Tactics: how am I supposed to use Obscuring Mist / Fog Cloud


Advice


I suck at tactics. As such I have high level gaming coming up soon and I'm playing an Eldritch Knight. One of the spells I'm thinking of picking up is Obscuring Mist or maybe Fog Cloud, or I may just have smokesticks. The point is: I don't really know how to maximize use of these effects.

They give you concealment: 20% miss chance from 5', 50% miss chance from 10 or more. I suppose the tactic is to drop the cloud with you at the very edge, attack out of it, then 5' step back into the mist for the 50% concealment.

1. Is this the intended use of the spell

2. Are there other things to use fog spells for

3. Is there a spell/feat that lets you see out of the fog while enemies are still hindered


1. Intended use? Anything you can think of.

2.Fog spells are -great- at disrupting ranged attacks, since the enemies can't find you. Beware of Fireball however.

Also handy to produce a veil to stealth inside of, and perhaps make a getaway.

3. YES. Waves Oracle has a revelation or some such. And there may be a pair of goggles somewhere...


Improved and Greater Blindsight with high perception.


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Fog cutting lenses are your friend. There's also the cloud gazer feat but that's less useful, doubly so if you're not already a sylph or something that counts as a sylph via racial heritage.

Sovereign Court

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1. Great for getting out of a pinch, or getting through a crowded area without taking attacks of opportunity. Excellent for use with Flyby Attack.

2. Fighting just inside the boundary gives you an advantage.

3. Great with Blind Fight or Fog Cutting Lenses.


See a man on a horse?

Ready an action to drop an Obscuring Mist.

Archers? DROP THE FOG.

An enemy that already has concealment against your party? Return the favor.

Dark Archive

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Adding to the great uses above....

Getting assaulted by rogues? Drop the fog (concealment blocks sneak attacks)
Enemy dropping deeper darkness on you? Return the favor.
Oh crap, we're gonna die? Give yourselves a way to retreat out, or at least even the odds?


Blindsight? Does that eliminate the penalties? What about Echolocation? I might pick up some Fog-Cutting Lenses. Monstrous Physique II, along with numerous obvious advantages gives me reach. I thought it might be kind of cool to drop a fog, attack with 50% concealment with reach while my party gets 20% on the outskirts. Or maybe drop a fog, buff, then charge.


At higher levels, giving your familiar a wand of obscuring mist is great battlefield control. Manipulate the battlefield creating choke points and blocking line of sight. It's a great way to separate your party from charging knights and enemy spellcasters.


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Generally speaking, when you are playing a caster, Fog clouds and obscuring mist aren't about the 20% miss chance, they are about the total prevention of vision over 5'. For a caster, this can be monumentally useful in a number of ways, I'll list a few of the most common here:

First let's explain how a fog cloud doesn't screw you over (this is the most common complaint I hear, "The fog cloud hurts me as much as the enemy!")

If you have a variety of spells, there are likely many choices you have that don't require you to see your target. Fog cloud blocks line of sight, but not line of effect. This is an important distinction. You may not be able to see anyone, but you can still summon creatures, lay down walls, throw area of effect spells, etc. Keep in mind that with things like summoning - you don't even need to know where the enemy is, you can summon the monster, it runs out of the fog, and locates the enemy. Some creatures (like Dire Bat) can locate creatures within the fog as well.

Now let's discuss how it can be used to foil the enemy:

1) Archery: Wizards and Sorcerers don't like being attacked, that's why they hide behind the big stupid fighter types. Archery can eliminate that advantage, so making yourself effectively invisible by fog eliminates their ability to target you.

2) Enemy casters: Some casters use dirty tricks like actually targeting your character with spells. The nerve! Fog forces them to play on your terms, eliminating nasty rays and other targeted spells. By the way - most spells that provide a Fortitude save (you don't like making fortitude saves) require line of sight.

3) Enemy melee attackers: Not seeing you is basically invisibility, it prevents charges, and also makes them need to hunt through the fog to find you. Maybe they find the fiendish dire wolf you summoned instead...

4) Summoning: My favorite trick is summoning, but the 1 round casting time is a vulnerability I don't like. Summoning in Fog reduces that vulnerability.

I've used the term "invisible' a couple times here - because that's what fog makes you. However, unlike invisibility, see invisible, glitterdust, and invisibility purge are of no help in finding you.

