Are spellcasters as big a problem as some make them out to be?


Pathfinder First Edition General Discussion

551 to 600 of 792 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Scarab Sages

1 person marked this as a favorite.
Anzyr wrote:
I often wonder if some of the people I have discussion with on here lack the ability to search the SRD.

I often wonder if certain people have the ability to read the entire spell description instead of selectively editing out the parts they don't like.


Artanthos wrote:
I often wonder if certain people have the ability to read the entire spell description instead of selectively editing out the parts they don't like.

As opposed to reading in things which don't exist which seems to be a favourite of yours and others.


1 person marked this as a favorite.
Anzyr wrote:
Uh, that creature is very dead. What exactly is it going to do? Or are you going with "It doesn't say Dead creatures can't take actions"?

I assume he means that it will anger the dead creature's friends who will then kill you. Clearly in his games the party can not kill, injure, capture, or otherwise hinder any creature without performing a thorough background check. Whoops, that guard you just killed was actually the Lich Lord's great grandson; you die. Oh no, that kobold was the Dragon King's favorite chess partner; you die. Dang, that rat was the escaped pet of the high priestess's daughter; you die.

Silver Crusade

I have found a flaw here.

Since you can't take the Constitution damage from the Blood Reservoir because of the Ring, then a DM could determine that it follows the part about it not working if you can't take Constitution damage.

Also, because the Blood Reservoir only works until the end of your next turn, the DM could say you wouldn't have time to cast all this together.

Silver Crusade

Also, not to mention that Blood Rage can't be cast while in your Dragon shape. So you will need to find a DM who will allow this combo, and figure out the exact sequence to cast them in.


shallowsoul wrote:

I have found a flaw here.

Since you can't take the Constitution damage from the Blood Reservoir because of the Ring, then a DM could determine that it follows the part about it not working if you can't take Constitution damage.

Also, because the Blood Reservoir only works until the end of your next turn, the DM could say you wouldn't have time to cast all this together.

The buffs last longer then 1 round. You pop the Blood Reservoir last the round before you want to cast the blood money spell. You can take off the ring to get the charges. Use some critical thinking... These things are really obvious. You just don't want it to work and thus don't consider casting things in a particular order even though its super obvious. Seriously... you brought up having to cast the spells within the time of blood reservoir I don't think you are well suited to talk about casters.


swoosh wrote:
Gaberlunzie wrote:


Quote please. There are no rules that state that a spell being castable by a class means it is on that class' spell list. And the sorcerer class feature specifically says there are spells which are castable by sorcerers but are not on their spell lists.
Er. No. You're the one who needs to provide a quote to back up your claim that despite the spell saying explicitly it's a sorcerer/wizard spell it isn't actually a sorcerer/wizard spell.

The rules never define anything as a "sorcerer spell". That's not a game term - it's just a loose word we use to talk about stuff.

In the rules, there is a list of spells for sorcerers and wizards.
The rules also specify that in the spell descriptions, when it says sor/wiz X, it means that a sorcerer can cast that spell as an x-leveled spell.

At no point does it say that the sor/wiz X means that it is automatically on the sorcerer spell list.

If you define "sorcerer spell" as a spell on the sor/wiz spell list, blood money is not a sorcerer spell, and neither is Entangle for fey sorcerers.
If you define it as "spell sorcerers can cast", the blood money and entangle are both sorcerer spells (for a fey sorcerer).

Quote:
This isn't even pedantry; theres a very strong indicator that spells castable by sorcerers but not on sorcerer spell lists are deliberate and intended.
Yes. And that refers to spells that aren't sorcerer spells. It says it pretty explicitly.

It refers to spells not on the sorcerer spell list, more precisely, it says that the sorcerer spell list is of common spells and that more uncommon ones require research.

A sorcerer cannot learn spells that lack a sor/wiz spell level, so if having a sor/wiz spell level means it's automatically on a sor/wiz spell list the sentence would be 100% pointless.


andreww wrote:
Amusingly if Blood Money is not a spell on the sorcerer/wizard spell list then Karzoug, being a wizard, is incapable of using it.

No, because learning or using a spell only requires the spell to be castable by the class, in other words having a sor/wiz level designator. Again, see the actual magic rules:

Quote:

Level

The next line of a spell description gives the spell's level, a number between 0 and 9 that defines the spell's relative power. This number is preceded by a list of classes whose members can cast the spell. A spell's level affects the DC for any save allowed against its effects.

