Essential PFS Preparations by Tier


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Shadow Lodge 4/5

andreww wrote:
gnoams wrote:

The clear spindle sustains you without food or water... how is that supposed to help against mental attacks?

I've been running in to suggestion, confusion, domination, magic jar (shadow demons are getting pretty common). Good protections against these would be nice for my fighter.

As far as special weapon types go, IMO it's common knowledge that silver and cold iron weapons are needed to hurt some monsters. It takes a knowledge check to know specifically what hurts what.

The resonant property gives you continual protection from evil when you slot it into a wayfinder. It's in Seeker of Secrets I think.

Ahh, thanks. I didn't think to look at the wayfinder resonance. My fighter already has a pink rhomboid in her wayfinder, might be worth swapping out I suppose. Anyone know other items that give protection evil?

Shadow Lodge 4/5

Pathfinder Adventure Path, Lost Omens Subscriber
gnoams wrote:
andreww wrote:
gnoams wrote:

The clear spindle sustains you without food or water... how is that supposed to help against mental attacks?

I've been running in to suggestion, confusion, domination, magic jar (shadow demons are getting pretty common). Good protections against these would be nice for my fighter.

As far as special weapon types go, IMO it's common knowledge that silver and cold iron weapons are needed to hurt some monsters. It takes a knowledge check to know specifically what hurts what.

The resonant property gives you continual protection from evil when you slot it into a wayfinder. It's in Seeker of Secrets I think.
Ahh, thanks. I didn't think to look at the wayfinder resonance. My fighter already has a pink rhomboid in her wayfinder, might be worth swapping out I suppose. Anyone know other items that give protection evil?

Shining Wayfinder (Silver Crusade prestige award) lets you use it once per day.

4/5 5/5 **

As the Morphling said, the Shining Wayfinder gives the full spell Prot Evil once per day. The resonance power is not all of Prot Evil, just the part giving you "protection against possession and mental control" from evil creatures. Make sure you are aware of the two FAQ entries that list some of the charm/compulsion spells you're not protected against.

4/5

Dan Simons wrote:
As the Morphling said, the Shining Wayfinder gives the full spell Prot Evil once per day. The resonance power is not all of Prot Evil, just the part giving you "protection against possession and mental control" from evil creatures. Make sure you are aware of the two FAQ entries that lists some of the charm/compulsion spells you're not protected against.

And with any flavor of Protection from Evil, expect table variation when it comes to Harpy songs.

The Exchange 5/5 RPG Superstar 2010 Top 16

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Damalon01 wrote:
The scenario you're thinking of where the npcs tells you that you should use alchemists fire on swarms is The Confirmation I think. If I were GMing and you showed me the Chronicle sheet after asserting that you know that i'd be satisfied because I know that it happens.

Damalon01,

I've been following your assertions, and I must ask: what right has a table GM to be satisfied or not, as to whether in a character's past, he or she has spoken to a colleague about silvered weapons and, say, werewolves?

The Knowledge skill allows a character to identify the monsters in the field. Most every Pathfinder agent knows that, say, devils are resistant to damage, but that can be bypassed. (Lesser ddevils, with silver or good-aligned weapons, tougher creatures might shrug off damage unless the weapon is both silver and good-aligned.) Devils are immune to fire and poison.

That's why, once a character correctly identifies a monster, the first thing she gets is the creature's item type and subtype, including all the information common to all of that sort of monster. Once you realize "hey, that insect-looking blue thing is a devil" all the previous information about devils that everybody learned in Pathfiner Academy automatically kicks in.

Your suggestions would imply that very bright fighters, with limited skill ranks, would be ignoring most of their training for their three years of study. Same with sorcerers. I disagree.

But more fundamentally, your words come across as if you think that table judges have some right to criticise a player for prudent purchases or wise play. Metagaming, as I understand the term is acting on out-of-game information that there is a gibbering mouther coming up in this particular scenario and preparing countermeasures that you normally ignore. That's different from knowing that gibbering mouthers exist and buying a vial of oil of grease just in case.

Grand Lodge 4/5

Chris Mortika wrote:


Metagaming, as I understand the term is acting on out-of-game information that there is a gibbering mouther coming up in this particular scenario and preparing countermeasures that you normally ignore. That's different from knowing that gibbering mouthers exist and buying a vial of oil of grease just in case.

