Difference between revisions of "Stealth (Apath)"

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{{Apath}}
 
{{Apath}}
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
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'''Publisher
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Purple Duck Games.
  
== Check ==
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The details of how to hide are somewhat obscure. This is an attempt to clear up the different situations where Stealth checks to hide are needed.
Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures whose Perception you beat with your Stealth can't sense you or say where you are. You are effectively [http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Invisibility invisible] against them. When hidden this way, you gain a +2 bonus on attack rolls, and ignores opponents' Dexterity bonuses to AC (even if they lack such a bonus, which is significant for sneak attack). Attackers don't know where you are, and must guess at a square to attack in.
 
  
As long as your enemies communicate, they are able to point out your location to each other if they know where they are; you are usually either hidden against all enemies or not hidden at all.
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== Hiding ==
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You are usually either hidden against all enemies or not hidden at all; as long as your enemies communicate, they are able to point out your location to each other if any of them know where you are. Sometimes this can be to your advantage; an enemy who reports your location to its allies might make sounds which can reveal its own location.
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If you are already in hiding when a possible observer enters the scene, you remain hidden until you act, the enemy moves into a position that prevents your Stealth, or an enemy takes an action to make a Perception check that beats your Stealth.
  
=== Check Modifiers ===
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If you have successfully used Stealth, you are effectively invisible. You gain a +2 bonus on the attack roll, and the opponent cannot apply its Dexterity bonus to armor class. This allows you to use the sneak attack ability. Only your first attack gains this benefit. Attackers don't know where you are, and must guess at a square to attack in. Even if they do pick the right square, they still suffer 50% miss chance due to total concealment.  
Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal -16.
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{| class="wikitable" align="right" width="40%"
 
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|+ '''Table: Compound Stealth Modifiers'''  
Once you are successfully hidden and can see all your opponents, you can take 10 on Stealth checks as long as nothing unexpected happens. Since unaware observers generally take 10 on their Perception checks and are often distracted as well, it is possible to remain in Stealth indefinitely unless something untoward happens, such as a patrol.
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|-
 
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|colspan=2| This table has all Stealth and the relevant Perception modifiers in a single table. All are expressed as modifiers to Stealth, but can just as well be reversed to be modifiers to Perception. The “when entering stealth” modifiers only count actions during the current turn and only applies to Stealth checks to hide, not to checks to remain hidden. Situation modifiers are environmental conditions such as light, noisy surfaces, leaving a trail, a dense crowd, or unlikely hiding places. Extreme situation modifiers are such things as raging fires, wading in water or mud, a riot, or sneaking past a sentry.
'''Perception distractions''': As noted below, a character with an enemy closer to you than you are counts as distracted and allows you to hide, but this is not distracting enough to give a Perception penalty. An enemy in melee suffers a -5 distraction penalty to Perception. An outflanked enemy suffers a -10 distraction penalty to Perception.
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|-
 
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||In improved cover  ||align=right| +10†
{| class="wikitable"  
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|-
|valign="top"| '''Creature using Stealth is...''' ||valign="top"| '''Stealth modifier'''
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||Invisible or total concealment ||align=right| +20†
 +
|-
 +
||Situation modifier  ||align=right| +/-2
 
|-
 
|-
|valign="top"| Size Modifier||valign="top"| See text
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||Extreme situation modifier  ||align=right| +/-5
 
|-
 
|-
|valign="top"| In combat or speaking ||valign="top"| –20
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||||
 
|-
 
|-
|valign="top"| Moving at half speed, or moving around vigorously, like spells with somatic components ||valign="top"| –5
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|| ''' When entering Stealth  ||align=right|  
 
|-
 
|-
|valign="top"| Running or charging ||valign="top"| –20
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||In combat or speaking  ||align=right| –20
 
|-
 
|-
|valign="top"| Absolutely motionless, taking only free actions ||valign="top"| +20
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||Moving at half speed or more  ||align=right| –5
 
|-
 
|-
|valign="top"| Behind an obstacle (door) ||valign="top"| +5<ref name="Per"/>
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||Running or charging  ||align=right| –20
 
|-
 
|-
|valign="top"| Behind an obstacle (improved cover) ||valign="top"| +10<ref name="Per"/>
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||||
 
|-
 
|-
|valign="top"| No line of sight - invisible, total cover, or total concealment ||valign="top"| +20<ref name="Per"/><ref name="Invisible">If senses other than sight can detect the character, such as in a quiet room, this bonus can be reduced to +10 or even less. The modifier is always +20 against pinpointing the character, .</ref>
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|| '''Observer is...  
 