If it has a sor/wiz level designation, a sorcerer or wizard can cast it. The rules do not specify that that would mean that they are automatically on the classes spell lists, and, again, the sorcerer _specifically points to being able to learn spells that are not on its spell list_.


Anzyr wrote:
Artanthos wrote:
Marthkus wrote:
The are actual legit ways casters can break the game. Sno-cone wish factories, ignoring the RP elements of planar binding, and blood money are not what people should be focusing on. These rules debates are obscuring anything relevant from this thread.
I agree. The problem is, every single time a topic like this comes up the thread devolves into people using the most broken possible interpretation of the rules combined with a handful a spells whose limiting factors tend to be ignored.
You mean "uses the rules that are written in the book". The bigger issue is when people come on in with made up handicaps and pretend that those are valid.

I hope you realize thats a sword that cuts both ways.


Freehold DM wrote:
Anzyr wrote:
Artanthos wrote:
Marthkus wrote:
The are actual legit ways casters can break the game. Sno-cone wish factories, ignoring the RP elements of planar binding, and blood money are not what people should be focusing on. These rules debates are obscuring anything relevant from this thread.
I agree. The problem is, every single time a topic like this comes up the thread devolves into people using the most broken possible interpretation of the rules combined with a handful a spells whose limiting factors tend to be ignored.
You mean "uses the rules that are written in the book". The bigger issue is when people come on in with made up handicaps and pretend that those are valid.
I hope you realize thats a sword that cuts both ways.

Like making up handicaps for the GM?


2 people marked this as a favorite.
Gaberlunzie wrote:
The rules never define anything as a "sorcerer spell". That's not a game term - it's just a loose word we use to talk about stuff.

By the Great Beard of Poseidon! You were actually serious?!

Gaberlunzie wrote:
Quote:

Level

The next line of a spell description gives the spell's level, a number between 0 and 9 that defines the spell's relative power. This number is preceded by a list of classes whose members can cast the spell. A spell's level affects the DC for any save allowed against its effects.

If it has a sor/wiz level designation, a sorcerer or wizard can cast it. The rules do not specify that that would mean that they are automatically on the classes spell lists, and, again, the sorcerer _specifically points to being able to learn spells that are not on its spell list_.

Are you honestly trying to argue that a spell with the words "Sor/Wiz 1" in its description is not a level 1 spell on the Sorcerer/Wizard spell list?

That's the most desperate argument I have seen in these boards in a long, long time.

Do we really need a dev to come around and issue a FAQ saying that spells that have the sentence "Level magus 1, sorcerer/wizard 1, witch 1" are in fact, part of the spell list for the mentioned classes?


Unless you are running that AP using AP specific sources doesn't make sense.

RotRL is pretty brutal, I can see blood money being appropriate, provided you don't abuse other AP specific sources to have like 51 strength to take damage.


Lemmy wrote:
Gaberlunzie wrote:
The rules never define anything as a "sorcerer spell". That's not a game term - it's just a loose word we use to talk about stuff.

By the Great Beard of Poseidon! You were actually serious?!

Are you honestly trying to argue that a spell with the words "Sor/Wiz 1" is not a level 1 spell on the Sorcerer/Wizard spell list?

That's the most desperate argument I have seen in these boards in a long, long time.

Do we really need a dev to come around and issue a FAQ saying that spells that have the sentence "Level magus 1, sorcerer/wizard 1, witch 1" are in fact, part of the spell list for the mentioned classes

It is possibly the stupidest argument I have ever seen used on these boards and that position has a hell of a lot of competition, some of it in this thread.


andreww wrote:
Lemmy wrote:
Gaberlunzie wrote:
The rules never define anything as a "sorcerer spell". That's not a game term - it's just a loose word we use to talk about stuff.

By the Great Beard of Poseidon! You were actually serious?!

Are you honestly trying to argue that a spell with the words "Sor/Wiz 1" is not a level 1 spell on the Sorcerer/Wizard spell list?

That's the most desperate argument I have seen in these boards in a long, long time.

Do we really need a dev to come around and issue a FAQ saying that spells that have the sentence "Level magus 1, sorcerer/wizard 1, witch 1" are in fact, part of the spell list for the mentioned classes

It is possibly the stupidest argument I have ever seen used on these boards and that position has a hell of a lot of competition, some of it in this thread.