Metagaming can also be realizing that you're facing a specific monster and changing your tactics to suit despite no one in the party identifying the thing. That's not what's going on in this thread, of course, but it is another form of it.

The Exchange 5/5

Jeff Merola wrote:
Chris Mortika wrote:


Metagaming, as I understand the term is acting on out-of-game information that there is a gibbering mouther coming up in this particular scenario and preparing countermeasures that you normally ignore. That's different from knowing that gibbering mouthers exist and buying a vial of oil of grease just in case.
Metagaming can also be realizing that you're facing a specific monster and changing your tactics to suit despite no one in the party identifying the thing. That's not what's going on in this thread, of course, but it is another form of it.

I have actually seen players - experienced players, who know as players that you need to hit skeletons with blunt weapons NOT USING blunt weapons because no one at the table had Knowledge Religion - so... a bunch of players felt constrained to try to prevent "meta-gaming"... They knew that the monsters weren't taking full damage, but restricted their PCs, because they knew what to do - they didn't do it ... If the monster had been something called a "Green Wiglet" and they noticed it wasn't takeing full damage they would have switched to back up weapons to try to find the DR type. It would have been a "puzzle" they would have enjoyed solving! ("Not Silver Blunt! switching to a Magic Slashing! You got that oil applied yet? Think it might be DR/Good then?")

Heck, these were not low level PCs! They all had blunt weapons! they just were afread to appear to Meta-game....

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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What's the DC to know that the skeleton you're fighting has DR/bludgeoning? What's the DC to know that something in the universe somewhere might be easier to break than to cut and so it might be a good idea to have a blunt instrument handy?

What's the DC to know that the babau you're fighting has DR/cold iron? What's the DC to know that the reason every weapon shop in every good-size city has racks of cold iron weapons is because there might be something out there that's easier to defend yourself from with such things?

What's the DC to know that an otyugh has grab on its tentacles? What's the DC to know that somewhere in the universe there might exist a creature that will try to grab hold of you and being able to become slippery might be useful?

What's the DC to know that a spider swarm takes extra damage from an AoE? What's the DC to know that rolling a 3-foot sphere of flame through a carpet of bugs is gonna mess their s&%* up?

------------------------------

Look, even an INT 5 nagaji paladin can ID a goblin by taking 10 on an untrained Knowledge (local) check. Things that aren't even specific to a particular creature would be even easier (and a between-scenarios shopping trip is definitely the type of situation where you could Take 10 on all your Knowledge checks). Basic, categorical preparations are fully justifiable in-character.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Quandary wrote:
Check out the Resonant Power section

If I remember correctly, resonant powers aren't allowed in PFS.

Grand Lodge 4/5

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LazarX wrote:
Quandary wrote:
Check out the Resonant Power section
If I remember correctly, resonant powers aren't allowed in PFS.

You remember incorrectly.

Additional Resources wrote:

Pathfinder Campaign Setting: Seekers of Secrets

Everything in this book is legal for play with the following notes. Equipment: ioun stones use method 1 for resonance and never use method 2. Additionally, only normal ioun stones have resonance—inferior ioun stones never do. Advanced ioun stones are not legal for play. Prestige Class: Pathfinder Savants replace the item creation feat prerequisite with Spell Focus

4/5

The Morphling wrote:


  • Something that lets you see invisible targets. It'll come in handy, I promise.
  • Has anyone come up with a good solution for this for non-magic-users? A fighter can't buy a potion of see invisibility or potion of invisibility purge because they are personal spells and personal spells can not be made into potions or oils. The best thing I can think of for a fighter is to hope the caster has those spells available or put a lot of money into a magic item that grants see invisibility (the cheapest is probably 100 000+ gp). I guess there's good ol' chalk but your time is probably better spent just hacking at the air.


    Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
    EndlessForms wrote:
    The Morphling wrote:


  • Something that lets you see invisible targets. It'll come in handy, I promise.
  • Has anyone come up with a good solution for this for non-magic-users? A fighter can't buy a potion of see invisibility or potion of invisibility purge because they are personal spells and personal spells can not be made into potions or oils. The best thing I can think of for a fighter is to hope the caster has those spells available or put a lot of money into a magic item that grants see invisibility (the cheapest is probably 100 000+ gp). I guess there's good ol' chalk but your time is probably better spent just hacking at the air.

    Bags of powder?

