Abraham spalding wrote:
I won't go into the specifics because this thread is not for it, but this is a terrible breakdown of fighter vs ranger. Saying ranger gets everything a fighter has is silly.
Alakqualyn wrote: I was just messing around on Hero Labs, when i noticed that since a Ranger's combat style allows him to take a feat without Prerequisites. He could just skip Cleave, for "Two-Handed Weapon", to Great Cleave or the same with Vital Strike. The House Rule/RAI is obvious i just wondered what other people thought. I've always considered it part of the perk of being a ranger.
Kevin Andrew Murphy wrote: What you believe is immaterial. No. Not at all. Specifically because you contradict yourself in the rest of what you write. Just because you're good doesn't mean you put your own beliefs on the back burner. Kevin Andrew Murphy wrote:
That can be part of being good. It's not what is good. Concepts like good and evil are quite broad and have several meanings. This is your opinion. Kevin Andrew Murphy wrote: If you're without any concept of respect for other people and their beliefs? Then you're a sociopath and you might as well just write CE on your character sheet and quit arguing. If that was true, good characters couldn't kill anyone, because I'm pretty sure that anyone and anything you encounter will believe that you should not kill them. So all of your characters have been CE? How sad for you.
Quantum Steve wrote:
All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. Weapon focus and/or specialization shouldn't turn off, since you're still proficient in the use of the bow, or it would give a -4 penalty.
I've noticed there is no swarm template in core books. After doing a search it had been pointed out that a third party book has it, but I don't have access to that, so I ask for assistance making a monster into a swarm. Cacodaemon from bestiary 2
Thanks!
AvalonXQ wrote:
Cite please.
Coriat wrote: Pretty much. The text is reinforcing that, if you want to avoid making the save, then you are, at a minimum, giving the gaze-attacker full concealment against yourself. It suggests a few methods to do that, some of which would also give concealment against other creatures, some of which might not. But either way the other creatures aren't relevant to the rule in question. So let's use this and throw another example in the mix. Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent. So if your back is to a creature they gain total concealment versus you. This rule implies that a rogue can sneak attack you whether you are flanked or not as long as they move behind you to attack. When he's behind you, he gains total concealment as per the above rule. Rogues just got a lot more powerful. Or do only monsters with gaze attacks gain total concealment if you turn your back on them? If so, why? Turning your back on one creature is mechanically the same as turning your back on another. You can't see them.
AvalonXQ wrote:
So the text feels the need to specifically state that the creature with a gaze attack gains concealment when the other rules state that it would anyway? Or the rules leave out that other creatures gain the same bonus when it could just say "you gain the blinded condition" instead? But you're missing the point. In 600 pages there's going to be conflicting information. There's going to be things left open to interpretation. As a post above pointed out, you don't even need to close your eyes to target a square, so why even close your eyes? Now what? You get 50% miss chance AND you can pop an image if you miss?
AvalonXQ wrote:
Coriat wrote:
Both of these are fantastic interpretations, but the entry only states that the creature with the gaze attack gains concealment. The section about wearing a blindfold is very clear on that. Hell according to RAW I can continually wear a blindfold and only creatures with gaze attacks will get any benefit. Which brings me back to page 1. You can't pick and choose rules to follow and call it RAW. There are countless opportunities to exploit the rulebook that will get you conflicting answers. You have to use logic to determine what is the intended result of some actions. No rule book can ever cover every possible thing that a player can do. Some rules HAVE to be house ruled because anyone reading the rules can read the words differently. Take a look at page one. Some people (myself included) believe that the part in the mirror image description that says you have to see the images to be fooled is trumped by the sentence proceeding it that says you have to see it to be fooled. According to that interpretation of the rules, the person saw it, is fooled, and will continue to be fooled for the duration of the spell. If you can't see it at the time of casting, you wouldn't be fooled (which is actually somewhat contradicted by the fact that the images mimic noise as well, but that's a different argument.)
AvalonXQ wrote:
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent. So the wizard gets total concealment according to the RAW, and the rogue could NEVER gain an advantage over the ranger in combat for this. The wizard would be the sole beneficiary from the ranger's questionable move, therefore negating any chance that anyone else has to retaliate against a ranger with his eyes closed. Even more powerful.
