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Ba Dum Bum.
I'm not sure where to put this thread, but I figured General was sufficient.
My question about the Simulacrum spell is specifically regarding this line:
A simulacrum has no ability to become more powerful. It cannot increase its level or abilities.
What does that mean exactly? I get that it can't gain class levels to include improving skill points, but how does that play out in your games? Do Simulacrum have no short term memories or do they simply never choose to improve themselves.
What happens if they read a self-help book? Do they completely forget the contents or are they simply incapable of incorporating a new way of thinking.
Lets say you make Sally the Simulacrum. She was specifically created because you found the best receptionist ever when you were on holiday in Rio and you wanted a Sally of very own for use in this little B&B you opened last year. (Or whatever.)
Is sally capable of remembering people? repeat customers? who tipped her the best? Or is every interaction as if she's never seen you before in her life?
Keep in mind the 3rds necessary to locate specific auras in the 60 foot cone. Even if the answer is yes, it's not necessarily useful.
The answer for #1,2, &4 is yes, but if they are just going to sit there for 3 rounds while you search they deserve to be found.
#3 I think technically yes if you examine them for three rounds then roll spellcraft to identify the type of magic and deduce it's purpose. Again, this requires them cooperate or be restrained.
#5) if you're at the source of the spell, sure, but not the sound itself. However, again if it's a person casting they've got to sit there for three rounds while you examine them and make spellcraft rolls.
Milo v3 wrote:
Darklord Morius wrote:
Some creatures that can be summoned, like Ice Devil, Erynies, etc, has magical or masterwork equipment. Can a character summon one of those (via summon monster spell), ask him his equipments, dismiss him and then sell the equipment?
No. It all disappears when the summoned creature does.
However, you could theoretically call (via the planar binding spells) the creature in question then take and sell its stuff. If you do this regularly you'll either need to kill the creatures or when you dismiss them they'll be pissed. Do it enough and you've got a lot of angry outsiders to deal with.
Edit: also the DM is liable to screw with you if you try this as a money making scheme.
Sounds like a perfect candidate for a cheap custom magic item. Also, when you are killed and renew your body via phalactry wouldn't it be as it was when you made the phalactry. Aka pre decomposition?
Franko a wrote:
Oh, right. Aaannnnnddd I'm back.
Also, you're a magic user. I see no reason why a remotely intelligent lich couldn't/wouldn't take steps to keep his body from decaying. As a matter of fact, that'd be on my list of spells to research during the process of finding 120K GP.
Assuming no other spell would do, though I think there are multiple options, I'd just research a spell. "Appear living" Target: Dead body for the next 24 hours the dead body does not decay and has all appearances of life (heartbeat, breathing, warmth, etc.). You're an 11th level caster. This is probably the equivalent of a first or second level spell.
Edit: Hell, with just a little prep it wouldn't be that hard to convince people you're not dead.
This would make a great premise for a drow sandbox game.
I weld a Goat Repulsor Ray onto GT's crotch, watch him running around howling in frustration for a few delightful hours, then turn on the reverse switch in order to experience first hand what a human (?) bludgeoned to death by two dozen goats looks like.
I add Iocane Powder to Plug's morning coffee.
Based on my reading I believe s clone spell would resurrect the Lich. They'd be living again.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels , just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.
The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.
Liz Courts wrote:
Message me if you decide to run any of those please. :-)
This is less of a feat combination, more so just a cool feat trick. The Escape Route teamwork feat is a nifty feat when used with anyone who takes the Valet familiar, effectively granting both you and your familiar a decent amount of safe movement, which is useful for a spellcaster attempting to withdraw out of melee but still wanting to cast spells. Even better if you can get away with it counting when your familiar is on your person or in a bag! Also nifty for letting your familiar be touched focused, as normally tiny creatures provoke as they have to move into an enemy's square.
I like it.
Just remember that offensively, Empower is all you really want to spend Burn on, once your Extended Range is free... so feel free to load up on your defense, minimum of 3 burn every day for defense (You -even out- on Tmp HP vs Burn Damage, but heal those Tmp HP super super fast.)
How does Extend range become free?
Careful with how much logic one applies to a fantasy setting. That's a long windy road.
Anyway, it "makes sense" as much as anything can, however, it's not stated anywhere except for one specific opinion about one specific setting. As such I don't think it really applies here.
I'm new to Kineticists, as is most everyone else.
Question 1: What's the "best" overall build for a Telekineticist? I'd like them to basically be a telekinetic rogue that's got a decent punch in battle.
Question 2: I'm considering a Undine Hydrokineticist for Skulls and Shackles. I'm not entirely sure what direction to go with her. Any thoughts on making the best Hydrokineticist? Essentially being as good at whatever a hydrokineticist is best at as possible.
Regarding #5: While there may be ways to conceal or prevent physical signs (on one's own body) of being a lich, a lich's very existence will slowly sap the life from the world around them. Sure, the village leader may still look alive, but the villagers would probably start getting suspicious at how fast things rot around her.
Where is this stated?