Heightened Invisibility


Advice

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Sorry Singing* continuously only so my allies know where I am.


I would say if your allies could pinpoint where you are through you singing, then any creatures can do the same, as long as they have hearing.

However, looking at text of ´Lingering Performance’ I don’t think you would be continuously singing when you use it (just the initial performance would have sound). This is because , LP extends the cantrip composition benefits, not that the cantrip is being recasted each turn, which is the thing that gives you away due to sound, as it has the verbal component. LP also has the verbal component, but again your only using it when you cast the cantrip.

Admittedly, take what I say with a grain of salt on this, as I do not have much exp with LP and I could have missed something major ( my interpretation can cause some weird RP stuff, as on subsequent turns your allies could still be inspired by you, even though they don’t see or hear you. On the other hand, this is ultimately a magic effect, and well, magic is sometimes weird)


When using Heightened Invisibility if I cast a level 2 Ventriloquism spell would that help throw off my enemy from any sounds my compositions would be making? Just trying to figure out the best way to protect myself as I'm pretty squishee.


anyone? I'm contributing on the front lines and casting offensive spells, minimal buffing of allies besides inspire courage mostly debuffing of enemies, so I'm almost wondering if Mirror Image would be a better substitute?


I think Ventriloquism would help, yes..


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Unfortunately, Ventriloquism would not help conceal your compositions even if you were Invisible. This is because they are still treated as spells, and according to page 302 “When you Cast a Spell, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as the Conceal Spell or Melodious Spell can help hide such manifestations, or otherwise prevent observes from noticing you are casting.”

As far as Mirror Image VS LV4 Invisibility, it really depends how often you find yourself being targeted. Mirror Image is the ‘cheaper’ spell, and will actually provide better protection when you have all 3 images up. However they can disappear fairly quickly, as even on a miss (but not a crit miss) an image disappears, and so you may have to cast it multiple times in a battle, and you may find yourself getting attacked before you had a chance to recast it. But, if you find the enemies tend to focus on other party members, you may be able to get away with it, and use your higher spell slots on other spells.

LV4 Invisibility is a decently high spell slot to cast, which is also something to consider, in terms of how much spell resources you are devoting to it. But it should provide protection for the whole battle (even if they know your ‘square’ anything targeted against you as a 50% chance to miss, along with ‘generally’ having to meet you AC.). Plus, there is also the advantage of being able to apply it to you buddies, which you do not have with ‘Mirror Image’.


Siro wrote:

Unfortunately, Ventriloquism would not help conceal your compositions even if you were Invisible. This is because they are still treated as spells, and according to page 302 “When you Cast a Spell, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as the Conceal Spell or Melodious Spell can help hide such manifestations, or otherwise prevent observes from noticing you are casting.”

As far as Mirror Image VS LV4 Invisibility, it really depends how often you find yourself being targeted. Mirror Image is the ‘cheaper’ spell, and will actually provide better protection when you have all 3 images up. However they can disappear fairly quickly, as even on a miss (but not a crit miss) an image disappears, and so you may have to cast it multiple times in a battle, and you may find yourself getting attacked before you had a chance to recast it. But, if you find the enemies tend to focus on other party members, you may be able to get away with it, and use your higher spell slots on other spells.

LV4 Invisibility is a decently high spell slot to cast, which is also something to consider, in terms of how much spell resources you are devoting to it. But it should provide protection for the whole battle (even if they know your ‘square’ anything targeted against you as a 50% chance to miss, along with ‘generally’ having to meet you AC.). Plus, there is also the advantage of being able to apply it to you buddies, which you do not have with ‘Mirror Image’.

Awesome very insightful thanks a lot Siro!


I just realized I wouldn't be able to Demoralize if I was invisible hmm.


