Maintaining Miss Chance at High Levels (Or Similar Defenses)

From my time spent reading answers here, it seems relatively commonly accepted that in Pathfinder, AC is a weak defense. One claim I’ve seen put forth is that it’s entirely possible to obtain a miss chance that equals or exceeds the protection granted by any level of AC; I find this believable given spells like mirror image, blur, and displacement. I’m currently playing a Pathfinder campaign that’s just hit 14th level where I’ve been making decently heavy use of miss chances in place of AC1, and I’ve personally noticed that some form of sense capable of negating most miss chances (generally blindsight or true seeing) is increasingly common.

What ways are there in Pathfinder for a character to make effective use of miss chances at high levels in the presence of supernatural or magical senses that bypass conventional sources of miss chance? Options for any character are acceptable, though given Pathfinder’s large number of two-thirds casters, I’d especially like to see answers not limited to full casters.

I’m also entirely open to a frame challenge of the form that "miss chance is simply not effective at higher levels in Pathfinder," in which case an answer that elaborates on alternative defenses at high level would be preferred.

1 In case anyone’s curious, I’m playing a silksworn occultist in a War for the Crown campaign. We are using basically all first-party sources as well as Path of War from Dreamscarred Press. The specific issues I’ve been observing are a combination of enemies bypassing miss chances and mirror image as well as either enclosed spaces or highly mobile and proactive dangerous melee enemies.

If a player rolls 33-34 on the wild magic table (maximize damage), what happens if they miss the target on the damaging attack?

On the Wild Magic Sorcerer’s Wild Magic Table, (PHB p.104), getting a roll of 33-34 results in:

Maximize the damage of the next damaging spell you cast within the next minute.

What happens if the sorcerer casts an attack roll spell that deals damage, and misses the target? I am being confused by the term "damaging." Is a "Damaging Spell" a hidden category of spell that can be cast, and thus means casting the spell ends this effect? or does the spell need to apply damage in order to be damaging, and would therefore need to hit for the effect to happen?

Do crossbows and other noted exceptions miss past their long range underwater?

The rules is written as

A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

My question is if this part:

A ranged weapon attack automatically misses a target beyond the weapon’s normal range.

Is a complete clause on its own independent of the next sentences, or is a part of the later sentences. Do all ranged weapon attacks miss past their normal range, or only weapons that aren’t listed as exceptions?

Cache Miss and Processor Speed

today in my class my professor mentioned that

Cache misses becomes more expensive as the speed of the processor increases 

But he didn’t explain the reason. I searched this statement over the internet and found no answer whatsoever.

According to me, this statement is true because, when the speed of the processor increases it can execute more instructions at a given clock cycle, thus a miss leads to a stoppage of more instructions from executing. So cache misses becomes expensive as processor speed increases. Is my thinking correct or am I doing it all wrong?

What happens to a thrown weapon after it hits or miss?

Patty the Chatty Monk throws her handaxe to a growling wolf. It hits!
So… what happens?
This question is asked for the intent of further understanding the Object Interaction rule and also to add flavor to combat encounters. What happens to a thrown weapon after it is used?

On a hit: does it fall to the ground near the target’s feet? Does it impale/latch/stick to the target? What about armored targets?

On a miss: does it land on the ground near the target’s feet? Or does it travel the maximum distance (assuming there’s nothing blocking its path) in a straight direction before landing? Can it accidentally hit a different target?

In any case, can anyone pick it up and use it again?

Can I build my level 6 Ranger so that his bow shots never miss? [closed]

Is it possible for me to make my Human ranger like Hawkeye, to where (1) I never miss and (2) I can use my Sharpshooter ability every shot. I’m currently a level 6 ranger.

I want it so that the only reason for rolling the d20 is to see if my bow breaks.

My DM doesn’t have any other punishments when I roll a 1, so when I roll a 1 my bow can break.

Why does NMaxmize miss this true maximum?

I am having trouble with maximizing a function which appears as a curvature of a planar curve.

{tmin, tmax} = {0, 2 Pi}  f=-((6-3 Cos[t]-Cos[3 t])/((-11+6 Cos[t]+8 Cos[2 t]-6 Cos[3 t]+Cos[4 t])   Sqrt[Cos[t]^2+9 Sin[t]^2-12 Cos[t] Sin[t]^2+4 Cos[t]^2 Sin[t]^2]));  NMaximize[{f, tmin <= t <= tmax}, t] 

says that the maximum of f is attained at

{1.37888, {t -> 5.78352}} 


Plot[f, {t, tmin, tmax}, PlotRange -> Full] 

plot of f

indicates that the true maximum is attained at t=Pi

Why is this happening? I’m using Mathematica version 12.0.0 for Microsoft Windows (64-bit).

How is miss chance calculated if a caster has Entropic shield active and is inside Darkness spell?

My question is simple. I have a warlock that has following invocations:


“This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.”

Entropic warding:

“A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.” Devil’s Sight: “You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.”

Devil’s Sight:

You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.

With entropic warding I get 20% miss chance on ranged attacks as deflection. In addtion, Darkness grants 20% miss chance if the caster is in it. If I am inside darkness and I have entropic warding on, do my miss chances stacks up to 40% (given I get ranged attack) or do I roll miss chance twice as twice with 20% with each roll.

How can Chromatic Orb ever miss the target?

The description for Chromatic Orb states:

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

However, it doesn’t mention any saving throw details. My understanding is that the only risk with using a ranged spell is that if you’re within 5 feet, then you will cast the spell at disadvantage (PHB 195). However, the description of Chromatic Orb clearly includes the words “If the attack hits.” Nothing is stated for the conditions in which the ranged spell attack could miss, such as a successful saving throw. So, how could this spell ever not hit the target?