Red Dragon

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26 posts. Alias of Steven Wright 31.


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Wands are a better bet than rods at the early levels honestly. A fully charged first level/ caster wand is 750 GP. Buy one and use it if you don't happen to find any while adventuring. Also, I second the option of using scrolls and scribing as many as you can. They are a great resource for wizards.


My thought on the subject of coinage and expensive loot that adventurers find is to utilize a banking system so they can horde their wealth and not carry around all this money. I usually run the PF campaigns and there is usually a major city large enough for a temple of Abadar in them. Those temples have banks in them and the players can deposit their haul from their excursions and get letter of credit from the bank. They put those letters either in a safe in their base of operations or carry them in warded scroll tubes. Its basically a legit way of saying they have all this wealth and not have to carry it around on them all the time. When they go shopping for magic items and gear they just go to the temple to make a withdraw.


Question regarding the Seugathi in room K21. In the Bestiary 2 on page 243 the weapon it has equipped is a masterwork short sword that does 1d8 damage which implies that the weapon is actually a short sword designed for a large creature (of which the Seugathi is). So does that mean that the +1 Keen Longsword that it is using instead in this adventure does 2d6 damage and is it a large longsword? If so, how do you you other DMs handle this? I mean, no one in the party is a large character and would not use the large weapon due to penalties to hit so do you just say that it is a medium weapon instead for this fight or do you allow weapons to shrink or grow to accommodate whoever will end up wielding it?


Well, it is situations like these that tend to fall in the gray area of the game. Yes, folks can quote the RAW and they would be correct in that you only need to roll an attack roll to touch an enemy and not an ally if they were invisible. Then there are others who would get into the debate of "common sense" if you will, by examining the conditions at hand.

Obviously, if you are blind you can not simply just reach out and touch someone in a large room that you are fighting in. Movement is halved unless you succeed at an acrobatics check and if you fail it you fall prone. Given that, if you find yourself in an outdoor area or very large room then you might have problems justifying getting to your ally and touching them. Also, there is combat going on. There may be hazards present that you are not aware of depending on when you were blinded. Did a caster get the jump on the cleric in the surprise round with blind? If so, then the cleric may not know exactly how many enemies and of what kind they are facing, where they are located, what environmental hazards might be present (ever fight on a ledge in a volcano?), etc. After all, is not part of the downside to being blinded being in a weakened state that prevents you from functioning normally?

I tell my players that this is part of the challenge of Pathfinder and RPGs in general. Some DMs choose to be more heavy handed than others but I try to present challenges that my party actually has to try a little and think outside the box from time to time just to survive. In the end, just be fair and reasonable to the party. If you all agree on a ruling then things are going well. Continue to do that and you are doing it right. Debates happen but in the end it is fun that is most important.


jakesand2000 wrote:
what about enhancements?? on the shield?? would they both work?? say ?? say one shield had spell resistance and the other had deflect arrows?? would both propertys still work??

I would rule no, they would not both work. If you can not benefit from the combined AC of using two shields then you can not benefit from the magical enhancements of both shields in regards to defensive abilities. Now if they were magical enhancements geared for offense, such as a +1 to hit and damage, then maybe. At least that is my two coppers worth.


Quote:

Well, if you feel that the method should be difficult to discover with a straight knowledge check, why not encourage them to use the Spirit Plancette and have the haunts themselves tell the players how to release them?

Have you read the sidebar on page 65 of the Pathfinder 43? It's called "Investigating Haunts".

Yeah, I read that. Wasn't sure how far to take the haunts in the game and since they have only ventured into Harrowstone once up to this point it might not be a bad idea to start utilizing that option. That way they have a good in game way to discover how to lay to rest the haunts. The thing is that I don't want it to be difficult for them to discover how to destroy haunts because it would just be nerve wracking and frustrating and harrowstone can be tough as it is with some of the encounters in there. I think I will just utilize the standard knowledge checks vs the CR of the haunt. Seems to be the best way for the party to cope with permanently ridding the rooms of haunts so they don't have to continuously worry about them resetting. Thanks for the input! Much appreciated.


thenobledrake wrote:
cyrus1677 wrote:
Are any of you DMs out there allowing your party to make religion checks to discover how to lay these things to rest

The description of Knowledge skills in the core rulebook lists typical DCs for various activities for the various knowledges... including "identify a monster's abilities and weaknesses" being a DC of 10+CR.