|-
 
|-
|valign="top"| Some distance away ||valign="top"| +1 per 10 feet<ref name="Per">This is really a modifier to Perception.</ref>
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||Some distance away ||align=right| +1 per 10 feet
 
|-
 
|-
|valign="top"| Observer is distracted (in melee)||valign="top"| +5<ref name="Per"/>
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||Distracted  ||align=right| +5
 
|-
 
|-
|valign="top"| Observer is seriously distracted (outflanked)||valign="top"| +10<ref name="Per"/>
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||Asleep  ||align=right| +10
 
|-
 
|-
 +
|colspan=2| † These modifiers are halved if the observer is adjacent to the obstacle or in a very quiet environment; anytime you could hear incidental noises like breathing.
 
|}
 
|}
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===  Going Into Hiding ===
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To use stealth to hide you must move (including a 5 ft. step) and cannot have any enemy in your reach. As you can only move once in your turn, you can only go into hiding once on your turn. You also need to satisfy one of these conditions against every potential observer.
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* The observer is inside the reach of an enemy (typically one of your allies).
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* The observer is being distracted by a Bluff check to create a diversion to hide.
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* You have cover (not including soft cover) or concealment against the observer.
  
A failed stealth check means opponents pinpoint you, but see the footnote under invisibility.
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=== Remain in Hiding ===
<references/>
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Once you have successfully used Stealth to hide, new Stealth checks are only needed if you take an action other than a free action. You can take free actions and 5 ft. steps without having to make a Stealth check.
  
== Conditions For Going Into Stealth ==
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=== Avoiding a Search ===
To hide using stealth, you need to satisfy two conditions, you need to be under cover or concealment, and all observers need to be distracted.
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If you are hidden, a new Stealth check is needed when a possible observer spends an action to make a Perception check. If the observer succeeds on this check, you are spotted and no longer hidden.
  
=== Distraction ===
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=== Automatically Leaving Stealth ===
An observer is distracted if one of the following applies:
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If you run, make an attack, or take an obvious action (such as speaking to satisfy a verbal component) you leave Stealth immediately after the action. (Exception ===
* The creature has a visible enemy (likely one of your allies, but not necessarily so) closer than you are.
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sniping.) You can attempt to resume hiding, but usually do so at a penalty, see Table
* The creatures is being distracted by a [http://www.d20pfsrd.com/skills/bluff Bluff] check, from you or another.
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Compound Stealth Modifiers. If, on another creature's turn, you do not fulfill any of the conditions for going into Stealth against that creature, you are automatically spotted.  
* You have total cover or total concealment against the creature.
 
Note that a distraction is only required to hide when you are currently being seen. If an opponent can't see you because you are currently hidden, you don't need a distraction.
 
  
=== Cover or Concealment ===
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=== Hide Others ===
In order to hide, you need to have [http://www.d20pfsrd.com/gamemastering/combat#TOC-Cover cover] or [http://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment concealment] against all hostile observers.
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You can hide an object or a creature that remains absolutely still. This uses your Stealth skill modifier, plus a size modifier of +4 for every size category what you are hiding is smaller than you, or -4 per size category if larger than you. As soon as a creature hidden this way takes any action or moves even 5 ft., it must use its own Stealth skill.
  
== Group Stealth ==
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=== Shadowing ===
When a group tries to move stealthily the following procedure can be used. Do not use these rules in combat; it is intended for groups trying to avoid combat.
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In a setting that regularly provides concealment or cover, such as a forest or crowded street, Stealth can be used to unobtrusively follow another creature. This is handled with an opposed roll of Stealth vs. Perception. Range penalties do not apply, the distance between shadow and quarry varies from moment to moment. The marathon stealth rules can be used here.  
 
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== Non-Combat Stealth ==
Each character makes a Stealth check. Use the best result. Each character beyond the character with the best roll penalizes the main character's Stealth check by -2, or -4 if that character's Stealth check was 10 or more. This is a variant of the Aid Other action.
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{| class="wikitable" align="right" width="40%"
 
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|+''' Unaware Condition
Characters can hang back to lessen the impact they have on the main character's Stealth check. The Stealth check of a character who hangs back can never be used as the group's roll. For every 10 ft. behind the head of the group a character is, his defective Stealth check gets a +1 bonus, but his effective Perception check suffers a -1 penalty. Being behind a door or corner counts as being 100 ft. away. Common practice is to have two groups; a point group or point man moving at the head, and a secondary group moving far enough behind to gain an effective Stealth modifier of +9, sufficient to always roll 10.
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|-
 
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|To make Stealth easier to use the GM may use the unaware condition.
== Special Cases ==
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An intelligent creature that does not expect trouble is unaware. This applies to most noncombatants, and to combatants who are not expecting trouble or standing on guard.  
 