    Grand Lodge 4/5

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    If you have Serpent's Skull Book 3 (The City of Seven Spears) there's the Elixir of Spirit Sight. 1,000 GP grants you See Invisibility and gives your gear Ghost Touch for one minute.

    3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

    EndlessForms wrote:
    The Morphling wrote:


  • Something that lets you see invisible targets. It'll come in handy, I promise.
  • Has anyone come up with a good solution for this for non-magic-users? A fighter can't buy a potion of see invisibility or potion of invisibility purge because they are personal spells and personal spells can not be made into potions or oils. The best thing I can think of for a fighter is to hope the caster has those spells available or put a lot of money into a magic item that grants see invisibility (the cheapest is probably 100 000+ gp). I guess there's good ol' chalk but your time is probably better spent just hacking at the air.

    You can still carry scrolls of those spells for the casters to use. Bags of powder would help, and Blind-Fight, if you can afford the feat.


    Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    If anyone is the group can see invisibility, then bags of powder work well.

    If not, then even misses from bags of powder leave a film on the ground that will show footprints, to help with the aiming of the next bag.

    4/5

    EndlessForms wrote:
    The Morphling wrote:


  • Something that lets you see invisible targets. It'll come in handy, I promise.
  • Has anyone come up with a good solution for this for non-magic-users? A fighter can't buy a potion of see invisibility or potion of invisibility purge because they are personal spells and personal spells can not be made into potions or oils. The best thing I can think of for a fighter is to hope the caster has those spells available or put a lot of money into a magic item that grants see invisibility (the cheapest is probably 100 000+ gp). I guess there's good ol' chalk but your time is probably better spent just hacking at the air.

    Spectral Shroud, 26,000gp (constant See Invisibility).

    Hand of Glory, 8000gp (See Invisibility 1/day, CL 5)
    Lenses of Situational Sight, 5000gp(See Invis, 10min in 1min chunks, can also grant Darkvision)

    I'd go with the lenses.

    EDIT:
    Scratch that, the lenses lose their power after the 10 min is used up. Hand of Glory?

    Scarab Sages 4/5 **

    Pathfinder Adventure, Adventure Path Subscriber
    EndlessForms wrote:
    The Morphling wrote:


  • Something that lets you see invisible targets. It'll come in handy, I promise.
  • Has anyone come up with a good solution for this for non-magic-users? A fighter can't buy a potion of see invisibility or potion of invisibility purge because they are personal spells and personal spells can not be made into potions or oils. The best thing I can think of for a fighter is to hope the caster has those spells available or put a lot of money into a magic item that grants see invisibility (the cheapest is probably 100 000+ gp). I guess there's good ol' chalk but your time is probably better spent just hacking at the air.

    The recent supplement Pathfinder Society Primer has a magic item for the Eyes slot (Lenses of Situational Sight) for 5,000gp. A pretty good price. They also can do Darkvision.


    Confusion

    Confusion is one spell I fear the most. That % chance of random stuff can quickly turn into everyone murdering each other as once you hit someone that is confused, they must attack you back (no % roll), which in turn means you will have to attack them next turn - etc.

    Unbreakable Heart is fantastic for this, as it is a harmless spell from Inner Sea World Guide and it is on a lot of spell lists. However, all it does is suppress the effect for its duration (a rounds per level spell), so scrolls are a bad idea. Spending a turn to make an ally not-confused for one round isn't worth the action (in most cases).

    Supress compulsions and charms is arguably better, but comes from a less likely to have sourcebook (Andoran wings of liberty). It also suppresses ALL compulsions, which includes things like Bless, Bard Song, and Heroism.

    I have seen GMs rule Calm Emotions differently r.e. confusion. One issue is that since it is a hostile spell, the "ally" must make a save against it (and for a scroll the DC is 13). And since it is a hostile spell, you've now made him attack you. I have also heard GMs argue that even if Calm Emotions "works", if it breaks (duration runs out, or someone attacks a calmed person) the Confused condition resumes. I disagree with that (because the spell says it REMOVES the confused condition, as opposed to Suppressing it), but it does happen.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    redward wrote:

    Lenses of Situational Sight, 5000gp(See Invis, 10min in 1min chunks, can also grant Darkvision)

    I'd go with the lenses.

    EDIT:
    Scratch that, the lenses lose their power after the 10 min is used up.