It's standard rules to allow a PC to try and think about how to deal with the threat they have been confronted with.

I don't know exactly what page of the book you could read all about it on, but this wonderful doohicky has the information too.

Well, for the actual monsters that may manifest I can totally agree with you. The slamming haunt isn't a monster though, so the DC 10 + CR I don't think would work that way. It could, and honestly I may just resort to utilizing that ruling but I think that the effect haunts may be considered obscure knowledge and would warrant the DC 20-30 range. I guess it also depends on how common the haunt is as well. Regardless, using the knowledge religion in this aspect seems like a very good idea. Thank you for the input.


So I am a few game sessions into this campaign and my party just entered Harrowstone last night. The haunts are definitely challenging to them even though they stocked up on plenty of holy water and have a cleric of Sarenrae in the party. They have no problems disabling the haunts by hitting them with positive energy and they still have their haunt siphons (although they used one last night in the auditorium. I notice that there is not much they can do to find out how to actually destroy a haunt. Some haunts are pretty obscure in how to permanently destroy them.

Are any of you DMs out there allowing your party to make religion checks to discover how to lay these things to rest or are you allowing them to stand without a check since killing off the five major baddies in the prison will rid Harrowstone of the haunts for good? The reason I am asking is that some of the haunts can get downright annoying since they have minimal resets.

The one in the entry way started to piss them off quickly, so after experiencing it a few times I allowed a DC 25 knowledge religion check to determine if anyone knew about haunts and how to destroy this particular one. The party bard made the roll easily and I told him how to destroy it so he went ahead and did just that. It made things a little better on them especially since they plan on many trips into the prison. So, are any of you doing the same?


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Quote:

Show me a rule or even give me an explanation in what situation a Lawful Good Paladin using Smite Evil to kill an Evil NPC could be considered an evil act ;)

with the above example Paly would smite charmed evil NPC.

and then what Paly loses LG status for comiting an evil act and must atone ? heh I'd like to see that enforced in PFS ;)

Alright, here you go. A tavern is run by a Lawful Evil barkeep. He swindles customers and charges different rates to different customers and is openly racist. He also runs an illegal gaming operation in the back of his tavern and lies on his annual taxes to avoid paying his fair share but he is smart enough about the tax laws that he never technically "breaks" the law, he just hides key information that would make him pay more than what he does.

One day, a paladin walks into the tavern and just so happens to case the place by detecting evil. The tavern owner pings evil on his radar and the paladin draws his sword, smites and power attacks the barkeep simply because he radiated an evil aura and winds up killing him with one shot. Everyone clears the tavern in fear and shouts begin to go out to the city guard to come to the tavern because the owner has been.... MURDERED!!

Yep, paladins do not have card blanche to kill evil at random. At least folks with half a brain and experience in D&D/ PF will play it as such. The paladin has a code of honor and conduct that he must adhere to, and nowhere in the code does it say to completely eradicate all evil from the face of the planet through acts of violence. Justice in a lot of peoples eyes seems to mean death, but that is totally far from the truth. This is where DM discretion comes into play. If any crime committed would be punishable by death, then there would be a huge population decrease on an annual basis and eventually the citizens would not tolerate it. Its called revolution and it has happened plenty of times.

Plus, without any evidence of what crimes the tavern keeper has committed, the paladin is in the wrong for not being able to accurately list what the man was guilty for. Simply being evil is not enough, even in a game that is very hack and slash happy. In my personal opinion, if a paladin discovers that someone is evil, they should feel a sense of obligation to try and turn the said evil character from their ways before condemning them to the extreme extent of the law. Is this not a form of ridding the world of evil? Convincing something not to be evil anymore?

Does it always work? NO. Are there times where death is the only answer? Heck yes! Demons and Devils especially come to mind on this aspect. A paladin should know full well that those creatures are evil incarnate and must be battled with all of his might.