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Demoralize {from Intimidation} only as the Auditory trait, not the visual, so you should be good in that regard, for the most part. Now, a bit strangely, if the target can't hear you, you only take a penalty to the roll {i guess because its assumed you would also be using Intimidating body language and such}. If I were the GM, I would rule if the creature cannot Hear and See you, then Demoralize would not work on them, because they don't know they are getting Demoralized

If your using Versatile Performance to sub out Intimidation for Demoralize checks, it gets a bit more trickier, as some types of Performance generally have the Visual Trait. The simple solution would be to sub out one type of Performance for one that does not generally have the visual trait {playing an Instrument, Orate, Singing, ect}. But I also get the feeling between Feats and items, your better at a Performance type that is generally Visual {Acting I believe, from the other thread.} The advice I gave you there should work here as well, come up with an Acting Performance that as a reason not to be Visual, such as acting as a creature which normally remains unseen {allowed by the book, but it is up to DM on what traits the Performance has}. I think I mentioned this in the other thread as well, but Acting as the voice of a Deity can be pretty Intimidating/Demoralizing to someone which believes the Act. {ie, " I,<Insert Deity here, followed by long list of titles> am disappointed by you actions, and will be sending down my divine wrath to punish you in this life, and the life after death."}


Awesome! That certainly could work, I guess the only thing that wouldn't work would be Intimidating Glare. I would still suffer the penalty for not sharing a language though right?


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Yup on both accounts. Comprehend Languages at LV3 or above can avoid the not sharing language problem. The Bard I've been playing with has it partly because he does use Intimidation/Demoralize in battle, and recently, Diplomacy through the 'Legendary Negotiation' feat, but mostly because he is the party face, which is a bit difficult thing to do if you cannot communicate with the creature you are trying to be the party face to. Personally, I think this is the simplest way to ensure language.

The Multilingual skill feat can be a cheap way of gaining languages you need, and if you do get up to Legendary in Society {not something I would change my entire build for} you can get Legendary Linguist to avoid language barriers altogether, at least with speech anyways. I also think you can use the Retraining activity to switch some languages, but I will need to double check.

There is also a ring called Bort's Blessing, introduced in "the Fall of Plaguestone', which, during your Daily Preparations, you can select 1 common language, and you will know that language until your next Daily Preparation. Be aware, it is a 'Rare' item, so be prepared to go on a quest for it, and your DM may not let you have it at all. Choker of Elocution can also grant you a language, but that the language it will grant you is decided at the time of its creation meaning you cannot change it, but it can grant uncommon languages, and is a 'Common' item, which only costs 200gp. At higher levels, its feasible to have a couple around with different languages, and swap them out at the beginning of each day to one which has a language you think you will need. {Side benefit, it also reduces the Flat check to Auditory action while Deafened from 5 to 3, which as someone whom seems to use Acting, and is a Spellcaster, could be helpful on occasion.}

There are probably other ways I am missing {Edit= just having good Int for starters} to gain Languages, but I think I have gone on to long on a subject which may be somewhat niche to the conversation.


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Siro wrote:
...

Or perhaps Tongues.


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Atalius wrote:
Siro wrote:
...
Or perhaps Tongues.

Tongues can also work. Tongues in comparison to Comprehend Language as the disadvantage of being higher level {if your just talking about understanding and speaking a language, its a LV5 spell versus LV3}, and it is 'Uncommon'. However, it also has the great advantage of being much easier to use, as you just understand everything without set up, while Comprehend Language requires you to be hearing or reading the language you are trying to understand {meaning you may have to waste a turn setting up in battle, and you may not get a chance to use it if the creature does not speak.}. Plus, while I have not personally run into a situation where there was a need for multiple languages yet, I can see situations where being able to understand them would be very useful. For example, a diplomatic meeting between different Ancestries, will most likely speak Common to each other, but they may speak there own Ancestries language to there own people, and it could be nice to know what everyone is saying.

Actually, the Bard I'm playing, while knowing a fair bit of Languages, carries around a small piece paper with a bit of writing form most languages he does not know. Between our Rogue trapped in a Rangers body, his Owl which she can see through thanks to an item, and my 'Prying Eye' spell, along with generally good knowledge to know what a creature may speak, we tend to be able scout pretty good, and for the odd time I do not know the language of a creature, I can per-cast 'Comprehend Language' using the paper. Not perfect, as even if you scout, you party can still get jumped, and during those few times I would most likely like to have Tongues {although I its only been, I believe twice when its happened when I did not know a language the creatures could understand.}


Very helpful advice thank you! Any idea what percentage of monsters roughly understand Common?