It was a tongue in cheek argument made by Dr. Deth to make fun of the idea that Invisibility made you quieter.


I was referring to gaberlunzies assertion that blood money is not on the sorc/wiz list.


2 people marked this as a favorite.

Oddly, enough... Invisibility does give the target a +20 to all Stealth checks, so it does indeed grant you a +20 to move silently, if that's how you choose to flavor your Stealth check.

Do I find it completely stupid that the rules say an invisible character is better at hiding from blind people in a completely dark room? Of course I do, but still, accordding to RAW, that's what the spell does (I guess we could assume it's a secondary effect of the spell, instead of a consequence of invisibility itself :/).

Personaly, I house rule it to instead cause a -10 (not -20) penalty to creatures relying mainly on sight to detect the invisible character. The penalty is doubled for creatures who rely exclusively on sight (i.e.: creatures looking through a window that blocks sound). So, if you're in the dark or if the other creature is blind anyway, invisibility won't give any benefits to the caster.


Freehold DM wrote:
Anzyr wrote:
Artanthos wrote:
Marthkus wrote:
The are actual legit ways casters can break the game. Sno-cone wish factories, ignoring the RP elements of planar binding, and blood money are not what people should be focusing on. These rules debates are obscuring anything relevant from this thread.
I agree. The problem is, every single time a topic like this comes up the thread devolves into people using the most broken possible interpretation of the rules combined with a handful a spells whose limiting factors tend to be ignored.
You mean "uses the rules that are written in the book". The bigger issue is when people come on in with made up handicaps and pretend that those are valid.
I hope you realize thats a sword that cuts both ways.

It cuts one way and that's in my favor. Since I rely on the "The rules say I can." If you want to rely on the "The rules don't say this, but I feel its appropriate because I don't like the way it actually works..." it cuts against you. Fatally so.


Lemmy wrote:

Oddly, enough... Invisibility does give the target a +20 to all Stealth checks, so it does indeed grant you a +20 to move silently, if that's how you choose to flavor your Stealth check.

Do I find it completely stupid that the rules say an invisible character is better at hiding from blind people in a completely dark room? Of course I do, but still, accordding to RAW, that's what the spell does (I guess we could assume it's a secondary effect of the spell, instead of a consequence of invisibility itself :/).

Personaly, I house rule it to instead cause a -10 (not -20) penalty to creatures relying mainly on sight to detect the invisible character. The penalty is doubled for creatures who rely exclusively on sight (i.e.: creatures looking through a window that blocks sound). So, if you're in the dark or if the other creature is blind anyway, invisibility won't give any benefits to the caster.

not really RAW. The spell says it doesn't make you quieter so treating one of it's effects as making you quieter is breaking the RAW.


Marthkus wrote:
Lemmy wrote:

Oddly, enough... Invisibility does give the target a +20 to all Stealth checks, so it does indeed grant you a +20 to move silently, if that's how you choose to flavor your Stealth check.

Do I find it completely stupid that the rules say an invisible character is better at hiding from blind people in a completely dark room? Of course I do, but still, accordding to RAW, that's what the spell does (I guess we could assume it's a secondary effect of the spell, instead of a consequence of invisibility itself :/).

Personaly, I house rule it to instead cause a -10 (not -20) penalty to creatures relying mainly on sight to detect the invisible character. The penalty is doubled for creatures who rely exclusively on sight (i.e.: creatures looking through a window that blocks sound). So, if you're in the dark or if the other creature is blind anyway, invisibility won't give any benefits to the caster.

not really RAW. The spell says it doesn't make you quieter so treating one of it's effects as making you quieter is breaking the RAW.

But by making you have a higher stealth, it does make you quieter.


Personally I'd just treat the noise aspect of Invisibility's Stealth bonus as the psychological advantage of being invisible when you're trying to remain stealthy.

Let's say someone is sneaking past behind me and the steps on a plank in my house that creaks. I'll glance over my shoulder and see him - he's busted.

Next, let's say someone is invisible and sneaking past me, and the floor in my house creaks. I'll glance over my shoulder, see no one, and assume it's my dog stretching, or the house is shifting (old houses tend to), or my neighbor is out in his yard doing something. Most people mentally dismiss sensory stimuli hundreds of times every day, it helps keep us sane.

