Green Slaad

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Can a spell like Silent Image or Major Image create a "Flanking" situation?
For example, If your fighter buddy is fighting an orc and you cast a figment type spell like the above mentioned ones.
It is the illusion of a swordsman joining the fight and moving to a flanking position.
Assume the illusionary swordsman is just posturing, feinting and making inaccurate attacks that don't contact so as to only appear to be a threat.

Obviously it is moot if the orc figures out that the swordsman is an illusion but if he does not, could it allow the fighter to get a flanking bonus?


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I'm seriously considering converting I1 Dwellers of the Forbidden City to Pathfinder (with Serpent folk in place of the Yuan-Ti)....but here is the twist...
I want to take the lost city out of the jungle, slap a 1000 ft. ceiling on it and place it firmly in the Darklands.
Just think about it! It has serpentmen, an Aboleth, Mongrelmen and other beasties that would fit well in the Darklands.

What I need to know is if someone has already done some of the conversion work on this module on their own. It would save me a lot of effort.

I'm also looking for any ideas or opinions on how to make this work.


The grizzled warrior handed the ancient blade to the wizard and said, "Pray tell old friend, what mighty enchantments have been woven into this finely wrought steel?"

The Wizard replied, "It's a +1 Longsword."

There goes the whole mood of the game, shot down by an item that is all mechanic and no description.

Is there a better way to describe the weapon?

Given the amount of bonuses that all melee centric characters get as they level, add feats, etc. Are +X weapons really just weak holdouts from older versions of the d20 style games?

How do +X weapons impose their +X bonus? Do they hit harder? Do they guide the hand of the wielder?

Even back in OD&D this was a bit of a problem that was danced around. Any ideas for solutions?


+x weapons are just a game mechanic and not a good description of the weapon at all.

Why not come up with a few ideas that will add flavor to weapons with out making them powerful enough to raise them one without price level?

For instance:

Wayfinder: If this +1 Shortsword is placed on a reasonably flat surface, it will rotate on its own so that the point of the blade always points to the north.

Sailor's Friend: This polished +1 club always floats on the surface of any liquid. It gives a +2 swim bonus to the wielder when trying to stay afloat.

What flavor additions can you come up with?


There are a few actions that can be done by humanoids and animals that don't seem to be covered by the grappling or trip rules.

So How would you resolve the foillowing attack types:

Tackle:
The attacker runs and jumps onto the target with the sole purpose of dragging him to the ground. This seems like a charge combined with a trip attack, but if sucessful, both combatants would be prone at the end of it. If failed, the attacker would be the only one to be prone.
How would you execute this? How would it work against larger opponents?

(Real)Pounce:
In nature,most carnivores (like big cats) don't run up to you and start clawing until you fall, they either dive down on you from above or run up, grab on with their claws and flip the prey off its feet.
Now the grab ability lets big cats start a grapple, but if the cat jumps from above or does a running jump (as tigers are prone to do) then its like being hit by a 300 pound sack of flour with claws, its probably going to knock you off of your feet (not wait until after the grapple to make a trip attack on round two).
How would you rule on this attack?


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Here is the skinny,

I'm preparing an upcoming campaign and a few players are interested in play the classic lawful good paladin.
So I'm encouraging them to pick an appropriate Golarion Deity..No Problem there...

But I mentioned that Paladin's should have a code of honor that they follow, then gave them a basic code as aguideline for their characters.
The players feel that the code is too restrictive and makes their character unplayable. I just don't see it.
Here is the code I drafted (Drawn heavily from the code of knighthood from "The Song of Roland" and Authrian legend.

1: Place your god above all else and maintain his temple.
You are to be a shining example of your god's philosophy.
Obey his words and enforce his will. Have faith at all times and encourage it in others.

2: Serve Your order with Valor and Faith.
Serve your order and trust that they will also support and guide you.

3: Protect the weak and the defenseless.
You must show the qualities of mercy and charity. Widows, orphans and the frail are all worthy to receive your aid and support.

4: Refrain from the wanton giving of offense.
Insults and bragging are beneath your station and hurt your honor. Cleanliness and hygiene are also very important. You should behave as a gentleman at all times.

5: Live by honor and for glory.
Do nothing to besmirch your honor. Seek glory whenever possible.

6: Despise monetary reward.
Accept no monetary reward for actions done in the name of your god or for your honor. Encourage those who offer to seek out your temple/order and donate to them or to charity.

7: Fight for the welfare of all.
Place the good of the people above yourself.

8: Obey those placed in authority.
Follow the laws of the land and those in charge as long as it does not contradict the temple doctrine.

9: Guard the honor of your fellows.
Help protect the honor of fellow paladins and knights. Do nothing that would place an undue mark on that honor.

10: Eschew unfairness, meanness & deceit.
Cruelty, injustice and lying are all tools of evil. You will have nothing of them. Fairness, kindness and the truth will always prevail. Speak the truth at all times.

11: Persevere to the end.
Always finish any endeavor you start. Never give up.

12: Never refuse a challenge from an equal.
Honor demands that you answer all fair challenges.

13: Never turn your back on a foe.
Bring the fight to a just conclusion, be it victory, death, defeat or surrender.

14: Honor a worthy opponent.
Do not dishonor or abuse an opponent who has honorably yielded or surrendered. Do not steal his possessions or show cruelty. Do not stay idle if others do these things. Keep the virtue of justice in mind at all times.

Do you see any problems with this?
Can you suggest any revisions or improvements if so?


Type2Demon wrote:

The RAW says:

So, Which Spells would trigger this effect?

By the description it seems that Burning Hands & Fireball do not catch you on fire, but a spell like Flaming Sphere or Wall of Fire would (making them tougher than I originally thought.)

Would the "catch on fire" reflex save happen after saving throws for the spell? or just use the same saving throw?


I'm putting together a liches lair for a party of 10th level characters.

One trap that I'm planning is a hallway that is 100 ft long by 10 ft wide by 10 ft high.
Anyone entering the hallway can make a perception check to notice that the floor is strangely warm. There are grated vents on the ceiling.

Anyone reaching the 50ft mark in the hallway triggers a proximity trap.
The floor of the hallway splits apart,each half sliding towards a wall of the hallway.
Below the sliding floor is a 3 foot deep pool of lava that runs the length of the hall. Anyone falling in takes damage from exposure to lava. Anyone above the lava would still take some damage from the superheated air.
The "Disable point" for the trap is on the ceiling right at the trigger point. (so someone would have to levitate, fly or otherwise get to the ceiling to disarm it and maybe trigger it in the process.)

How would you stat this trap out?
Would you give the party enough time to run out of the trap?
Would you do it differently? Would you add something?
Do you see any glaring flaws in the trap?

Opinions and suggestions are welcome.