Quote:

Well, in nuremberg the german soldier guarding the entrance of the camp was not passed on trials... It was the guys that decided to do those horrible thnigs that were judged... ;)

The Vietnamese massacre was not ordered by the unit's hierarchy, and there's a huge difference between killing and raping and torture... :)

Killing in a war is not a crime, raping and torture are... In the army if a general ask you to kill someone you don't ask "why should I kill him ?", you obey... And if this guy you killed was an innocent you're not responsible, the general who gave you the order is...
In time of war discussing an order will surely send you to a martial court (where YOU have to prove you have good reason to disobey ;) )

Wow, this is totally wrong. Killing an innocent individual, even if ordered to do so my a senior ranking military official, is still a crime punishable by the UCMJ. Blindly following orders and claiming ignorance is not tolerated in the military. You are expected to have a sense of morality in all that you do. You never saw "A Few Good Men" did you? The marines in that film were ordered to carry out a "Code Red" by a very high ranking official and they were put on trial for the murder of a fellow marine. The murder was an accident and the "Code Red" was only meant to be a form of discipline carried out by the marines, but it went wrong and an innocent individual died. Even though they followed a direct order, they were found guilty for failing to do what was right. The order was wrong and they knew it.

A time of war or not, if you follow unreasonable orders and are tried for them, you can and will be found guilty regardless if you were following a direct command.


Stubs McKenzie wrote:


I am really not trying to belittle your post, or be a jerk. I am trying to show that I don't believe that the can in that sentence is supposed to suggest one use or another, but to limit the old paladin bit of a constant invis detector for evil.

If it just stated "The paladin can detect evil, as the spell." and that was it, I would believe differently, but nothing else spelled out in that description for the paladin suggests anything more detect evil could do differently than the spell description states, but instead only limits what the spell could normally do.

My interpretation is that the paladin can use detect evil just as the spell says, but has another way of utilizing it as well.

Regardless, the constant invisibility detector through detect evil is not really that effective. You do realize that even though you know the location of the aura that you are still subject to a 50% miss chance and you are denied your dex to AC from that invisible source right? It's not too much different than the Dragon Disciples ability to use blind sense. Granted, the DD is getting it at a much higher level, it is not overpowered or annoying in any way. Clever DMs can work around these abilities. Then again, Good DMs allow players to use these abilities provided they are smart enough to use them in creative ways.


Dork Lord wrote:

It's interesting. The chart in the core rulebook says that 5 or lower HD evil aligned non-undead or outsiders have no evil aura, but then it says that 5-10 HD are "faint". So which is it? Are 5 HD evil folks devoid of an evil aura or are they considered "faint"?

I suspect it's 4 or lower with no evil aura, but it doesn't hurt to make sure.

BigNorseWolf wrote:
Keeping a paladin from slaughtering the evil peasants is easy. A paladin has to be LAWFUL good. While the morality of killing people for being evil is questionable and open to interpretation, the idea that it is ILLEGAL for a private citizen to start killing peasants based on their own say so is not: most towns/countries villiages are going to have laws against that sort of thing. Even though it might be a good thing to do its still illegal and thus against the paladins code.
Hmmm, that does raise some interesting moral dillemas, like what if the Paladin is in a kingdom rules by an evil monarchy and he wants to free some slaves? Doing so would be illegal... would that be against the Paladin's code?

Even better, I had a paladin in the "Council of Thieves" campaign that we just wrapped up last week. Talk about moral dilemmas, LOL. Lets see, a city that openly worships Asmodeus, tieflings that wander about the city freely, corrupted nobles that put on shows consisting of actual death on stage and is located in a kingdom that has a devil dealing queen. Talk about making a paladins head spin!


Ion Raven wrote:

Also...

Core Rulebook pg 267 wrote:
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Do they count as evil aligned and have an evil aura according to the chart? Or can I just sense the presence of their evil even if I can't see their evil aura?

No, apparently the aura is too weak if they are 5HD or less. Yes, you would know that evil is present if they are in your cone of effect when you use detect evil, but you can not pin point them. If they are 5HD or more, then sure. Honestly, the chart really needs to be reworked so that creatures with evil intent can be picked up on by concentrating on them. Like I said, level 3 fighter who is murdering folks can't be pin pointed on your detect spell..... that just screams wrong to me.


Snapshot wrote:

Let me start this out by saying "I am playing devil's advocate". However some of this discussion is based on morality which is dangerous to discuss on a board. Evil and good are not subjective in Pathfinder just as in D&D.

