
ForeverADM |

Fog cloud shrouds vision past 5ft.
Druid has storm domain instead of animal companion and wildshape, so he sees through like 15 ft at it (he's level 6).
Trouble I have is that it becomes VERY expensive to kill him in combat. Fireballing him takes forever, and soaks up resources real bad.
I know that certain undead have lifesense, and creatures with tremorsense, scent etc, but that gets old the first time you use it, and its bad DM'ing to have encounters specially tailored to f!$~ with one member of your party.
How can i justify five mooks and a BBEG to always have blindsense and anti-fog countermeasures? Gust of wind even more so.
"What, this mook happened to have a wand of "gust of wind" too?"
And dispel would work. But its expensive to waste lvl 3 dispels to clear a level 2 fog, he could just recast it, and mages at lvl 5-6 don't have enough spellslots.
TL;DR
How do regular NPC's and monsters find and kill a druid in a 20ft radius fog cloud in which he sees perfectly.
Cheap items and consumables are go.

Trinam |

Final battle could be in an area with tumultuous winds too.
Like, in a room over a chasm over a pit that leads into lava. The convection would (Theoretically) create a lot of wind that would make the fog mostly useless.
And if that isn't how physics work, I don't care. That's how physics work in my game because it's cooler that way.

Thanael |

Let them set the (hell-/yeth-/troll-)hounds on him to flush him out? Or try a Barghest or a Shadow Mastiff. Scent works nicely for them in the fog. A lantern goat is CR6 and has lifesense and scent and a fear attack. And they are all lesser planar bindable.
Normal dogs will probably not stand a chance though, but non-caster NPCs might try a few of them too.
Think about collateral damage if the druid pulls this stunt in urban areas or on roads often enough. Carts and riders face serious problems.
And how about incorporeal foes? Wraiths, shadows, spectres. the wraith has lifesense but the other two should like the cover of the fog too.
So set a Necromancer or Hellish Summoner on him

Anguish |

Give your bad guys a Perception check to try to locate him within the fog. Sure, they burn a move to get to him but then they attack.
Also, unless he's a ranged specialist he can't actually attack them from within the fog. Bad guys don't have to go in. They can casually wait until he comes out. Maybe kill the rest of his party while he's busy hiding.
Other fun includes dropping a darkness in the middle of the fog cloud. It could be argued that the cloud already diminishes available light, so it wouldn't be unreasonable for darkness to make things go completely black on friend druid. A couple of bad guys with darkvision and he's in trouble (or has to leave his cloud).
A caster could have fun with him with a combination of invisibility and the various pit spells in APG. Basically take your time, find him, then drop him in a hole. For added fun, use summon monster to drop creatures on him.
Similar to the above, invisibility plus a wall of ice hemisphere will nicely give the druid something to do for a while during which you - again - kill his companions.
Can you say "assassin"? Go ahead, hide in a cloud. See what happens.
How about a monk with a Perception check and stunning fist? With no friends around (who can see worth a darn), the druid better make his saves.
Dragon. Flight. Breath weapon. Flyby attack. Don't bother to get into the cloud, just barf into it.
---
Basically there's a theme here. Your druid has figured out a tactic that he thinks is a Win button, so he uses it every combat. Thing is that like everything else in this game, there are dozens of counters. I don't like stacking the deck against the player, so I too shy away from "everyone has gust of wind or tremorsense." Instead of having bad guys with obvious tools to get around the fog, make bad guys who enjoy the cloud.
If you demonstrate to the druid's player once or twice that being in the cloud all by himself is dangerous, he'll clue in and use the tactic sparingly. That's what you want... you want him able to use it in some situations, but not every situation.