Coriat wrote:
It is so very simple to prevent negative consequences of shooting blindly that is almost can't be considered a drawback, which is the only drawback mentioned. To recap because you seem a bit lost, this thread is split between two parties. One party believes closing one's eyes to negate mirror image is ok. The other believes that this is trying to exploit a loophole in the rules to get an advantage. The group that believes that closing one's eyes to negate mirror image is ok is also split between whether it would be a free action to do so, or if the ranger would be blinded for the round. Blinded for a round may be acceptable as a penalty, but that wouldn't be by RAW, which is the whole point of trying to argue for this side at all. (Free actions include dropping weapons, dropping prone, and speaking up to "a few sentences") I can close my eyelids much faster than I can do any of those things. Closing (and opening) one's eyes is a free action according to RAW. Therefore, the only people that have a case at all are the ones arguing for closing one's eyes as a free action. The reasons given that this is acceptable are that the ranger now has a 50% miss chance (which is actually a benefit and the whole point of trying this) and the ranger will be open for readied actions to take advantage of his very temporary blindness. My point in the large paragraph that you tried to negate was that it is very easy for the ranger to successfully close his eyes and shoot, because the limits of readied actions prevents many plausible actions.
Coriat wrote:
If the rogue is within his movement speed from the ranger If there is nothing between the rogue and the ranger stopping the rogue from advancing to the ranger (terrain features, etc)If the ranger doesn't have a spell in effect that will prevent the rogue from getting to him (snare, entangle) If any of the ranger's allies have nothing in place to stop the rogue from getting to the ranger (blur, displacement, or any spell that can prevent this from happening) Sure he'd get that initial AoO. Doesn't seem too likely to me considering that any ranged weapon easily out-ranges the rogue's movement speed, allowing the ranger to put quite a distance between himself and any visible enemy. The rogue is still at a major disadvantage to make use of the opportunity at all, let alone make use of the opportunity without putting himself into more danger than it's worth assuming the ranger and his party uses the slightest bit of common sense. Possible? Sure. There's ways to take advantage of a ranger shooting with his eyes closed. Likely? Maybe, but I'd guess that someone trying to use intimate knowledge of rules to create the conditions he prefers would also know the rules well enough to prevent the potential negative consequences of his actions, because blocking out a lot of potential counterattacks is not too difficult.
Coriat wrote:
So then you'd know that the rogue, as per the example, could NOT 5' step, because he would have had to move adjacent to the ranger and then ready an action. The ranger would be able to 5' step and shoot without triggering the readied action or provoking an AoO, so I don't see your point.
Coriat wrote:
"but only if you don't otherwise move any distance during the round."
magnuskn wrote:
The first sentence of that says they have to see the figments to be fooled. Closing your eyes to attack means the attacker saw the figments and was fooled. Just saying. You can keep quoting the same two sections of the spell, but as pointed out multiple times, the spell conflicts with itself and can only be left to interpretation. You're free to interpret the spell that way, but there's a few problems with that. First, you're extending the duration of the spell. Instead of just shooting at the wizard and popping his images, you're missing half of the time (if you hit the AC). So now there's more of a chance the mirror images stick around for your allies or for your future attacks. Second, you're ignoring logic and what is most likely the intent of the spell. Finally, your justifications for your interpretations are not real consequences. So far the reasons that this is an acceptable mechanic: -You have a 50% miss chance (which is much, much, much better miss chance than the spell's potential AND this is the entire reason you want to, so it's not a downside at all is it?). -Your eyes are closed, leaving you open to attacks while you're blind. This would be a real threat only if you actually have to keep them closed for any length of time, but that seems to be a conflicting opinion as well. Some say it's a free action and only a readied action can take advantage of the blinded condition, and others seem to feel that you'd be blinded for a round. I've mostly seen the free action theory, so lets play with that. The class that will gain the most benefit here is a rogue. In order for the rogue to make use of this, he would have to ready an action to attack the ranger when the ranger closes his eyes while adjacent to the ranger. Otherwise the tactic will fail. The ranger has vision before he shoots and can still hear, so he has a good chance of knowing the rogue is there. Considering this is not going to be the first round of combat, I'd assume the rogue will not be stealthed at this point. So there's the rogue, readying an action to attack the ranger when he shoots with his eyes closed. (I'm ignoring the fact that the rogue would have to be observing the ranger to notice him using this tactic in the first place) The ranger already knows that without certain feats he will provoke an AoO if he shoots next to the rogue anyway, so he 5 foot steps and shoots the wizard with his eyes closed. The rogue can not use his readied action without reach at this point, so his tactic failed. Bottom line: it is VERY unlikely that anyone can take action versus the ranger using this strategy without wasting several rounds of trial and error to do so. Because of all of these reasons, I choose to read the spell as intended without trying to find crazy loopholes in the rules. Logically it makes sense, I believe this is the intent of the spell, and the RAW conflicts itself with vague wording too much to be definitive.