That I do not know, although I think a fair bit of creatures which speak a language speak Common. Actually, when I was compiling the list of creature that have a from of permanent Invisibility, 19 out of the 21 creatures either knew Common, or had 'Tongues' always on. Note however, creatures that can cast spells, or have some control over magic, also tend to be at least somewhat smart, and/or have a reason to interact with other creatures, and so would have a reason to know Common, meaning that particular static is slightly bias to say the least.

But for now, I going to bed. I do believe there was someone compelling a list, but languages statics aren't going to be as pressing as Save, Resistance, AC, ect statics for most people anyways.


indeed, I am very curious because of things like Demoralize without Intimidating Glare and Command.


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I could not find a break down of languages, so I made a rough one myself, at least for the 1st Bestiary.

For the love of language, how common is Common?


So with Nondetection it's only useful vs magic (detection, scrying, revelation), what's the best way to be undetectable or atleast very difficult to detect via just the Seek action which I imagine most of my enemies will use. How do I beat there Seek?


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Minus the obvious of better Stealth mod and roll high (stuff you already know) there really isn’t a magic solution. Even the LV8 ‘Disappearance’ Spell, which renders the user invisible to all observers senes (precise and imprecise), states you can be found with the seek action. However, being under a Heroism spell does give you a bonus t skills, and that includes Stealth. Also, creatures which are Blinded auto-crit fall any Perception based checks involving sight, and a -4 pen to all Perception checks if sight was there only précise sense. (Blindness/in certain situations Darkness ect, can achieve this, along with just gorging out the things eyes) Fascinated creatures also take a -2 pen to Perception checks, and cannot use actions which has the ‘Concentrate’ trait, except against the thing they are fascinated with. ‘Seek’ has the concentrate trait, and there are spells on the Occult list (such as Hypnotic Pattern) which gets creatures fascinated on something other than you. Just note, the condition ends if you or an ally commits an hostile action against it.

The Seek action does offer some help in this regard. It’s an action to use it, in other words, and conscious choice. If you offer no reason for a creature to use the Seek action, then you should be ok. Of course there is going to be a lot of situations which are going to alert creatures to your presence. Point number two, penalties can be placed on there Seek action (up to DM) depending on the distance, so, in general, the further away you are, the better chance you have to remain undetected against Seek. Point number Three, if precision is needed in order to locate something, then they either have to choose to look in a 30-foot cone, or a 15-foot burst area in there line of sight, auto failing if the creature is not in it. To circle back around to the threads original topic, I would say most creatures that rely on sight would fall into this category trying to seek out an Invisible creature, as they would be trying find small details (ie small tuffs of dirt being lifted as the creature walks, small patch of grass being held down where they may be standing ect, at least if the creature is trying to be stealthy) to find them. At least that’s what I would respectful discuss with the DM, assuming there was not something that would make me easier to spot, and assuming I have not missed a rule (which is very possible.). Plus you can always Sneak to become undetected again.

There are definitely other options I have missed, but it’s getting late. Hopefully these start giving you some ideas.


Well, I tested it out today finally got heightened invisibility and realized something I should have much much earlier (although I can always retrain, currently Expert Stealth), I simply don't have enough actions to 'Sneak' every round to try to remain undetected it severely hampers me. I need to be able to cast, occasionally play a composition, and Trip my enemies in melee range all in one round, and Haste cannot help me for any one of those actions. So I guess the best thing to do is keep Stealth at Trained, don't bother increasing Stealth via armor runes like Shadow (unless I want it to help my initiative because I often am in Avoid Notice in exploration mode). It appears me its still excellent to grab Heightened Invisibility simply for the 50% miss chance if nothing else, as a front line Bard needs all the protection he can afford.


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Just something to think about. If your tank(s) are doing their job and you aren't getting attacked 6 times a round or something, Mirror Image will provide a better miss chance for you with less investment, as you stated that is the part you are getting the most benefit out of.


Aratorin wrote:
Just something to think about. If your tank(s) are doing their job and you aren't getting attacked 6 times a round or something, Mirror Image will provide a better miss chance for you with less investment, as you stated that is the part you are getting the most benefit out of.