Irontruth |

Fights that are partially or completely underwater.
Areas that are too big for the fog cloud to really impact (it's only 20x20), or too many walls and turns to make the druids improved visibility matter (like a maze).
A reason why the PC's need to keep moving, casting fog cloud every round during a chase is rather pointless. Spreading lava, falling floors, shifting floors (especially ones that shift more than 20 feet).
Bigger creatures that occupy more of the fog cloud, giving the druid less room to hide in.
More creatures that do the same as above.
Wall of Fire, done in a ring around the fog facing inwards. He can't see out and takes damage as long as he stays there.
Any sort of battlefield control that separates the foggy area, or at least one side of it, from the fight. Make the druid keep moving and recasting if if he wants to stay in it. Pit spells can trap him inside the fog as well if he fails the save.
Deeper Darkness centered on the fog cloud, sure he can see through fog, but he can't see through that.

ForeverADM |

Hat off to you all.
I have gotten awesome advice, especially about the darkness, and making the point that its dangerous to be in a cloud all by yourself.
Now i got an email from him saying that he is going to get lunge, to mess with them even further. Getting that valuable 10ft away from them and then 5ft stepping to effectively Hide in the damn thing.
Dangerous cloud indeed :S
Also, perception changes a lot, he doesn't have a lot of stealth, so they can just hear him shuffling around in there.

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Fog cloud shrouds vision past 5ft.
Druid has storm domain instead of animal companion and wildshape, so he sees through like 15 ft at it (he's level 6).Trouble I have is that it becomes VERY expensive to kill him in combat. Fireballing him takes forever, and soaks up resources real bad.
I know that certain undead have lifesense, and creatures with tremorsense, scent etc, but that gets old the first time you use it, and its bad DM'ing to have encounters specially tailored to f@#! with one member of your party.
How can i justify five mooks and a BBEG to always have blindsense and anti-fog countermeasures? Gust of wind even more so.
"What, this mook happened to have a wand of "gust of wind" too?"
And dispel would work. But its expensive to waste lvl 3 dispels to clear a level 2 fog, he could just recast it, and mages at lvl 5-6 don't have enough spellslots.
TL;DR
How do regular NPC's and monsters find and kill a druid in a 20ft radius fog cloud in which he sees perfectly.Cheap items and consumables are go.
They don't need to.
He can only see 15 ft. They stay more than 15 feet away it is a stalemate before is dissipates.

Douglas Muir 406 |
1) Scent. All normal and many magical animals have the Scent ability:
http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent
"A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet."
So, animals (including summoned animals, animal companions, and the like) can usually find him.
2) Blindsight and blindsense. This covers oozes, many dragons, and a catch-all of odd creatures (bats, cave creatures, carrion golems, dragon disciples, dread wights, dullahans, giant slugs, grimlocks, electric eels, some eidolons, intellect devourers, sharks and rays, stormborn sorcerors, wights, you name it).
3) Blindfighting. Not a common feat, but not really unusual for fighter-types and rogues. Note that a few monsters and PrCs (boggarts, Dire Corbies, Dread Wraiths, delvers, Horizon Walkers, shadow demons, tojanidas, wraiths) normally have this feat too.
4) Lifesense. Many undead, plus some oracles with the Life mystery.
5) Tremorsense. Many underground creatures, including purple worms, bog striders, earth elementals, some eidolons, mudmen, most vermin (spiders, scorpions, centipedes and cockroaches) of whatever size, remorhaz, shaitans, sorceros with the Deep Earth bloodline, and xorn.
So, let's review: all animals, all oozes, many dragons, many undead, several sorts of vermin, and then about fifty different sorts of monster and several types of NPC.
Note that a variety of summoned monsters will be able to ignore his silly mist. This any animal with the Scent ability (which is most of them) and of course a summoned bat (level 1 spell), bat swarm (level 2 spell), small Earth elemental (level 2) or Dire Bat (level 3). Let's not even discuss wizards with bat familiars delivering touch spells and communicating telepathically, vampire spawn who can summon bat swarms, etc.
Also, turnabout is fair play: if he's going to pull this stuff, don't be shy about using stuff like Invisibility and Darkness against him -- especially if the other PCs haven't invested in Blindfighting or something similar.
In fact, if the PCs haven't made that investment, you're totally within your rights to judo his spell by using it to isolate *him*. I assume the PCs will stay outside the fog, right? (Because if they don't, they're blind beyond 5', and you can and should totally mess with that.) So the druid is all smug inside his little fog-cocoon... and then the invisible rogue finally catches up with him, or the bat swarm descends from the sky, or the xorn bursts out of the ground at his feet... and then you force the other PCs to make rolls to find him in his fog.
Also, you don't need to use Gust of Wind if /it's just windy/. Looking at the spell description we see "a moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round." Well, moderate and strong winds are pretty common in nature, no magic required. Many DMs ignore wind and other weather effects, but I find they add a lot to the game. And if the combat is in a howling blizzard or a shrieking gale, his mist won't last very long.
(If you're going to do this, I'd suggest starting with the moderate wind -- 4 rounds isn't very burdensome, but it establishes the precedent.)
Finally, note that the fog cloud is fixed -- "A bank of fog billows out from the point you designate." That means it doesn't move with the druid. So if the opponent simply backs off and waits for the PCs to come to it, the cloud is useless.
So there are a lot of in-game, totally fair ways to deal with this. It's a nice tactic, no question, but it shouldn't be a game-breaker.
Doug M.