Final point: You mention smokesticks. Smokesticks are wonderful little inventions that an improved familiar mephit can drop (or if you have a kind DM, any familiar). That means it's basically in addition to your normal actions! (I've been recommending familiars for years now). So your round can go: 1) Target enemy with nasty spells 2) Mephit drops smokestick 3) Take move action to back up, becoming 100% obscured. Isn't that lovely?


Pathfinder Adventure Path Subscriber

I second using it after deeper darkness. It's always hilarious to watch the GM's face after that. Because no NPC rogue has Shadow Strike.


Flaming Duck wrote:
I second using it after deeper darkness. It's always hilarious to watch the GM's face after that. Because no NPC rogue has Shadow Strike.

Yet...

The Exchange

I second the notion that being in fog is a bit better than simply being invisible. Obviously you're a little more vulnerable to non-magical investigation, but true seeing doesn't help: they truly see fog. And unsurprisingly, gust of wind is not a spell that NPCs often bother with.

One thing I've always found nice with fog is that if you've got your party trained tactically, you can spring all sorts of nasty surprises on the NPCs. It's great when you're setting up an ambush zone to retreat into, since the duration is pretty good: and if initiative allows, it can be hilarious to cast the spell, shift, and have your biggest buddy move into a flank when the enemy tries to close in on you.


Mark Hoover wrote:

I suck at tactics. As such I have high level gaming coming up soon and I'm playing an Eldritch Knight. One of the spells I'm thinking of picking up is Obscuring Mist or maybe Fog Cloud, or I may just have smokesticks. The point is: I don't really know how to maximize use of these effects.

They give you concealment: 20% miss chance from 5', 50% miss chance from 10 or more. I suppose the tactic is to drop the cloud with you at the very edge, attack out of it, then 5' step back into the mist for the 50% concealment.

1. Is this the intended use of the spell

2. Are there other things to use fog spells for

3. Is there a spell/feat that lets you see out of the fog while enemies are still hindered

It's 4e, but similar enough to Pathfinder I'm going to comment on it anyway. Last weekend my group had a 4e game, but based on a 1e adventure. My PC is a wizard, who can cast Stinking Cloud. In 4e, this is basically Cloudkill that can slowly move (a cloud that deals poison damage and blocks sight, but the damage is pretty low, not surprising as my PC was only 6th-level).

We found cloud zones work very effectively in tight quarters such as dungeons. We got into a fight with gnolls which pincered us in a dungeon setting.

My PC dropped the cloud on some archers to our "north", and two PCs blocked their paths. The archers could either fire blindly, force the PCs out of the way with bull rushes, or use their relatively weak handaxes. Nothing they tried worked. (Those archers were in a room with no other exits, so they were really screwed.)

But more gnolls (and a couple of bears) attacked us from the "east". When the eastern archers appeared, they nearly killed our ranger, and my PC was forced to move the cloud to block their view. (You can't move the equivalent Pathfinder spell, but you could just cast it again. My 4e PC had to sustain the spell, but in Pathfinder you don't have to. All in all it's a very equivalent situation.)

I used Obscuring Mist (or is it Fog Cloud?) as a 1st-level druid in Kingmaker too. Alas, we were outdoors so enemies could freely move around it, and the cloud blocked our vision. I couldn't get Stealth to work well with it. I think it's best used if your opponents have both melee and ranged attackers (and so do you). Put the cloud on the archers or between the melee and archer NPCs, then slaughter the melee guys. If you're fast, you can do this before the archers can move to a clear spot and start shooting you--divide and conquer! (The inability to move the cloud reduces its utility outside of the dungeon though. Maybe the higher-level versions can be moved in Pathfinder?)


Improved Blind-fight
Ignore less than total concealment.
Greater Blind-Fight (not letting me link for some reason)
Total concealment only provided 20% miss chance (which you can roll twice)
High Perception to pinpoint or some other means, blindsense, tremorsense, etc.


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Treantmonk wrote:

Generally speaking, when you are playing a caster, Fog clouds and obscuring mist aren't about the 20% miss chance, they are about the total prevention of vision over 5'. For a caster, this can be monumentally useful in a number of ways, I'll list a few of the most common here:

First let's explain how a fog cloud doesn't screw you over (this is the most common complaint I hear, "The fog cloud hurts me as much as the enemy!")

