PDA

View Full Version : Pathfinder Does a simulacrum dream of illusory sheep?



Levism84
2016-04-07, 12:34 PM
I am working on a possible story arc with my DM involving simulacrum (both regular and lesser), and I wanted to figure out if a simulacrum has a "soul". Part of the reason is thematic, as a lesser simulacrum that is not innately under the control of its creator may rebel against its creator on the grounds it "has a mind and [therefore] soul of [its] own." The other part of the reason is mechanics, as I am trying to find a way to grant a lesser simulacrum freedom from its limited duration.

Once upon a time, there was an alchemist with questionable morals and ethics. He wasn't a bad guy, but he was probably one really bad day or traumatic event away from becoming one. His party had him in check. They kept him around not only to keep an eye on him but also because he provided them with all manner of healing potion and magical whatnot. The alchemist made a pretty decent living with a traveling alchemy business. Everything was right with the world.

As the alchemist continued adventuring with his companions, he learned the secret of crafting constructs. He used his new artificial creations to help him open a small alchemy shop. The influx of money meant he could invest in more expensive research projects and craft better gear for his companions. However, he knew not everything he researched, designed, and built would be welcomed, so he started to hide things from his allies. He did this not to plot or cause harm but because he wanted his adventuring companions to still think his was "cool" and a pretty "righteous dude." A number of his experiments required testing on humanoid subjects. Because of the dangerous nature of these tests, the alchemist learned how to create lesser simulacrums of himself through alchemical means. He used these lesser simulacrums as test subjects, even though they had wills of their own. After all, they were copies of himself and he was giving consent to use them for his experiments. Also, since they would "die" in less than a day anyway, he didn't see any reason not to use the lesser simulacrums for his tests. It wasn't like he was harming or killing "real people."

After learning how to make normal simulacrums of himself, the alchemist decided to expand his business operation. He employed teams of simulacrums of himself to manage his lab, craft alchemical items, and expand his facilities. Using a doppelganger simulacrum to adventure while his real body remained at his lab, protected by constructs and his faithful simulacrum army, he continued to provide his adventuring party with even better quality items and resources that they needed to survive. The influx of new income meant the alchemist could fund even grander research projects and craft even better constructs and facilities. With so many busy hands at work, he was able to excavate an entire secret underground lair.

At some point, the alchemist had expanded his operation significantly, employing dozens of teams of research simulacrum. He had also gotten to the point (level 16) where he could create simulacrums with the ability to create lesser simulacrums. However, he found the constant construction of lesser simulacrums—whose independence was a necessary component for research—was becoming more and more expensive. In addition, the cost of repairing simulacrum was prohibitive. So, he set his simulacrum research teams to finding a way to not only repair simulacrums more effectively and with less cost but also to find a way of prolonging the duration of lesser simulacrums. The alchemist would oversee much of the research when he returned his consciousness to his real body, kept secure deep in his secret laboratory, but would otherwise leave the research to his teams. He would spend the rest of his time in a doppelganger simulacrum body, adventuring with his companions.

It was during this time adventuring the alchemist's simulacrum research teams make a breakthrough in their research. They indeed created an extract that could extend the life of a lesser simulacrum by 24 hours. After giving it to a number of lesser simulacrum, these lesser simulacrum realized their fate was not hopeless. They ambushed the research team, using their greater numbers to take over part of the lab. Because they were identical copies of the construct guardians' creator, they were unharassed as they systematically ambushed other teams and took over the lab. All of the research simulacrums were destroyed, save for a handful, leaving the laboratory and all its dangerous and advanced magics in the hands of the rebellious force of lesser simulacrums. Because these simulacrums could not duplicate the extract to extend their lives on their own, they held the alchemist's body hostage. This forced the simulacrum dedicated to the alchemist to continue to create the life-extending extract for the surviving lesser simulacrum, who had now gravitated around a centralized leader—simply known as Sim.

When the alchemist returned to his body, he was surprised to find himself a hostage. Sim made his demands: he wanted more resources for the crafting of the life-extending extract to be brought to the laboratory, he wanted the alchemist to research a method of granting him and his fellow lesser simulacrums a permanent fix so they wouldn't have to rely on the life-extending extract forever, and he wanted their freedom. Sim also had designs on using the alchemists devastating arsenal of "doomsday" devices to take over a small part of the world and making it his home. The alchemist could see Sim was ready to cross a line, a line that would make him a BBEG—and sully the alchemist's name in the process. So, he told Sim he would get his party to bring the supplies and he would help to research a permanent solution.