Irontruth |

Oh, one last thing....
Give him chances/hints/opportunities to utilize the fog in ways that are cooler than just "I stand in it and cast spells out". Like giving the party concealment to cross open ground vs archers. This will do 2 things:
1) make him feel cool and important
2) use up a casting of the spell
Don't let them use a 5 minute workday, make it time sensitive (which is why they're trying to avoid the hazard, so they can get to the bigger fight with more resources).

Onishi |

I second the ignore him and focus on the party, in general being a jerk and hiding from the fight will not win him points with his team. Other things not everything has to even be the workings of the enemy, a simple normal battle in a thunderstorm (winds above 11MPH). On one hand I am torn due to the fact that I in general dislike a DM stretching way out to make a viable build useless, though I also get annoyed by players expecting 1 tactic to work in 100% of battles. Bottom line, gust of wind isn't uncommon, natural windgusts are certainly not uncommon in outdoor areas. Bottom line his tactic should work about half the time, but half the time the enemies should be able to deal with it, whether via AOEs, gust of wind, summoning/having animals etc... and again why is the druid the main target of all of the enemies. If he's regularly hiding in a fog cloud, no half inteligent enemy would blindly charge into a fog, they would focus on the targets they can see, avoiding the reach of the fog as much as possible. Also he's a druid, assuming he has high wis, and opts to completely use up his 3rd level slots on a 2nd level spell, he has about 6 castings a day. Enemies making a tactical retreat backwards every time he casts fog cloud. 3 times per battle, have 3 battles a day on average. Problem solved.

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If he's alone in there, something with burrow and tremorsense could come up from below and get him, and no one else would even know. Add Swallow and it could just come up and eat him. When the fog clears, there's nothing but a hole where he was standing. Not sure if there is anything like a purple-worm-lite.

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How can i justify five mooks and a BBEG to always have blindsense and anti-fog countermeasures? Gust of wind even more so.
"What, this mook happened to have a wand of "gust of wind" too?"
Why can't you justify it? Sometimes, a mook gets away, and tells all his mook buddies (all mooks hang out at Mook's Bar™ in my world when they're not fighting the PCs) about the tactic. Word gets around. Seriously, if a PC becomes a one-trick pony, the bad guys will eventually hear about it and prepare for it. They'll hammer the druid a time or two, and then he'll learn. Eventually, you'll get to be (hopefully pleasantly) surprised when the PC casts obscuring mist, swigs a potion of invisibility, wild shapes, and dashes into the middle of the wizards casting gust of wind.

james maissen |
its bad DM'ing to have encounters specially tailored to f@!* with one member of your party.
How can i justify
doing just that?
You don't, cause you don't do it.
You've already realized it's bad DMing to do so. Unless some bad guys know he's got this trick, they aren't going to especially prepare for it. So don't have them do so.
Rather figure out how each of the NPCs would react to the situation based on what the NPCs are and how they think.
There are a lot of things that you can do, and react to doing... but honestly first you need to work on the mindset that you've got. You know it's wrong, so fix it.
You're not trying to challenge them with a game of chess, but rather you are roleplaying NPCs that would not normally encounter this 'trick' and likely would not invest a lot of funds specifically for this one rather than others that the party ISN'T using.
-James

