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View Full Version : The Simulacrist. A simulacrum spell based prestige class



redking
2019-05-19, 10:27 PM
Inspired by the wreckage on this thread (http://www.giantitp.com/forums/showthread.php?588033-Question-about-simulacrum), I created a new prestige class using the simulacrum spell, and also revised the simulacrum spell itself. First, the spell.


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 that has existed. 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, with the most powerful abilities removed first in the case of spellcasting, SLA, and special abilities). The duplicated creature has the alignment of the original creature but being under your complete control is not free to act on that alignment. 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.

A simulacrum is not a construct and does not have the construct type or construct traits. The simulacrum spell creates a duplicate of some creature and the duplicate has the same creature type as the original. If the original creature eats, breathes, and ages, so does the simulacrum, and may take penalties or die from such. A simulacrum does not heal naturally through rest, but magical healing can heal the simulacrum if the original creature could be healed magically. A simulacrum retains regeneration or fast healing, if possessed by the original creature, but is destroyed when reduced to 0 hit points.

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. If necessary, 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.

Focus Component
A piece of the creature to be duplicated (hair, nail, or the like). As the piece of the original creature to be duplicated, the focus component must be provided even if you are otherwise able to ignore focus components (such as by casting simulacrum as a special ability).

Material Component
The spell is cast over the rough snow or ice form, and the focus component 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).

Now the PrC:


Simulacrist
Hit Die: d4.
Requirements: To qualify to become a simulacrist, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 13 ranks, Spellcraft 13 ranks.
Feats: Spell Focus (illusion), Greater Spell Focus (illusion).
Spells: Ability to cast 7th-level arcane spells. Can cast simulacrum and telepathic bond.
Class Skills: The simulacrist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Disguise (Cha), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

The Simulacrist
Level BAB Fort Ref Will SPECIAL Spells Per Day
1st +0 +0 +0 +2 Material conservation, unreal biology +1, convincing duplicate +1 +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 unreal biology +2, convincing duplicate +2 +1 level of existing arcane spellcasting class
3rd +2 +1 +1 +3 Servant horde, unreal biology +3, convincing duplicate +3 +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 unreal biology +4, convincing duplicate +4 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Shadow twin, unreal biology +5, convincing duplicate +5
+1 level of existing arcane spellcasting class

Class Features

All the following are Class Features of the simulacrist prestige class.

Weapon and Armor Proficiency
Simulacrists gain no proficiency with any weapon or armor.

Spells per Day/Spells Known
When a new simulacrist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became a simulacrist, he must decide to which class he adds each level of simulacrist for the purpose of determining spells per day.

Material conservation
At level 1: You only need to use 25 gp worth HD of the simulacrum to be created. Additionally, you can dispense with the ice figure, requiring only the piece of the creature to be duplicated.

Unreal biology
Starting at level 1: You can deliberately create simulacrums that are less lifelike in their biological functions (assuming the original creature has biological functions, like a human being), or a need to feed, like a vampire.
You may choose to remove one biological function from the simulacrum for each level you have in this class.
*Need to eat or drink (including undead feeding requirements).
*Need to breathe.
*Aging (protects against magical and normal aging).
*Need to sleep.
*Unnaturally healthy: immune to disease, as periapt of health.

Convincing duplicate
Starting at level 1: You get a bonus to your disguise check of +1 per level of this class when creating a simulacrum. Furthermore, the sense motive check to detect the ruse increases by 1 DC per level of this class.

Servant horde
At level 3: Your ability to create simulacra of minor sort increases dramatically. As long are you create simulacrums with half or less hit dice than your own, the XP cost is decreased to 25 XP per HD of the simulacrum to be created (minimum 250 XP). Normal: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).

Shadow twin
At level 5: You gain a simulacrum cohort duplicate of yourself, and this simulacrum can exceed half of your hit dice. Use the guidelines in the leadership feat to determine the maximum level of your simulacrum cohort, and the shadow twin is always at the maximum level allowable.
A simulacrist simulates a leadership score that determines the highest-level shadow twin he can create. A simulacrist’s simulated leadership score is equal to his character level + his Cha modifier + his simulacrist level (note that his simulacrist level is counted twice.) This score is not affected by any of the modifiers mentioned in the leadership feat. This feature does not grant the leadership feat or a leadership score.

Your shadow twin strengthens and weakens as you do. If your simulated leadership score drops, so does the maximum level of your shadow twin cohort. If your simulated leadership score increases, so does the level of your shadow twin.

You have a two-way telepathic bond with your shadow twin, as the spell, at your caster level. If the telepathic bond is dispelled, it automatically restores itself in 1d6 rounds. Furthermore, through the special link that your shadow twin has with you, it may (with your consent), draw on your XP to cast spells and create magical items. A shadow twin can even create simulacrums for you (assuming it can cast the spell), and the simulacrums thus created treat you, and not the shadow twin, as master. If the shadow twin has levels in this class, it does not gain a shadow twin of its own.
If you wish, you may use your unreal biology and convincing duplicate abilities when creating your shadow twin.
If your shadow twin is killed, you lose 200 experience points per HD of the shadow twin. A killed shadow twin may be rebuilt. The cost is 100 XP and 100 GP of materials per HD of the shadow twin and takes requires number of days to complete equal to the HD of the shadow twin. You may only have one shadow twin at a time. Unlike your other simulacrums, your shadow twin is dependent on your life force. When you die, your shadow twin also dies.

A properly formatted version of the spell and simulacrist prestige class is available here. (https://1drv.ms/b/s!At1QqAc0yBQTgYZC-6phkzypFR_KtQ?e=5yXw1w)

Mike Miller
2019-05-19, 10:50 PM
You should probably have this thread moved to the Homebrew subforum.

redking
2019-05-19, 10:54 PM
You should probably have this thread moved to the Homebrew subforum.

I done goofed.

Lord of Shadows
2019-05-22, 06:43 PM
You should probably have this thread moved to the Homebrew subforum.


I done goofed.

That's a pretty good PrC. I can see some behind-the-scenes power-broker making copies of several local/regional leaders and planning to take over. Imagine a party sneaking onto a balcony above a conference room, and sitting at a table below them are a half-dozen or so of the most powerful rulers in the region. And the meeting is being led by a stranger (a Shadow Twin) discussing "world domination." Like something out of an old Wild,Wild West (https://en.wikipedia.org/wiki/The_Wild_Wild_West) TV episode...

And you can move this if you want, by reposting it or asking a Mod.

redking
2019-05-22, 07:22 PM
That's a pretty good PrC. I can see some behind-the-scenes power making copies of several local/regional leaders and planning to take over. Imagine a party sneaking onto a balcony above a conference room, and sitting at a table below them are a half-dozen or so of the most powerful rulers in the region. And the meeting is being led by a stranger (a Shadow Twin) discussing "world domination." Like something out of an old Wild,Wild West (https://en.wikipedia.org/wiki/The_Wild_Wild_West) TV episode...

Thanks. I was inspired by all the misunderstandings about the simulacrum spell. Does a simulacrum age? Sleep? Eat? Breathe? Get sick? According to adventure modules, sometimes they do, sometimes they don't. Instead of saying "X module got it wrong", I am saying "a simulacrist did that".

As for the Shadow Twin - yes, the PCs may believe the Shadow Twin is the Big Bad Evil Guy. So little do they know...


And you can move this if you want, by reposting it or asking a Mod.

Yeah. I already snitched on myself lol.