that's exactly what i would do in the previous round; move to the map. unfortunately i am still just out of spell range for most targets move to 18L. standard cast acid splash targeting rat(L11), range=35'.
not much, but next turn ill be able to give lummel some help
true, in that comparison i was actually relating the rogues action to a non-attack spell, then move & stealth.
using sniping: 1d20+x(stealth)+20(invisibility)-20(snipe)=1d20+stealth vs perception -20 to pinpoint. effectively 1d20+(stealth)+20 vs. perception.
makes sense to me. i hadnt considered somatic components, but it seems reasonable (rustling clothes and the like). so no "immobile" bonus then.
concealment wrote:
stealth wrote: "Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action." seems pretty clear that you can use the concealment provided by greater invisibility to make a stealth check for free as part of a move action taken immediately after casting a spell. i see nothing that says you cant, or anything that says you must continue speaking after casting a spell, while you move (thus rendering you perceptible at that time). rogues do this type of thing all the time e.g. " i free action shout(visible & loud, cant use stealth), use a move action to go to that area of total concealment , then i use a move action within that area with a stealth check to hide." how is that different? why can a rogue do it but an invisible caster cant?
well argued about "stealth". point conceded.
don't know how i missed that -20 modifier, i even looked ;O. i suppose it would be smart to stand still given that penalty, making it a DC 40 check to pinpoint an invisible target casting a spell (though it seems counter intuitive that a caster standing in one place is harder to find than one moving). still, the caster could use the rules for sniping to force an opposed check after a dominate attempt (if you consider it a ranged attack). the stealth roll would be 1d20+?(stealth)+40(invisibility standing still)-20 (sniping)-20 (casting)+20(to pinpoint, really a penalty to the perception roll)= 1d20+20+stealth. not bad, but youd be better off with the DC40 not trying to hide (lol). casting non-attack spells wouldn't even require that, though. he could simply cast, then move and activate stealth (no action) to force an opposed check. for the brief moment he was casting it would be DC 20 to pinpoint, but after movement it would become an opposed check (modifiers are arguable). after rereading dispel magic i have become undecided about whether you can dispel invisibility, but i am still hopeful. why? because you can target a spell instead of a creature. detect magic would allow you to target the spell invisibility with dispel magic, without actually seeing the creature its cloaking. it would take three rounds though, and by then its probably already too late...
my point is, its not a flat DC. it is always an opposed roll to locate the creature. where is this -20 coming from? a BATTLE (as in armies of guys with swords killing each other) has only -10 to the DC.... regardless, i would ALWAYS treat locating an invisible creature as an *opposed* check situation (perception vs. stealth) as is described by the perception skill (NOT a flat DC).
dispel magic can be used to dispel invisibility via the second usage of the targeted spell. spellcraft to ID the spell (+ circumstance bonus?) then locate the square/squares he his in, then pop the spell (targeting the spell NOT the creature).
your DM seems very forgiving. invisibility is HARD to beat without magic and a "dc" of 0 is ridiculously low (same DC to hear a conversation), especially since it is not being done as an opposed roll (which is what the skill perception calls for).
There are a number of ways to track things, such as having players post essential information at the top of each in-game post ( e.g initiative roll, hp, AC) . For small areas and tight quarters I've seen DMs use text pictures. personally I prefer posting a map jpeg. Each player can mark it up in paint (noting movement, area effects etc) and re-post or somply describe actions, then the dm fixes up the master pic. The best/ easiest way to implement this is to put everything in to map tools, then take pics of the screen to post. Using that method the dm can keep track of everything right there, and once the dungeon is built it's actually very fast. Player posts get slowed down a bit, but can be very tactically detailed.
Fixed pearl entry, and shuffled a skill point in to perform (comedy). All set! " yesss yip! Yip! Ziz is ready! Yip! where is bricks n Elsa n mr serious lummy n alvisss at? I gotssss a funny joke for the bad men"
Ok, all set! Final version of ziz is done. It was painful (he now wears a burlap sack) but I fit in managed all 3 pearls. As part of the revision I changed ot the create pit spell for hideous laughter. Not as good, IMHO, but hideous laughter is associated with copper dragons and fits his jokester attitude.
loimprevisto wrote:
yeah, i think i will drop deepsight for create wondrous items. the extra sight range wont provide much of an advantage in most situations and isnt all that necessary fluff wise. plus i like the idea of him being able to craft magical traps (not that it will ever come up, but it fits a kobold sorc nicely). ill probably tweak the spell list a bit. spider climb is one of my favorite spells (underrated in my opinion), but this guy cant do much while spider climbing since he needs his hands. still...i may switch up my 2nd level spells entirely. would you be open to me spending money on spell research to change the energy type of a spell to fit my bloodline? e.g. flaming sphere to acidic sphere? just a thought.
for whoever is interested, zizzafalithax. i went for style over build mechanics but id still enjoy feedback, especially on spell choices & feats (i've never made a PF sorc before).
