Invisibility The ability to move about unseen is not foolproof. While they can't be seen, invisible creatures can be heard, smelled, or felt. Invisibility makes a creature undetectable by vision, including darkvision. Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger's favored enemy and from sneak attacks. A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. If the invisible creature moves, its location, obviously, is once again unknown. If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location. If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance. If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy's not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn't know whether the attack missed because the enemy's not there or because you successfully rolled the miss chance. If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away). Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location. An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment. A creature with the scent ability can detect an invisible creature as it would a visible one. A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.) A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility. An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it. Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help. Invisible creatures cannot use gaze attacks. Invisibility does not thwart divination spells. Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible. I keep seeing the 50% miss chance for ranged and melee attacks printed over and over with regards to concealment or invisibility... I only see that you need to be able to see a creature to target it with spells once, and right below that it says spells can target things as long as you have a clear line to them with no obstacles. I think the seeing part is a typo that has been reprinted over and over!
still scout... what could I have done at level 2 that I cant at level one? the fight isnt so bad... just the mechanic makes it a pain! if we could have cast sleep or command or something on it to stop it for a round all would have been cool. For a long time ive heard that line of sight is for ranged attacks and line of effect is for spells, but that one little line about needing to see or touch your target messes everything up!
im not saying the rules arent really clear... its indisputable about what the RAW is... but im saying... it shouldnt be like that! theres several instances of rules contradicting that or not making sense if that is in place.
Ugh fine.
Spoiler:
Runelords now sure the rules are clear. They are clearly contradictory! XD
lets look at this from the other angle. one can see through a wall of force and target anyone inside right? so I can finger of death or hold or charm or whatever through a 5th level defensive spell that dispel magic cant touch but not through a 2nd level spell that just by a quirk of game mechanics makes them immune to so much?
Icyshadow wrote:
this encounter is from a a paizo adventure path. no DM manipulation involved.
King Cobra wrote:
dude you want logic? I can master the mystic forces of the universe to bend people to my will but I cant even attempt to affect a guy 5 feet from me that hasnt moved with any spells at all just cause hes invisible when a lowly bowman that pulls on a piece of cord and lets go still has a 50/50 chance of being able to pull off his thing normally? (no discredit to archers! one saved my ass in this battle) also note with the tower shield I can essentially target a guy on the other side of what is essentially a portable wall with a spell when I cant see him but I cant cast on someone I cant see with nothing in between us.
Hell id even be willing to take the miss chance on a targeted spell under this circumstance!
just because I dont see him does not mean I dont know where he is.
ok so I was in an encounter with a fairly wide open room and a flying invisible guy. I cast command and used "down". why did my spell not work? he was within range and spoke the language I was using for sure. Im told any spell I attempt to cast on a target I cant see fails. My whole party and some gaming bystanders agreed. Is this right? and if so WHY!?
I mentioned that already. why do I want the spell? its supposed to be a freaking jedi! XD I cant imagine why he would have a flaming swordlike ray that cuts like butter! XD im essentially gonna add my wis bonus to damage (from efreet style adding wis to damage with fire attacks) and giving up flurry means more horrid accuracy.
All these threads on adding spells from another spell list made me wonder...
Neo2151 wrote:
whoo! I got a bump! *immature happy dance* Ahem... why cant one treat armor spikes as a double weapon specifically in this case? Just like if one were to specifically enchant the butt end of a spear or polearm for uses like this? Its odd... but reasonable.Its not like you HAVE to use the butt end or the other "set" of armor spikes to attack. how many people out there have magic staves that they use only one side and the other side is non-magic? It is like it was always there but just unimportant until now.
brass knuckles or punch weapons arent comparable weapons for this topic so lets use an analogous: armor spikes. I made a PFS character that tried to mainhand and offhand armor spikes with TWF and they told me to take a hike. Why should I only have to pay 2000g base for my +1 with main and offhand in one while monks need to pay 5000g for AOMF+1? I hate to agree with BBT because his tact is horrible XD but he has a few points.
I am working on an animal shaman and ive asked several people these and no one has an answer. 1: for example a lion shaman gets beast shape III at level 6 when turning into feline creatures. Does this apply to change into magical beasts that are feline? Like sphinx and griffons and manticores and chimerae? 2: taking #1 a bit further, could one change into an elemental lion and get your +2 wild shape levels? I understand one wouldnt get the stat bonuses for both beast shape and elemental body, just elemental body. But which elemental body spell would you use? what level could you start using it?
3: what makes a creature qualify as feline? or ursine? or simian? or canine? There is no type or subtype for these things. 4: what do we base natural attack damage upon? is it as the creature in the bestiary? or is it according to the table for natural attacks by type and size? do we get a modified crit range/damage from a creatures feats or SQs and whatnot? 5: do we get racial skill modifiers and feats of the form? possibly racial traits of humanoids with 1000 faces? 6: If a druid happened to get barding for their wild shape form would it blend into their normal form upon changing back? (the reverse of normal polymorph/equipment rule) Can a druid wild shaped even wear barding? I would assume nothing metal but otherwise do they have proficiency and such? 7: when wild shaping into a tiny or smaller critter, does one effectively get weapon finesse during that form?
we need to decide whether this item is a shield or a ring that just gives a shield bonus.
|