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An unaware creature always takes 10 on perception checks. They are often distracted as well.
=== Camouflage and Hide in Plain Sight ===
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When a creature fails an opposed Stealth check against an unaware enemy, the enemy does not spot the stealthy creature, but looses the unaware condition.
Rangers and some other characters gain improved stealth abilities.
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|}
[http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Camouflage-Ex- Camouflage] means you always have concealment for the purpose of Stealth. You can use this virtual concealment with Stealth, but it confers no other advantages.
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Do not use these rules in combat; they are intended for avoiding combat.
 
 
[http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Hide-in-Plain-Sight-Ex- Hide in plain sight] means you can always use Stealth, as if you had cover '''and''' all observers are distracted.
 
 
 
=== Senses ===
 
Most creatures rely on sight for penetrating stealth, but there are some special cases.
 
 
 
''Darkvision and low-light vision:'' [http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision darkvision] and [http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision low-light vision] allows creatures to [http://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment ignore concealment] in conditions of poor light, but it is still possible to use sharp shadows against such vision, as contrast between light and dark still affect them.
 
 
 
''Alternate Primary Senses:'' There are some senses that penetrate most cover and concealment. See
 
[http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense blindsense, blindsight], and
 
[http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex- tremorsense].
 
Even in this case you can still hide if you manage to somehow conceal yourself against the sense in question, such as masking your scent against scent-based blindsight or not touch the ground against tremorsense. Camouflage is a great asset here.
 
 
 
''Secondary Senses:'' Even if you are invisible to a primary sense, or an observers primary sense is blinded, most creatures have a secondary sense (usually hearing, but sometimes scent) they can use that to locate you. You are considered [[#Invisibility|invisible]] if the target can only detect you with a secondary sense.
 
See [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Keen-Scent-Ex- keen scent],
 
[http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex- scent].
 
 
 
A character that has one or more secondary senses put out of action suffer a -4 penalty on Perception checks, cf [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened deafened] condition.
 
 
 
== Sniping ==
 
If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again without becoming visible in between. You take a –20 penalty on your Stealth check to maintain your obscured location. If you pass this check, you were never visible, and targets have no idea where you are.
 
  
Note that you can take a 5 ft. step before you make an attack to hide at the beginning of the round, this avoids all circumstance penalties due to your actions in the previous round.
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=== Group Stealth ===
 +
When a group of creatures tries to move stealthily the following procedure can be used.
 +
Each character makes a Stealth check. Use the best result; the character who rolled the best result is on point and the first to enter new areas. Each character beyond the character with the best roll penalizes the main character's Stealth check by -4. If a character's Stealth check was 10 or more the penalty for that character is reduced to -2. This is a variant of the aid other action.
 +
Characters can hang back to lessen the impact they have on the main character's Stealth check. Being 50 ft. away or behind a corner allows a character to not roll Stealth and always provide only a -2 penalty. If the distance is 100 ft. or more or the character is behind a closed door, the character doesn't count at all.  
  
== Action ==
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=== Marathon Stealth ===
Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. You can use stealth as part of a 5 ft. step.
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Using Stealth over long distances can quickly grow repetitive. To simplify the process, assume that both sides are taking 10 until the point of greatest risk; that is when the chance of being spotted is greatest, or at 30 ft. range if approaching an observer that closely. Apply a –4 penalty on the first Stealth check to represent the cumulative risk of multiple observations. The GM should always require Stealth checks at obstacles, such as when climbing a fence or wading a moat.
 +
Note that it is possible to avoid having to use marathon stealth by taking only 5 ft. steps and remaining in cover; as noted above this requires no Stealth checks.
  
