Simulacrum: Item Craft feats not work


Rules Questions

Silver Crusade

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Since a Simulacrum is an illusion and only partially real, wouldn't crafting feats not work since items created would be an illusion as well?


Not necessarily. The simulacrum is an illusion. But they have real abilities. They really can swing a real sword (because they have a physical body underneath the illusory outside). They really can open locks. They really can cast spells (as wizard, sorcerer, or paladin).

BUT, a GM is totally justified in choosing for them to be "less real" than that, IF that's what a GM wishes to do.


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How many threads does this need? People are just going to tell you the same thing as in other threads: There's nothing in the spell description that suggests that items created by a simulacrum are any less real than the effects of anything else it does, but a DM has a universal right to put the kibosh on anything she thinks is too rediculous, and "it can't make real items because it isn't fully real" is I guess an okay in-game justification for it. I personally like the "no creative spark" justification a little better myself if I was going to limit it, but different people like different things in that regard.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The spell specifically prohibits a sim from becoming more powerful. Developers have clarified that sims should not gain the create spawn ability (or similar abilities) because such things would make them more powerful.

If a GM is worried about sims doing the crafting in his games, all he has to do is point out that making anything of real permanency would make the sim more powerful (something specifically disallowed by the spell) and then summarily disallow it.


Ravingdork wrote:

The spell specifically prohibits a sim from becoming more powerful. Developers have clarified that sims should not gain the create spawn ability (or similar abilities) because such things would make them more powerful.

If a GM is worried about sims doing the crafting in his games, all he has to do is point out that making anything of real permanency would make the sim more powerful (something specifically disallowed by the spell) and then summarily disallow it.

You know what else makes them more powerful?

Literally everything. Craft? Check. Profession? Check. Using any method, any method at all, to heal them? Check. (Despite the fact that this is specifically called out and given a way in the spell description.)

My point? Sure. It's totally valid, but it's not really justified in-game. It's stretching the definitions of words to torturous lengths to prove a minor point, when it would be much easier (and more valid) just to say "this is the way it is in my game".


Tacticslion wrote:
Ravingdork wrote:

The spell specifically prohibits a sim from becoming more powerful. Developers have clarified that sims should not gain the create spawn ability (or similar abilities) because such things would make them more powerful.

If a GM is worried about sims doing the crafting in his games, all he has to do is point out that making anything of real permanency would make the sim more powerful (something specifically disallowed by the spell) and then summarily disallow it.

You know what else makes them more powerful?

Literally everything. Craft? Check. Profession? Check. Using any method, any method at all, to heal them? Check. (Despite the fact that this is specifically called out and given a way in the spell description.)

My point? Sure. It's totally valid, but it's not really justified in-game. It's stretching the definitions of words to torturous lengths to prove a minor point, when it would be much easier (and more valid) just to say "this is the way it is in my game".

Don't forget picking up items.


Heh, true!

But man, those simulicrums can climb, eh? Oh, wait. No. They can't. That'd put them higher up, thus increasing their potential energy!

... well, they could climb, but they couldn't fall, because that would be increasing their power.

Dark Archive

shallowsoul wrote:
Since a Simulacrum is an illusion and only partially real, wouldn't crafting feats not work since items created would be an illusion as well?

No


No, but it's a perfectly cromulent house rule.


Do we really need more bumps to posts trying to subvert the rules? :-\


And yet you bumped it. : D

Silver Crusade

How would you go about telling the Sim to build you a specific magic item, in game, if you yourself have no knowledge of the item's existence without meta-gaming?

If the Sim isn't based off of you for instance.


shallowsoul wrote:

How would you go about telling the Sim to build you a specific magic item, in game, if you yourself have no knowledge of the item's existence without meta-gaming?

If the Sim isn't based off of you for instance.

I think the real question is how do you go about spending any money on anything if you don't know that items exist without meta-gaming.


shallowsoul wrote:

How would you go about telling the Sim to build you a specific magic item, in game, if you yourself have no knowledge of the item's existence without meta-gaming?

If the Sim isn't based off of you for instance.

This question doesn't need the simulacrum involved at all; you could say the same thing about just plain old item crafting. Which you have, in another thread. And it was addressed there. The simulacrum doesn't add anything to your question.

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