Dealing with invisible enemies


Advice


Hello.

Well, specifically, with will o'wisps.

I´m stuck in this situation: an 8lvl Bloodrager, a wyven cohort and a 4lvl Psychic are exploring some kind of abandoned church/temple in the middle of nothing.

We faced some nagas and a huge ooze, but then we came to a room where we were catched flat-footed and received electricity damage, after a succesful knowledge check, my psychic identified them as will o'wisps.
The dragon tried to track them with scent, but DM said that they can´t be smelled.
For now, my psychic only knows "mind thrust II" as 2nd level spell, so im not able to cast see invisibility or something similar.
Casting burst area spells seems useless, they are inmune to magic.

So, we are traped with theese enemies, unable to see them, smell them or pinpoint them, our Hp is dropping fast and i have no certain idea of what to do.
Please help.


2 people marked this as a favorite.

I'd suggest that sometimes it's worth remembering the better part of valor and leave.


You could try more mundane ways of showing they're there. Flour is a popular one, but anything that would stick would work, a bottle of ink, or a flask of oil.
You could use spells that don't allow spell resistance, I believe that gets past their immunity


Neils Bohr wrote:

You could try more mundane ways of showing they're there. Flour is a popular one, but anything that would stick would work, a bottle of ink, or a flask of oil.

You could use spells that don't allow spell resistance, I believe that gets past their immunity

Most of those spells would be defeated by their general immunity. Wisps don't have spell resistance, they're simply immune to most magic.


Drahliana Moonrunner wrote:
Neils Bohr wrote:

You could try more mundane ways of showing they're there. Flour is a popular one, but anything that would stick would work, a bottle of ink, or a flask of oil.

You could use spells that don't allow spell resistance, I believe that gets past their immunity
Most of those spells would be defeated by their general immunity. Wisps don't have spell resistance, they're simply immune to most magic.

*ahem*

Will-o'-wisps wrote:

Immunity to Magic (Ex)

Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.


Smoke pellet (smog) buy 10 for every character


Well, there is See Invisibility, True Seeing, Aura Sight, Detect Evil, Detect Magic, and Echolocation. Also there are the Blind Fighting Feats.

Malkin's suggestion is a good one: make smoke, and they can't see you, either. I like Eversmoking Bottles.

I don't like the GM's ruling that Scent doesn't work. It seems to me that Will o' Wisps would smell like electricity. And Oozes sure do smell! But the GM ruled, so there it is.

I don't think Tremorsense would work on Will o' Wisps. They don't really touch the ground.

There is a Psionic Power called Touchsight. I don't know if there is a Paizo version of this.


Glitterdust seems the best bet.

It does not allow spell resistance. and as Snowblind noted...

Snowblind wrote:

*ahem*

Will-o'-wisps wrote:

Immunity to Magic (Ex)

Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.


Hit 'em with glitterdust, doesn't allow spell resistance and reveals invisible foes to the whole party.


Ready ranged attacks to hit them after they zap you. Not the best tactic, but if you're struggling for ways to attack back it might be helpful. Also note that they must use a move action to turn invisible after becoming visible, so if they are attacking and turning invisible afterwards they can't move.

Sovereign Court

Dosgamer wrote:
Ready ranged attacks to hit them after they zap you.

Why ranged? Their attacks are melee. You'd be feeding them Aoos.

You might also consider readying a grapple if you're willing to eat an Aoo. It'll lower their AC for your buddies, hold them in place, and if they flub their Escape Artist roll (depends upon your CMD - but probably around 1/3) the next round you can pin them easily, and then they're done.

Also, while regular smoke pellets wouldn't be super handy, Smog smoke pellets make them visible for 1d4 rounds. (You only have to hit their square with it.)


Only issue with the grapple attempt is you're almost guaranteed to take a -2d8 to your initial grapple attempt meaning their CMD is effectively higher than their AC


Run away, would be my advice.

If that's impossible... well then, what specific spells and items do you have? People have listed a lot of common ways of finding invisibles, but if you don't have them you don't have them. Do you have ink?

Bearing in mind that their attacks are touch, if you have alchemical splash weapons, you might use those on squares adjacent to you. It probably won't work because they don't do much damage, so if you can run away you should.

Looking at level 0-1 psychic spells, the only one I can see that might help you win is Summon Minor Monster - you could summon bats, which would at least tell you which squares the wisps are in.
You could also use Unseen Servant to take up squares, reducing the number of places they could be.

Any scrolls or wands in your inventory(s)?

Failing all that, they speak common. They probably won't negotiate, but it's worth a go if you can't flee or beat them.

Scarab Sages

If your GM is ruling they can't be smelled thus breaking your only way of locating them despite normal rules... you just run. Your GM has purposely made them impossible to beat for your group. Especially if he is ruling that they never glow thus pinpointing their square. Will-o-wisps glow like a torch normally, which is enough to pinpoint but they still have the 50/50 miss chance from being invisible. They can turn this off but your GM should have used that to allow you a chance.

