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Hm, ok, thanks for the feedback. I guess it's good to know that I didn't miss any rules at least. I also felt a rule of thumb / house rule was needed to determine when the creature will flee.

What I use now: An animal companion flees once it drops below 2/3 of its HP. The only way to keep it fighting beyond that point is by continuously handling it; effectively the Druid loses a move action each round to have their animal companion keep fighting, or it will flee. As it is damaged, DC increases by 2 per normal rules.

I don't use special rules after it flees, but of course the flee itself needs a duration in principle. I generally assume that the animal flees for the remainder of the battle.

But of course, as long as the druid or anyone with sufficient skill in Handle Animal can still command it, it's possible to get it to attack again. However, without being healed, it will flee again as soon as it is attacked again (regardless of added damage, since it is already below the threshold).

Regarding the "Down" command: I agree that it should work like the rules say technically, but I also noticed that hardly any GM enforces the rule. However, I think this is the main reason that Animal Companions sometimes seem seriously overpowered, especially at lower levels. Not because it costs another "trick slot", but because having to call it "down" before it can "attack" again takes two moves and effectively uses up an entire round for a druid.

A final note on fleeing: I sometimes have the same issues with monsters. At what point does a non-intelligent monster give up? I'm not advocating a complex morale system, but a simple rule of thumb that's tested for balance would be nice. I now solve this on a per-encounter basis, noting the state of mind for a group of creatures beforehand. (opportunistic, hunting, bloodthirsty, .. stuff like that)


I have two related questions regarding Animal Companions.

First, the "Down" trick states: "The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated."

Does this mean that once the order to "Attack" is given, or the creature defends itself, it won't respond to other commands that would cause it to stop attacking? Like "Come" or "Heel"? (or even an "Attack" on another creature?)

Secondly, the description of Down says "[..] until it must flee (due to injury, a fear effect, or the like)". This has been bothering me, because I was unable to find any rules that dictate when the animal would flee. Of course there are many spells and other effects that explicitly state that a creature will flee. But the description suggests that sufficient damage or injury would also cause an animal companion to flee?

What amount of damage or injury would cause a handled animal (and an animal companion in particular) to flee from combat?

Thanks,
Grismar.


You ask a number of questions:

What if the party attacks the controlled undead? Unless commanded by voice to do otherwise, I would expect it to react as it would normally, except that it won't attack it's master, as per the description.

What if the controller attacks it? Same, so if you command it to stand still and attack it, it will stand still and take the beating.

Is the control broken? No, the spell doesn't state conditions that break the control. Control Undead (to which the spell refers) states "Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end" though.

Does the undead get a free saving throw? After the initial saving throw, you mean? Then, no; they just get the one save when you try to command them.

Is the undead forced to stand there and be obliterated? Only if you tell it to. So, it has to be able to hear you. However, the spell clearly states that it won't attack *you*, even if it cannot hear you, so no Silence hijinks.

Personally, I think the description of command undead and control undead are fairly clear. What part of the rules do you feel need further explanation or errata?


Regarding the difference between a figment and a glamer: I don't think the rock example is very clear.

As a GM, I would be fine with a figment of a rock which appears to be in the exact place where you are, allowing you to hide "inside it". I don't think is this abusing the figment as a glamer, as glamer has the added advantage of moving with the subject. (Crispy3ed ninjaed in, but I agree with them)

So, creating a figment of a rock and hiding inside works, but the figment is stationary. Glamering a character to look like a rock, allows the character to move around, looking like a convincing rock when still.

Additionally, the figment could result in a situation where the character accidentally sticks something outside the figment and gets noticed. Whereas the glamer would have changes the way the character looks itself, so that won't happen.

The original question also asked about moving images. A figment can move and if a character moves with it, this can make for a convincing illusion. But a glamer can move with a character, making it far less complicated.

For example, a Silent Image of a sizeable (non-specific) priest in a wide cloak might conceil a party member and even appear to be leafing through a prayer book (without sound effects of course). However, casting a Veil might make the same party member look like that priest and allow them to walk around and interact with the environment, their cloak feeling real and smelling of freshly brewed beer (no sound effects though, oddly).

A creative player might create a Silent Image of a cloaked priest, crossing a corridor to fool a guard and allowing a party member to sneak across unseen, as long as the party member stays in perfect sync with the image, but as a GM I would still have them make a tricky Stealth check to see if they succeed in staying within the ruse.


146. Having set up camp in underground caverns, the party is completely surprised by a sudden breach in an underground river (perhaps some time before, they noticed a faint murmur behind a thin wall). Extinguishing the campfire and leaving them in the dark, soaking the party, the room quickly starts to fill with water.

Several ways to make it more interesting:
- perhaps the water isn't lifeless, but contains fierce underwater adversaries;
- perhaps the breach was caused by a light earthquake, which also opened up a new cavern in the ceiling, through which air is escaping - and so may the party!;
- perhaps the camp isn't in an isolated cave, but instead the water rushes the party down a dangerous corridor or into a pit;