Hmm, very interesting. I always use to think Mirror Image (pf2 version only) sucked, but for my situation I think you may be onto something here. The thing is one round of an enemy's attacks would basically do away with all my images. Heightened Invisibility covers me for the entire fight. It's actually a tough call.


The issue it seems with Heightened Invisibility you also need to keep Heightening Nondetection. Is there sort of a sweet spot for Nondetection where it can deal with Trueseeing? That seems to be my biggest issue.


Atalius wrote:
The issue it seems with Heightened Invisibility you also need to keep Heightening Nondetection. Is there sort of a sweet spot for Nondetection where it can deal with Trueseeing? That seems to be my biggest issue.

I don't think that is really true. Taking Seek actions and casting Trueseeing costs and enemy valuable actions in combat and they are a lot less likely to do that if they are also being attacked by threats they can see and immediately respond to, and that are probably dealing more direct damage to boot. If they do try to find you, you've effectively stunned them for however many actions they spend doing so.

Nondetection is a lot more relevant when it comes to Avoiding Notice outside of combat. As a combat buff, unless you are fighting a whole legion of enemies (or they have See Invisibility as a constant innate spell or something) it is going to be pretty effective at preventing you from being targeted.


Sorry Captain I meant enemies that have True Seeing as a constant ability.


I recently came across a spell, Spell Immunity. Would I be able to cast Spell Immunity against True Seeing to help prevent it? Or because it's a 4th level spell it would be difficult to counteract a 6tb level True Seeing? So would the play then be to basically heighten Spell Immunity to 5th level or 6th? But then couldn't one just do the same thing with Nondetection? Please help my friends.


Atalius wrote:
I recently came across a spell, Spell Immunity. Would I be able to cast Spell Immunity against True Seeing to help prevent it? Or because it's a 4th level spell it would be difficult to counteract a 6tb level True Seeing? So would the play then be to basically heighten Spell Immunity to 5th level or 6th? But then couldn't one just do the same thing with Nondetection? Please help my friends.

Spell Immunity would not work, because you are not the target of True Seeing or in its area. The caster is, and the spell then gives them the ability to see through illusions.


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You're way too hung up on this specific combo working, my firend. You shouldn't be fighting an uphill battle to make your one one strategy always work. You should be preparing other strategies that are more adaptable.

Using Heightened Invisibility plus True Seeing costs you two turns. Two turns you probably weren't going to be attacked anyway because you weren't doing anything to hurt the enemy. You could have instead gave the rogue a Heroism and a Dirge of Doom with their Dread Striker for an effective +3 to hit, +2 to saves, and +1 to AC. The turn you spent casting a heightened nondetection can instead be a Dominate or Phantasmal Calamity. Nondetection is an exploration tool for avoiding notice in the first place, not an efficient in combat buff.

Also, consider how much aggro you are drawing in the first place. Most brute enemies are going to lash out at whatever hurts them most, which is literally any character in your party but you. A smarter foe might decide you are a squshy target who is making your whole party tougher, but you can pull back from them for the same effect as a trip: costing the enemy an action and potentially making them provoke an AoO. If you're being attacked in melee, it is probably because your strikers have failed to engage the enemy yet, which is most often on the first round of combat when you are ambushed. You won't have these spells up and running at that point.

PF2 is a game that rewards teamwork and tactical flexibility, and no one does that better than the bard. Trying to focus all your resources into just tripping or just being sneaky is a huge waste of potential. Instead, diversify your options and be prepared to pull them out as needed. Keep Heightened Invisibility a spell you cast on the rogue when they can't get a flank or afford to be hit. Move in and out of combat as the situation dictates. Use Non-detection out of combat when you have reason to see it coming instead of wasting turns trying to play catch up.


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Atalius wrote:
Sorry Captain I meant enemies that have True Seeing as a constant ability.

Just heighten Invisibility to level 6 or 8 and you should go through non heightened True Seeing.


SuperBidi wrote:
Atalius wrote:
Sorry Captain I meant enemies that have True Seeing as a constant ability.
Just heighten Invisibility to level 6 or 8 and you should go through non heightened True Seeing.

