Kulan: Knightfall's Heroes of Carnell Game [OOC]


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Knightfall

World of Kulan DM
No worries. I'm working on other stuff now. And I'm going to need to take snooze soon. I was up until 4 A.M. last night working on my timeline for the Western Lands of Kanpur based on the Bluffside game and some other references I use for the region.
 





Knightfall

World of Kulan DM
Okay, so the invisible foe just moved again.

The DCs for Maur's Spot and Listen checks are 25 and 14 respectively. Don't forget the -10 for Maur's Listen check due to the sounds of battle. Note that those aren't the DCs for pinpointing the foe. Those are the DCs simply to be aware that there is someone/something nearby. The DCs to actually locate the creature are +20 and +15 higher...

Locate: Spot > DC 45; Listen > 29

I'm going to say that both Aureus and Brutus have another shot to hear and see something but not Meridith. She's lost in the dark. Both Timmins and Wieland have their own foe to deal with.

In truth, the DC to notice an invisible foe using Spot is supposed to be a minimum of 20 while the DC to locate an invisible foe is supposed to be a 40, but if I'd used that rule neither Aureus or Meridith would have had a chance to attack the foe in this round. And Angus would not have spotted the foe in the first place.

 

Knightfall

World of Kulan DM
Other Ways to Deal With Invisible Foes
You don't have to rely on Spot or Listen checks, or on magic, to locate and attack an invisible foe. Here are some other options.

Probing an Area: You can grope or probe about to find an invisible creature as a standard action. To do so, pick two 5-foot squares that are both adjacent to each other and within your melee reach; if you have a natural reach of more than 5 feet, or a reach weapon, you can probe squares that aren't adjacent to you.

If the squares you probe contain anything you can't see, you make a melee touch attack (or attacks if there is more than one thing you can't see). There is a 50% miss chance on the touch attack. If an attack succeeds, you deal no damage but you have successfully pinpointed the invisible thing's current location. (If the invisible thing moves, you don't know where it is anymore.)

Because you have to use a standard action to probe for unseen things, you usually can't do anything about unseen foes you locate (unless they're foolish enough to stay put until your next turn), but you can use a free action to relay the foe's location to your allies. One effective tactic for a group is to have one member probe while everyone else readies actions to attack whatever you find. They can also simply delay until the probing character finds something. See page 160 in the Player's Handbook for information on readying and delaying.

Attacked by an Unseen Foe: If a foe you cannot see hits you with a melee attack and is adjacent to you at the time, you know the foe's location. For this reason, smart foes move right after they attack; even a foe that has made a full attack can move after attacking by taking 5-foot step (provided it has not already moved during its turn).

When an unseen foe hits you with a melee attack from more than 5 feet away, you know the general direction from which the attack came and that the attack came from more than 5 feet away, but you do not know the attacker's location.

Looking For Tracks: Unseen creatures leave tracks, and you can track them using the normal tracking rules. Footprints in sand, mud, or other soft surfaces can give clues to an invisible creature's location.

If the tracks are very clear and the surface that carries them is fairly smooth and unsullied by debris or other tracks, you can locate a creature you cannot see by looking at its visible tracks; tracks aren't visible, however, unless you can see the surface that holds them. For example, it's no good looking for an unseen creature's tracks if the battle is taking place during a blizzard and you're not entirely sure where the ground ends and sky begins. If the battle is taking place in a bright morning when the whole battlefield is covered in fresh snow, however, an unseen creature's tracks probably will betray its location, at least during the first few rounds of a fight (before all the snow becomes thoroughly trampled).

Surfaces or conditions that don't leave clear tracks still might give you a bonus (the DM can decide how big) in Spot checks to notice or locate unseen creatures. You might get a Spot bonus in areas covered with tall grass, undergrowth, dust, or running water (assuming the unseen creature is wading and not submerged; see next section).

Underwater: An invisible thing underwater displaces water, and that creates a visible space that reveals the invisible thing's location. The DM might apply this effect under other circumstances as well, such as areas of heavy smoke, areas draped with lots of dangling things (such as vines, cloth, skeins of rope), heavy precipitation, or the like.

Marking an Invisible Creature: Since a visible object stays visible when an invisible creature picks it up (at least until the invisible creature tucks the object into its clothing), you may make an invisible thing visible (or at least reveal its location) by dousing it with something visible. My own favorite device for doing this is a bag packed with about a pound of flour. You could just as easily use ink or paint.

Toss the bag of flour just like a splash weapon. A direct hit leaves an invisible creature smeared with flour, which reveals the creature's location. An invisible creature caught in the flour's splash effect can attempt a Reflex save (DC 20) to avoid getting covered with flour. A creature can shed its outer clothing (at least a full-round action) and be rid of the flour. Otherwise, it must bathe or wait for the flour to wear off on its own (which takes an hour or two in dry conditions).
 


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