ForeverADM |

Clearly you have never been a DM, my friend.
If one PC constantly uses the same damn trick, and even gears for using lunge and other crap to make it even worse, He effectively increases the party's CR.
If an encounter is to be challenging, there has to be an element of danger. If i need to add 4 extra mooks because it becomes more difficult to get at the party, the rest of the "normal-CR" party are up against more than they can handle.
Ex. I throw a bunch of enemies on them. Druid makes fog clouds between him and his endangered allies to heal them, or just hides in there and casts lightning bolt and rolling ball of fire each round (maintains them, each last long time). Unhindered, no-one can risk going into the fog because visibility is null.
Encounter is walkover easy, not even a single pc goes down.
Next encounter i add two mooks to balance it up, the increased difficulty is too much for the rest of the party, and in the end only he and another are standing. The fight ending up in a mexican standoff where the lone remaining mook took a fallen party member hostage to escape.
I firmly believe that encounters should make the characters sweat once in a while, shooting fish in a barrel is pointless.
TL;DR
His powergaming creates a situation where normal-powered PC's have to powergame to take on the opponents.

rpgsavant |

Fog cloud shrouds vision past 5ft.
Druid has storm domain instead of animal companion and wildshape, so he sees through like 15 ft at it (he's level 6).Trouble I have is that it becomes VERY expensive to kill him in combat. Fireballing him takes forever, and soaks up resources real bad.
I know that certain undead have lifesense, and creatures with tremorsense, scent etc, but that gets old the first time you use it, and its bad DM'ing to have encounters specially tailored to f@~# with one member of your party.
How can i justify five mooks and a BBEG to always have blindsense and anti-fog countermeasures? Gust of wind even more so.
"What, this mook happened to have a wand of "gust of wind" too?"
And dispel would work. But its expensive to waste lvl 3 dispels to clear a level 2 fog, he could just recast it, and mages at lvl 5-6 don't have enough spellslots.
TL;DR
How do regular NPC's and monsters find and kill a druid in a 20ft radius fog cloud in which he sees perfectly.Cheap items and consumables are go.
He WILL move then.

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Hide and wait for the fog cloud to dissipate. Even as a mook, I know better than to fight someone on their own turf.
100% this. Retreat, and if getting close to the end of level nasty fight - then there are no issues with getting the next encounter setup to 'screw over' that character as the bad guy knows what they are up against. Play the monsters as their intelligence/style would dictate and one-trick pony tactics will fail. If that means the party gets less fights as the bad guys retreat then so be it - winning an encounter does need to mean removing all the opponents hp's.
S.

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guerrilla tactics - have some rangers pop out and start pelting them with arrows, as soon as the fog goes up, the rangers can run off into hiding again, if all the party is in the fog when this happens it only makes it easier for the rangers. Uses up more castings of the spell (also good for wasting other buffs)
Let the NPCs use their INT, if some one casts a spell making the fog, don't run into the freaking fog, if it's cast when they are already in there, get out, at worst you'll provoke from the druid as you run out. 20x20 isn't that much on a big field
Also if the NPCs have some way to find out that the PCs are using this tactic, see if you can use it against them, just one wand of create pit could end up being very annoying for the PCs
And read up on counter spelling, counter the fog before even casts it