Ziz:
Zizzafalithax Male kobold draconic (copper) sorcerer 5 CG Small Humanoid (kobold) Init +10; Senses darkvision 120'; Perception +10 SQ: light sensitivity **DEFENSE**
**OFFENSE**
**STATISTICS**
Languages: draconic, TBD
ill hold off on gear until the cut.
loimprevisto wrote:
excellent! i enjoy Ziz as he is. ill get cracking on the build ASAP, as well as think through a backup char in the event of death.
im interested! love the build options and house rules. zizzafalithax, kobold dracinic sorcerer (copper) Origin Story:
Ziz's birth was a source of great controversy for his tribe, argued to be a blessing and a curse. it began on a night of great celebration for the small kobold tribe in the remote peaks of the Aspodell Mountains. the tribes patron, a youthful but savage red dragon, had slain a copper dragon that contested his territory for many months. they danced and laughed, drank and cheered, told the tale of the battle countless times, and posed with the corpse of the once proud copper dragon. that night a small scarred egg the elders thought would surly die, hatched. the festivities went silent upon the news of what the brood-mother had discovered: a small copper skinned kobold. such an event is terribly rare, so rare in fact, that the elders were unsure if it had ever happened before. normally the birth of a kobold with signs of dragon blood was considered a great boon, but never had they seen a metallic. was he the spirit of the slain dragon? would he seek revenge? would he bring bounty or wrath? they argued late in to the night about the meaning of this omen and the fate of the whelp, beneath the shadow of the great metallic carcass. some called for his death, others argued that as a dragonborn he was sacred, no matter his origin. in the end it was decided that he should be spared and exiled; they dared not kill him, for he was sacred and doing so could bring disfavor from the gods, they dared not keep him for he could bring ruin to the tribe, and anger their master. the small, frail kobold was given the name of their fallen nemesis, Zizzafalithax, to honor his death and appease the dead gods spirit. young Zizzafalithax was whisked away, hidden in a remote cavern and fed until he was strong enough to brave the slopes alone. Heroism at Brindin's Ford:
after his departure from his tribes homeland Ziz wandered far and wide, living the brutal life of the drifter with whimsy joy. as he grew, so too did the spark of the dragon within him. magic surged through his being, permeating him, and it became his single greatest tool in his struggle for survival. even sorcerers must eat, however, and the smell of roast mutton brought him to Brindin's Ford. he became a common sight to merchants coming and going, lurking outside the city walls. before long he had befriended a number of humans with whom he conversed regularly, exchanging jokes and stories. all was well for Ziz, chatting by day and performing pranks on the wicked and small acts of kindness to those in need during the night, as the tales of the town dictated. during the biannual festivals Ziz kept a wide berth from the town, knowing that the halflings distrusted him. he would watch the celebrations from afar, savoring the sights and sounds of happy people. on one such night the revelry was particularly ruckus and a raiding party went unnoticed by the city guard. within moments the raiders had penetrated the outer defenses and started a blaze blocking the main thoroughfares, trapping much of the halfling caravan and preventing the city from retaliating. Ziz rushed from his hiding hole to the aid of the terrified halflings. he killed many of the brigands in his initial magical assault then turned his attention to the town, fighting the flames and rescuing citizens well in to the morning. he had thwarted the attack, saved many lives, and prevented the town from being burned to the ground by the time all was said and done. Brindin's Ford was grateful for the bravery and quick action of the poor kobold, who had risked his life to help them. the following night Ziz celebrated with the town, instead of watching from afar. note: as an alternative class i would be open to "zen archer" if party balance is an issue.
