A Shadow, Hide in Plain Sight and Spring Attack - How does this work?

Herremann the Wise said:
By the way, under the new incorporeal rules, if the shadow strikes using its incorporeal touch attack (1d6 str), does it have a 50% chance of not affecting a corporeal target?
ONLY if it is attacking from within a solid object.

What the shadow should do is spring attack one foe, the spring into the wall or ground and move to where you won't be expected next round. If they get wise to you, stay in the wall long enough to break init, the restart the assault when the victims are off their toes. If they expect the attack, you'll get turned or magic missiled. Do this well and you'll spawn a whole party of shadows. Listem for the chanting of clerical magic, lesser restoration will be wanted badly and it takes 3 rounds to cast, interrupt that and the battle is half won.

Oh, BTW before this combat happens make sure you know what stats the parties lesser restoration potions are keyed to. Sadly that desicion is NOT up to the drinker.
 
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frankthedm said:
Oh, BTW before this combat happens make sure you know what stats the parties lesser restoration potions are keyed to. Sadly that desicion is NOT up to the drinker.
You know, I can't find that in the rules, but it seems like an important distinction. Maybe the SRD is lacking that caveat, but it's in the PHB? Could you point me to a reference?
 

Krelios said:
You know, I can't find that in the rules, but it seems like an important distinction. Maybe the SRD is lacking that caveat, but it's in the PHB? Could you point me to a reference?
From the SRD's Potions section:

Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so.
 


Krelios said:
You know, I can't find that in the rules, but it seems like an important distinction. Maybe the SRD is lacking that caveat, but it's in the PHB? Could you point me to a reference?

POTIONS AND OILS
A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.

Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

The person applying an oil is the effective caster, but the object is the target.

Restoration, Lesser
Conjuration (Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.


To note, this tends to be one of those contested subjects.
 
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Krelios said:
Thanks, I can't believe I missed it! :)

Yes, so make sure the potion creater rolls all the hit points up front for any cure potions he created, then record them all to each potion, so when you drink the potion to heal hit points, you know exactly how many hit points each will heal. Also, sell the ones that were rolled for low hps to make some money back :)
 


You want it to get really bad?

Find a way to get a ring of X-Ray Vision on your undead incorporeal critter. Doesn't even need HiPS, then; just Spring Attack.

What's he do?

1) Goes underground, activates ring of X-Ray Vision (and leaves it on - no Con score to damage, so it doesn't matter how long it's left running).
2) Looks up through the dirt (he has to be adjacent to the exterior of whatever he's in, so he's within three feet of the surface) and searches for a suitable target.
3) When a likely target comes by, he spring attacks out of the ground, makes an attack roll, and goes back underground.
4) Repeat 3 until all targets are (un)dead.
5) Back to 2.
 

Jack Simth said:
You want it to get really bad?

Find a way to get a ring of X-Ray Vision on your undead incorporeal critter. Doesn't even need HiPS, then; just Spring Attack.

What's he do?

1) Goes underground, activates ring of X-Ray Vision (and leaves it on - no Con score to damage, so it doesn't matter how long it's left running).
2) Looks up through the dirt (he has to be adjacent to the exterior of whatever he's in, so he's within three feet of the surface) and searches for a suitable target.
3) When a likely target comes by, he spring attacks out of the ground, makes an attack roll, and goes back underground.
4) Repeat 3 until all targets are (un)dead.
5) Back to 2.
Mr Smith, I hope you know incoporeal undead already do sence foes adjacent to thier square when in solid matter.

Incorporeal Subtype: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).


An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Also see Incorporeality under Special Abilities.

INCORPOREALITY
Spectres, wraiths, and a few other creatures lack physical bodies. Such creatures are insubstantial and canÂ’t be touched by nonmagical matter or energy. Likewise, they cannot manipulate objects or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature.

Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them.

Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids.

Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source — except for a force effect or damage dealt by a ghost touch weapon.

Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks. They move in any direction (including up or down) at will. They do not need to walk on the ground. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter.

Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents (see Invisibility, below).

Incorporeal creatures are inaudible unless they decide to make noise.

The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force (such as mage armor or bracers of armor) or has the ghost touch ability.

Incorporeal creatures pass through and operate in water as easily as they do in air.

Incorporeal creatures cannot fall or take falling damage.

Corporeal creatures cannot trip or grapple incorporeal creatures.

Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.


X-Ray Vision: On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

Using the ring is physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.

Moderate divination; CL 6th; Forge Ring, true seeing; Price 25,000 gp.
 

frankthedm said:
Mr Smith, I hope you know incoporeal undead already do sence foes adjacent to thier square when in solid matter.
Yes, but only sufficiently to pinpoint them within a square (50% miss chance). With the X-ray vision ring, the shadow can strike directly and accurately at a foe without having to emerge far enough to see them.

EDIT: But would it have to be a Ghost Touch ring to be wearable?
 

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