Really? Then what is the point of Nondetection? I thought you needed to just heighten the Nondetection at the start of the day then pop the 4th level heightened Invisibility in combat?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Nondetection applies to more than just True Seeing. Even if you're only talking about the case if invisibility, nite that See Invisibility is not based on counteract mechanics and does not care what level you heightened invisibility to.

Liberty's Edge

I have to agree with CM here.

You're looking at investing WAY too much of your character resources in order get some tiny edge over an even smaller sub-section of creatures you could encounter, most of which won't even come into play until level 12 or so and among them, they still have abilities, senses, and methods to detect you if they REALLY wanted to.

Even beyond the spell slots, the wealth you'd be spending, the room in your spell rep, and the 3-9 actions wasted in a given Combat you'd need to pull this off you'd be better off literally just running away from combat and passing out potions to your teammates while you let them mop up the encounter without your help.

Heightened Invis on its own is more than enough, all the rest is overkill that will not help you nearly as much as you actively participating in the combat.


I think the Counteract rules may help you.

At base, ‘True Seeing’ is going to generally be at Level 6, meaning even on a failure, it’s still going to see through 5th level and lower illusions, and Level 7 and lower on a success. As to how much you want to invest in countering this, I will leave it to you (Specialization is good, overspecialization can lead to diminishing returns at the cost of other areas. You decide how far you need to go for the character you want to play.)


Really, as an invisible bard you should probably be concerned about AoE stuff and that doesn't tend to care how hard you are to detect. Shadow Siphon would probably be a better use of your spell slots at that point and only uses a reaction.


Atalius wrote:
SuperBidi wrote:
Atalius wrote:
Sorry Captain I meant enemies that have True Seeing as a constant ability.
Just heighten Invisibility to level 6 or 8 and you should go through non heightened True Seeing.
Really? Then what is the point of Nondetection? I thought you needed to just heighten the Nondetection at the start of the day then pop the 4th level heightened Invisibility in combat?

Different spells for different uses.

Another funny thing you can do is casting a 7th level Spell Immunity (True Seeing) on the enemy and then a Dispel Magic to remove his constant True Seeing.
There are lots of nice combinations to remove annoying spells, they take a few casts, still (or Quickened Casting). But sometimes, this is what you really need to do.


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BlessedHeretic wrote:
if they know where you are, they still suffer a DC11 flat check to target you. That's a 55% chance of failure. on top flat footing them against you, it's significant.

Lots of people have said, correctly, that it is a 50% chance not 55, but nobody has specifically addressed this. An 11+ flat check succeeds on 11,12,13,14,15,16,17,18,19,20 and fails on 1,2,3,4,5,6,7,8,9, and 10. As you will see, each of those lists has 10 out of the possible 20 results. Thus 50%.

DC10 would be 55%.

_
glass.


glass wrote:
BlessedHeretic wrote:
if they know where you are, they still suffer a DC11 flat check to target you. That's a 55% chance of failure. on top flat footing them against you, it's significant.

Lots of people have said, correctly, that it is a 50% chance not 55, but nobody has specifically addressed this. An 11+ flat check succeeds on 11,12,13,14,15,16,17,18,19,20 and fails on 1,2,3,4,5,6,7,8,9, and 10. As you will see, each of those lists has 10 out of the possible 20 results. Thus 50%.

DC10 would be 55%.

You are technically correct.

Which is the best kind of correct!


glass wrote:
BlessedHeretic wrote:
if they know where you are, they still suffer a DC11 flat check to target you. That's a 55% chance of failure. on top flat footing them against you, it's significant.

Lots of people have said, correctly, that it is a 50% chance not 55, but nobody has specifically addressed this. An 11+ flat check succeeds on 11,12,13,14,15,16,17,18,19,20 and fails on 1,2,3,4,5,6,7,8,9, and 10. As you will see, each of those lists has 10 out of the possible 20 results. Thus 50%.

DC10 would be 55%.

_
glass.

It's really easy to make this mistake, even I do it sometimes when just quickly making statements.

If it's DC 12, you fail on a 11. So to get your chance of success you can do something like (20-12+1)/20. Which is generalized as (20-X+1)/20 where X is the number you succeed on. It's really easy to forget to adjust the number by 1, to account for the fact that you succeed on that number because meeting the DC is success.

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