The bar maid returns with luctus' food: a pint of ale and a very moldy pice of cheese. he notes the manner in which the locals are eating and drinking, then devours the foul cheese in two bites, and drains the glass in three great gulps.
the door to the tavern swings wide and a tall lanky man dressed in fine clothes stoops to enter, his bizarrely tall top hat still scraping the rim of the door. he postures momentarily, resting his cane and surveying the crowd.
ack! it seems ive nearly missed the boat! i was so interested in the idea that i got lost in character creation and forgot the post. still, ill throw my top hat in to the ring. cant hurt. player stuff:
1. Do you have previous pbp experience as player and/or DM? If so, on Paizo's boards, or elsewhere? i do, but its been a few years and i cant recall the name of the site...played d&d 3.5 and DMed James Bond RPG. outside of pbp im a very experienced DM. 2. Where do you live (specifically, in what time zone)?
3. How often can you expect to post (barring illness, vacation, etc.)?
character questions: 1. Who are you, and why are you in Chologadi? Luctus Mors, at your service. Luctus is a consummate academic of the occult.originally he hails from a metropolis in the far north, but has left on short notice because unsavory elements of his research in witchcraft (most notably his obsession with the dead) had drawn the unwanted attention of the authorities. fortunately, as a member of a noble family he had the resources to flee south beyond the reach of the law of the north. rumors of the cloud menace in the south only added further reason for his journey; certainly such power could be useful, should he gain control of it. 2. What do you look like?
3. How would you describe your personality?
4. Why will you join the expedition into the jungle, and what skills do you offer to help ensure its success?
if he has a specific ability that alters/prevents damage, then that will work. i have not seen anything like that paired with contingency throughout the course of this discussion, however, nor have i seen any evidence that teleport cant prevent damage from a hit that has already been dealt. also, i dont find them particularly compelling as precedent because they are specific (class) rules, and thus exceptions to the rule. the trigger could be "when i am attacked" what's wrong with that? no lawyering necessary.
Wait... So your argument that if you get hit in the face with a lance or pillow you can teleport away and somehow not be hit in the face ( despite the fact that being hit was the trigger for the TP) is less realistic than my determination that if a lance hits you in the face it will hurt? Um.....I'm confused..... And what is the rest of the post about? Bullets? Pillows? I dont get it.
Krasg wrote: So the contingency could be if you are touched by the endpoint of a lance, before it penetrates your armour? in game terms that is the same thing as being attacked, but before you are hit. in effect, you TP away on contingency and are never hit. hit= damage happens=skewered. the attack role determines the outcome of the attack, not the process. the issue is that neither contingency or teleport prevent damage in any way, and being hit/taking damage is tied to the success of the attack roll, and nothing else. so...the attack roll is successful, you TP away, then take the damage and die wherever you are. it doesn't matter if you are far away from the attacker to PF, and nothing is *preventing* that damage (distance is irrelevant). in order for this approach to work, you have to be out of range of the attack *before* the attack roll is made, thus making it impossible for the attack roll to even occur. perhaps there is a spell that prevents damage that would work, but TP doesn't. you can also have something trigger when you are "hit," but damage is assigned at the same time, so you still do not escape your fate. the simple contingency "when i am attacked" works perfectly well. triggers after the attack action is taken, but before the roll, and -zip- off you go. AFIK there are no rules for mosquitos, so you dont have to worry about odd triggers unless the town fool is keen on throwing tomatoes at the local uber caster.
Alienfreak wrote:
my misunderstanding - i thought you were arguing that there was fractional damage (which i was arguing against, poorly, because someone had previously made that claim) and that the contingency would come in to effect before damage was dealt, assuming the trigger was "i take damage," both of which are wrong. you still cannot separate "an attack roll beats my AC"and damage without an exception specifically stating so. it doesn't matter if after the roll you TP away, you still take the damage after the fact.Attack Roll wrote:
the roll beat AC, so you take the damage no matter where you are, RAW. also note that "hit" and "deal damage" occur simultaneously, so you cannot trigger between the two. Quote: "If any melee attack is INITIATED against me...." this works fine, though.
Quote:
but you still cant say "after 3 of the 5 damage is dealt." its before or after the damage. Quote:
really? i dont see that....at all. the spell gets cast based on a trigger, in order to trigger, the conditions must be met. if they dont, the trigger never happens. if you say "after i take 1 damage" it will trigger ONLY if you take EXACTLY 1 damage (lol). if the trigger is "when i take damage" then you take damage, then the spell goes off. simple. Quote:
i dont see that rule, can you show me that rule?
