Simulacrum a Nymph's Inspiration Ability


Rules Questions


So a player in my home server has a wizard of the appropriate level to use this spell, and he had simulacrum'd a nymph and gave himself the inspiration abitlity:

http://www.d20pfsrd.com/magic/all-spells/s/simulacrum/
http://www.d20pfsrd.com/bestiary/monster-listings/fey/nymph/

Without posting the near books of dialogue in regards to the english language I saw two main arguments stand out from the sentence in Simulacrum in regards to 'appropriate'.

"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)."

1. Appropriate refers to abilities of a creature that are directly based on hit dice. (maintains inspiration, because it isn't determinate on hit dice)
2. Appropriate refers to abilities a creature should have of that hit dice/level/challenge rating. (inspiration is an ability specific to that creature and it would be inappropriate for 'half a nymph' to maintain such an ability)

Thoughts?


Welcome to the jungle of the Simulacrum.

There's no official or even semi-official answer, but there have been several threads on the subject.


2. It requires complicated GM examination. Mark Seifter has a many-page blog post draft, so it's certainly not as simple as 1.

Additional comment from Mark.


'appropriate' should be read as 'appropriate for you campaign'. At the very least strongly consider ruling that no simulacra should have the ability to grant permanent or near permanent buffs.


Since Simulacrum is a level 7 Spell, it generally falls outside the PFS Domain, which generally doesn't have characters above level 12. So this is pretty much the GM's call.

Simulacrum's description says the construct's abilities are at 1/2 the level of the original. It seems to me that since a real Nymph's Inspiration gives a +4 on a bunch of things, then a Simulated Nymph's should give a +2. That's how I'd rule it. I'd let Status work normally at Caster level 3 or 4.


I'd go for +2 for 24 hours, obtainable once per day. That way, the pseudo-nymph can't just be discarded. It's still a good deal compared to an item, but since the pseudo-nymph can't be healed, more precautions are needed.

Community & Digital Content Director

2 people marked this as a favorite.

Removed a series of bickering posts. Dismissive commentary of others who've tried to lend an answer to the OP and arguing for the sake of arguing is totally unhelpful.


1. Appropriate means your Nymph has 4 HD instead of the usual 8. Half it's normal hit points (monsters don't have max hp for the first HD), reduced skill points, 2 less feats (DM's choice but consider requirements) the DC for abilities that depend on HD is likewise reduced.
Inspiration shouldn't be affected, since it has no variables that depend on HD.

That said, a copy might not get that ability at all, for example, you as the GM can decide nymphs get that ability at 8 HD (be careful, your player might start looking for a 16HD nymph)


RPG-wise, I think a pseudo-nymph would be so disappointing after encountering a real nymph (provider of the base element) that there is no way the pseudo-nymph would be inspiring, magically or otherwise.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Simulacrum a Nymph's Inspiration Ability All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions