Aluvial
Explorer
I just went through this line of thought. Here are the conclusions...Pinotage said:I concur with Thanee. Since HiPS is a supernatural ability, hence magical in nature, darkvision should not be able to penetrate it.
Pinotage
http://www.enworld.org/showthread.php?t=130820
From the SRD:hosted by www.systemreferencedocuments.org
Essentially read the last line before the code... "Characters with darkvision (dwarves and half-orcs) can see lit areas normally as well as dark areas within 60 feet. A creature can’t hide within 60 feet of a character with darkvision unless it is invisible or has cover. "Dwarves and half-orcs have darkvision, but everyone else needs light to see by. See Table: Light Sources and Illumination for the radius that a light source illuminates and how long it lasts.
In an area of bright light, all characters can see clearly. A creature can’t hide in an area of bright light unless it is invisible or has cover.
In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment relative to that character. A creature in an area of shadowy illumination can make a Hide check to conceal itself.
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, moves at half speed, and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks.
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light and of shadowy illumination for such characters.
Characters with darkvision (dwarves and half-orcs) can see lit areas normally as well as dark areas within 60 feet. A creature can’t hide within 60 feet of a character with darkvision unless it is invisible or has cover.
Code:[left][b]Table: LIGHT SOURCES AND ILLUMINATION[/b] [/left] [left][b]Object Bright Shadowy Duration[/b][/left] [left]Candle n/a 15 ft. 1 hr.[/left] [left]Everburning torch 20 ft. 40 ft. Permanent[/left] [left]Lamp, common 15 ft. 30 ft. 6 hr./pint[/left] [left]Lantern, bullseye 260-ft. cone 120-ft. cone 6 hr./pint[/left] [left]Lantern, hooded 30 ft. 60 ft. 6 hr./pint[/left] [left]Sunrod 30 ft. 60 ft. 6 hr.[/left] [left]Torch 20 ft. 40 ft. 1 hr. [/left] [left][b]Spell Bright Shadowy Duration[/b][/left] [left]Continual flame 20 ft. 40 ft. Permanent[/left] [left]Dancing lights(torches) 20 ft.(each) 40 ft.(each) 1 min.Daylight 60 ft. 120 ft. 30 min.Light 20 ft. 40 ft. 10 min. [/left] [left]1 [i]A candle does not provide bright illumination, only shadowy illumination.[/i][/left] [left]2 [i]A bullseye lantern illuminates a cone, not a radius.[/i][/left]
Essentially, a Shadowdancer can hide each turn as part of a move. Each time the Shadowdancer moves, he must make a new hide check, as well as a hide check, each time someone actively tries to Spot him. The shadow dancer is considered hiding relative to the person viewing him. If a creature has low-light vision for example, light effects double in range. Shadowy effects double their range. The shadowdancer to remain hidden, must be in darkness, shadow, concealment, have cover, or be within 10' of shadow. That's it. If the shadowdancer moves in a way that he is not in one of these area realative to the viewer, and doesn't make the appropriate opposed roll with that individual viewer, then he is spotted immediately.
Aluvial
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