This is not a real world issue, in "our world" good and evil are defined by God. What God says is evil is evil and what God says is good is good. Without good and evil being defined by a higher power, we are just biological organisms fighting to survive and reproduce there is no other purpose to life.

Bull. We also have laws written by us mere mortals that tell us what is lawful and unlawful in our societies when it comes to Pathfinder. Coincidentally, it IS that way in real life as well. Morality is knowing what is wrong and right without having to have it spelled out for you in black and white on a document. Yes, you may know that slavery is bad, but if the society that you are residing in accepts it and you try to kill a slave owner for owning slaves then you are subject to punishment by the local law. A paladin is NEVER above the law. Show me in the RAW where it even indicates that and I'll concede the point. If anything, they have to balance themselves on a very fine line and not only obey the law but go above and beyond to obey their code as well, not instead of.

Quote:


Your straw man argument is weak. really, your examples are one extreme. I basically refuted your excuse of a paladin walking into a town and hacking down evil commoners.

You haven't refuted anything.

I most certainly have. Your example of a paladin walking into a town and justifiably slaying "evil" commoners was weak and proven to be very un-paladin like. Like I said, refuted. No DM that is good at what they do would allow a paladin to do that and keep their powers.

Quote:


Code of Honor and Conduct.... right, it still dictates a moral obligation to follow the law and do what is right. Mass killing civilians who might have evil tendencies such as lying, cheating and stealing is far more evil of an act.

Who defines what is right to your paladins. Paladins only follow just laws. Blindly following the law can be just as "evil" as fighting the law.

Slavery may be legal but that does not make it just.

You are ignoring my comment. Mass killing innocent civilians is wrong no matter how you slice it. Just because you may have an evil aura does not mean that you are to be put to death by the sword. Like I said, stealing, cheating and lying are evil in nature but not punishable by death.

The paladins code should be agreed upon before the game by the DM and the player of that character. This gives the player a good code to work by and one that the DM can ensure that he/she is playing by instead of the paladin trying to justify their actions every week at the table when they do something very questionable in nature. Paladins do not have card blanche to kill evil at will. Again, it is not written in the class description. If it were, then why do they write on page 64 that paladins can adventure with evil associates if it helps them to defeat a greater evil? If the paladins in your world can not even allow them to breathe, then this paragraph makes no sense at all.

So basically you are saying that in no way can you even tell that evil is present on an aligned creature unless they are 6HD or more. No. That statement is incorrect. Again, you are ignoring the first round of concentration of the spell. Tell me where it says in that the spell does not function for aligned creatures of 5HD or less in this fashion. You just know that the strength is so weak that it isn't even showing up on your "spidey" sense and isn't strong enough to ping on your radar. You know it is present but can not pin point it.

And you really need to learn some reading comprehension. The other detect spells work JUST LIKE DETECT EVIL except that the auras they detect are based on the name of the spell. So detect good will tell you that good is present but you can not pin point it on a 5HD or less aligned creature. Really, read the other posts on this thread. The spell is messed up as written and lacks some common sense. You're telling me that a 3HD fighter who is murdering small children in a big city is not going to radiate evil but a 6HD selfish, lying drunk who cheated on his taxes will? Sorry, that makes no sense whatsoever. Morality aside, some things just take common sense to figure out and that is the glory of having a good DM.


Snapshot wrote:
"Snapshot wrote:


The entry for less than 5 HD of "Aligned creature (HD)" is "None" aka no evil aura detected. They aren't powerful enough to be detected.

It keeps the paladin from walking into town and detecting evil and beginning to kill all the evil commoners. Don't think some of them wouldn't do it.

cyrus1677 wrote:


Not really. Thats called murder and no paladin who follows their code of honor would just slay anything evil. They just wont bother to talk to them or do any business with them and they will keep a close on on everything that goes on around them, looking for an excuse to bring them to justice. Bringing something to justice means arresting them too, not just executing them. Really folks, the idea that paladins kill everything evil is a very bad misconception and an ill played stereotype.

Detect evil would let the paladin know that evil is present in the city. Since he/ she has no way of knowing the exact location and aura strength of the evil, then they can't justifiably start "hacking down" commoners. That, in and of itself, is an evil act so no paladin would do it without cause.