rpgsavant |

ForeverADM wrote:
Fog cloud shrouds vision past 5ft.
Druid has storm domain instead of animal companion and wildshape, so he sees through like 15 ft at it (he's level 6).Trouble I have is that it becomes VERY expensive to kill him in combat. Fireballing him takes forever, and soaks up resources real bad.
I know that certain undead have lifesense, and creatures with tremorsense, scent etc, but that gets old the first time you use it, and its bad DM'ing to have encounters specially tailored to f@~# with one member of your party.
How can i justify five mooks and a BBEG to always have blindsense and anti-fog countermeasures? Gust of wind even more so.
"What, this mook happened to have a wand of "gust of wind" too?"
And dispel would work. But its expensive to waste lvl 3 dispels to clear a level 2 fog, he could just recast it, and mages at lvl 5-6 don't have enough spellslots.
TL;DR
How do regular NPC's and monsters find and kill a druid in a 20ft radius fog cloud in which he sees perfectly.Cheap items and consumables are go.
He WILL move then.
Sure he can see 10ft out, but it's a 40ft radius. On top of that, you just affected his whole party too with the mobility being reduced to half speed.

Hudax |

I'm not finding anything in the Storms subdomain (or anything else, for that matter) that would allow the druid to override this part of the fog cloud spell:
The fog obscures all sight, including darkvision, beyond 5 feet.
My emphasis. So you could just rule that he can't see past 5 feet anymore. But in case I'm missing something or in case you would rather deal with it the way it is:
Encounter is walkover easy, not even a single pc goes down.
This is part of the problem. Trying to take out your players is not good DMing. An even level encounter should ideally knock down 20% of the party's resources. If the druid is blowing through his spells, you're consuming his resources. Instead of thinking "he can just recast fog," think "I just ate another one of his spells and wasted his turn."
I suspect another part of the problem is you're letting them control the pace of encounters. (Druid: "I'm out of fog spells, we need to rest.") The judicious use of wandering monsters will eliminate the 15 minute days you're probably having. (You: "That's fine." dice rolling "Your camp is under attack, roll for surprise! You don't have fog ready? Bummer.") You don't need to make them sweat in every single fight. But if you force them to do an actual full day's work, even if it's just fight after fight of mooks, they will be sweating by nightfall.
One last thing--strong gusts of wind used to be commonplace in dungeons. The typical use for this was blowing out torches, but blowing away fog is equally easy.

leo1925 |

I'm not finding anything in the Storms subdomain (or anything else, for that matter) that would allow the druid to override this part of the fog cloud spell:
Quote:The fog obscures all sight, including darkvision, beyond 5 feet.My emphasis. So you could just rule that he can't see past 5 feet anymore. But in case I'm missing something or in case you would rather deal with it the way it is:
UM druid archetype called storm druid.

Onishi |

InVinoVeritas wrote:Hide and wait for the fog cloud to dissipate. Even as a mook, I know better than to fight someone on their own turf.100% this. Retreat, and if getting close to the end of level nasty fight - then there are no issues with getting the next encounter setup to 'screw over' that character as the bad guy knows what they are up against. Play the monsters as their intelligence/style would dictate and one-trick pony tactics will fail. If that means the party gets less fights as the bad guys retreat then so be it - winning an encounter does need to mean removing all the opponents hp's.
S.
as amusing as cloudkill is, he's trying to keep the CR within the general vicinity of the party, at 6th level, you are talking a 9th level spellcaster attacking, what's worse it seems the problem is the druid is a kind of jerk that lets the party die while he lives, when the druid reaches 9th level, cloudkill will only make it worse.
Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.
At 9th level, a druid gains immunity to all poisons.
Bigger question I do have for the DM, what are the other players opinions. While beating him in game is certainly possible and the suggestions here (especially the run away and regroup ones), the underlying issue is a player that is more interested in trying to break the game, with little concern to the other players enjoyment. I would say talking to him, first without the players, then with them if that dosn't work. The only wrong way to play D&D, is in a way that nobody is having fun but yourself.