If the noise is loud, unusual or noticeable enough (plates crashing in the the kitchen, running steps outside my door, lion roaring in the distance) I would probably get up, check that my door not unlocked, look out the windows, check where my dogs are and if they're reacting to anything, or more likely - broken something ;).

Now, that said - I don't live in Golarion. Odds are I'm not going to jump to the conclusion that I have an invisible stalker, while that might be a reasonable assumption for an adventurer.

Therefore, this is how I'd rule invisibility works in Golarion. The scene is a PC keeping watch at the fire, with an NPC trying to sneak past them.

If the NPC's stealth check is good enough to beat the PC's perception check before the Invisibility spell bonus kicks in, the NPC's home free. The PC gets no clues and never even knows he passed.

If the NPC's stealth check is good enough to beat the PC's perception check - but only because of the invisibility spell - I'd assume the NPC made enough noise that the PC character glanced up or checked, which would normally have resulted in the NPC getting caught, but then dismissed it when there was no visible source of the disturbance. If the PC later has reason to ask me if someone stealthed past I'd tell him that now that he thinks about it he did hear a a sound but he checked thoroughly, didn't see anything, and assumed it was ambient noise.

If the PC's perception checks beats out the Stealth check even with Invisibility active, I'd be quite specific in what I told him: You heard a series of footsteps but can't see anyone - you suspect someone is invisible and in the area.

And obviously if the PC had a See Invisibility spell active I'd disregard the stealth bonus v perception checks for that character.

Shadow Lodge

andreww wrote:
Quote:
Remember the extemporaneous rules!: It may sound dumb but encumbrance can be the absolute bane of an arcane caster. Have a player who wants to dump Str to an 8 for boosted Int of 20 on their wizard? Well remember that when they want to pick up a quarterstaff, crossbow and a pack of bolts, and a wizard's kit puts him at 30 lbs. and into his medium load. On top of that it treats as medium armor and doubles his penalties. Now I know that seems small but you've now just put that wizard at a 20ft movement speed, a -6 armor check penalty, and should give him some arcane spell failure. Now I know this sounds like extemporaneous book keeping but your player is already playing a class about book keeping (in the case of a wizard literally) and it does help balance out the class. At low levels it keeps them packing light and makes them rely on other players (hell remember that 50 coins, ANY 50 COINS, weigh a pound!) and as they move up in levels makes them have to invest (or at least consider investing in) some items to reduce this problem like a handy haversack, bag of holding, or even a mwk backpack. That investment can help keep them at level with the rest of the party and keep them from buying up all those juicy magic items that boost their casting power that they can usually invest in more easily because of their lack of armor or weapon purchases they would have to buy with other classes to stay competitive

I am pretty certain that being at a medium load doesn't double up your penalties. You take a -3ACP and are limited to +3 max dex and 20' base speed. That is it. I am not sure why you think it counts as armour.

Also it isn't difficult to stay within your light load at low level even when you go to 7. If you do have excess stuff then getting another party member to carry non essentials is also more than viable. Later on the Haversack simply removes encumbrance as an issue and hardly costs anything at all.

Not normally but if you are a class that is not proficient with medium armor you take double penalties and if you are a class like a wizard, sorc, or summoner you take double because of the nonproficiencies.

As for 7 Str yeah you can but again it does force the player to be very aware of their load. At 7 Str we are talking a 23 lb light load, your spell components pouch, spellbook, and scholars robe puts you at a weight of 11 lbs. Add to that a quarterstaff, backpack, and waterskin and you've got exactly 2 lbs for your trail rations, rope, belt pouch, any ranged weapon you want to haul along, and whatever money you still have. This gets even more complicated if your GM holds you to a silver standard (i.e. points out that most pf economies run on silver being passed from person to person and not gold) and you have to either get used to the idea that you might not be able to carry all your money or that you might start to look suspicious around town when you start paying for everything in what is essentially $50 dollar bills.

Now none of this is saying you can't but it is more to illustrate the point that there are a lot of very easy ways that the game helps moderate some of the wizardly shenanigans that casters can get into.

Digital Products Assistant

1 person marked this as a favorite.

Guys, seriously, the last few pages are littered with passive aggressive (and not so passive) jabs. Let's dial it back please.

Scarab Sages

andreww wrote:
Artanthos wrote:
I often wonder if certain people have the ability to read the entire spell description instead of selectively editing out the parts they don't like.
As opposed to reading in things which don't exist which seems to be a favourite of yours and others.

