Will have him make the acrobatics roll to move while blind although I know his first step will be to shadow jump out since he's surrounded (we literally had to do a cliffhanger stop in the middle of combat because of people's schedules). He does have hide in plain sight so once he jumps (to a random location), he'll be making the stealth roll that he won't get to see the result of. Fortunately for him this just happened because of a special attack (Inevitable, Marut's lighting strike), so it's not permanent like the spell. Will post a follow up after tonight. :)
Thanks! They're just in a dungeon, so he can try to jump back to the spot he started in, but I'll use a scatter die or something per Yorien's suggestion and not let them know where he shows up till they make perception checks against his modified stealth roll. I think I'm going to ask him to roll the die by my area and then I'll cover up the die so no one knows what the result was, to heighten the drama. :)
Cool. Thank you both for the advice. I was going to give a roll, and kind of figured at his level he's got muscle memory for what it takes to normally hide. We're in the middle of a protracted fight, which is why I had time to post this question. The group's been kind of cakewalking through it so this is the first major battle that's started going south for them. Will use the idea of me secretly controlling what square he shadow jumps to. Will make it fun for the other PCs trying to cover or heal him as well unless he totally tanks his stealth roll and is totally visible to everyone. The rogue player's a good sport though and already said he'd be fine with what I decided. He's used to rolling up new characters. :D
Been Googling and searching the boards here for some answers. Can a blinded rogue/shadowdancer hide in shadows? Sounds pretty comical as he won't be able to see if he's hidden himself or not. Like Invisible Boy from the movie "Mystery Men" -- "Can you see me now?"
I was going to be kind of generous and say he could do this at a penalty (since the group is 16th level the skill levels are pretty crazy). Trying to decide what a reasonable amount would be. Something like the -20 from sniping, or a reverse of the invisibility bonuses: -40 for moving and -20 for being immobile? Maybe use the -40 from Glitterdust? Or should I just be a real DM and flat out deny it since we're in a tomb-of-horrors type dungeon? :) Thanks in advance.
I'm trying to build a Lupin race from the 2nd Edition Savage Coast/Red Steel setting (I thought this might be a cool Mythic Adventure campaign). Seems like they didn't have special qualities so I looked through the ARG and tried to pick dog-like qualities. Thought an interesting one would be "Cornered Fury" which costs 4 RP; once your HP is equal to or less than half and no conscious ally is within 30', you get +2 to melee attacks and AC. This sound like something that might only come up (hopefully) every few sessions, if any. I was thinking about tweaking it to be like the Lupin character can designate an ally per day (or per combat) to protect, and if this ally goes down, the trait kicks in. Not sure if that would be too "powerful" though, since the original scenario might not occur as frequently. Wanted to get some input. Maybe this should cost more? Thanks!
I admit I'm choosing this deity for the same reason (greatsword proficiency). Our group is just starting a Kingmaker campaign. My approach is that inquisitors aren't strictly adhering to all the tenets of their deity's church (otherwise I'd imagine they'd really just be clerics). So my character is going to be a proponent of battle, but not mindless battle. Her motto would be "rusty swords shatter easily", so she will advocate fighting as the best way to train for when it's really needed. Otherwise I couldn't really see her sticking with the Kingmaker campaign for too long -- having the party create a kingdom would kind of lead to some stability in the region, which a true CN follower of Gorum would seem to abhor.
Caineach wrote:
Thanks for the help. I'm looking forward to testing out this class.
I've been searching this site but can't find the answer. Could an inquisitor qualify for the Arcane Stike feat, if he knows a spell such as True Strike? I know they use their swift actions for other things like changing their judgments, but wondering if the feat prerequisite of casting arcane spells would be limited by class. Thanks. |