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That big dome of fog sure does make it easy to decide where the glitterdust, grease, web or bead from the necklace of fireballs is gonna go, as well, for the bad-guys.
But, really, just like a medieval castle, the easiest way to not have to deal with the castle is to stay out of range of it's defenders, and beat the heck out of everything around them. Eventually, the defenders will starve, and their defensive walls can't save them. Same with 'walls' of fog or fire or thorns or force. Just sit back and wait them out (which, in the case of a spell with a duration in rounds or minutes, is gonna take a heck of a lot less time than waiting for castle-dwellers to run out of provisions).
As someone said up thread, don't go into the fog to get him. That's his turf.
Shoot the occasional arrow into the fog, to remind them that it's dangerous outside, and have archers take ready actions for the druid to come out (or the spell to end). For a trappy-sort of encounter (against bugbears or kobolds or whatever), setting up foot-snap traps or bear traps or caltrops or whatever in the outer 5 ft. squares of the fog between the party and the attackers could also be an option. The storm druid himself might be able to see what you're trap-layer is doing, but anyone else hiding in there with him is going to have difficulty seeing the traps before triggering them.
It's a decent tactic, against foes who aren't bright enough to think of anything other than 'run in and flail around blindly,' but the GM is always in charge of what the party runs into, and how they react, so the power is in your hand. I'd totally allow it to work, on encounters that logically would never think of anything smarter, like unattended zombies or orcs in the middle of a frenzy, but goblins might choose to hang back because the creepy magic fog *scares* them, and gnolls might choose to hang back because they are just clever enough to realize that the magic fog won't last forever...
Let it work when it should work, and totally trump it when you think the foes you've selected would find a way around it. If the game was meant to have one 'I win button' tactic, there wouldn't be 11 core classes and 8 more levels of spells past obscuring mist.

Petty Alchemy RPG Superstar Season 9 Top 16 |

TL;DR
His powergaming creates a situation where normal-powered PC's have to powergame to take on the opponents.
I don't think his trick is even powergaming. It's cute, but really? Not that bad.
It can be hard to balance encounters when someone powergames, and some don't. My preference is that everyone powergames, and if some people don't know how, I (and others) will help them build more powerful characters. And if they don't want to make powerful characters, then being worse in combat is a decision they made.
It's a team game, if players need help with crunch, ask him to help his fellow players out.

Quandary |

It sounds like there´s plenty of good suggestions - besides good tactics on enemy´s part, there´s TONS of stuff that isn´t an ´explicit´ counter to the Fog, but it something that NPCs would use (or have available) anyways and also has the effect of negating the Druid´s Perception disparity in the fog - Darkness, Walls (spell/real), etc. As mentioned, everybody can still make Perception checks to notice his location, so his location CAN be accurately targetted, just with Full Concealment. Also, everybody can still see him when they are adjacent, so all enemies need to do is have enough spare movement that they can ´loop´ around the Fog hoping to bump into him... Since they know he´s there (somewhere) I don´t see why they couldn´t use Tumble if they want. EDIT: Oh yeah, there´s always that TRAMPLE ability :-)
Once somebody pin-points his location and attacks, everybody should get another Perception check to figure the location.
I´m not actually sure how much of a difference Scent makes: it locates adjacent creatures, but that is generally the case in Fog anyways, and besides that you just know their presence in range and general direction (although I think that part takes a Move action)... Since the Fog Cloud isn´t that big, I don´t see what Scent does here honestly. It would be more useful when there is LOTS of Fog, such as naturally occuring Fog that is EVERYWHERE. Scent creatures may well have an advantage on HIM in that scenario (since his Fog Sight is limited distance).
So it sounds like there´s lots of stuff to ´mix up´ the game, without shutting him down completely.
I do want to say, that calling this ´power gaming´ is kind of a stretch... Look at the Archetype. You´re the one who allowed it in your game. Do you really think anybody who would take this Archetype would NOT use it like he has been doing? This tactic seems as reasonable as a Rogue Stealthing in the Shadows. Maybe it´s overpowered, but it´s right up front in the Archetype, he isn´t doing anything innovative.
Isn´t there a Swamp Druid Archetype that has a similar ability? (but different in other abilities?) That could be a fun NPC match-up.