It doesn't sound like your GM is using their standard tactics at all and is only using them to beat your character down.

Even for glitterdust to work you need to pinpoint where they are. Flour on the floor can't work as they fly.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I agree, run away.

When you come back, make sure you bring some Resist Energy for their electrical attacks.


Lorewalker wrote:

If your GM is ruling they can't be smelled thus breaking your only way of locating them despite normal rules... you just run. Your GM has purposely made them impossible to beat for your group. Especially if he is ruling that they never glow thus pinpointing their square. Will-o-wisps glow like a torch normally, which is enough to pinpoint but they still have the 50/50 miss chance from being invisible. They can turn this off but your GM should have used that to allow you a chance.

It doesn't sound like your GM is using their standard tactics at all and is only using them to beat your character down.

Even for glitterdust to work you need to pinpoint where they are. Flour on the floor can't work as they fly.

No need to be so prissy about it. They could have brought ways to see invisibility and didn't. That's hardly the GM's fault.

It's not that easy to figure out where things are by scent, even if it had worked. The GM perhaps should have let it.

The GM absolutely should not have have them put on their glow. 15int/16wis ambush predators, surprise surprise, aren't morons. They know when they have the upper hand.

Glitterdust works fine when you don't know where they are. You wait for an attack, and then you blanket that general area. It's pretty wide.

Anyway, OP, I'd advice you to run away as fast as you can. See if that wyvern can't carry both PCs, and then leg it.

Scarab Sages

Olaf the Holy wrote:
Lorewalker wrote:

If your GM is ruling they can't be smelled thus breaking your only way of locating them despite normal rules... you just run. Your GM has purposely made them impossible to beat for your group. Especially if he is ruling that they never glow thus pinpointing their square. Will-o-wisps glow like a torch normally, which is enough to pinpoint but they still have the 50/50 miss chance from being invisible. They can turn this off but your GM should have used that to allow you a chance.

It doesn't sound like your GM is using their standard tactics at all and is only using them to beat your character down.

Even for glitterdust to work you need to pinpoint where they are. Flour on the floor can't work as they fly.

No need to be so prissy about it. They could have brought ways to see invisibility and didn't. That's hardly the GM's fault.

It's not that easy to figure out where things are by scent, even if it had worked. The GM perhaps should have let it.

The GM absolutely should not have have them put on their glow. 15int/16wis ambush predators, surprise surprise, aren't morons. They know when they have the upper hand.

Glitterdust works fine when you don't know where they are. You wait for an attack, and then you blanket that general area. It's pretty wide.

Anyway, OP, I'd advice you to run away as fast as you can. See if that wyvern can't carry both PCs, and then leg it.

These things don't feed on death. They feed on fear. Their attacks are a last ditch resort, by their standard tactics. Also, I don't suggest they should be stupid about it. What they should do is try to confuse their numbers by turning their light on and off and only in the distance. This gives the PCs some chance but it isn't in a way that is a 'stupid tactic'.

As for "it's not easy to figure out where things are by scent", if they have the scent ability. It's actually fairly easy.

"When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location."

But the GM shutting down scent when the things are also naturally invisible is ridiculous and deserves the 'prissiness'.

Wisps already are more powerful than their CR and require certain resources to handle well. As is, without invisibility purge or Glitterdust, they will have a 50/50 miss chance.


Scent works in a contextual way it must be remembered, if there is an overpowering stench it can mask the wisps and reduces the range at which something can be detected. It normally is direction at 30' and exact square once within 5'.

Wisps have the ability to extinguish their natural glow and also 50' perfect fly speed. They do have a physical body and must touch to attack so scent and non-magical means should work in my opinion (even if they smell of ozone).

Interestingly the link below also says invisibility purge works.

http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/will-o--wisp

Scarab Sages

Though, I should say, there is this bit which can help.

From Invisibility special ability
"If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location."

Sovereign Court

Wisps' ability works like Invisibility - not Greater Invisibility.

Can they go invis again during the same turn that they attack someone? Sure. But they're still visible for that instant, and that's long enough for a readied action to go off.

Scarab Sages

Charon's Little Helper wrote:

Wisps' ability works like Invisibility - not Greater Invisibility.

Can they go invis again during the same turn that they attack someone? Sure. But they're still visible for that instant, and that's long enough for a readied action to go off.

Actually, you know what, you're right. Their natural invisibility allows them to shut off their glow as per "Invisibility". Which is weird since light isn't extinguished by invisibility... but whatever. Invisibility does have the 'attack and become visible' limitation. So if they attack their light pops on again.

I'm not sure that is RAI, but it would be RAW.


2 people marked this as a favorite.

The other thing that makes me think there might be a poor DM at the helm is one character is level 8 and the OP is level 4. That is not a recipe for successful adventuring.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Dealing with invisible enemies All Messageboards

Want to post a reply? Sign in.