Unbeatable stealth?


Pathfinder First Edition General Discussion

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So I ran way of the wicked, and one of my players went shadowdancer and had seemingly unbeatable stealth, even vs many high level celestials

I never saw his character sheet but it should be this approximately, I knew roughly his stats and what feats he had.

Spoiler:

Silke
Human fighter 6/shadowdancer 10
LE Medium humanoid (human)
Init +13; Senses darkvision 60 ft.; Perception +18
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Defense
--------------------
AC 34, touch 19, flat-footed 28 (+12 armor, +3 deflection, +5 Dex, +1 dodge, +3 natural)
hp 176 (16 HD; 10d8+6d10+86)
Fort +18, Ref +21, Will +9 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 Luck bonus when in dim light
Defensive Abilities defensive roll, improved uncanny dodge, shadow master
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Offense
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Speed 30 ft.
Melee +3 sawtooth sabre +20/+15/+10 (1d8+20/17-20) or
+3 sawtooth sabre +20/+15/+10 (1d8+16/17-20)
Ranged +1 adaptive composite longbow +23/+18/+13 (1d8+7/×3)
Special Attacks shadow master, weapon training (heavy blades +3)
Shadowdancer Spell-Like Abilities (CL 0th; concentration +0)
4/day—greater shadow conjuration, silent image (DC 10)
2/day—shadow evocation (DC 14)
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Statistics
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Str 22, Dex 28, Con 20, Int 12, Wis 8, Cha 8
Base Atk +13; CMB +15; CMD 42 (46 vs. disarm, 46 vs. sunder)
Feats Combat Reflexes, Dodge, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Greater Two-weapon Fighting, Hellcat Stealth, Improved Critical (sawtooth sabre), Improved Initiative, Improved Two-weapon Fighting, Mobility, Power Attack, Skill Focus (Stealth), Stealthy, Two-weapon Fighting, Weapon Finesse, Weapon Focus (sawtooth sabre)
Traits armor expert, bandit (river kingdoms)
Skills Acrobatics +28, Bluff +18, Climb +10, Escape Artist +11, Knowledge (dungeoneering) +20, Knowledge (engineering) +20, Perception +18, Perform (dance) +4, Stealth +54, Survival +6, Swim +10
Languages Common
SQ armor training 2, hide in plain sight, rogue talents (combat trick, fast stealth, weapon training), shadow jump, slippery mind, summon shadow
Other Gear +3 shadow, greater mithral full plate, +1 adaptive composite longbow, +3 sawtooth sabre, +3 sawtooth sabre, amulet of natural armor +3, belt of physical perfection +4, boots of speed, cloak of resistance +5, gloves of dueling, ring of protection +3, sash of the war champion, 150 gp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Bandit (River Kingdoms, Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Boots of speed (10 rounds/day) Affected by haste
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sash of the war champion This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer’s shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.

Construction
Requirements Craft Wondrous Item, cat’s grace, remove fear; Cost 2,000 gp
Shadow Jump (32 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Shadow Master (Su) In dim light, gain DR 10/–, +2 to saves, and critical hit blinds foe 1d6 rds.
Slippery Mind (Ex) If you fail a save vs an Enchantment spell/effect, can re-save next rd.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades


I know he has one extra feat, I gave everyone weapon finesse for free as a houserule.

His average stealth roll is roughly 64, and because of hellcat stealth and the shadowdancer hide in plain sight, he can roll it basically at any time. For example, full attack, five foot step, as part of the five foot step, stealth.

He wasn't the most powerful character in the group (That will save lol) but there are lot of monsters in the bestiary and character classes that just scoop to this. Maybe I was running it incorrectly, but I don't think so


For example, a reasonable encounter for the group would be three mariliths and some cronies.

Mariliths have a perception of +31. If silke rolls a 1, he gets 45(I'm inculding the -10 from hellcat stealth), meaning the marilith has to roll a 14 to see him. If he gets an 8 or higher, it isn't possible for the marilith.

This is really really powerful, because there is nothing I know of that deals with stealth


80 average? I have no idea how his stealth can be that high and I just got done making a crazy stealth character.