You mean the volumes of setting specific content not located on the PRD?

That falls under things you would prefer to pretend don't exist. They provide the context that describe how and why the game works. A player choosing to ignore the campaign setting is still bound by it, no matter how much they cry. The City of Brass and the hierarchy of the Efreeti are well covered within the published material.

Shadow Lodge

I stand by my opinion that if the monk's weaknesses and limiting factors got handwaved away as much as the wizard's, then the monk would be considered overpowered as well.

This includes RAW handwaving, like charging a 5 gp tax at character creation, and then NEVER having to bother with lesser material components again throughout the character's career.


Starbuck_II wrote:
Marthkus wrote:
Lemmy wrote:

Oddly, enough... Invisibility does give the target a +20 to all Stealth checks, so it does indeed grant you a +20 to move silently, if that's how you choose to flavor your Stealth check.

Do I find it completely stupid that the rules say an invisible character is better at hiding from blind people in a completely dark room? Of course I do, but still, accordding to RAW, that's what the spell does (I guess we could assume it's a secondary effect of the spell, instead of a consequence of invisibility itself :/).

Personaly, I house rule it to instead cause a -10 (not -20) penalty to creatures relying mainly on sight to detect the invisible character. The penalty is doubled for creatures who rely exclusively on sight (i.e.: creatures looking through a window that blocks sound). So, if you're in the dark or if the other creature is blind anyway, invisibility won't give any benefits to the caster.

not really RAW. The spell says it doesn't make you quieter so treating one of it's effects as making you quieter is breaking the RAW.
But by making you have a higher stealth, it does make you quieter.

Specifics override general. Spell says it doesn't make you quieter, so even though it increases your stealth check that doesn't make you quieter.

You are just harder to pinpoint. I believe the +20 thing was a mechanic in 3.5 too for spotting invisible creatures.

"A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it."

There. That's all the +20 to stealth means.


Marthkus wrote:
Specifics override general. Spell says it doesn't make you quieter, so even though it increases your stealth check that doesn't make you quieter.

That's not what the spell says. It says it doesn't make you magically silenced.

But it does add to Stealth checks, which make you quieter.

You are not magically silent (as per Silence).

But you are quieter.


Rynjin wrote:

You are not magically silent (as per Silence).

But you are quieter.

It doesn't say as per silence.


Marthkus wrote:
Rynjin wrote:

You are not magically silent (as per Silence).

But you are quieter.

It doesn't say as per silence.

It was the only example I could think of that creates magical silence.


1 person marked this as a favorite.
Kthulhu wrote:
This includes RAW handwaving, like charging a 5 gp tax at character creation, and then NEVER having to bother with lesser material components again throughout the character's career.

Uh.. that's not handwaving. That's exactly what it says it does.

Quote:
I stand by my opinion that if the monk's weaknesses and limiting factors got handwaved away as much as the wizard's, then the monk would be considered overpowered as well.

I keep seeing this argument put forward, but these "limiting factors" are never adequately described other than "The DM can smite the wizard if he wants" which isn't a compelling argument for balance.


Rynjin wrote:
Marthkus wrote:
Rynjin wrote:

You are not magically silent (as per Silence).

But you are quieter.

It doesn't say as per silence.
It was the only example I could think of that creates magical silence.

That is still not what the spell says.

It doesn't make you quieter. You would think an explicate sentence would be enough to clarify that the +20 to stealth doesn't apply to sound.


1 person marked this as a favorite.
Marthkus wrote:

It doesn't make you quieter. You would think an explicate sentence would be enough to clarify that the +20 to stealth doesn't apply to sound.

It doesn't need to. You don't make a "sound check". You get a stealth check opposed by the opponent's perception check and you have a +20 to that stealth check. That's it.


Marthkus wrote:
Rynjin wrote:
Marthkus wrote:
Rynjin wrote:

You are not magically silent (as per Silence).

But you are quieter.

It doesn't say as per silence.
It was the only example I could think of that creates magical silence.

That is still not what the spell says.

It doesn't make you quieter. You would think an explicate sentence would be enough to clarify that the +20 to stealth doesn't apply to sound.

I wish you would actually read the spell.

It says it doesn't make you magical lyrics silent. It does not say it doesn't make you quieter.


You're trying to argue that invisibility makes you quieter when there are ways to interpret it and run it where it doesn't.


