Simulacrum used by PCs.


Pathfinder First Edition General Discussion

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Adamantine Dragon wrote:
Well, when you have the history of a character that was created at level 1 and advanced to level 10, then sure, take the feats you had at level 5. I think lots of characters are made at level 10 and there is no actual "feat history" beyond "well, I must have had feat X before feat Y since it's a prerequisite". But when there is a history, I absolutely agree with you.

Yes, I can see how that might be something of a conundrum. Still, in most cases, you would just take away the bonus feats, then deal with the remaining ones. Most people invest in feat trees with linear prerequisites. This helps to determine what feats might have been taken when. I've reverse-engineered several dozen characters (mostly to check and make sure all my players' PCs didn't overlook anything) and I've found that most characters don't have more than 3 or 4 "floating feats" (at most) that could have been taken at any time.


shallowsoul wrote:

Summoned creatures of any type wink out if they enter an

antimagic field. They reappear in the same spot once the field goes
away. Time spent winked out counts normally against the duration
of the conjuration that is maintaining the creature. If you cast
antimagic field in an area occupied by a summoned creature that has
spell resistance, you must make a caster level check (1d20 + caster
level) against the creature’s spell resistance to make it wink out.
(The effects of instantaneous conjurations are not affected by an
antimagic field because the conjuration itself is no longer in effect,
only its result.)

I do not see how summoned creatures are relevant.

Silver Crusade

WWWW wrote:
shallowsoul wrote:

Summoned creatures of any type wink out if they enter an

antimagic field. They reappear in the same spot once the field goes
away. Time spent winked out counts normally against the duration
of the conjuration that is maintaining the creature. If you cast
antimagic field in an area occupied by a summoned creature that has
spell resistance, you must make a caster level check (1d20 + caster
level) against the creature’s spell resistance to make it wink out.
(The effects of instantaneous conjurations are not affected by an
antimagic field because the conjuration itself is no longer in effect,
only its result.)
I do not see how summoned creatures are relevant.

It would help if you read Remco's post.


shallowsoul wrote:
It would help if you read Remco's post.

No it really would not. I still don't see how summoned creatures are really relevant, not when Remco Sommeling brought them up and not when you responded. Perhaps if it was explained better I could see where it factors in but as of yet I don't.


shallowsoul wrote:
Remco Sommeling wrote:

The AM spell only affects spells with a duration, instaneous spells are assumed to create an instantaneous effect that is no longer considered magical after the spell has been cast.

The paragraph discussing summoned creatures simply clarifies that summoned creatures brought by an instantaneous effect do not wink out, the whole paragraph is infact just a clarification on how it would work in the case of summoned creatures. The fact that the provided logics for instantaneous conjuration magic works for any kind of magic should tip you off.

Summoned creatures of any type wink out if they enter an

antimagic field. They reappear in the same spot once the field goes
away. Time spent winked out counts normally against the duration
of the conjuration that is maintaining the creature. If you cast
antimagic field in an area occupied by a summoned creature that has
spell resistance, you must make a caster level check (1d20 + caster
level) against the creature’s spell resistance to make it wink out.
(The effects of instantaneous conjurations are not affected by an
antimagic field because the conjuration itself is no longer in effect,
only its result.)

Simulacrums are instantenous effect.

Silver Crusade

Tiny Coffee Golem wrote:
shallowsoul wrote:
Remco Sommeling wrote:

The AM spell only affects spells with a duration, instaneous spells are assumed to create an instantaneous effect that is no longer considered magical after the spell has been cast.

The paragraph discussing summoned creatures simply clarifies that summoned creatures brought by an instantaneous effect do not wink out, the whole paragraph is infact just a clarification on how it would work in the case of summoned creatures. The fact that the provided logics for instantaneous conjuration magic works for any kind of magic should tip you off.

Summoned creatures of any type wink out if they enter an

antimagic field. They reappear in the same spot once the field goes
away. Time spent winked out counts normally against the duration
of the conjuration that is maintaining the creature. If you cast
antimagic field in an area occupied by a summoned creature that has
spell resistance, you must make a caster level check (1d20 + caster
level) against the creature’s spell resistance to make it wink out.
(The effects of instantaneous conjurations are not affected by an
antimagic field because the conjuration itself is no longer in effect,
only its result.)
Simulacrums are instantenous effect.

They are not instantaneous conjurations.