Returning to his party via his doppelganger simulacrum (which he used to pretend he was asleep), he had to not only come clean about his secret lab, the untold danger within, and his army of constructs and simulacrum, the alchemist also had to ask the party for help. One option would be to get the supplies for the extract and deliver them to the lab, giving Sim everything he wanted—which may or may not result in the destruction of some nearby settlement when Sim finally decides to settle down somewhere. Another option would be to do nothing, let the supplies for making the extract run dry, which would more than likely result in Sim and his fellow lesser simulacrum destroying the lab and killing the alchemist—probably in a manner that would make being brought back from the dead next to impossible. Finally, the party could go to the secret laboratory, navigate the many traps, construct guardians, and loose-cannon simulacrums while the alchemist distracts Sim, all the while hoping to reach their companion before Sim gets what he wants, destroys everything, or both.

As the creator of the simulacrum is an alchemist (alchemical simulacrum, doppelganger simulacrum, promethean disciple, and greater alchemical simulacrum discoveries), he was tired of having to waste so much time and so many resources on repairing the simulacrums. So, he decided to research two very important extracts. The first extract is to repair hit point damage to a simulacrum (regular, lesser, and doppelganger) without having to spend 24 hours and 100 gp per hit point of repair. The second extract is to extend the duration of a lesser simulacrum's existence. I have created very rough extracts of each, but would love some feedback to work out any mechanical issues and the wording.

Repair Simulacrum
School illusion (shadow); Level alchemist 3?, sorcerer/wizard 3?
CASTING
Casting Time 1 standard action
Components V, S, M (powdered rubies worth 100 gp)
EFFECT
Range touch
Target simulacrum touched
Duration instantaneous
Saving Throw none; Spell Resistance no

You weave together illusory shadow to repair a number of hit points to a simulacrum equal to your caster level (maximum 20 hit points).

Extend Simulacrum
School illusion (shadow); Level alchemist 3?, sorcerer/wizard 3?
CASTING
Casting Time 1 standard action
Components V, S, M (powdered rubies worth 100 gp)
EFFECT
Range touch
Target lesser simulacrum touched
Duration 24 hours
Saving Throw Will negates; Spell Resistance yes (harmless)

You touch a lesser simulacrum, causing the next 24 hours to not count against its duration. So long as you continue to use this spell to extend the lesser simulacrum's duration, you can keep it from expiring. If you cast this spell on the same lesser simulacrum before the 24 hour duration is up, these durations do not stack. However, this does reset the 24 duration.

Now, mechanically, I know "A simulacrum has no ability to become more powerful. It cannot increase its level or abilities." However, there is a lot of debate as to whether this means they can't learn anything (which would be too extreme since they wouldn't be able to remember any new experiences), whether this means they simply cannot gain levels or new mechanical abilities (which is a pretty cut and dry cap), or something in-between. For the sake of this story-line, however, I am going to lean more towards the middle-ground. I am going to assume a simulacrum can indeed learn and remember new experiences but lacks the ability to gain significant enough advantage from those experiences to gain new levels or modify any of their existing capabilities.

That being said, I would argue simulacrums have the ability to craft mundane items, craft magical items, and research the creation of new spells (or formulae) of a level they can utilize. So, this would allow an alchemist's "research teams" to craft alchemical items, work on magical items (brew potions, craft constructs), and research/scribe formulae. All of this, of course, would cost the normal resources of such crafting and would have to be within the scope of what the alchemist (at that level) could do. My main point, though, is that this opens up the opportunity for the proposed background story arc.

One possible goal of the story arc is to find a way to make a lesser simulacrum permanent.

Option 1: Create an extract that effectively turns a lesser simulacrum into a simulacrum, sans the loyalty. The extract could cost X gp in powdered rubies, where X is the difference in cost between a lesser simulacrum and a simulacrum.

Option 2: Create a magic item that is a permanent extend simulacrum spell effect. This way the simulacrums only need to retain the item in order to not be destroyed. Downside is it could always be taken away/suppressed and result in their death. Might be a good stopgap method prior to a more permanent solution.

Option 3: Create a Soulbound Mannequin (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/soulbound-mannequin) using the lesser simulacrum's "soul" to power it. This bring me to my ultimate question: does a lesser simulacrum or simulacrum possess a soul or fragment of a soul that could be used for creating soulbound constructs? If not, this option would not work. If so, not only would this option work but it would also raise some interesting moral and ethical questions about the lesser simulacrum spell and the alchemist's treatment of his simulacrums in general.

If you made it all the way to the end, congratulations! Please, reward yourself by commenting below (preferably in the form of helpful/constructive criticism).

Winter_Wolf
2016-04-07, 01:00 PM
Well from what I see, you're banking an awful lot on the party looking past the alchemist's duplicity. The problem most likely takes care of itself just by letting the alchemist die and monitoring the lair to make sure any simulacrum that leaves doesn't last long enough to cause trouble. Then again I don't think that I consider constructs to have souls. The simulacrums are made things, and the alchemist is the root of any troubles that befall the world.

From the group ooc perspective the party might stand by the alchemist, but from the in game, they've been lied to, used, and are tasked with helping the one who did that to them try to avoid sim-pocalypse. Or they could do nothing and the problem takes care of itself (probably).