How are you rolling that, then? Are you just telling the player "well, you cast invisibility but you're going to make noise so I'm not going to give you the stealth bonus". That seems abundantly silly to me.


1 person marked this as a favorite.

I enjoy people saying that

"Make sure your players aren't cheating"

Like really, that is the serious response to how hilariously powerful spellcasters are?

I am running way of the wicked. They came with an antipaladin, rogue, urban ranger, and fighter.

Playing without detect magic is insanely hard. Playing without any spells at all is extreme extra hard mode, damn.

I mean, I knew spellcasters were already dumbly powerful, but when this group started playing, it was very, very painfully obvious how limited they were. At least I allowed leadership so that a wizard two levels lower than the party can carry them


1 person marked this as a favorite.
Arachnofiend wrote:
How are you rolling that, then? Are you just telling the player "well, you cast invisibility but you're going to make noise so I'm not going to give you the stealth bonus". That seems abundantly silly to me.

In 3.5 the spot check to detect an invisible creature was 20.

The plus 20 to stealth clearly stems from that mechanic.

The spell says it doesn't make you quieter. So even though you get a plus 20 to stealth that is not to stealth roles to prevent noise. The specific rule of this spell overrides the general rule of stealth bonuses making you quieter, since the spell explicitly forbids any effect from it making you quieter.

Of course this requires looking at individual senses for perception. Which I don't mind. You can say this is not RAW, but saying the invisibility spell makes you quieter CANNOT be RAW.

So whatever floats your boat. Just don't think you are running the game RAW when you ignore lines in a spell.


Arachnofiend wrote:
How are you rolling that, then? Are you just telling the player "well, you cast invisibility but you're going to make noise so I'm not going to give you the stealth bonus". That seems abundantly silly to me.

How would it have been ruled when move silently and hide in shadows were separate? Move silently would gain no bonus. Hide in shadows would. Or in this case you have a bonus to all the visual aspects of stealth, but receive no bonus in regards to noise. So if your roll plus twenty succeeds against his perception check but without the twenty fails then you were heard but not seen. So they know someone is there, but they don't know where they are. Seems fairly simple.

Incidentally, it ups the value of the stealth skill again, as it would take TWO spells to completely replace its uses.


Stealth rules:

You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check

Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.

Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal -16.

If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Special Situations

FastPlay Rules
See this skill in FastPlay format.
Breaking Stealth

When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

Sniping

If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Creating a Diversion to Hide

You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Action

Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Special

If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.
If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).

Ok I will try this:

Invisibility gives you a +20 to stealth

stealth covers

Quote:
This skill covers hiding and moving silently.

In, the stealth skill, it covers invisibility

Quote:


If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.
If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).

So your claim is that the rules do not do what they say they do? This is pretty raw, in fact there isn't really interpretation there, stealth covers X, and invisibility gives you a bonus to stealth, done and done


CWheezy wrote:
** spoiler omitted **...

The spell still says it doesn't make you quieter. At best you can claim that sources of invisibility that is not the spell makes you quieter.


Marthkus wrote:
Lemmy wrote:

Oddly, enough... Invisibility does give the target a +20 to all Stealth checks, so it does indeed grant you a +20 to move silently, if that's how you choose to flavor your Stealth check.

Do I find it completely stupid that the rules say an invisible character is better at hiding from blind people in a completely dark room? Of course I do, but still, accordding to RAW, that's what the spell does (I guess we could assume it's a secondary effect of the spell, instead of a consequence of invisibility itself :/).

Personaly, I house rule it to instead cause a -10 (not -20) penalty to creatures relying mainly on sight to detect the invisible character. The penalty is doubled for creatures who rely exclusively on sight (i.e.: creatures looking through a window that blocks sound). So, if you're in the dark or if the other creature is blind anyway, invisibility won't give any benefits to the caster.

not really RAW. The spell says it doesn't make you quieter so treating one of it's effects as making you quieter is breaking the RAW.

Does it matter? It gives you a +20 toALL Stealth checks. Any time your GM ask your invisible character to make a Stealth check, you add a +20 on top of your usual modifier. There is no "Move Silently" skill in PF, it's just Stealth... So whether or not it makes your quieter doesn't matter. Is it a Stealth check? Then you get a +20 bonus.

It doesn't make you magically silent (like the Silence spell does) but it does make you better at moving silently. It's not absolute silence, but it's quieter than normal.


