She Turned Me into a Newt!


Advice

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I think the point people are trying to make with the Phase Spiders is that you can't ready an action for something that you don't know is there.

That first surprise round of one or more Phase Spiders popping in and biting someone (who they'll be right next to) is likely to work right off the bat. Their poison is nothing to sneeze at either. Readying an action for the spider to pop back into the material plane means that you're not spending your standard action trying to help your party member (or members).

If this is the first time that the party (but not necessarily the players) has encountered phase spiders, then immediately readying actions on the 1st round of combat (after the initial surprise round) smacks of metagaming. Despite the thing being a Large-sized creature, it essentially pops in and out of existance in less than 6 seconds. I'd ask everyone who wasn't attacked to make a (relatively easy) perception check. Anyone who saw it gets to make a Knowledge roll to ID the critter, or spend a round describing it to someone who has the skill (while doing something else too if they want, since talking is free). Maybe it was an illusion? An unusual manifestation of a spell effect? Imagination? If they ID it right, or if it makes another attack, that's when the party should realize the particular nasty strategy of this critter and start making the appropriate readied actions.


Fergie wrote:
Stuff about the theorycraft phase spider encounter

Here's what you're missing about this encounter. The spiders will strike first. They will hit squishies first (and +10 v. flat-footed is a pretty sure sign of hitting. +12 if they decide to flank, and being not stupid they will) and do 13 damage + significant con damage per bite.

Or if the monster feels relatively safe it grapples the caster. They do have grab.

This is not an easy encounter for the witch because the witch has all of ONE long-lasting defense spell for this encounter. Two if you consider false life. Being the easy meat the witch will get dropped almost immediately, despite its likely ability to slumber and murder the spiders in a different encounter.

Readied actions are great, but also involve the witch sitting with a readied action rather than doing something about losing d2 con a round.

As in the case of the scrags and the utility of slumber, the phase spiders do not win this because of their abilities. They win because ambushes let both players and monsters roll entire encounters easily.

Again, the witch could just as easily ready any number of SoS spells to throw at the spiders to win the fight. And most of them can hit both of the bugs at once.

Being as useful in an encounter as other abilities does not make slumber overpowered. Regarding the lack of HD limit and number of uses, there are a whole mess of caveats that limit the ability specifically.


W E Ray wrote:
Fergie wrote:
If your idea of fixing slumber is to simply not use most of the monsters in the books, and/or only use them as hoards of mooks, ....
Well, in general there's some give and take. A good DM would never go all the way here. Occassionally a DM has to give an encounter where the Witch's Hex will really work -- and some where it won't. Otherwise the DM would just be trumping the PC's good stuff. That's the same as a DM constantly using NPCs with Uncanny Dodge, Improved Uncanny Dodge, Fortification and such so the "Rogue-that's-broken-with-Sneak-Attack" isn't broken anymore. You gotta give the Enchanter the occassional monster with a low Will Save; you gotta give the Ranger his Favored Enemy, etc.

I remember a campaign where a friend of mine played a Dragon Shaman (Gold) and thus eventually got the immunity to fire, He threw an encounter with some fire based spiders and failed to realized that he had acquired the immunity, needless to say, we used him as an anti-firewall and dealt with the monsters much easier.

...After that encounter we never saw a mob that dealt fire damage...


Whenever something succeeds it's save, go down feigning sleep anyway. When they rush in for a Coup, hit them with something really nasty, like a huge Channel Neg, or Empd/Maxd AoE spell centered on you. You definitely shouldn't do that every time, but even once might make them a bit hesitant in the future.


The Crusader wrote:
Whenever something succeeds it's save, go down feigning sleep anyway. When they rush in for a Coup, hit them with something really nasty, like a huge Channel Neg, or Empd/Maxd AoE spell centered on you. You definitely shouldn't do that every time, but even once might make them a bit hesitant in the future.

When a targeting magical affect is made the "caster" for lack of a better word knows if you made the save or not. There is a feat in 3.5 that would allow you to fool casters though. It is in Unearth Arcana.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

wraithstrike wrote:


When a targeting magical affect is made the "caster" for lack of a better word knows if you made the save or not.

This is specifically stated for Spells, but does it also apply to Supernatural abilities?

I'd probably rule it does, but unless there's some place I'm missing that says so, a rules lawyer type could argue otherwise.

Grand Lodge

Nemitri wrote:
...After that encounter we never saw a mob that dealt fire damage...

How sad.

Maybe ask the DM that age ole rhetorical question: "Man, does nothing else in this campaign world use fire?!"

Grand Lodge

The Crusader wrote:
Whenever something succeeds it's save, go down feigning sleep anyway.

Yeah. I do this kinda stuff only when the BBEG (or whoever) learns about the PCs' favorite tactics, not when the monsters are dumb mooks or when they have no real knowledge of the PCs.

But yeah, it's a great trick I learned here on the Boards a few years back in a Thread that asked if a Vampire could Bluff being Turned even when it's not and then Dimension Door right behind the PCs after being out-of-sight-out-of-mind.


Benchak the Nightstalker wrote:
wraithstrike wrote:


When a targeting magical affect is made the "caster" for lack of a better word knows if you made the save or not.

This is specifically stated for Spells, but does it also apply to Supernatural abilities?

I'd probably rule it does, but unless there's some place I'm missing that says so, a rules lawyer type could argue otherwise.

No, but it is generally understood. The stacking rules for penalties are also under spells, but they would apply to supernatural abilities also. That is one section I wish they would have rewritten.

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