Kthulhu wrote: Given that AM strikes hard, strikes fast, and doesn't leave casty survivors, other castys shouldn't be aware of him until they're skewered on his lance. Of course, this goes against the golden rules of forum wizards: that they automatically know every last detail about any potential fight they might get into, and that they have instant access to every wizard spell ever published. :P With a wizard of that levels int pushing 30 (easy), is that really unreasonable? That's orders of magnitude more intelligent than super human intelligence. More brains than the gods themselves. I once read an article on how to play a super genius BBEG (who was far less intelligent that a wiz 20 with gear would be), and it boiled down to " assume he knows what is going to happen in advance." I think that's fair. Speaking of PC knowledge, AMB fans seem to have forgotten that since the proposed barbarian is raging 24/7 he is incapable of making even the most basic intel check to determine who might even BE a caster, much less make complex tactical/ cost benefit decisions. He is effectively an animal with rage on the brain.
stringburka wrote:
ah! very true. hmmmm. what if the condition was "when i become aware of an impending attack." since being aware of someone is an instantaneous and continuous effect (perception checks are made instantaneously , the moment conditions arise that would make it possible to detect something, e.g. stealth vs perception), and the barbarian is not stealthy. the moment he enters the visual range of the wizard "pop," right?if that doesnt work, you could definitely make it "when i cast feather fall," which IS an immediate action that allows you to interrupt.
contingency: apparently comment about contingency must have been overlooked. simply make the condition for activation a word ("oh poop!" as suggested earlier, has a nice ring to it), then say that word as a free action(speaking is a free action that can be done at any time) to activate, whenever. since the barb isnt stealthy, its no problem at all to activate contingency whenever you'd like, even on his turn. stopping a full round action: consider a charge on the ground - at any point the charging character can, at the very least, drop prone as a free action to stop the charge. seems like a realistic way to stop charging. unfortunately dropping prone while flying is not possible (no ground). im inclined to believe that because it it a full round action which has specific movement rules, that voluntarily violating those rules is not possible. unless a condition which prevents completion of that action occurs,(e.g dropping prone, a free action which is in itself not explicitly movement; or terrain appearing/being revealed), then the action resolves as stated. a full round action is INDIVISIBLE, you can not do half of a full round action, then take a standard action. this is clear when you note that the only exception - choosing between a full attack and a standard attack - is specifically outlined. the moment a player says "i charge" the full round action following the necessary moment rules is guaranteed, barring intervention. i dont believe a charge can be declared retroactively, either; a move satisfying a charges requirements + an attack does not become a charge since it was taken as a move + standard. a full round charge action must be taken at the onset of the turn for it to be a charge, and the action is indivisible and can thus not be altered once initiated. consider an attacker performing a coup de grace vs a readied action to sunder the attackers weapon. coup de gras starts, sunderer destroys the weapon. the full round action cannot be completed, but the attacker cannot choose to do anything else, such as move. EDIT: i do believe, however, that you can stop at any time so long as you have satisfied the requirements of the charge. thus, if you have moved 10' or more towards the target, you can stop at any time after that point because you have effectively completed a charge. you MUST move that initial 10 feet, however.
funnymouth wrote:
actually, scratch that. unless he uses a standard action arcane sight wont work, and even then he cant be sure - he will have to attack it to discover it isn't real. also, changing tactics from pounce to ride by is meta-gaming. up until this point the outlined tactic was to charge from the max distance for a pounce. given that approach barb would leave himself wide open for a surprise round ambush with no response, and then an init roll. if you went with the hyped diviner, thats two rounds of spell bombardment before a possible response = dead AMB.EDIT: found the errata on TR; my bad. still works though. cast it quick and it shuts him down for a turn, then cast a spell to put on the hurt. repeat. still not bad....
VM mercenario wrote:
no, he's spot on. a buffed AMB on the hunt (with a powerful cohort) vs an unprepared caster standing alone in an open field who is completely oblivious to an impending attack is ideal for the barbarian, and a worst case scenario for a caster. its even more silly when you realize that a wizard of that level would be more intelligent than most GODS, but still dumb enough to chillax in an open field in the D&D universe without a care in the world. you might as well replace "caster" with "small child" because that is how he is being portrayed.