    Would you pay 500gp for a 1min elixir of see invisibility? Considering the slot alternatives, I'd say it's still a contender.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Jeff Merola wrote:
    If you have Serpent's Skull Book 3 (The City of Seven Spears) there's the Elixir of Spirit Sight. 1,000 GP grants you See Invisibility and gives your gear Ghost Touch for one minute.

    Good find *adds to utility belt*

    Can faerie fire be made into an oil?

    4/5 5/5 **

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    Mistwalker wrote:

    If anyone is the group can see invisibility, then bags of powder work well.

    If not, then even misses from bags of powder leave a film on the ground that will show footprints, to help with the aiming of the next bag.

    So long as the invisible enemy isn't flying, use Create Water to form pools of water that will spread out, then look for the displaced footprints or the splashes and ripples as they move around.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    Dan Simons wrote:
    Mistwalker wrote:

    If anyone is the group can see invisibility, then bags of powder work well.

    If not, then even misses from bags of powder leave a film on the ground that will show footprints, to help with the aiming of the next bag.

    So long as the invisible enemy isn't flying, use Create Water to form pools of water that will spread out, then look for the displaced footprints or the splashes and ripples as they move around.

    [jaded]"You're trying to completely negate a 2nd-level spell with a cantrip! That cheese won't fly at MY table!"[/jaded]

    4/5

    Jiggy wrote:
    redward wrote:

    Lenses of Situational Sight, 5000gp(See Invis, 10min in 1min chunks, can also grant Darkvision)

    I'd go with the lenses.

    EDIT:
    Scratch that, the lenses lose their power after the 10 min is used up.

    Would you pay 500gp for a 1min elixir of see invisibility? Considering the slot alternatives, I'd say it's still a contender.

    Fair point.

    5000gp for 10 min of Detect magic, 10 min of See Invisibility, 10 min of Darkvision

    vs.
    10 x 300gp (potion of Darkvision)
    +
    10 x 300gp (potion of See Invisibility, if such a thing existed)
    =
    6000gp

    You get far less in terms of duration (1 min vs. 3 hours/30 min). But you get it on demand, and in the case of See Invisibility, you get it at all.

    The Exchange 5/5

    Jiggy wrote:
    Dan Simons wrote:
    Mistwalker wrote:

    If anyone is the group can see invisibility, then bags of powder work well.

    If not, then even misses from bags of powder leave a film on the ground that will show footprints, to help with the aiming of the next bag.

    So long as the invisible enemy isn't flying, use Create Water to form pools of water that will spread out, then look for the displaced footprints or the splashes and ripples as they move around.
    [jaded]"You're trying to completely negate a 2nd-level spell with a cantrip! That cheese won't fly at MY table!"[/jaded]

    Hay! I played at that table!

    (really did too.)

    Liberty's Edge 4/5 5/55/5 **

    Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

    On seeing invisibility for non spell casters, my gunslinger just bought one of these but it is a bit expensive at 8000 gp

    field guide wrote:
    A Wayfinders of revelation show a more ornate design than ordinary wayfinders, and are crafted of gold-accented silver. A wayfinder of revelation’s light effect is double the normal effect of a light spell, illuminating an area twice as large. Once per day as a standard action, while a wayfinder of revelation is creating light, you can fill this 40-foot radius of light with an invisibility purge effect (as per the spell). This effect also makes it easier to notice secret doors and hidden compartments—characters who search for such hidden objects and portals inside this area gain a +10 bonus on their Perception checks to do so. Once activated, this effect remains active for 6 rounds.

    Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

    Jiggy wrote:
    Dan Simons wrote:
    Mistwalker wrote:

    If anyone is the group can see invisibility, then bags of powder work well.

    If not, then even misses from bags of powder leave a film on the ground that will show footprints, to help with the aiming of the next bag.

    So long as the invisible enemy isn't flying, use Create Water to form pools of water that will spread out, then look for the displaced footprints or the splashes and ripples as they move around.
    [jaded]"You're trying to completely negate a 2nd-level spell with a cantrip! That cheese won't fly at MY table!"[/jaded]

    [what I'd say]"You're trying to find a creative work around for this problem. Good job!"[/what I'd say]

    This phrase in the description of invisibility may be valuable to remember in these circumstances as well.

    Quote:
    "Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle)."

    Especially if you're finding resistance when creating water, or otherwise trying to creatively defeat an invisible creature.