Silver Crusade

WWWW wrote:
shallowsoul wrote:
It would help if you read Remco's post.
No it really would not. I still don't see how summoned creatures are really relevant, not when Remco Sommeling brought them up and not when you responded. Perhaps if it was explained better I could see where it factors in but as of yet I don't.

Remco said that an AMF did not affect a Summoned creature. He quoted that they did "not" wink out and I was telling him they "did" wink out.

An AMF tells which instantaneous effects it does not work against and those are instantaneous conjurations. A Fireball is instantaneous but you can't the spell while in an AMF field and nothing would happen if you had the spell land in an AMF.

What they mean by certain instantaneous spells not being effected is for example you hit me with a fireball. I can't cast AMF after it's over to erase the damage because the spell has already gone off.


The spell creates a creature. The creature is not a spell.

EDIT: Incidentally my 3rd level PCs in one of my tabletop campaigns has encountered 2 simulacrums who are owned by the major BBEG. One is a simulacrum of the BBEG itself (who is overseeing the minor operations the PCs have been troubling) and the second is a simulacrum of his top Assassin "Black Dream". He sends these assassin clones to deal with meddlesome fools. The party has yet to encounter either of them for more than a moment, but I imagine they will be surprised when they overcome the lesser version of Black Dream (she has a pretty nice Death Attack and uses lots of cheap consumables, so the PCs must be on their toes).


shallowsoul wrote:

Remco said that an AMF did not affect a Summoned creature. He quoted that they did "not" wink out and I was telling him they "did" wink out.

An AMF tells which instantaneous effects it does not work against and those are instantaneous conjurations. A Fireball is instantaneous but you can't the spell while in an AMF field and nothing would happen if you had the spell land in an AMF.

What they mean by certain instantaneous spells not being effected is for example you hit me with a fireball. I can't cast AMF after it's over to erase the damage because the spell has already gone off.

Ok look, you may have gotten then wrong idea. Your post just happened to be the last in the line of discussion on summoned creatures that I noticed and so was the one that got my comment. I was dismissing the whole line of discussion.

That being said you are still being inconsistent by drawing distinctions for no reason.


shallowsoul wrote:
They are not instantaneous conjurations.

Instaneous illusion. My mistake, though I would think the same principle applies.

Simulacrum:

School: illusion (shadow)
Level: sorcerer/wizard 7, summoner 5
Casting Time: 12 hours
Components: V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)
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 half of the real creature's levels or HD (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 HD 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 Perception 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.

Dark Archive

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Tiny Coffee Golem wrote:
shallowsoul wrote:
They are not instantaneous conjurations.
Instaneous illusion. My mistake, though I would think the same principle applies.

His interpretation is that since it explicitly states that it *doesn't* dispel Instantaneous conjurations, that this means that it *does* implicitly dispel all other Instantaneous durations spells, and trumps the text on p. 216 that rules that things created by Instantaneous duration spells of any school are no longer magical, as the magical effect came and went during the casting of the spell.

Under this interpretation, anti-magic field would suppress the Instantaneous duration effects of flesh to stone (transmutation), un-petrifying the person so long as they remained within the field, or suppress the lingering effects of holy word (evocation) or color spray (illusion), rendering blinded, stunned or paralyzed subjects no longer blinded, stunned or paralyzed, or 'de-animate' a ghoul or mummy created via create undead (necromancy), turning it into a corpse, for the duration, or suppress the effects of contagion making the person in the AMF no longer diseased, until they left the field.

It would also, in theory, tear apart material assembled by fabricate, break items repaired by mending or make whole, slam shut doors opened by knock and resurrect those slain by finger of death or power word kill, all effects brought about by Instantaneous duration spells. It might even heal all damage suffered from Instantaneous durations spells like fireball and magic missile and flame strike and horrid wilting and inflict X wounds.

The rules on p. 216 disagree with this interpretation, but the wording under anti-magic field could certainly be seen as saying, 'since it explicitly said can't do Instant conjurations, that implies that it *can* do the other schools.'

Subject order would suggest that 'conjuration' is the word stressed there, not 'Instantaneous.'

The presence of the line at the end of a bit about how the spell works in conjunction with summoned creatures would suggest that the sentence is specifically relevant to conjuration, and that the sentence should not be 'read into' meaning the adverse of what it says.

But the text isn't as clear as it could be, and the sentence obviously has caused confusion.

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