Aelryinth wrote:
You only get the save if you interact with it - not observe it. he has to attack it. It's a major image so it fools blindsense too. its a moot point anyhow - arcane sight will detect it long before that. the wiz, however, has god level int and knows that barb will charge from very far away (farther than '120), since that is how his tactic has been repeatedly described to be effective. this ensures that he is within striking range no matter where AMB attempts to go after that point.
Trinam wrote:
Why does that matter? wiz is on the same mount (or better) and has a better starting position, making him more than capable of overtaking the barb wherever he might go. Quote:
can't catch a guy who moves just as fast as you. Even if AMB was faster wiz has a 3d space of undefined size to hide in (open field) - never happen. Also, you can't charge something without LOS, so randomly charging doesn't work. Even if you saw him you would have to change direction = no charge. Plus, who knows, maybe it's the same trap again ;). If you do get close, he just says " oh poop" and triggers a contingency spell to save his ass. Rinse and repeat. How long can the barb rage before he has to spend time to sunder something? Not forever. Quote:
really? I'm new to PF, but I don't see that the effect ends one turn after a successful save anywhere in the spell description - the save doesn't end the effect, and he must do it every turn for the duration, as far as I can tell. Further, the wiz batty bat is just as fast so no amount of running will work. Interesting, though, that a 4th level spell would have him on the run.....
ah, of course, how about .... Mage's Disjunction vs ring of ST, then swift terrible remorse? getting the range to work out shouldn't be too tough, lure him in with an illusion (persistent image) of a caster while still being undetectable with invisibility + mind blank. by the time he's close enough to interact with it and determine that its an illusion, it'll be too late. man, i suck at this type of thing.
the entire premise is ridiculous. a 20th level caster standing in an open field with no buffs? not likely. really its the perfect environment for the barb, and the worst possible situation for the caster. i hate to say it again, but really? a fully buffed barbarian, mounted, actively hunting high level casters, vs an oblivious, 20th level, super intelligent, wizard standing in a field, completely unprepared, is a "duel?" no, its an implausible scenario. the bear will kill the shark every time, just so long as the shark is in a field, and isn't allowed to bite. the only fair thing top do is to assume they are hunting each other, and thus equipped/buffed for the job. that changes the match-up considerably. the counter argument is that its impractical for the caster in other situations. i, however, believe a repertoire that allowed the caster to take down AMB would be pretty damn effective against most things. beyond the fact that the wizard is being restricted from doing anything a wizard would do (if you were a super-powerful-plane-traveling wizard would you be standing around like a dip in a field, or flying around undetectable with loads of minions? hmmmmmm. i think id pick the second one), and is assumed to be an idiot unaware of an impending attack despite god like intelligence that would in all likelihood allow him to predict the exact moment and method of attack, there are other MAJOR double standards in effect here.
on a more rules related issue, im still not convinced that a mounted char can make more than a single attack after moving more than 5 feet. a full attack action, sure, that consists of a single mele attack. ive seen vague hand-waving about what is "more specific", but in my opinion that is not relevant, as the rules do not conflict in any way. sure, he may use pounce RAW and make a full attack action, but that full attack action will consist of a single attack because of a situational restriction.
now, to my am-barbie vs anti-barbie-casty:
Good to know I'm not crazy. I'm no greenhorn an I was pretty certain, but outnumbered by "more experienced players."
Hi everyone, I'm new to pathfinder, after having played 3.5 for years. I've played a few games at cons before,which I really enjoyed, but a recent rules dispute has tainted my growing enthusiasm. We were nearing the end of a PFS module when it started. We used some unorthodox tactics and made some mistakes, so the fm decided one of the two bbegs would run, thus threatening two of the players faction quests. To catch up the players wanted to run down a twisting hallway using the run action. I said that you can only run in a straight line, and they said I was wrong. I insisted, they insisted. I asked them to look it up, both of them did and maintained that they were right, after reading it, claiming "it's not 3.5". The fm did not make a ruling. Defeated, I conceded, and the players ran across and all over the map, around corners at 120ft per turn to attempt to overtake the fleeing baddy and claim the faction objective. I refused to run around obstacles and instead opted for double moves. After the game I had forgotten my canteen, and had to return to the table to get it. Several players were lingering and I overheard them putting me down for confusing the game with 3.5. When I got home I looked it up in the red doc, and it said I was RIGHT! Am I crazy, or was everyone at the table blowing smoke up my butt? If you can sprint and make 90+ degree turns Wille-nillie, that seems like an unrealistic mechanics flaw. |