Lemmy wrote:
It doesn't make you magically silent (like the Silence spell does) but it does make you better at moving silently. It's not absolute silence, but it's quieter than normal.

It doesn't say as per silence. It says it doesn't make you magically quieter. It's not like the a spell would make you mundanely quieter.


Marthkus wrote:
CWheezy wrote:
** spoiler omitted **...
The spell still says it doesn't make you quieter. At best you can claim that sources of invisibility that is not the spell makes you quieter.

Uhm, what? It does actually

Quote:

Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.

Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal -16.

If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

What is perception?

Quote:


Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.

Check

Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.

Hmmm! So if invisibility does not make me quieter, but gives me +20 to stealth, what??? Do all your characters find things by taste? Maybe invisibility gives you +20 to no taste


RDM42 wrote:
Arachnofiend wrote:
How are you rolling that, then? Are you just telling the player "well, you cast invisibility but you're going to make noise so I'm not going to give you the stealth bonus". That seems abundantly silly to me.

How would it have been ruled when move silently and hide in shadows were separate? Move silently would gain no bonus. Hide in shadows would. Or in this case you have a bonus to all the visual aspects of stealth, but receive no bonus in regards to noise. So if your roll plus twenty succeeds against his perception check but without the twenty fails then you were heard but not seen. So they know someone is there, but they don't know where they are. Seems fairly simple.

Incidentally, it ups the value of the stealth skill again, as it would take TWO spells to completely replace its uses.

Well, unfortunately move silently and hide in shadows aren't separated. It's the same check. You're proposing a house rule. Could be a nice house rule but I'm kinda biased in favor of anything that makes the life of a caster more difficult.


The spell says it doesn't make you quieter. There is really no way around that explicit wording without adding words to the spell like "as per the spell silence"


Oh, sorry guys, you should stop interacting with marthkus on this.

I tried before, because he thought adamantine weapons lowered the hardness of an object by twenty, instead of bypassing hardness of objects 20 or lower.

You basically cannot engage him when he misunderstands something.

EDIT: Ok the spell doesn't make me quieter. What does the +20 to stealth do. Remember the stealth rules!


CWheezy wrote:

Oh, sorry guys, you should stop interacting with marthkus on this.

I tried before, because he thought adamantine weapons lowered the hardness of an object by twenty, instead of bypassing hardness of objects 20 or lower.

You basically cannot engage him when he misunderstands something

Bypass means bypass.


Arachnofiend wrote:
RDM42 wrote:
Arachnofiend wrote:
How are you rolling that, then? Are you just telling the player "well, you cast invisibility but you're going to make noise so I'm not going to give you the stealth bonus". That seems abundantly silly to me.

How would it have been ruled when move silently and hide in shadows were separate? Move silently would gain no bonus. Hide in shadows would. Or in this case you have a bonus to all the visual aspects of stealth, but receive no bonus in regards to noise. So if your roll plus twenty succeeds against his perception check but without the twenty fails then you were heard but not seen. So they know someone is there, but they don't know where they are. Seems fairly simple.

Incidentally, it ups the value of the stealth skill again, as it would take TWO spells to completely replace its uses.

Well, unfortunately move silently and hide in shadows aren't separated. It's the same check. You're proposing a house rule. Could be a nice house rule but I'm kinda biased in favor of anything that makes the life of a caster more difficult.

Save the spell itself flat out says that it does NOT make you quieter. QED…

The subject is not magically silenced. That is not a very ambiguous statement.

It also says that "and certain other conditions can render you detectable" and then it gives a few examples in a by no means exhaustive list.


CWheezy wrote:
]EDIT: Ok the spell doesn't make me quieter. What does the +20 to stealth do. Remember the stealth rules!

Specific rules (the spell) override general rules.

The most you can claim is non-spell sources of invisibility make you quieter.


http://paizo.com/threads/rzs2qkmd?Adamantine-vs-Hardness-of-20#1

Its very simple, just like stealth and invisibility marthkus!

Again, sorry everyone, when marthkus misunderstands something no matter how much english or reading you point out to him he will obstinately refuse to change, so whenever he posts a wrong rules thing, you must ignore it because it will bog down the thread!

Marthkus, you are not answering the question. Are you claiming that invisibility does not give +20 to stealth?


Yeah, I think I'll follow CW's suggestion on this one.

1 to 50 of 792 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Are spellcasters as big a problem as some make them out to be? All Messageboards