UniversalMonster
Explorer
As a GM I would rule that illusions threaten opponents for purposes of flanking. This would also entail interaction, allowing for a saving throw, but I would definitely alow it.
Particle_Man said:The last doesn't work with programmed image, since a) programmed image, like mirror image, duplicate you as you are. If you are invisible, so is it, and b) programmed image requires line of sight. If it is invisible, you can't see it and it winks out (I suppose, see invisible might provide a loophole here...).
Magus Coeruleus said:What I would like to see is an article with some suggested guidelines for bonuses and penalties to the save kind of like the modifiers to a bluff check. Perhaps making an illusion of something very simple but believable should have a harder save whereas pushing it to the max (complex changes in the illusion that require a lot of concentration) should make the save easier, or require a concentration check to keep up the high-detailed charade.
Someone said:Illusions should be rather effective on mindless opponents, like vermin and golems, who don´t learn and will be fooled once and again by the same trick.
Henrix said:I'd disagree. A percieved threat would be as good as a real threat for flanking.
There is nothing about this in the rules, but it is how I'd rule it when GMing.
Not exactly sure what the rules say but isn't a spiritual weapon or other similar magical creations not a full-sized attacking creature and thus not relavent for flanking, even though it is a threat to an opponent? An illusion of a real creature, on the other hand might be elegible to flank an opponent. That's how I would see it.Magus Coeruleus said:It may seem logical that an illusory attacker grants a flanking bonus, but then isn't it also logical that a Spiritual Weapon would do so as well (which it doesn't)?