For my guy it was:
Dex 9
Competence 10 (Ring of Chameleon Power)
Small size 4
Racial 4 (goblin)
Ranks 15
Class Skill 3
Skill Focus 6
Morale 5 (Boots of the Battle Herald and a +1 Courageous weapon)

= +56 to stealth, and that's before the -10 from Hell Cat Stealth.

He lacks the size and racial boosts that I have, his Greater Shadow armor only gives a +5 more than my ring, and he has no other items to boost stealth that I see; he has Stealthy but that's not enough to make up the difference. Either his numbers are off or my dude is about to get that much better once you tell me what your player has.

He lacks the feat Dampen Presence though, so Blind Sense and Blind Sight can still detect him, though Blind Sense still gives the enemy a 50% miss chance. The spell Echolocation would shut him down; a lot of high tier outsiders tend to cast as PC classes so it's not totally unreasonable for those aware of the party's capabilities to have it ready.


EDIT: WHOOPS I ADDED WRONG

16 ranks
6 skill focus
4 stealthy
9 dex
1 trait
15 competence
3 class skill
= 54

There are a tiny amount of things with blindsight and blindsense. Dragons and oozes? How often do you fight a dragon lol


CWheezy wrote:


16 ranks
6 skill focus
4 stealthy
9 dex
1 trait
15 competence
3 class skill
= 54

There are a tiny amount of things with blindsight and blindsense. Dragons and oozes? How often do you fight a dragon lol

Okay, those numbers are more reasonable though still pretty much more than enough for anything. Glad the 80 average was an exaggeration.

Echolocation is a mid tier spell that grants Blindsight. That's not applicable to many monsters, but the intelligent kind with access to spells or resources and prep time against a known and feared foe could have it ready.


Scent

A dwarf in the dark (hellcat stealth relies on bending light. No light no hellcat stealth)

Blind sight/sense

Tremor sense

Delayed actions for stealth to break on attack

Just blast the entire area

Glitterdust, fairy fire,

Arcane sight (my what lovely auras you have)


Scent is a move action to pinpoint the square, not super useful

Shadowdancer, remember? Hide in plain sight

Tremor sense isn't useful mostly because everyone was flying. He got it from a party member. Also wtf has tremorsense, spiders? It isn't "Rise of the Spider lords" man

Delayed actions do not work because you take your actions after his turn. He would attack you, then go back into stealth with a five foot step

glitterdust is ok if you have it, same with arcane sight, a personal spell not on many lists.


BigNorseWolf wrote:

Scent

A dwarf in the dark (hellcat stealth relies on bending light. No light no hellcat stealth)

Blind sight/sense

Tremor sense

Delayed actions for stealth to break on attack

Just blast the entire area

Glitterdust, fairy fire,

Arcane sight (my what lovely auras you have)

1. Move action needed to pin point the direction of the smell and then must be within 5ft to locate the exact square. Even if the square is located the PC still has total concealment because he can't be seen.

2. The PC also has Hide in Plain Sight for dim/darkness due to Shadow Dancer.

3. Blind sense isn't enough to really beat it and Blindsight is a bit of a niche ability.

4. Same issues as 1 as you know it is there but still can't see it he still has the concealment. Also at 16 the party may have constant group access to fly which would negate tremorsense.

5. Solid, but time consuming. Now ready a grapple...

6. PC has Evasion.

7. Definitely solid tactics, especially if the party would rather do other things then burn their turn to dispel it.

8. I never would have considered that. Very interesting.


So first, stealth automatically breaks when they attack. The standard response to a stealth you can't beat is to ready an action for when they strike and hit them back. Then move, so you're not a sitting duck. The stealth character will either move to follow and attack (revealing themself) or follow and not do anything (so they can stealth after), at which point they've spent their entire turn doing nothing useful. The person fighting them could, I don't know, move towards a threat they can actually see.

In the specific example of the mariliths, why would they need to work to find the character? They have 3/day blade barrier, they can literally surround themself with blades. They also have a natural attack with grab, they can just grapple the character (which stealth doesn't do anything to).

You know, now that I mention grab it reminds me that's how most media depicts it as well. Ready an action to grapple (or use an attack with grab) when they break stealth. No amount of stealth will help you escape.


