Hex the only way you get sneak from the full attacks in that one is to flank. only he first attack gets sneak attack from invis denying dex bonus for the first attack only.
the only way to get full attack as I see with invis with out flank is to delay in your surprise round if you are right next to the target or if another person in your party can some how make enemy loss his dex bonus for a round that you attack in. it is very very situational.
that is the whole point of improved invis to keep that going.
They did I saw it in older thread, I think it also listed in FAQ I will look for it and post it here for you.
Thank you.
It just didn't seem right to me that the rogue would not get full attack from this, as even with a full round action, the victim doesn't have enough time to react, but if them the breaks, this is a game not real life.
Imp. Invis would be beneficial as normal invis ring would need another standard action next round to activate again, or have the caster put it on you again as part of their action.
They did I saw it in older thread, I think it also listed in FAQ I will look for it and post it here for you.
Thank you.
It just didn't seem right to me that the rogue would not get full attack from this, as even with a full round action, the victim doesn't have enough time to react, but if them the breaks, this is a game not real life.
Imp. Invis would be beneficial as normal invis ring would need another standard action next round to activate again, or have the caster put it on you again as part of their action.
and that is why i recommend Blur. it's a discounted greater invisibility with a longer duration, but no fat stealth bonus. or like an Upgraded HiPS that ignores terrain conditions and provides a miss chance on top of that. the downside, is that you need a move action each round to make the stealth check, and this concealment breaks when you attack as well, unless you want to take sniping penalties.
and that is why i recommend Blur. it's a discounted greater invisibility with a longer duration, but no fat stealth bonus. or like an Upgraded HiPS that ignores terrain conditions and provides a miss chance on top of that. the downside, is that you need a move action each round to make the stealth check, and this concealment breaks when you attack as well, unless you want to take sniping penalties.
I like the blur idea, but it should only work until your target becomes aware of you (like after you stab him). The stealth skill states, "If people are observing you using any of their senses (but typically sight), you can't use Stealth." So once's your target has seen you, he's seen you, regardless if you are blurred. Although the spell is ongoing and you have concealment (and the miss chance), you haven't GAINED concealment, which is a requirement to use stealth while observed. The spell doesn't apply a new concealment effect each round.
Hmm, of course you could cast blur while in combat (and observed), and gain concealment, thus technically meeting the requirement to utilize stealth. Might be a great escape tactic assuming you cast defensively and make a good stealth roll.
Basically, combat doesn't start until (A) one creature initiates an attack against another creature, or (B) a creature is anticipating an attack from another creature. You could sit in the "not yet in combat" zone for hours before you hit the moment of "just before combat."
I am not finding any rules to support this. The beginning of combat seems to be based on intent or perception of danger. At the time initiative is rolled, nobody has performed any actions yet, and nobody has committed to performing any actions yet. It seems that they are able to decide not only what they want to do, but also whether they want to act at all, as their turn comes up in the initiative. I don't see anything that would prohibit a character from delaying action in the surprise round, even if they are the only combatant that is not surprised.
I think the problem is that the rules concerning surprise are intended for group vs. group (or at least group vs. creature) combat, not for a 1 on 1 situation. The surprise rules work well when there are a number of people who can act during the surprise round, but not so well when there is one lonely rogue getting the drop on some poor sap who got stuck on the night shift (who is probably 3 days from retirement).
That being said, as a long-time GM, I would allow a rogue to do this in my game. It may be over-powered in a PvP type scenario, but a 1-on-1 surprise round just isn't a common occurrence, at least not in any game that I've run. I say, let the rogue have their fun once in a while, and put a construct on guard duty next time.
Hmm, of course you could cast blur while in combat (and observed), and gain concealment, thus technically meeting the requirement to utilize stealth.
Not when observed.
You would have concealment, but would be observed and could not use stealth without doing something else or having another ability.
As to the person where the player metagames their init roll, you stop them from doing this, or from 'electing to retry' certain skills after seeing their d20 roll for it. Simply say no.
And if that doesn't work, then you protect the game from them. Make hidden rolls, etc.
This is why I outright tell people Blur and Blink don't let you stealth in my game : p I don't like the idea of a rogue casting Blur or Blink and stealthing in the middle of a well-lit wide open area in a ballroom gallery during a party.
But then, I've been tinkering with Stealth for a little while, trying to figure out how to get it just right.