If you have a variety of spells, there are likely many choices you have that don't require you to see your target. Fog cloud blocks line of sight, but not line of effect. This is an important distinction. You may not be able to see anyone, but you can still summon creatures, lay down walls, throw area of effect spells, etc. Keep in mind that with things like summoning - you don't even need to know where the enemy is, you can summon the monster, it runs out of the fog, and locates the enemy. Some creatures (like Dire Bat) can locate creatures within the fog as well.

Now let's discuss how it can be used to foil the enemy:

1) Archery: Wizards and Sorcerers don't like being attacked, that's why they hide behind the big stupid fighter types. Archery can eliminate that advantage, so making yourself effectively invisible by fog eliminates their ability to target you.

2) Enemy casters: Some casters use dirty tricks like actually targeting your character with spells. The nerve! Fog forces them to play on your terms, eliminating nasty rays and other targeted spells. By the way - most spells that provide a Fortitude save (you don't like making fortitude saves) require line of sight.

3) Enemy melee attackers: Not seeing you is basically invisibility, it prevents charges, and also makes them need to hunt through the fog to find you. Maybe they find the fiendish dire wolf you summoned instead...

4) Summoning: My favorite trick is summoning, but the 1 round casting time is a vulnerability I don't like. Summoning in Fog reduces that vulnerability.

I've used the term...

Welcome back, Treantmonk. :)


Drop a fog cloud on top of an enemy archer. He has to move out of the cloud to see his targets. Presto, no more full attack... This is still useful at very high levels.


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Flaming Duck wrote:
I second using it after deeper darkness. It's always hilarious to watch the GM's face after that. Because no NPC rogue has Shadow Strike.

Wait, what? Every single NPC I've ever created that uses sneak attack gets that feat. It's practically mandatory as far as I'm concerned.


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ShoulderPatch wrote:
Treantmonk wrote:

Generally speaking, when you are playing a caster, Fog clouds and obscuring mist aren't about the 20% miss chance, they are about the total prevention of vision over 5'. For a caster, this can be monumentally useful in a number of ways, I'll list a few of the most common here:

First let's explain how a fog cloud doesn't screw you over (this is the most common complaint I hear, "The fog cloud hurts me as much as the enemy!")

If you have a variety of spells, there are likely many choices you have that don't require you to see your target. Fog cloud blocks line of sight, but not line of effect. This is an important distinction. You may not be able to see anyone, but you can still summon creatures, lay down walls, throw area of effect spells, etc. Keep in mind that with things like summoning - you don't even need to know where the enemy is, you can summon the monster, it runs out of the fog, and locates the enemy. Some creatures (like Dire Bat) can locate creatures within the fog as well.

Now let's discuss how it can be used to foil the enemy:

1) Archery: Wizards and Sorcerers don't like being attacked, that's why they hide behind the big stupid fighter types. Archery can eliminate that advantage, so making yourself effectively invisible by fog eliminates their ability to target you.

2) Enemy casters: Some casters use dirty tricks like actually targeting your character with spells. The nerve! Fog forces them to play on your terms, eliminating nasty rays and other targeted spells. By the way - most spells that provide a Fortitude save (you don't like making fortitude saves) require line of sight.

3) Enemy melee attackers: Not seeing you is basically invisibility, it prevents charges, and also makes them need to hunt through the fog to find you. Maybe they find the fiendish dire wolf you summoned instead...

4) Summoning: My favorite trick is summoning, but the 1 round casting time is a vulnerability I don't like. Summoning in Fog reduces that

Welcome back, Treantmonk. :)

This!


I think the better question to ask is, "How do I use Obscuring Mist/Fog Cloud in a way that doesn't also screw over the rest of my party."

In my experience, most fights don't happen in wide open areas where your allies can just totally ignore your 20' radius bubbles of messy vision.

Shadow Lodge

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I love it when Treantmonk posts.

Fog Cloud is also useful for splitting the enemy or disrupting an enemy group's ability to coordinate.
If they're sufficiently stupid, the enemies in the fog will not know what is happening (death) to their friends not in the fog.
If there is a group and you can identify the leader, drop a Fog Cloud on their head. It's like three debuffs rolled into one.

As said before, it is invaluable when facing a ranged threat.

Helpful:
Obscuring Mist is Dismissable.
Fog Cloud is not Dismissable.
Gust of Wind is handy if things go awry with a Fog Cloud.