1 person marked this as FAQ candidate.

i have to ask: what exactly is he doign with that stealth that's so powerful? i mean sure he's hiding from them, but what does that do for him? with him not receiving any attention, that's more pointy bits aimed at the rest of the party (and he can't AoO them because that'd break stealth). I haven't found anything saying in the stealth skill that lets you hit flat-footed or something if you're successfully stealthed. is he just using it to not get targeted? AoE's should fix that right quick (avoid 'save for half' ones)

also, i'm pretty sure 'as part of a move' for stealth was meant as 'as part of a move [action]', not literally any time you move your mini. unless there's been an faq on the subject in favor of it, it sounds like you're letting him abuse something he shouldn't.


Silke doesn't care about aoe, very high reflex save and evasion. What he dies from stealth us pick a target and kill it dead with the target functionally being able to do nothing.


CWheezy wrote:
Silke doesn't care about aoe, very high reflex save and evasion. What he dies from stealth us pick a target and kill it dead with the target functionally being able to do nothing.

again, i'm surprised the enemy isnt just mauling his teammates while he's playing mr. invisible. or that they arent just flagrantly buffing in his face because he cant AoO their spellcasts without breaking invisibility and getting ganked by the other enemies.


Step 1, don't let him resume stealth using a 5ft step
Step 2, he can choose between making a full-attack and not being hidden using stealth or using stealth and being able to only make a single attack and moving so he can use stealth.

Shadow Dancer and Hellcat stealth actually require some light to work. Darkness/Deeper Darkness can completely negate his ability to stealth, and having darkvision is trivial.

Really, the first thing I mentioned is the issue.

I got into a really long discussion about Hide in Plain Sight and it's ilk with regards to being able to Stealth on only a 5ft move and got into a protracted argument with BBT.


CWheezy wrote:
Silke doesn't care about aoe, very high reflex save and evasion. What he dies from stealth us pick a target and kill it dead with the target functionally being able to do nothing.

As soon as he makes his first attack he breaks stealth and the target is aware of him and so the remainder are against normal AC rather than flatfooted.

As far as the Marilith goes, Hide in Plain Sight is a SU ability and I could see an argument for saying that constant True Seeing effectively negates it meaning he has to find cover or concealment from some other source.

For other enemies that +9 will save is ripe for being affected by all sorts of area effect will based spells, Blasphemy, Fear and Unholy Blight are all common SLA's.


also, kiting him/moving more than 10ft a round is an easy way to ruin his 'kill them dead' potential, since he'd have to chase (move action), get one hit (standard). (and then be visible till his next round, because stealthing should be for a move action not anytime he ever moves)

seriously though, what's possessed you to allow stealthing on a 5 foot step?


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AndIMustMask wrote:
CWheezy wrote:
Silke doesn't care about aoe, very high reflex save and evasion. What he dies from stealth us pick a target and kill it dead with the target functionally being able to do nothing.
again, i'm surprised the enemy isnt just mauling his teammates while he's playing mr. invisible. or that they arent just flagrantly buffing in his face because he cant AoO their spellcasts without breaking invisibility and getting ganked by the other enemies.

Kind of wondering this, too. Unless I've missed something on the character block presented above, the guy isn't really doing all that much offensively. The damage output is pretty mediocre (at best) for level 16. Yes, he has a decent static damage bonus and threat range, but a +20 to hit for a melee at lvl 16 is actually kind of low (a good melee character could easily be at +30 at lvl 16 without trying hard; should be +27 at least). A CR 16 monster should have an AC of 31 based on monster creation guidelines, and it should just go up from there, so even the character's first iteratives should be hitting 50% or less.

So, obviously I'm missing something. Please enlighten me, 'cuz I'm feeling kind of stupid for not seeing why this character is such a problem....


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CWheezy wrote:
...a reasonable encounter for the group would be three mariliths and some cronies.

Mariliths aren’t great monsters for their CR, but let's roll with that. You don’t specify what the Marilith’s mooks are, but let’s suppose they include six succubi.

Succubi A through F: I ready an action to use Dominate Person on the first creature that injures one of my mistresses and has not yet been Dominated.

