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It says absolutely nothing about hiding in other characters' shadows.
Probably not necessary anyways, there's a second level Darkness spell that both Cleric and Wizard get, makes an object emanate darkness that lowers the light intensity one level in a radius of 20 feet. Could easily cast it on a Shadowdancer's weapon and it would turn normal light into dim light around him/her. It'd take bright light to prevent it.
Would be pretty cool if you could make a roll to meld into someone else's shadow and come out of a third creature's shadow as a full round action, provoking attacks of opportunity on the way in and out. Like Portal.
I think I found a way to deal with the hypothetical Fireball Wizard scenario, assuming he doesn't act before us (or at least before me.) That spell is some serious bullshit though.
A prepared wizard who has set up defenses to ward off intruders would have an edge on virtually anyone who tried to enter a 50 foot radius of his chambers.
Party enters the room in their typical "Bull Rush the Caster" fashion. Wizard has all of his defensive spells cast on himself by the time they arrive due to his skry runes he has set up around the hallways to warn him of approaching danger. The moment that the group enters range of his conal attack, he casts Color Spray to incapacitate as many as possible. Now that they're largely immobile he activates the magical runes, hidden under a rug. The runes explode under the parties feet and while they're recovering, he fires a second AoE magic attack into the center of the group, incinerating them where they stand.
If that's not enough to end their advance, he follows up by dousing the room in perfect darkness and escaping through a hatch behind his altar while triggering the delf-destruct mechanism that collapses the entire chamber into itself.
A caster of level 5 can accomplish this task.
- - - Updated - - -
Until now, I've gimped casters and given them minions to slow the parties advances and buy them time. In the future, caster may very well stand alone and fight with the full capacity of one at equal CR to the party.
Oh, I'm not going to attack the Wizard. I'm going to cast Obscuring Mist between him and us so he can't discern our positions and scatter the party. He can waste a turn getting rid of the mist (e.g. with a Fireball), but we won't necessarily be inside of it. Anything he tries to do to us without knowing our position has a 50% chance to miss even if he guesses our location and we fail a saving throw; even if he succeeds, since we're scattered, he only got one of us at best. As long as we have concealment the Rogues can take the opportunity to look for cover and stealth in the room.
Sure, the plan fails if the Wizard goes before me, but EVERY plan fails under that circumstance.
You can rack up saving throws by multiclassing like there's no tomorrow. For example, a 4th level character with 1 level of Monk, Bard, Rogue, and Ranger would be at +8 Reflex saving throw, the equivalent of a 12th level Rogue. By adding a single level to each of those clsases, the 8th level character would be at +12 Reflex Saving Throw, the equivalent of a 20th level Rogue. Fortitude and Will saves are more abundant - there's 7 classes that have good Fortitude or Will saves, so a 7th level character with 1 level in each class would be at +14 Fort or Will save, exceeding the saves of any 20th level class. He could then add one level in each class to be 14th level character with +21 in that save. Impractical? Sure! But also hilarious.
Fun Fact: Sneak Attack from Rogue and Ninja stack so grabbing a single level in Ninja is actually very beneficial for a Rogue as a 19 Rogue/1Ninja will get +11d6 to Sneak Attack Damage which puts them over the cap for a 20 Rogue.
Fun Fact: Sneak Attack from Rogue and Ninja stack so grabbing a single level in Ninja is actually very beneficial for a Rogue as a 19 Rogue/1Ninja will get +11d6 to Sneak Attack Damage which puts them over the cap for a 20 Rogue.
That's nuts. You could bump that up to +12d6 with some flanking teamwork magic!
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