Check with the rest of your party before you drop a Fog Cloud in combat, especially if it's in a small-ish space. It is considered rude not to.

Also, some martials may have strong opinions about 'giving the enemies concealment' or some other nonsense like that. It's wise to keep them happy, or at least inform them of your plan in advance.


Also - you may want to ask your GM how he/she handles movement within fog. The fog is considered poor visibility to some, and that has an effect on movement (half). Not everyone sees it this way, but I think it's a very reasonable way to handle it. I personally don't force the half movement cost, but give a choice between half movement or full movement but dealing with running into things in the fog.

If you know it will impose a movement penalty, or at least has a chance depending on the terrain/obstacles, it could be used to simply help slow down the enemies.

Sovereign Court

ShoulderPatch wrote:
Treantmonk wrote:


Welcome back, Treantmonk. :)

Whoa... he's back :)


If you have a way to see through fog, it's very nice on an Arcane Trickster, as you have pretty much guaranteed sneak attacks now.


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Ascalaphus wrote:
ShoulderPatch wrote:
Treantmonk wrote:


Welcome back, Treantmonk. :)
Whoa... he's back :)

I thought at first this was another silly necro-thread then I noticed the date...

The stars must be right.


Durngrun Stonebreaker wrote:
Improved and Greater Blindsight with high perception.

Those are lovely and you'd need them for Pyrotechnics or an Eversmoking Bottle, but Obscuring Mist, Fog Cloud, and Smokesticks, Regular Blind Fighting is perfectly adequate. It lets you reroll the miss chance. Concealment gives you (and imposes upon you) a 20% miss chance, 1/5. If you have Blind Fighting, you get to reroll it, so now you only suffer the miss 1/5 out of 1/5 times, a 4% miss chance, 1/25. That's hardly impaired at all. If the party all has Blind Fighting, then use Fog Cloud liberally, constantly even. If they all get themselves something like Greater Blind Fighting, Scent, Tremorsense, Blindsense, or a +20 Perception, then you might even invest in an Eversmoking Bottle for Total Concealment--total blindness--a 50% miss chance.

Concealment negates Precision damage. If your party has a rogue, he will almost always vote against it. If he gets himself a Crossbow of Seeking, I'm pretty sure he gets his Sneak back.

If the Fog Cloud will blind yourself, make sure you can work those Area spells. Look at the monsters you can summon with Summon Monster and make sure they have blind fighting or something.

Cast Fog Cloud when you are under attack by a rogue. Cast it when your enemies turn invisible or put impenetrable darkness on you. Cast it when you want to run away from the fight and just get out of Dodge City.


Depending on GM call, illusory fogs such as 'haunting mists' have all the advantages of obscuring mist with none of the disadvantages. As it is your illusion, you automatically disbelieve it, and disbelieved illusions are see-thru.


Xexyz wrote:
Flaming Duck wrote:
I second using it after deeper darkness. It's always hilarious to watch the GM's face after that. Because no NPC rogue has Shadow Strike.
Wait, what? Every single NPC I've ever created that uses sneak attack gets that feat. It's practically mandatory as far as I'm concerned.

PFS rogue NPC's hardly ever do.


The Mist/Fog spells are also great for setting up ambushes, in addition to all of Treantmonks great suggestions. If you're in a narrow passageway (hallway/dungeon/cave/tunnel/etc) you can drop your fog right in the center, blocking all line of sight. Party sets up on the other side with readied actions for when the enemies come through... Boom.


I've used the spell to cover retreats more than once. It's not the most glorious use, but sometimes the best course of action is to run away..

But my absolute favorite was when I was playing an oracle of waves and had a Boarding Pike of Repelling (normally 10' reach for a medium creature, but it can extend out to 20' for a round as a swift action.) Nothing quite as funny as watching your enemies stumble out of the mist only to be impaled on a pike by you, still standing in the dead center of it. Enlarge Person/similar effects with any normal reach weapon would work pretty much the same (provided you can see through the mist somehow.) I just think it's funny to imagine someone standing on the edge of a fog bank peering in trying to spot anything when suddenly a melee weapon seems to come out of nowhere and smack 'em. :)

Add the storm druid archetype to the list of ways of seeing through fog. Eventually wild shape into something huge and just reach out of your Fog cloud - it's a good way to keep low level spells relevant at higher levels, and presumably if you have room to turn into a huge creature, your friends probably have enough room to stay 20 feet away from you.

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