Shadowdancer: (Pops out of stealth, hits a Marilith)

Succubi A: Dominate! DC 23 will save.

Shadowdancer: 1d20 + 9 ⇒ (12) + 9 = 21

Succubus A: Well, that was easy. Kill your former companions.

Shadowdancer: That’s against my nature! 1d20 + 11 ⇒ (11) + 11 = 22 But I’ll do it for you, sexy! (Poof into stealth)

Former companions: ruh roh.


Dominate takes 1 round to activate and that command is likely to give a second save at +2.


andreww wrote:
Dominate takes 1 round to activate and that command is likely to give a second save at +2.

The second save was at plus two. But gosh, you’re right about the casting times! I guess the succubi should ready an action to cast Suggestion: “Strip naked!” instead, and cast Dominate Person while he's carrying that out.

Seriously, that is one terrible will save at level 16. Such carelessness must be punished!


CWheezy wrote:

Scent is a move action to pinpoint the square, not super useful

Shadowdancer, remember? Hide in plain sight

Tremor sense isn't useful mostly because everyone was flying. He got it from a party member. Also wtf has tremorsense, spiders? It isn't "Rise of the Spider lords" man

Delayed actions do not work because you take your actions after his turn. He would attack you, then go back into stealth with a five foot step

glitterdust is ok if you have it, same with arcane sight, a personal spell not on many lists.

Hide in Plain Sight doesn't work in total darkness. In that situation, darkvision completely negates his ability to stealth because he lacks concealment.

Sovereign Court

SLA'S change casting times to std action. I'd love to be wrong about it. (See universal minster rukes on SLA's)

I wouldnt be too worried about evil mind control as there are numerous ways to counter it. Neutral dominate persons...much harder.

Sense gives location not sight. It doesnt negate stealth. I'd love to be wrong as boots of tremor sense would negate supernatural darkness & invisibility.


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Righty_ wrote:
SLA'S change casting times to std action. I'd love to be wrong about it.

"A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. "

Dominate Person’s spell description specifies one round. The phrasing in the spell-like ability rules quoted above establishes a casting time for spell-like abilities that aren’t based off an existing spell; it doesn’t override existing spells’ casting times.

Or so I read it.


A SLA ability's casting time is 1 standard action or as the spell it simulates.

It just so happens Righty, that Summoner's SLA for summon monster is special and allows him to summon as a standard instead of a 1 round.

Dominate Person as a SLA would function like the spell, and take 1 round.

Sovereign Court

Sorry thats the crb version the universal monster rules version is

Using all other spell-like abilities is a standard action unless noted otherwise.

It doesnt reference the spell as the crb does for players. Again I prefer to be wrong...its one way several dm's up the threat level.


I don’t read those two versions as being in conflict with each other. The universal monster version says, “unless noted otherwise,” without specifying where. The spell description is one place where it might be noted otherwise, as the crb version explicitly states.


Righty_ wrote:

Sorry thats the crb version the universal monster rules version is

Using all other spell-like abilities is a standard action unless noted otherwise.

It doesnt reference the spell as the crb does for players. Again I prefer to be wrong...its one way several dm's up the threat level.

If the SLA is listed in italics, it refers to the spell. That's part of the style guide.

Here's the Serpentfolk PRD entry as an example. You can even clearly see Paizo's intent here because the SLA links directly to the spell.


I built a high level character with similar stealth recently.My character also had a feat that let me ignore blindsight, and maybe scent when needed.

Also the stealth rules do not allow you to stealth while attacking, so just because he can hide in plain sight that does not bypass the rule saying he can use stealth while attacking.
However attacking, and then using a 5 foot step is legal.

He only has a +20 to hit. Unless he rolls high a lot, he should not be doing an outstanding amount of damage because he should have a decent amount of misses.

Also as others have said Maraliths are really bad for their CR.


I think I got around 40 at level 10 before and I didn't actually max it out either. In that case reducing penalties and using items/magic which would increase your stealth/dex/other misc stuff would help.

That said I prefer to snipe from stealth. While its only 1 attack per round, i can add some bad bad stuff to my attack *cough* *cough* strength damage *cough* *cough* so eventually it will add up.

Of course my party gets trigger happy before before that but meh.