wraithstrike wrote:
It still doesn't clarify anything for this question. You aren't targeting the images, but they will still give their miss chance because they are there. In fact, another thing James Jacobs wrote would argue in favor of having the mirror images take the hit even if you did roll the 50% miss chance..."Well, you didn't actually hit the target, or a creature. You missed." Logically it makes sense. Rules as written don't specifically clarify because they defeat themselves constantly, but here is my last bit on this (and I do hope it's answered as a FAQ question.) Take the old ball under the three cups trick. There's a mini of a wizard on your table. Have someone place three cups on the table and make sure that the wizard is underneath one of them. Shuffle them a bit to randomize which cup the wizard is under (simulating the effects of the spell). Point at a cup. Now close your eyes and point at a cup. Do you have a better chance of picking the correct cup because you can't currently see them? No. In fact, now there's a chance you aren't actually pointing at a cup at all.
wraithstrike wrote:
Right. Because the ranger closes his eyes he has a 50% chance to hit something in the square. If he succeeds, he gets to roll randomly to see if he hit an image or not. The 50% miss chance from attacking someone you can't see is because you don't know exactly where in the square they are. Now you're shooting at one of 8 copies of someone while blind. Now you do not know where any of the copies are specifically. Closing your eyes doesn't change the fact that the last time you could see, there were 8 copies.
wraithstrike wrote: the images are constantly moving. Once he closes his eyes he has no idea where they are so he is shooting blindly(figuratively, and literally) into the square. That means only a 50% miss chance. Knowing the spell is up has no bearing on the results. No they aren't. Again, "These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly." This does not mean they move and shuffle around. They move with the caster or it would be pretty obvious who is who. magnuskn wrote: the opponent blinded himself for some retributive attacks by readied action Maybe after the first couple times the ranger tries this trick will the enemy really get the idea to ready an action to hit the ranger when he closes his eyes, but honestly I don't think this is a tactic worthy of mention when it comes to the drawbacks of closing your eyes. magnuskn wrote: The real problem here is that Mirror Image as written is stupidly overpowered for a second level spell and stays that way up until opponents routinely have True Sight, Blindsight, Tremorsense or Lifesense. As such, people try to get around its stupid overpoweredness by tricks like these, which turns the spells power into an equivalent of a third level spell... which again shows how stupidly overpowered Mirror Image really is. The weakness is in it's duration. Mirror image can be gone in one round. Displacement is 1 round per level. The problem with this is you're letting lack of common sense cloud your interpretations of the rules as written. When I read "An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect" I read an implied "at the time of casting this spell". Ranger sees wizard.
The confusing effect of having 8 wizards in one square does not magically go away because you cant currently see the images. You don't all of a sudden gain clarity of mind to mentally pick out the right wizard (even with a 50% miss chance to actually hit). You are reading the spell the way you want to minimize the impact of the intended effect. Bottom line: "An attacker must be able to see the figments to be fooled." The ranger saw the figments and therefore was fooled.
BigNorseWolf wrote: The character with his eyes shut IS blinded. This is raw. It has been looked up, pointed out, referenced, re rereferenced, even though trying to say otherwise is blatantly silly rules lawyering. The person can't see then they can't see. They're blind. "All checks and activities that rely on vision(such as reading and Perception checks based on sight) automatically fail" is also RAW. Unfortunately in this case, RAW doesn't clarify one way or another. In fact, if you take a look at blind fight, the feat only applies to melee (Benefit: In melee, every time you miss because of concealment...) That point would lead one to believe that shooting an arrow is considered one of the actions that rely on sight and therefore automatically fail. I find the fact that you're trying to claim that any other view other than yours is "rules lawyering" when you are obviously trying to get around a spell mechanic with a free action when even logically thinking about how the spell works would speak otherwise.
BigNorseWolf wrote:
No. "These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly." If you don't move, they don't move. Throwing water on the square would tell you which one is the real one, and you can keep track of that until the wizard moves again.
Gruuuu wrote:
Throw some water on the wizard's square. Sure all the illusions will look wet, but only one will physically stop the water.
So let's say that a ranged attacker only takes the 50% miss chance from closing his eyes versus the mirror imaged caster. Because the spell description has this line "An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply)" you also say that the mirror images can not be destroyed by the ranged attacker. The ranger can miss the caster but still "hit" a mirror image from the perception of the ranger's allies. Would that mirror image stay around?
Foghammer wrote: Wizards with flying fortresses protected by laser monkeys wielding flaming burst lightsabers and wearing armor made of magic acid. With wings. I was going to take a break from running my campaign while I brainstormed some story ideas, but I no longer have to! One question though: the part about the wings, is that the monkeys, the armor made of magic acid, or the flying fortresses. I couldn't tell.