Ion Raven wrote:
And yes, my Paladin understands that being evil is not against the law; hacking people up in the streets is rather chaotic, and I would expect them to lose their powers for causing such a ruckus. I really do hate the over stereotyped and disjunctional perception of the Paladin as some OCD, impatient, arbiter. The OCD kinda counteracts the Lawfulness.

There is no right or wrong way to play "YOUR" paladin what more reason than "My deity has granted me the ability to unmask all the evil that threatens the goodly townsfolk do you need.

Paladins do not have a code of Honor they have a code of conduct
** spoiler omitted **...

Your straw man argument is weak. really, your examples are one extreme. I basically refuted your excuse of a paladin walking into a town and hacking down evil commoners.

Code of Honor and Conduct.... right, it still dictates a moral obligation to follow the law and do what is right. Mass killing civilians who might have evil tendencies such as lying, cheating and stealing is far more evil of an act.

Regardless, detect evil still works. Are you telling me that a level one spell has no effect or use until you reach at least level three? Seriously, if the DM is pitting a 5HD evil foe against a party of level one or two adventurers then that is very dangerous and highly unlikely that they will survive. You are saying that it does not work at all on 5HD or less? BS. Then why even make the spell a first level spell if it won't ever work? Furthermore, I think YOU need to reread that chart. A level one paladin or cleric (perhaps an evil cleric?) DOES radiate their aura and can be located with any detect spell (good, or evil) at level ONE. So that means that it DOES work at level one. It will function for less than 5HD. Argument refuted.

Look at the spell and read what it says about concentrating for one round: "1st Presence or absence of evil." It says nothing about you requiring it to have a HD of five or more to know it is within your cone. It merely says that if it is above 5HD, you know it. You know that it is Faint in power. It does not say anywhere in the spell that Detect Evil does not function for creatures 5HD or lower.

You want a class that takes matters into their own hands and metes out their own form of justice in the name of a god? See the Inquisitor. Paladins do not behave that way. At least well played ones do not. What they do in your games might be a different story.


Scipion del Ferro wrote:
Ion Raven wrote:
Also, I have another question ><; If you do decide to focus on something, you can still tell if it's evil right? Even if it's not giving off an aura?
Some say yes, some say no. I personally think the wording implies that you can tell they are evil even if they have no aura.

Again, its tricky. You would know that evil is present. If there is only one creature within your sight and 60' cone of detect evil, then you can logically presume that the creature is evil. But there is no guarantee. There could be an invisible foe within that range that is giving off the evil vibe, and not the creature that you are actually looking at. I would say that you don't know for certain that it is evil. That's where the auras come into play. When you can read the aura, you know beyond a shadow of a doubt that the creature is evil and how evil it is. Until then, you know that evil exists within him, but it is not strong enough for you to pinpoint him.


Evil Lincoln wrote:
cyrus1677 wrote:
Snapshot wrote:

** spoiler omitted **

The entry for less than 5 HD of "Aligned creature (HD)" is "None" aka no evil aura detected. They aren't powerful enough to be detected.

It keeps the paladin from walking into town and detecting evil and beginning to kill all the evil commoners. Don't think some of them wouldn't do it.

Not really. Thats called murder and no paladin who follows their code of honor would just slay anything evil. They just wont bother to talk to them or do any business with them and they will keep a close on on everything that goes on around them, looking for an excuse to bring them to justice. Bringing something to justice means arresting them too, not just executing them. Really folks, the idea that paladins kill everything evil is a very bad misconception and an ill played stereotype...

My own interpretation of the paladin's code is even more nuanced:

If a paladin sees that a person is evil but that person is mortal and not committed to serve an evil deity, it is the paladin's obligation to attempt to show the PC the virtues of good by the most effective means possible. If a person is evil and no crime has been committed, that is merely a chance for the paladin to spread light and truth to the darkest corners of the soul.

Clear exceptions exist. Undead, evil outsiders, and evil dragons are purely evil and considered beyond redemption.

Simply murdering an NPC of evil alignment when they had done no wrong and were not threatening to do so is still murder and against the code of honor.