Serisan wrote:
Righty_ wrote:

Sorry thats the crb version the universal monster rules version is

Using all other spell-like abilities is a standard action unless noted otherwise.

It doesnt reference the spell as the crb does for players. Again I prefer to be wrong...its one way several dm's up the threat level.

If the SLA is listed in italics, it refers to the spell. That's part of the style guide.

Here's the Serpentfolk PRD entry as an example. You can even clearly see Paizo's intent here because the SLA links directly to the spell.

He means that the Universal Monster Rule doesn't reference using the spell's casting time, just that SLA are a standard action unless the ability notes otherwise.

I am sure he understands a Suggestion SLA works as per the Suggestion spell.

For what is worth, the Combat section lists using an SLA under Standard actions, saying the casting time is a standard action unless the ability says otherwise, no mention of referencing the spells normal casting time

Sovereign Court

I prefer it to be more than a standard action. When I DM I use the longer version of the casting times for SLAs (player = monster) as it seems fair to me.

When I play a PC its very common to see SLA's as standard actions for (summon monster, dominate, etc.) as used by monsters. I read the prior discussion on SLA casting times (no conclusion just different opinions).


This question has come up several times with regard to the FAQ casting times for summon based spells(just one example). I think it needs to be FAQ'd. However I am FAQ'd out until one of my other FAQ's get answered.

What I do for my own games is let the monsters summon as a standard action. If they try it as a full round action I dont see them getting that spell off which already comes with a built in "might not work" chance.


Holy Aura will mess him up due to saves on each hit.
Readied Actions.
Alternate sight options as mentioned.
Shadowdancers require being within distance of a shedow, many good outsiders get Daylight, no shadow squares near them if it's running.

Several suggestions.


Righty_ wrote:

I prefer it to be more than a standard action. When I DM I use the longer version of the casting times for SLAs (player = monster) as it seems fair to me.

And I feel the whole point of having something like Lesser Restoration as a SLA is so you aren't standing around for 3 rounds.


Emmit Svenson wrote:
CWheezy wrote:
...a reasonable encounter for the group would be three mariliths and some cronies.

Mariliths aren’t great monsters for their CR, but let's roll with that. You don’t specify what the Marilith’s mooks are, but let’s suppose they include six succubi.

Succubi A through F: I ready an action to use Dominate Person on the first creature that injures one of my mistresses and has not yet been Dominated.

Shadowdancer: (Pops out of stealth, hits a Marilith)

Succubi A: Dominate! DC 23 will save.

Shadowdancer: 1d20+9

Succubus A: Well, that was easy. Kill your former companions.

Shadowdancer: That’s against my nature! 1d20+11 But I’ll do it for you, sexy! (Poof into stealth)

Former companions: ruh roh.

That's not how Dominate works. They're not "your former companions". They're still your companions. At best, that's going to give another roll. Odds are, though, it's covered under the "clearly self-destructive" caveat and would automatically fail.


MeanMutton wrote:

That's not how Dominate works. They're not "your former companions". They're still your companions. At best, that's going to give another roll. Odds are, though, it's covered under the "clearly self-destructive" caveat and would automatically fail.

No.

"Obviously self-destructive" orders are "go jump into the lava" or "let me devour your soul."

"Go fight your friends" is likely "against your nature" unless the subject is evil, but would still only warrant a new save (with bonus).

I agree that the problem stems from letting him Stealth with a 5' step. Stealth is usually part of "movement" but a 5' step isn't really "movement" so much as an "adjustment."


Is spring attack in there somewhere? I'm just wondering because unless I am missing something, moving then attacking doesn't give you a 5 ft step in order to stealth again, so you end up exposed unless you started a turn adjacent to the enemy. I think spring attack would let you move up, attack, move away and stealth as part of the move, right?


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A 5 foot step is movement/moving. It just isn't a move action. This lines up with the combat chapter listing it as the other way of "moving" to avoid an AoO, other than withdrawing.

A specific quote:

Quote:
She could instead limit her movement to a 5-foot step, as a free action, and not provoke any attacks of opportunity.


