Ways of making enemies lose concealment in Obscuring Mist / Fog Clouds?


Advice


So I came up with a mischievous combo - using Oracle VMC for Waves Mystery to get Water Sight, which grants unimpeded vision inside fog and mist, and then have the resident cleric toss a fog cloud on me while I bash enemies without suffering penalties.

There's going to be some ranged party members that may be impeded by this though... is there a way for me, as an Inquisitor, to mark enemies within the fog for them to target?

NOTE: This is for Skulls + Shackles, will this combo come in handy in the campaign?


If you can get Faerie Fire as a spell, or get a wand you can use, it works.

Scarab Sages

No. They would need Water Sight or Blind Sight to see through the mist. Blind Sense, Tremor Sense, Scent, or anything else may point out the square to attack, but it would not negate the concealment miss chance.

Scarab Sages

Faerie fire doesn't work on obscuring mist. Faerie Fire only negates the miss chance for darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.


Goz mask.


Tremorsense pinpoints location when in contact with the ground, not their square. As long as the bad guys are walking, tremorsense lets you nuke them just fine.


Fogcutter Goggles lets you see through fog using your face slot instead of your head slot.

Meleeing enemies within a fog cloud without suffering penalties isn't the hottest thing in the world though, unless you have a further gimmick to exploit (like sneak attack, or something.)

Scarab Sages

There is this little gem Habit of the Winter Explorer. What were you going to put in your body slot?


Flame Dancer bard, level 3 ability


I plan on using the shaman hex to see through fog + obscuring mists on my flying witch to make me "invisible" instead of hindering the enemy.


instead of fog. cast an ilusion of fog. and let the others know it is one. as long as it is only around you and before the enemies but not touching them they might not even get a save since they don't interact with it.
this has the benefit that you can move the illusion in the area you cast it. incase some of your friends realy dont belive you mroe then what they see. you can clear that arae for them. (and gust of wind wil not knock off your spell,although might tip for it's origin)

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

To be honest if you plan on using this strategy, make it a group plan. Talk to the other players and see if they are willing to gear up with this tactic in mind so that it can quickly become SOP.

It is an investment but it acutally a viable strategy under many conditions, very few things have blindsight (mostly oozes) or true seeing (mostly high level outsiders)


Whether Faerie Fire works or not has never been FAQ'ed as far as I know. We play that the concealment chance is negated by having you outlined with a violet glow. Ask your GM if that works, because it's a really good combo if you have a druid or high UMD guy in your party that can use a wand. There's no save against either the mist or the faerie fire, so it's very reliable (although you do have to deal with SR on the fire).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jaunt wrote:
Fogcutter Goggles lets you see through fog using your face slot instead of your head slot.

There's no such thing as a face slot. Above the neck you only have head, headband, and eye slots.


Ravingdork wrote:


There's no such thing as a face slot. Above the neck you only have head, headband, and eye slots.

Oh, okay.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jaunt wrote:
Ravingdork wrote:


There's no such thing as a face slot. Above the neck you only have head, headband, and eye slots.
Oh, okay.

Okay what? An unofficial third party site is not a valid source.

And unless it is clearly stated otherwise, the splat book that item comes from doesn't override the core rules.

I'm guessing it's an error.


A guy in our gaming group has a Sylph with the Cloud Gazer racial heritage feature:

Cloud gazer wrote:

Prerequisites: Sylph.

Benefit: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.

He casts Obscuring Mist, stands within it, and targets enemies outside of it just fine.


Are you saying that the unofficial third party site is just mistaken about what the actual Paizo product says, or was that part just for funsies? As much I'd love to be able to directly link the actual product, I'm afraid such a thing isn't possible.

But "okay", as in "okay, whoever wrote the item goofed".


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jaunt wrote:

Are you saying that the unofficial third party site is just mistaken about what the actual Paizo product says, or was that part just for funsies? As much I'd love to be able to directly link the actual product, I'm afraid such a thing isn't possible.

But "okay", as in "okay, whoever wrote the item goofed".

Gotcha.

My meaning was that said site was unofficial, and thus shouldn't generally be considered valid. I recognize though that it, and Archives of Nethys, are the only real sources available online for certain rules at this time, however. (I'm also aware that the error, if that is what it is, originated in the book, and not the site itself.)


Heavens Shaman spirit ability -

Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects.


Oddman80 wrote:

Heavens Shaman spirit ability -

Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects.

emphasis mine

compare to

Faerie Fire wrote:


Outlined subjects shed light as candles. ... Outlined creatures do not benefit from the concealment normally provided by darkness ..., blur, displacement, invisibility, or similar effects.

These are very similar. Seems clear to me that Stardust counters obscuring mist, so it makes sense that fog effects would be covered by the "similar effects" clause of Faerie Fire. Reaffirms my belief that the Faerie-Fire-Mist combo works.

Scarab Sages

Obscuring Mist wrote:
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

Obscuring mist is causing concealment by creating an actual physical impairment between you and any viewer using sight. It's not darkness, it's not invisibility, it's the neutralization of vision.

It is not anything that candlelight (and by extension heaven's sight and faerie fire) would reveal, because you cannot see through the mist.

Feel free to make a rules thread if you feel it should work differently.


Imbicatus wrote:


Feel free to make a rules thread if you feel it should work differently.

No need for a rules thread. As per my original advice, I think Secret Wizard should ask his GM if the combo works. There have been multiple threads picking apart what obscuring mist does, and none of them came to a final conclusion on the matter or resulted in an FAQ, so there's no need to rehash the same argument here.

In your opinion the combo is invalid, in my opinion it works. I only commented on the Stardust thing because that was a point I hadn't seen brought up before, and I thought it was interesting.


DocShock wrote:
Imbicatus wrote:


Feel free to make a rules thread if you feel it should work differently.

No need for a rules thread. As per my original advice, I think Secret Wizard should ask his GM if the combo works. There have been multiple threads picking apart what obscuring mist does, and none of them came to a final conclusion on the matter or resulted in an FAQ, so there's no need to rehash the same argument here.

In your opinion the combo is invalid, in my opinion it works. I only commented on the Stardust thing because that was a point I hadn't seen brought up before, and I thought it was interesting.

My opinion - Faerie Fire would negate the 20% miss chance within 5 feet, but not the 50% miss chance for being farther away. However, due to the glowing spot in the mist, you would be able to pinpoint their square.

Just an opinion.

Grand Lodge

What about this?

Advanced Player's Guide wrote:

Hunter's Eye

School: divination; Level: inquisitor 3, ranger 2
CASTING

Casting Time: 1 standard action
Components: V, S, DF
EFFECT

Range: medium (100 ft. + 10 ft./level)
Targets: one creature
Duration: 1 minute/level
Saving Throw: none; Spell Resistance yes

DESCRIPTION

Sharpening your perceptive abilities and tuning them against obfuscating effects, hunter's eye greatly enhances your senses against the target creature. You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the target.

You ignore concealment provided by fog or mist, blur, displacement, invisibility, and similar effects affecting the target, but not concealment provided by darkness. This spell provides no benefits to your allies and no benefits against creatures other than the target.

Scarab Sages

blackbloodtroll wrote:

What about this?

Advanced Player's Guide wrote:
Hunter's Eye

Nice Find!

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Ways of making enemies lose concealment in Obscuring Mist / Fog Clouds? All Messageboards

Want to post a reply? Sign in.