Detect Magic wrote:
Not in a 15' hallway!
CourtFool wrote:
It'd be great if it was a text message ad for life insurance.
wraithstrike wrote: Flat-footed is a condition just like being stunned or sickened. Either you are or you are not. You can't be flat-footed against only one opponent anymore than you can be stunned against only one opponent. Right, because according to the book flat-footed is only the condition where you have not yet acted at the start of battle. However, the penalties are the same for flat-footed and an invisible attacker, so where you would not be flat-footed against an invisible attacker per the rules, the attack would still be resolved using the flat-footed AC. The difference being that you can still make AoOs because they are not actually flat-footed.
wraithstrike wrote: I am not defending Cartigan or Jason, but it seems that the opinions are biased when they should be made as if Jason's and Cartigan's reputations were unknown. I don't agree with that. If you have a reputation of negativity directed not only at other visitors but also at the staff, you shouldn't expect to be treated the same way as people who do not. This issue is actually only an issue because of reputations.
Azoun The Sage wrote:
I do, but I will concede to the fact that the book does not support that directly. This was argued at length in one of my game groups. It was decided that because there are certain references to invisible vs stealth listed in spells and other entries that they are acknowledged as giving the same benefit through different means. (For example, the spell See Invisibility states that "It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see." If stealth did not grant invisibility, there would be no need for this entry.) Basically, I interpret the rules by the logic that if you succeed in a stealth check the enemy can not see you. If they can not see you you gain the same benefit as the invisible condition (which says "Invisible creatures are visually undetectable".)
BigNorseWolf wrote:
Fighting while stealthed... Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.
Azoun The Sage wrote:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). As long as the enemy did not perceive him, Splat would get sneak attack damage on the first attack he makes. Edit: To clarify, invisibility is not the same as stealth, but the mechanics in this case work similarly.
Kevida wrote:
DR would be much more tricky and a bit imbalanced. The best way I've found to deal with it is rolling attack and damage die at the same time. I also let people use smart phone dice roller apps. For multiple attacks it's pretty awesome.
cranewings wrote:
You wouldn't get xp for this for the same reason you don't get xp for walking to the tavern for a drink. Sure, you avoided that Hail of Arrows trap that's in a dungeon somewhere, but it posed no threat to you from where you are.
Here's some things to get started. There's also different options in the line of "Dazing Assault" to make things fun as well. This is by no means a complete list, and a lot of this you can do with a fighter, but I prefer using a barbarian for the anti-mage type. Barbarian Rage Powers to pick from: No Escape Spoiler:
(Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage. Superstition Spoiler:
(Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Disruptive Spoiler:
When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power. A barbarian must be at least 8th level to select this rage power. Spellbreaker Spoiler:
When raging, the barbarian gains Spellbreaker as a bonus feat. A barbarian must have the disruptive rage power and be at least 12th level to select this rage power. Witch Hunter Spoiler:
(Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power. Helpful Feats: Teleport Tactician (Combat) Spoiler:
Benefit: Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability. Dazing Assault Spoiler:
Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn. Step Up Spoiler:
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. Following Step Spoiler:
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn. Step Up and Strike Spoiler: Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
LazarX wrote:
I built one recently to 13. I actually took 4 Fighter (Archer Archetype), Rogue 3, Wizard 3, Arcane Trickster 3. I really like how he's turning out. The idea is a guy who had no idea what he wanted to do with his life, so he dabbled in the things he was good at before finding a niche that used all his talents. He's not the most powerful (combat) character I've ever built, but the flavor and range of abilities make up for it.
gdanes wrote:
From what I can tell, intimidate will only cause the shaken condition unless a feat/ability specifically says otherwise. In the condition glossary, it does not state that if a shaken target is caused to be shaken again, he is instead frightened or panicked. (For example, fatigue and exhausted)
Perhaps a change to Selective Channeling? I dislike this feat in the first place because other spell or spell like ability changing feats also had a drawback in the form of a higher spell slot or increased recharge time. Also, I felt that selective channeling was too easy to use. It is easy to place yourself as a cleric where you would only hit a couple enemy targets, therefore your charisma could still be somewhat low and still have the desired effect. I was thinking Selective Channeling would be something used when needed. You have the option to normally channel, or you could selective channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are affected by your channeled energy. You can choose to be affected by your channeled energy. This does not count towards the number of targets. Also, as a little extra on the side (I know tactics isn't something you wanted here, but I had a lot of fun with this, so I wanted to mention it) there's a poison in one of the 3.5 Monster Manuals (I think MM4) that causes the target to be damaged by positive energy and healed by negative energy as if they are undead. It was on the tomb spiders. |