    Also let's not forget that as a move action, you can always make a Perception check and try and locate the enemy's location via sound. Chances are they didn't make a Stealth check and you'll easily be able to hear where they went. The listed DC to hear a creature walking is 10, which invisibility expressly does not help with.

    1/5

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    just play the confirmation
    it will prepare you for about three-quarters of the things you should know from there on out

    and by 'prepare you' I mean that it will mercilessly beat your face until you understand how to avoid and/or conquer future face beatings

    EDIT: omg first star

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    @Walter - Sounds great, if I'm at your table. But you should have heard the gnashing of teeth when someone suggested that hey, if you cast detect magic, and there's an invisible creature within the cone, and they hold still for 3 rounds of concentration, and you make the skill check to identify the aura as being illusion, then you *might* be able to infer that there's an invisible creature there!

    "Completely negate a 2nd-level spell" is the phrase that was used. :/

    Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

    Jiggy wrote:

    @Walter - Sounds great, if I'm at your table. But you should have heard the gnashing of teeth when someone suggested that hey, if you cast detect magic, and there's an invisible creature within the cone, and they hold still for 3 rounds of concentration, and you make the skill check to identify the aura as being illusion, then you *might* be able to infer that there's an invisible creature there!

    "Completely negate a 2nd-level spell" is the phrase that was used. :/

    Personal philosophy: We're all at different levels of mastery about this complicated system. I think that there's something everyone who plays this game can teach me about it, and it's irresponsible as a GM to ignore comments that challenge my understanding of the game.

    I'd encourage you to continue correcting GMs and players when you see them make mistakes, but do so with a nod of respect, because at one point, you were just as uninformed as they are.

    Although, if those people are unwilling to listen there's not much you can do aside from choose a different table to sit at in the future or speak with the event organizer.

    Scarab Sages 4/5

    RainyDayNinja wrote:
    You can still carry scrolls of those spells for the casters to use. Bags of powder would help, and Blind-Fight, if you can afford the feat.

    True, but again because they are personal spells. Something like see invisibility would only help the caster see. A scroll of invisibility purge would work fine though but again the fighter has to rely on the caster.

    Lots of other good suggestions for items though.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    @Walter - Oh come on, lemme have my jaded moments on the boards. It's not like I bring this stuff up at the table, so when else am I supposed to do it? ;)

    Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

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    Jiggy wrote:
    @Walter - Oh come on, lemme have my jaded moments on the boards. It's not like I bring this stuff up at the table, so when else am I supposed to do it? ;)

    I'll allow it. ;)

    1/5

    actually there are rules when dealing with invisible creatures whom are submerged, and if the water is deep enough or spreads out to squares where the creature is located. there should be a chance to identify which square the creature is located. This will not give the players a attack, the creature would get the 50% miss chance.

    Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

    In other news, I forgot how amazing Blind-Fight is.

    - Not flatfooted to invisible foes. So no sneak attack from invisible enemies. Equivalent to Uncanny Dodge.
    - Move full speed without Acrobatics check while blinded.
    - Reroll miss chance once on creatures with concealment.
    - Easily negates mirror image by closing your eyes when attacking and taking the 50% miss chance (that you get to reroll once) over the much higher miss chance from multiple images

    That's a lot of awesome for one feat that has zero prerequisites.

    Improved Blind-Fight isn't too shabby either, as it negates concealment entirely. Allowing you to sneak attack foes with blur and displacement (because the latter isn't actually total concealment!). Not as great, but still pretty awesome for some folks.

    Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

    Talon89 wrote:
    actually there are rules when dealing with invisible creatures whom are submerged, and if the water is deep enough or spreads out to squares where the creature is located. there should be a chance to identify which square the creature is located. This will not give the players a attack, the creature would get the 50% miss chance.

    It's actually covered in the description of the spell.

    "Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle)."

    It's up to your GM to adjudicate exactly how this unfolds in game terms, but it's pretty clear that swimming invisible creatures can be easily detected.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

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    Walter Sheppard wrote:
    - Easily negates mirror image by closing your eyes when attacking and taking the 50% miss chance (that you get to reroll once) over the much higher miss chance from multiple images

    Oh, did you miss that thread too? Another fun one. ;)

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    Walter Sheppard wrote:
    It's up to your GM to adjudicate exactly how this unfolds in game terms, but it's pretty clear that swimming invisible creatures can be easily detected.