Agreed 100%. It gets a bit risky about the worshipping an evil deity though. In "Council of Thieves" you lived around Asmodesus's influence and religion day in and day out, and tieflings wandered the streets. Granted, the tieflings were mostly the lowest rung on the social scale, these creatures were still evil at heart. Howerver, killing a worshipper of Asmodeus openly just for who they worshiped would get you a whole lot of trouble. Is it against a paladin's code? Maybe, maybe not. If the worshipper was not committing an evil act such as murder, then the paladin does not have just cause for killing them. I always though that the paladin would do their best to convert worshipers of evil deities. After all, death should be a last resort and not a hair trigger type of punishment handed out by a holy warrior.


Snapshot wrote:

** spoiler omitted **

The entry for less than 5 HD of "Aligned creature (HD)" is "None" aka no evil aura detected. They aren't powerful enough to be detected.

It keeps the paladin from walking into town and detecting evil and beginning to kill all the evil commoners. Don't think some of them wouldn't do it.

Not really. Thats called murder and no paladin who follows their code of honor would just slay anything evil. They just wont bother to talk to them or do any business with them and they will keep a close on on everything that goes on around them, looking for an excuse to bring them to justice. Bringing something to justice means arresting them too, not just executing them. Really folks, the idea that paladins kill everything evil is a very bad misconception and an ill played stereotype.

Detect evil would let the paladin know that evil is present in the city. Since he/ she has no way of knowing the exact location and aura strength of the evil, then they can't justifiably start "hacking down" commoners. That, in and of itself, is an evil act so no paladin would do it without cause.

I feel the that OP should have at least known that something evil was present. Really, what harm could it have done? The paladin still would have to fight the encounter and would not have known what they were facing until it attacked. This is not game breaking or overpowered in any way. There are ways to magically get around detect evil, so I don't see why the player should not benefit from his class ability.


Jeremiziah wrote:
Ion Raven wrote:


So this brings up a lot of questions.

Actually, only one question of consequence, which I, as a guy with a Wererat avatar, will try to clarify.

Ion Raven wrote:
1) I know that my field of vision is 60 ft, but I thought that detect evil would at least tell me that there was evil. (I was told that I detected no evil) Am I wrong?

Yes, you are, at least in this case. Detect Evil will only detect an Evil aura if an Evil-aligned creature within the Cone-shaped Area of effect has 5 Hit Dice or more*. Wererats have 2 Hit Dice. Your DM was right, the spell would have done you no good in this case.

*This is different in the case of Evil Undead and Evil Outsiders, but Wererats are neither of those. Page 266 of the Core Rulebook has the chart at the top of the page.

Edit: Upon rereading your question, I think the DM probably lucked into the right answer. Stealth has absolutely no effect on anything related to Detect Evil. Also, he told you that you detected no evil (Question 1), but then gave you the general direction of auras (Question 2)? I'm not sure this fellow was really sure what to do. But, the more ineffective he made the spell, the better, because it should have been, like, completely ineffectual.

Not true the way I read the spell. He would know that evil is present, but he would not know how strong the aura was or the location of the aura. The first round of concentration says this in the RAW. "The presence or absence of evil" not the aura location and strength.


Malaclypse wrote:

Yeah, great fun for everyone when the DM and the charmed player negotiate about the character's belief system. This also doesn't destroy immersion, at all.

Are you serious?

Well, if the DM and the player sit at the table and start a long debate about the intricasies of a character's belief system in regards to a spell, then you are both in need of some improvement at the table.

First, if the DM allows the debate to carry on, then they are responsible for pretty much ruining the fun of the rest of the players at the table. The player also needs to be responsible enough to realize that it is a part of the encounter's challenge and that he/ she should not over react. Make a ruling, be fair and take the character's personality and beliefs that they have demonstrated up to that point into consideration. Then throw that crap out the window. It's called a "will save" and they obviously failed it. The game mechanics may allow them to ignore the effects of the spell. Plus, if you have them do something out of the realm of what they would perceive as acceptable behavior for that character, they usually get an additional bonus to the save. It is a game of challenges that should be overcome. Good players welcome the challenge and good DMs do not abuse the rules or mechanics within the game.

Secondly, eliminating anything that causes a loss of control is using kid gloves to the extreme. Yes, you are correct in that the DM is far more powerful, but the players should not ever have a "get out of jail free" card in regards to a specific range of abilities that can be used against them. They would not memorize spells that can be beneficial in those situations. Since they don't need to do that, you are making their choices easier in the end and in the long run failing to challenge them appropriately.

