Are there any ways to negate Evasion?

RigaMortus2 said:
So like any player would do when creating a character, I am trying to find a way to cover up the weak areas of my character.

Not every player. I personally prefer to design my characters with a couple of weak areas, and usually point them out to my DMs, so that it's easier for them to come up with things to challenge or make things difficult for my PC. Just a difference in game style, that's all.

If it means dipping into another class or taking a certain feat, I may consider doing that if it helps me deal more damage. What is so wrong with that?

Absolutely nothing.
 

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RigaMortus2 said:
Looking for ways to negate Evasion. Class ability, feat, spell, anything...?


from the SRD: Dead
A dead character’s soul immediately departs the body, and getting it back into the body is a major hassle. Unless you have access to powerful divine magic, you can’t do much to a dead character except go through his pockets for loose gold pieces.



Death the Ultimate Trump card to Evasion
 

RigaMortus2 said:
What is so wrong with that?

In general, it's not a good thing to start a spiral of counters and counter-coutners and counter-counter-counters. Evasion beats area effects, and then super-area effects that can't be evaded, and then super-evasion that can evade even super-area effects. It can become a mountain of paperwork and ever escalating arms race.

Also, negating class features is generally not a good thing either. Those are the signature abilities that make the character what they are. Trying to outsmart them with tanglefoot bags and the like is fine, but a flat "Can't Be Evaded" effect is rather a lot.
 



Perhaps a better question would be, are there any ways to prevent someone from succeeding or even making a Reflex save? No Reflex save = no evasion. But as I said before, looks like the only ways to prevent that would be the helpless condition and squeezing. What about immobilization? Would that work? They aren't helpless, but they also can't move, so how can one evade?

Also, what about the cowering condition?
 
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shilsen said:
Not every player. I personally prefer to design my characters with a couple of weak areas, and usually point them out to my DMs, so that it's easier for them to come up with things to challenge or make things difficult for my PC. Just a difference in game style, that's all.

I guess. Personally, I don't like to play gimped characters. Obviously characters are going to have weaknesses in some areas. There is no way to make a character that is 100% protected from everything (Pun Pun aside of course). I certainly don't go out of my way and tell the DM what my character's weaknesses are (Oh, I have bad Reflex saves, so feel free to hit me with area effect spells as often as you like to make it more challening for me). In fact, I think it is more fun for the DM to try and figure out ways to get around the player's offense/defense, just as the player's try to get around monster's defenses and offenses. I don't even tell the DM what kind of character I am playing. I give him an idea such as "warrior type" or "healer type" or what have you, just enough info so that he can fit me into his setting. But you need a certain level of trust between the players and DM in order to do that, and not every group has that.
 


RigaMortus2 said:
I guess. Personally, I don't like to play gimped characters. Obviously characters are going to have weaknesses in some areas. There is no way to make a character that is 100% protected from everything (Pun Pun aside of course). I certainly don't go out of my way and tell the DM what my character's weaknesses are (Oh, I have bad Reflex saves, so feel free to hit me with area effect spells as often as you like to make it more challening for me). In fact, I think it is more fun for the DM to try and figure out ways to get around the player's offense/defense, just as the player's try to get around monster's defenses and offenses. I don't even tell the DM what kind of character I am playing. I give him an idea such as "warrior type" or "healer type" or what have you, just enough info so that he can fit me into his setting. But you need a certain level of trust between the players and DM in order to do that, and not every group has that.
Wow, that last bit is too adversarial for me, and it also wouldn't work well for you in my game, or at least you would suffer a risk of sitting around and rolling up a new character or readjusting the current one to fit what options were allowable while everyone else was playing
 

RigaMortus2 said:
I guess. Personally, I don't like to play gimped characters. Obviously characters are going to have weaknesses in some areas. There is no way to make a character that is 100% protected from everything (Pun Pun aside of course). I certainly don't go out of my way and tell the DM what my character's weaknesses are (Oh, I have bad Reflex saves, so feel free to hit me with area effect spells as often as you like to make it more challening for me). In fact, I think it is more fun for the DM to try and figure out ways to get around the player's offense/defense, just as the player's try to get around monster's defenses and offenses. I don't even tell the DM what kind of character I am playing. I give him an idea such as "warrior type" or "healer type" or what have you, just enough info so that he can fit me into his setting. But you need a certain level of trust between the players and DM in order to do that, and not every group has that.

Any character with this level of distrust in the DM and this level of secrecy would never play in my campaigns.

As for the evasion issue and entangle, the rules technically allow it, however, you would be justified in deciding a house rule would disallow it by interpreting the evasion requirements to be that basically you have freedom of normal movement:

Evasion And Improved Evasion

These extraordinary abilities allow the target of an area attack to leap or twist out of the way. Rogues and monks have evasion and improved evasion as class features, but certain other creatures have these abilities, too.

If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.

As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

Rogues and monks cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.

Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.
 

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