?Mind Clone stats?


Age of Worms Adventure Path


Where are the stats for the Mind Clones in HoHR?
They are not in the module, so what source book do they come from?
I have looked in DMG, DMGII, Lords Madness, Exp Psionocs, and no luck.

Dark Archive Bella Sara Charter Superscriber

It does sorta look like the details of the mindclone were left out of the adventure. The closest thing I can find to a explanation is in roomd D17 where the device that creates them is described.

On a related note, is there a reason for the mind clones to exist other than to make the doppleganger that infilitrates the party that much harder to detect? It seems like a pretty powerful magic device for a pretty low cost. I'm planning on cutting it out because I don't think it adds enough to the adventure to justify my own personal suspension of disbelief.

Sebastian

Paizo Employee Creative Director

Originally, the mind clone allowed a doppelganger to use all of a cloned character's abilities and skills. Basically, it let a doppelganger who duplicates a wizard cast all of that wizard's spells and utilize a familiar. For various reasons, balancing this item for a 7th-level adventure was proving far too dificult in the short amount of time I had to develop the adventure, so it got cut back considerably to the state you see in the magazine now.

The best way to think of the mind clone is as a plot element that allows these doppelgangers to do what they're doing and to leave it at that. I'd give more advice but I'm at home now and don't have access to that issue... I'll try to remember to head back here and post a few more notes once I get back in the office though.


James Jacobs wrote:

Originally, the mind clone allowed a doppelganger to use all of a cloned character's abilities and skills. Basically, it let a doppelganger who duplicates a wizard cast all of that wizard's spells and utilize a familiar. For various reasons, balancing this item for a 7th-level adventure was proving far too dificult in the short amount of time I had to develop the adventure, so it got cut back considerably to the state you see in the magazine now.

The best way to think of the mind clone is as a plot element that allows these doppelgangers to do what they're doing and to leave it at that. I'd give more advice but I'm at home now and don't have access to that issue... I'll try to remember to head back here and post a few more notes once I get back in the office though.

Thanks James, I appreciate your response. Perhaps some info on value to the PCs if they sell it or how to use it.

Thanks.


I would leave it as a magic item that specificly enhances the Doppleganger's natural ability to mimic other creatures and completely useless to the PCs, and that it would best be destroyed less it be used again for such nefarious perposes.


I'm going to use the mind clones as magic items that allow any creature who 'detects thoughts' on it access to all of the memories of the person whose mind it is a clone of. This grants a +10 modifier to Bluff checks to impersonate that character.


Thanks for everyone's suggestions. I went with making it an object that can only be used in conjuction with Detect Thoughts.
I also found the suggested price within the adventure itself.
Thanks again. Good Hunting!

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