(Psi)SeveredHead
Adventurer
- Fascinate. I, the bard, fascinate the enemy while the ninja and wizard stealth their way behind him. We took out the only enemy to give us any real trouble in our first dungeon by using this one, and now my bard has a magic harp that adds 1 to the DC to resist her performance.
Wouldn't the enemy focus on the soft bard then? In fact, couldn't the enemy get initiative on the bard first?
- Improved Initiative. The ninja goes first a LOT. He tends to get sneak attack damage in the surprise/first round because of it.
That's his job. Not particularly terrible.
- Message. We can whisper plans to each other from a distance.
That was one of the things that made original drow horrible opponents. They had better darkvision than even dwarf PCs and could communicate silently by hand language.
- Vanishing Trick. The ninja can, as of our recent level-up grant himself short bursts of invisibility for free sneak attack.
If he uses this before combat, it's probably overpowered. Invisibility does not follow the usual skill resolution system. At best, it's giving an unstoppable DC for a skill check. At worst, it's giving an unstoppable bonus to a skill check.
Stealth rules tend to be hard to parse, but no matter how stealthy you are, you need to know the opponents are there first, as they might spot you even before you use Stealth. (In 3.5, while being stealthy, you took a -4 penalty to Spot for keeping your head down.)
Enemies with scent are a help. If you have one PC who "goes off to do their own thing" there's no reason you can't sometimes use an NPC or monster suited to them. So if you have a rogue, a creature with scent or other special senses can hunt them down. If you have a sorcerer who spams Fly, that tactic fails when they run into an invisible stalker (or something much lower level, perhaps a pixie who can turn invisible).
There's also rules about cover, concealment, etc, and how much you need to be able to even use stealth. That's why, in real-life, the best secure locations are placed on plain hills with no cover or concealment (these are razed by the guards on a regular basis). Short of invisibility, they'll be spotted. In a dungeon, opportunities for stealth are greater, but simply closing the doors to every room should make things easier on the defenders; the PCs have to open those doors, and even using invisibility, the enemies will always spot the doors opening. (Also, this means the PCs have to expend resources on Clairvoyance, etc, to see what's in the room.)