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I would congratulate your player on finding a use for obscuring mist and fog cloud. Mist and fog are great elements to add to encounters to spice them up (as long as you don't expect to have an out-and-out melee in them, then the miss chance becomes tedious).
I don't see how this druid is using the ability to effectively up his CR. Maybe I'm missing part of the story... is he using a longspear, or did he spend a feat on a decent polearm? Is he very high strength? I assume you're worried about his melee power if you mentioned the Lunge feat.
While a ranged enemy may need a perception check to find him... any melee enemies should still be able to fight effectively. He has successfully used a powerful magic spell to even his odds in a fight against combat characters, well done for him!
To explain... fog clouds are not that big, and you can see adjacent squares (albeit with concealment) which means any melee characters can just spend their movement wandering about (maybe provoking some very scary attacks of opportunity) to find the druid. In fact, if he takes that attack of opportunity, they basically know which direction to step to get into melee and take their one swing a round.
**EDIT** Quandary already mentioned this, sorry!
I like the character. I actually have a similar character in my game that is having a lot of fun with it. She is a dual class Oracle of Waves/Ninja named Misty.
Revelation: Water sight (sees through fog and mist at ANY distance)
Spells: Obscuring Mist, Magic Stone
aaaaand sneak attack.
Any way you build a fog-based character includes some windup time to get your fog and positioning, but they certainly add some panache to your narration as shuriken, shards of magical ice, or even a longspear come whizzing out of the mist to transfix your baddies. Have faith in his limited spells per day and the group's desire for a compelling story. Most players are good people if you give them the chance, and they don't ACTUALLY want to shoot fish in a barrel, they just want to feel like they could.
Thing

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I like the character. I actually have a similar character in my game that is having a lot of fun with it. She is a dual class Oracle of Waves/Ninja named Misty.
Revelation: Water sight (sees through fog and mist at ANY distance)
Spells: Obscuring Mist, Magic Stone
aaaaand sneak attack.
Please tell me Misty has the Deaf curse! Because you just want to add Silence to the whole package to shut down those fireballs!
(And heck, I never bothered with Magic Stone--javelins work just fine, too!)

james maissen |
Clearly you have never been a DM, my friend.
If one PC constantly uses the same damn trick, and even gears for using lunge and other crap to make it even worse, He effectively increases the party's CR.
I have DM'd for many years and many editions.
He's not 'increasing the party's CR' whatever you happen to mean by it. Rather he's using his spells, feats and class features. There's nothing wrong here.
When your party's sorcerer takes fireball you don't look to see how many creatures have resist fire...
I'm a far more laissez-faire DM than many perhaps, but your job is not to thwart the PCs or even to 'make a cool story' but rather to represent the NPCs, roleplay them, and present the world to the party.
Unhindered, no-one can risk going into the fog because visibility is null.
Encounter is walkover easy, not even a single pc goes down.
I'm guessing that you haven't DM'd much, and it's great that you're coming here for advice. The outlook and approach is the first place for some modification.
After that there's the rules followed by representing the NPCs and their reactions to things.
First you are not out to 'challenge' them based on what they can do. You don't load up the bad guys with counters to their moves, etc. But rather you are in charge of the NPCs. Take a less 'design the enemy' approach here.
Second, a fog cloud allows vision within 5' (adjacent squares) with mere concealment. This concealment hinders the rest of his party as well, and the concealment is not movable. He essentially has split the party... react to that.
Which brings us to the third bit. Represent the NPCs. If you were the first NPC.. I'll call him Bob, you are calling him 'mook', what would he do in this situation? Would he get the rest of his friends to tackle the caster and grapple him? Or would he avoid the fog and head to the rest of the group? Would he instead retreat and get more friends?
His powergaming creates a situation where normal-powered PC's have to powergame to take on the opponents.
All that you've said so far doesn't begin to fall under 'powergaming' rather it seems to be 'reasonable tactics' based on class features.
-James

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You really don't have much to worry about. It's a good tactic, but it's not unbreakable. Remember in particular that any spellcasting (except with Silent Spell) tells the enemies what square he's in. So do melee attacks. Then he's really gaining no more benefit than he would from greater invisibility (which, to give you fair warning, grants the same benefits he's getting and can't be thwarted by something as minor as the weather.)
Run an encounter with monsters with gaze attacks sometime (blindheims are a good low-CR choice.) They don't have to see him to affect him. It's hilarious.