I ran the DPR on that character and figure something must be incorrect with the stuff listed in the character block. Against a CR 16 standard AC of 31, the DPR was under 100. That's really not spectacular for a lvl 16 melee character, and I can't imagine that this damage output would cause a character to be particularly unbalancing (annoying yes, but unbalancing, no).

Again, I figure I must be missing something (or a lot of somethings), so I need a greater degree of explanation as to what the character is doing that's such a problem....


I don't see how blindsense, blindsight or similar abilities would help vs. stealth - the character is not invisible. Maybe I misinterpret the rules...
Concerning stealth and movement: RAW stealth does not even need an action at all - it is only usually combined with a move (i.e. sneaking = move, hiding = no move).

Besides, I also don't see the problems with the above mentioned character - a Will save of +9 - that's lousy for level 16, and her to hit is horrible too.


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Why can't he just be stealthy? He is level 16, lets face it, this stealth stuff is the coolest thing he will ever have with his character. I am of the opinion that a character build focusing on something shouldn't have his choices negated. Maybe most enemies should have anti magic fields and spell immunity; poor rogues and fighters always getting picked on for believe in their heart light.


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Turgan wrote:
I don't see how blindsense, blindsight or similar abilities would help vs. stealth - the character is not invisible. Maybe I misinterpret the rules...

Blindsense says that you automatically detect all creatures you have line of sight to without needing to roll perception, but if you can't see them they still benefit from concealment. Blindsight is like blindsense except is says you negate concealment.


I would just like to note here that there is an error in the stat block. His attacks are actually +23/+18/+13 (1d8+20), +23/+18/+13 (1d8+16) This includes power attack, so if that were stopped the highest attack would be +27, a respectable attack rating. This build does decent enough damage. However the opponents would only be flat foot against the first of 6-7 attacks, and only around 2-4 will actually land.

AoO's disrupt stealth why does he have combat reflexes? Still this guy should be doing around 80 damage per round on a full attack including crits and misses. Also easily negated by moving 30 feet away and readying an action to hit when he comes into range. If he does move to attack he breaks stealth, gets hit, and can't stealth again as he already moved. You can't move, hit, five foot, stealth. You can't five foot any time you have already moved in a round.

Seriously this guy is not a problem, a cleric could prepare a few harms and do 150 damage at this level vs his 80 ish damage.

I tend to think there must be some mis-interpretation of the rules, I wouldn't be surprised if he was using a higher attack modifier than he actually has. Or maybe you are applying flatfoot AC to all his attacks.

I'm assuming he does roll his attacks, you don't think that just because he is stealthed he automatically hits do you? The opponents arent considered helpless or he could instead CdG instead.


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Hogeyhead wrote:

I would just like to note here that there is an error in the stat block. His attacks are actually +23/+18/+13 (1d8+20), +23/+18/+13 (1d8+16) This includes power attack, so if that were stopped the highest attack would be +27, a respectable attack rating. This build does decent enough damage. However the opponents would only be flat foot against the first of 6-7 attacks, and only around 2-4 will actually land.

AoO's disrupt stealth why does he have combat reflexes? Still this guy should be doing around 80 damage per round on a full attack including crits and misses. Also easily negated by moving 30 feet away and readying an action to hit when he comes into range. If he does move to attack he breaks stealth, gets hit, and can't stealth again as he already moved. You can't move, hit, five foot, stealth. You can't five foot any time you have already moved in a round.

Seriously this guy is not a problem, a cleric could prepare a few harms and do 150 damage at this level vs his 80 ish damage.

I tend to think there must be some mis-interpretation of the rules, I wouldn't be surprised if he was using a higher attack modifier than he actually has. Or maybe you are applying flatfoot AC to all his attacks.

I'm assuming he does roll his attacks, you don't think that just because he is stealthed he automatically hits do you? The opponents arent considered helpless or he could instead CdG instead.

A cleric casting harm does show how trivial the damage is but lets not forget that that is the tip of clerics and wizards who are one level away from 9th level spell, and can cast 3-5 8th level spells at least. Wizards are stopping time and creating their own plane of reality, clerics are summoning apocalyptic storms and gating in hordes of angels, the rogue is hiding pretty well; in pathfinder we call that balance.

Sovereign Court

Combat reflexes is a prereq for shadowdancer.