Third, these spells are easy to overcome. Pro from evil anyone? Break enchantment? Remove curse? Freedom of movement? Dispel/ Greater dispel magic? Really, there are ways to counter the controlling spells of Pathfinder. It is not that hard.

Fourth, you are limiting the capabilities of the monsters by taking this course of action. A vampires dominate ability should be used whenever possible. These creatures are hard to combat, even to a seasoned player. Nerfing your bad guys and having players not worry about their full range of powers because they are aware of your gaming style imbalances encounters in favor of the players to a ridiculous level of gaming. Players have plenty of power, spells, magic items and skills at their disposal to handle it so let them.

Trust is a very important factor at any game table. The DM should always strive to have their players trust that they will advocate a game in a fair and entertaining manner while not abusing the rules and mechanics and the DM should trust that the players will not cheat or disrupt the fun at the table in any way. Everyone is present to have fun and I don't think that eliminating "control" abilities is fun. But if your players think it is then more power to them. In the end that is what gaming is all about, is fun.


Nevermind :). Did some more in depth reading and ralized what each one was. Takes a bit of digging but they all make sense to me now.


On the maps for Walcourt in the second half of the Mother of Flies, there are little circles on each floor that are darkened and contain a letter on it. However, I can't find in the building or room descriptions what these are. The main floor has one with a "c" in the secret entrance hall. The second floor has a few "c"s in various rooms. What are these for? Are they vents for Ilnerik to move about the guildhouse? Or are these something else. I'm running this in a few hours so immediate responses would be greatly appreciated. Thank you.


Shadowlord wrote:

@ A Man In Black: Yes, a "Stealth for Dummies" book would be a fantastic gift to the PF / 3.5 gaming world.

@ The OP: You are correct to my interpretation of the rules. HiPS would let you use Stealth as you move to your target, you would attack (Gaining Sneak Attack but becoming visible), then you move away again using Stealth. The -20 to Stealth for using Sniping rules does not in any way apply to this scenario, you are not sniping. That is not to say that other conditional Perception modifiers will not apply to anyone attempting a check.

To my knowledge there is not official ruling supporting or denying this. But the only possible room for argument in the scenario is whether or not you are allowed to use Stealth twice in the same Move Action because Spring Attack does not give you two Move Actions; it only splits your Move Action into two separate movements divided by an attack. However, as Stealth is not an action and is taken as part of a movement it would seem you could use it more than once under the circumstances.

@ All:

1) Nowhere does it say if you move you leave Stealth. In fact the Stealth rules specifically state you can move while using Stealth. It specifically states the few circumstances in which using Stealth is impossible and those are attacking, running, and charging. As long as you maintain cover/concealment you can maintain Stealth. In an area of dim light or similar condition even a Rogue without HiPS could use Stealth to sneak up on an enemy and gain Sneak Attack, he would not however, be able to use Stealth after the attack unless he first made a successful Bluff attempt. Dim light provides cover.

2) Most versions of HiPS explicitly state you may hide even while being observed and even with nothing to hide behind (as long as you meet some other requirement, IE: being within 10' of a shadow). The only version of HiPS that does not mention being able to hide without cover/concealment is the Ranger version, but that is because they get...

Thank your for that insightful post! I agree 100% with this reply.


Draeke Raefel wrote:
Sure. You can hide while being observed. Why don't you go into an empty room and have one of your friends try to hide from you. As they probably don't have HiPS, go ahead and close your eyes for a second to give them Concealment.

Or just turn off the lights and close the blinds. You are simplifying this like a lab test. It reads like "Put subject 'A' in perfectly square room and have subject 'B' look for them."

Now, lets utilize a more suitable setting for a change shall we? Like a dark cave or the the middle of a prairie on a dark overcast night? Ever go out to the middle of the plains on a new moon and see how dark it really gets? Its pretty damn dark and you are not trying to "hide" in a small room with the lights on.

Draeke Raefel wrote:
Then open your eyes and look around the room. i bet you're able to see your friend quite clearly as he has nothing to hide behind.

Obviously. Its a bad example you are using. Also, please stop trying to use real life examples to explain how something is or is not possible is a make believe fantasy game where the IMPOSSIBLE is quite capable of being done.

