Let's say you make that spell 2nd-level (and you probably wouldn't put it much above that). Witness Bob the 3rd-level Wizard with 14 Dex, who crafts an Elixir of +10 competence bonus and then casts the spell and gets another +10 insight bonus. Add in his stat bonus and he has +22 to Hide, whereas Cedric the 20 Dexterity Halfling Rogue (level 3) (+4 size bonus to hide for being small) with Skill Focus [hide] and Stealthy has +20 to Hide.

Hmm...good point. I just picked the Insight bonus out of the air, didn't really check what kinds of bonuses other items/spells used. Make it the same kind of bonus as the elixirs, so they don't stack, and then it's probably a viable spell...
 

I'm not sure you couldn't take 20 on the roll. After all, you don't lose the XP if you're interrupted during the casting of a spell so what's to say you don't look at the simulacrum and decide it's not good enough and abort your own casting? I'd rule it takes you 20 days to get it done but if you have the time I don't see why not.
 

Look under the disguise skill, you can get bonuses, especially if you are making one of, say, yourself. I also think that a craft check should be made, such as craft (stoneworking) or something similar that carves objects, especially if someone is making a dragon. The spell is very powerful, good thing because illusion is kinda weak, and should be moderated closely by the DM.
 

kigmatzomat said:
I'm not sure you couldn't take 20 on the roll. After all, you don't lose the XP if you're interrupted during the casting of a spell...

Don't think that's accurate. From the SRD, "Magic Overview: Components":

XP Cost (XP): Some powerful spells entail an experience point cost to you. No spell can restore the XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to attain a new level, use those XP for casting a spell rather than keeping them and advancing a level. The XP are treated just like a material component—expended when you cast the spell, whether or not the casting succeeds.
 


F5 said:
Rather than an item, I was thinking of researching a spell...+10 insight bonus on any one skill, 12-hour duration. This will prove much more useful in future than a one-shot item, or even a permanent item keyed to Disguise. Such a spell may already exist somewhere, but I can't think of anything Core.
Moment of Prescience, Sor/Wiz/Luck 8; 1 hour/level, minimum caster level 15, works on any Opposed skill check ONCE. As the Disguise roll is for opposition at a later date, it should work.
 

dcollins said:
Don't think that's accurate. From the SRD, "Magic Overview: Components":

Huh. Well that's a surprise. I was sure that XP was kept, just like aborting an incomplete magic item creation. Mooo, moo-moo.

More on topic, it seems that only creatures familiar with the creature being duped have a chance of recognizing the difference. That could make it a non-issue depending on the intended uses.

As far as things that could help the process, pick up a luckstone, check out the psionic shards items from XPH since they can provide a temporary +10 skill bonus that lasts more than 1 round, and try to hook up with a fatespinner who can let you re-roll an absolutely sucky disguise check.
 


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