Serisan wrote:
CWheezy wrote:

Scent is a move action to pinpoint the square, not super useful

Shadowdancer, remember? Hide in plain sight

Tremor sense isn't useful mostly because everyone was flying. He got it from a party member. Also wtf has tremorsense, spiders? It isn't "Rise of the Spider lords" man

Delayed actions do not work because you take your actions after his turn. He would attack you, then go back into stealth with a five foot step

glitterdust is ok if you have it, same with arcane sight, a personal spell not on many lists.

Hide in Plain Sight doesn't work in total darkness. In that situation, darkvision completely negates his ability to stealth because he lacks concealment.

This.

The shadowdancer in a game I'm in died because of this. Total darkness + no cover made all his nice bonuses to stealth irrelevant. Sure, he could have carried a candle but I somehow think that might have given him away, too.

Sovereign Court

Just a Guess wrote:
Serisan wrote:
CWheezy wrote:

Scent is a move action to pinpoint the square, not super useful

Shadowdancer, remember? Hide in plain sight

Tremor sense isn't useful mostly because everyone was flying. He got it from a party member. Also wtf has tremorsense, spiders? It isn't "Rise of the Spider lords" man

Delayed actions do not work because you take your actions after his turn. He would attack you, then go back into stealth with a five foot step

glitterdust is ok if you have it, same with arcane sight, a personal spell not on many lists.

Hide in Plain Sight doesn't work in total darkness. In that situation, darkvision completely negates his ability to stealth because he lacks concealment.

This.

The shadowdancer in a game I'm in died because of this. Total darkness + no cover made all his nice bonuses to stealth irrelevant. Sure, he could have carried a candle but I somehow think that might have given him away, too.

By level 16 it shouldn't be hard for him to have Blur up all of the time. Generally a good idea for any stealthy character - it makes Hide in Plain Sight unneeded as well.


Charon's Little Helper wrote:
Just a Guess wrote:
Serisan wrote:
CWheezy wrote:

Scent is a move action to pinpoint the square, not super useful

Shadowdancer, remember? Hide in plain sight

Tremor sense isn't useful mostly because everyone was flying. He got it from a party member. Also wtf has tremorsense, spiders? It isn't "Rise of the Spider lords" man

Delayed actions do not work because you take your actions after his turn. He would attack you, then go back into stealth with a five foot step

glitterdust is ok if you have it, same with arcane sight, a personal spell not on many lists.

Hide in Plain Sight doesn't work in total darkness. In that situation, darkvision completely negates his ability to stealth because he lacks concealment.

This.

The shadowdancer in a game I'm in died because of this. Total darkness + no cover made all his nice bonuses to stealth irrelevant. Sure, he could have carried a candle but I somehow think that might have given him away, too.

By level 16 it shouldn't be hard for him to have Blur up all of the time. Generally a good idea for any stealthy character - it makes Hide in Plain Sight unneeded as well.

You're right that by RAW it does, though I think many of us consider that interpretation silly.

If he's standing in the middle of a field it doesn't make him difficult to see at all. It simply makes him difficult to attack accurately because his form is blurry. It doesn't make conceptual sense to treat it as concealment which allows stealth, at least in my opinion.

Sovereign Court

Claxon wrote:


You're right that by RAW it does, though I think many of us consider that interpretation silly.

If he's standing in the middle of a field it doesn't make him difficult to see at all. It simply makes him difficult to attack accurately because his form is blurry. It doesn't make conceptual sense to treat it as concealment which allows stealth, at least in my opinion.

*Shrug* - I can see that argument - but I think of it being sort of the similar to the idea that high HP means that you can be chopped in the face with an axe a couple dozen times.

I always thought of Blur making you just not notice someone's exact location visually to the point where their form starts to blur in your vision. Using that to stealth makes perfect sense, or at least as much as any Hide in Plain Sight ability does.


As a note: total darkness is not common, if there us a shadow he is fine.

This is unbuffed. He usually fought with greater heroism, haste, bardsong, etc up. That adds a lot of DPR IMO.

Also I noticed a few people not reading the statblock and missing hellcat stealth, evasion, and hide in plain sight.

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