brad2411
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there is also the Alchemical Invisibility template that came in Rivals Guide.
A creature that is alchemically invisible also suffers from
bouts of madness as a result of its condition.
Quick/Rebuild Rules: The creature is naturally invisible,
but must make a DC 15 Will save at the start of each round
of combat to avoid being confused for 1 round.
Cao Phen
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Ring of Invisibility.
With an Iron Circlet of Guarded Souls. (Stops Divination)
And Boots of the Soft Step. (Stops Tremorsense)And Conceal Scent Feat. (Halves Scent, can't be Pinpointed)
And Pass without Trace Spell. (Stops Scent/Track)
And Dampen Presence Feat. (Stops Blindsight/Blindsense)
And Hellcat Stealth Feat. (Stealth in Bright/Daylight while observed)
And 1 Level in Shadow Dancer. (Stealth near Dim Light while observed)
...I am making a PFS character with this. =)
Natrim
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Homebrew campaign, with crafting feats allowed, saw a alchemist and a summoner character work together with the collaborative crafting rules, to create a CL7 (the spell is level 3 on the summoner list!) Greater Invisibilty potion.
The alchemist then worked up to the Eternal Potion discovery. With Alchemical Allocation to not waste that potion, he had permanent greater invisibility. As he was a beastmorph/Vivesectionist, it was fairly terrifying. Although, at least 80% of anything non-humanoid had so many means of seeing him anyway at that level (16), it certainly didn't feel overpowered. Not in the slightest. In fact, even against flat footed AC, he still had such a hard time hitting that the player, upon the character being disintegrated, turned down the offer of a resurrection to build a ranger.
However, that was at very high level, where invisibility is mostly irrelevant, due to tremorsense/blindsense/blindsight/Necromancy-school-ability-I-forget-the-na me-of, to true seeing to see invisibility to whatever. Certainly made for fun RP though, the character kept forgetting that he was invisible and would try to point things out with his hands... xD