Draeke Raefel wrote:
Normally, you cannot hide while being observed. This makes sense. If you move behind the chest of drawers while someone is watching you, they know you are behind the chest of drawers. However, with things like the bluff skill you can momentarily distract the viewer so that you can hide.

Ok, I think that most everyone who has posted here will agree with this. We all know what the stealth skill says in regards to what is required to use it. Cover OR concealment. Not both. I do agree with this statement though so no need to pitch in more common sense to it.

Draeke Raefel wrote:
You still need to be near enough to something to hide in though.

If you will agree that stepping back into the shadows is hiding in them then we are on the same page. If not, then I feel that this is where the disagreement starts with most folks.

Draeke Raefel wrote:
HiPS seems to mean you can use your surroundings or some other natural/supernatural means to momentarily distract your enemy. In fact, you are so used to doing so that you automatically succeed at it.

Negative ghost rider. No where does it imply or state that HiPS is a free distraction against your target. It simply means that you are so damn good at blending with the shadows that you merely need to step into one that is 10' away and you are allowed to attempt to camouflage yourself from your targets senses. Now I know that it is a hard concept for some folks to understand, but that is what it means.

Show me where it says otherwise and I'll concede the point but since no one can then we just have to agree to disagree on this special ability. FYI, the HiPS ability I use for my examples is that of the Shadow Dancer prestiege class and not the hunter favored terrain. I can see how folks are getting mixed signals from the points being made here over those two class abilities.

Draeke Raefel wrote:
Favored terrain means that you know enough about your environment that you can take advantage of that momentary distraction to find a place to hide. The other HiPS abilities usually allow you to gain the concealment of shadows during the time your opponent is distracted. It's...

Again, distraction does not come into play. You are not getting a free natural 20 on your bluff check here. You are just skilled enough that you can "attempt" to do it even by being watched. Keep in mind I say attempt because even though the HiPS ability allows you to stealth while being observed, it does not guarantee that you are successful. It merely allows you to do it and ignore a core rule for a class specific situational rule. You can still fail hard at your stealth using HiPS.

Races with darkvision can still see you if you are still within the range of their sight no matter how high your roll is (again, this is going off the fact that a shadow dancer is merely stepping back into the shadows using HiPS and is not hiding behind anything.) Low light vision characters may still see you as well. If a caster drops a Daylight spell in the area you are almost certainly screwed out of using that ability.

So I have to ask this, why is it so much of a bad thing that HiPS does not require cover? Its not. Just use your head as a player and GM and you can get around it if its a real problem. Isn't that one of the aspects of this game is to overcome challenges? I believe so.


dthunder wrote:
You have this idea that Stealth is based on environment, but the skill clearly states that it is based on observation. Cover and concealment allow you to beat observation. If you haven't been observed, you don't need cover/concealment.

Exactly my point, thank you very much.


James Risner wrote:
dthunder wrote:
Maybe this will help, note the different ability types. Emphasis mine.

Doesn't help, I'm aware of the abilities (intimately) but I just disagree entirely with your interpretation. The Shadowdancer doesn't need something to hide behind (he hides behind the shadows within so many feet.)

All Stealth and HiPS require something to hide behind. In the case of the Shadowdancer they added that "without anything to actually hide behind" to make it clear the shadow is what you are hiding behind.

nexusphere wrote:
Why does it say you can move at half your speed at no penalty while stealthed if moving causes you to be unhidden?
Moving into view causes you to become unhidden, not moving explicitly. If you have a wall all the way up to the target, if you have darkness up to the target, if you have a fog cloud up to the target, if you have cover up to the target, you can make a Stealth to walk (half or full if you have the ability) up to the target while hidden. This just isn't what PC want to commonly do.

You have nothing to back this up though. HiPS does NOT need anything to hide behind. Shadows other than the shadow dancers own are sufficient for them to utilize their HiPS ability and you don't hide behind them, you hide within them. You need to show otherwise in the RAW in order to have a valid point. You have not done that yet.

Seeing something or someone who has rolled a stealth check requires an opposed perception check if that creature has already become stealthed. Leaping from the shadows does not take away the element of surprise for a sneak attack if a successful perception check was not made prior to said creature leaping from the shadows. He will not be stealthed after his attack is over but for purposes of getting the drop on someone he most definitely has stealth.