    Actually, there are explicit rules for a fully-submerged invisible creature:

    Core Rulebook, Glossary, Invisibility wrote:
    An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

    4/5

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    Walter Sheppard wrote:

    In other news, I forgot how amazing Blind-Fight is.

    - Not flatfooted to invisible foes. So no sneak attack from invisible enemies. Equivalent to Uncanny Dodge.
    - Move full speed without Acrobatics check while blinded.
    - Reroll miss chance once on creatures with concealment.
    - Easily negates mirror image by closing your eyes when attacking and taking the 50% miss chance (that you get to reroll once) over the much higher miss chance from multiple images

    That's a lot of awesome for one feat that has zero prerequisites.

    Improved Blind-Fight isn't too shabby either, as it negates concealment entirely. Allowing you to sneak attack foes with blur and displacement (because the latter isn't actually total concealment!). Not as great, but still pretty awesome for some folks.

    That's one of the reasons I now prefer the Incandescent Blue Sphere Ioun Stone to the Clear Spindle.

    Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

    Jiggy wrote:
    Walter Sheppard wrote:
    It's up to your GM to adjudicate exactly how this unfolds in game terms, but it's pretty clear that swimming invisible creatures can be easily detected.

    Actually, there are explicit rules for a fully-submerged invisible creature:

    Core Rulebook, Glossary, Invisibility wrote:
    An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.

    Awesome. Learning even now :)

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    @redward - What's it do, and what's the price?

    1/5

    +2 wis, the res... gives blindfighting

    8k

    Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

    Jiggy wrote:
    What's it do, and what's the price?

    Pretty sure the resonant bonus is Blind-Fight for free.

    Grand Lodge 5/5

    Jiggy wrote:
    Look, even an INT 5 nagaji paladin can ID a goblin by taking 10 on an untrained Knowledge (local) check.

    WUT NAGIJY?

    Liberty's Edge 4/5 RPG Superstar 2013 Top 16

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    IDK if it's been brought up, but PROTIP: a stunstone acts like a combined 10-foot radius faerie fire and sound burst. At 350 gp, it's great for dealing with invisible, blurred, or displaced bad guys. And anybody can use it.

    3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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    Charlie Bell wrote:
    IDK if it's been brought up, but a stunstone acts like a combined 10-foot radius faerie fire and [/i]sound burst[/i]. At 350 gp, it's great for dealing with invisible, blurred, or displaced bad guys. And anybody can use it.

    *jawdrop*

    I think I might have to buy that PDF just for that one item.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    Whoa, which book is that?

    Grand Lodge 4/5

    Jiggy wrote:
    Whoa, which book is that?

    Book 3 of Serpent's Skull. Same book that has the Elixir of Spirit Sight.

    Shadow Lodge 4/5

    Pathfinder Adventure Path, Lost Omens Subscriber
    Charlie Bell wrote:
    IDK if it's been brought up, but PROTIP: a stunstone acts like a combined 10-foot radius faerie fire and sound burst. At 350 gp, it's great for dealing with invisible, blurred, or displaced bad guys. And anybody can use it.

    That is downright awesome. Way to go with the excellent suggestion!

    2/5

    I sense a large upsurge in AP sales in the near future. For certain books, anyway. ;)

    Calls the FLGS and places an order.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Charlie Bell wrote:
    IDK if it's been brought up, but PROTIP: a stunstone acts like a combined 10-foot radius faerie fire and sound burst. At 350 gp, it's great for dealing with invisible, blurred, or displaced bad guys. And anybody can use it.

    And now I've learned Herolab doesn't default in the APs. I am enlightened. Thank you.

    5/5 *****

    Walter Sheppard wrote:
    Also let's not forget that as a move action, you can always make a Perception check and try and locate the enemy's location via sound. Chances are they didn't make a Stealth check and you'll easily be able to hear where they went. The listed DC to hear a creature walking is 10, which invisibility expressly does not help with.

    Hear the sound of a creature walking might tell you there is something there but that sounds a long way off from pinpoint which square they are in.

    Also if you are invisible and benefitting from the +20 stealth bonus while moving why wouldn't you make a stealth check? It is only a -5 penalty if you are moving above half speed which is more than offset by the huge bonus from being invisible.

    As we all know being invisible makes you quiet, its one of those interesting quirks of combining the old spot and listen skills.

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