 
== External Links ==
 
== External Links ==
Line 100: Line 91:
 
* [http://www.enworld.org/forum/showthread.php?342566-quot-Hide-in-Plain-Sight-quot-and-quot-Camouflage-quot-WHO-SAYS/page2&p=6188313&highlight=#post6188313 Stealth Discussion] at ENworld
 
* [http://www.enworld.org/forum/showthread.php?342566-quot-Hide-in-Plain-Sight-quot-and-quot-Camouflage-quot-WHO-SAYS/page2&p=6188313&highlight=#post6188313 Stealth Discussion] at ENworld
 
* [http://paizo.com/paizo/blog/v5748dyo5lcml?Stealth-Playtest-Round-TwoStealth Stealth development article at Paizo Blog]
 
* [http://paizo.com/paizo/blog/v5748dyo5lcml?Stealth-Playtest-Round-TwoStealth Stealth development article at Paizo Blog]
 +
* [http://paizo.com/paizo/blog/v5748dyo5lckz More Stealth @ Paizo]
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* [http://davidvs.net/hobbies/pathfinder-hips.shtml Hobbies Pathfinder—Hide in Plain Sight Analysis]
  
 
=== Discussion Sources ===
 
=== Discussion Sources ===

Latest revision as of 13:03, 4 December 2017

ApathApath Logo
Unofficial rules compendium

Publisher Purple Duck Games.

The details of how to hide are somewhat obscure. This is an attempt to clear up the different situations where Stealth checks to hide are needed.

Hiding

You are usually either hidden against all enemies or not hidden at all; as long as your enemies communicate, they are able to point out your location to each other if any of them know where you are. Sometimes this can be to your advantage; an enemy who reports your location to its allies might make sounds which can reveal its own location. If you are already in hiding when a possible observer enters the scene, you remain hidden until you act, the enemy moves into a position that prevents your Stealth, or an enemy takes an action to make a Perception check that beats your Stealth.

If you have successfully used Stealth, you are effectively invisible. You gain a +2 bonus on the attack roll, and the opponent cannot apply its Dexterity bonus to armor class. This allows you to use the sneak attack ability. Only your first attack gains this benefit. Attackers don't know where you are, and must guess at a square to attack in. Even if they do pick the right square, they still suffer 50% miss chance due to total concealment.

Table: Compound Stealth Modifiers
This table has all Stealth and the relevant Perception modifiers in a single table. All are expressed as modifiers to Stealth, but can just as well be reversed to be modifiers to Perception. The “when entering stealth” modifiers only count actions during the current turn and only applies to Stealth checks to hide, not to checks to remain hidden. Situation modifiers are environmental conditions such as light, noisy surfaces, leaving a trail, a dense crowd, or unlikely hiding places. Extreme situation modifiers are such things as raging fires, wading in water or mud, a riot, or sneaking past a sentry.
In improved cover +10†
Invisible or total concealment +20†
Situation modifier +/-2
Extreme situation modifier +/-5
When entering Stealth
In combat or speaking –20
Moving at half speed or more –5
Running or charging –20
Observer is...
Some distance away +1 per 10 feet
Distracted +5
Asleep +10
† These modifiers are halved if the observer is adjacent to the obstacle or in a very quiet environment; anytime you could hear incidental noises like breathing.

Going Into Hiding

To use stealth to hide you must move (including a 5 ft. step) and cannot have any enemy in your reach. As you can only move once in your turn, you can only go into hiding once on your turn. You also need to satisfy one of these conditions against every potential observer.

  • The observer is inside the reach of an enemy (typically one of your allies).
  • The observer is being distracted by a Bluff check to create a diversion to hide.
  • You have cover (not including soft cover) or concealment against the observer.

Remain in Hiding

Once you have successfully used Stealth to hide, new Stealth checks are only needed if you take an action other than a free action. You can take free actions and 5 ft. steps without having to make a Stealth check.

Avoiding a Search

If you are hidden, a new Stealth check is needed when a possible observer spends an action to make a Perception check. If the observer succeeds on this check, you are spotted and no longer hidden.

Automatically Leaving Stealth

If you run, make an attack, or take an obvious action (such as speaking to satisfy a verbal component) you leave Stealth immediately after the action. (Exception === sniping.) You can attempt to resume hiding, but usually do so at a penalty, see Table Compound Stealth Modifiers. If, on another creature's turn, you do not fulfill any of the conditions for going into Stealth against that creature, you are automatically spotted.

Hide Others

You can hide an object or a creature that remains absolutely still. This uses your Stealth skill modifier, plus a size modifier of +4 for every size category what you are hiding is smaller than you, or -4 per size category if larger than you. As soon as a creature hidden this way takes any action or moves even 5 ft., it must use its own Stealth skill.

Shadowing

In a setting that regularly provides concealment or cover, such as a forest or crowded street, Stealth can be used to unobtrusively follow another creature. This is handled with an opposed roll of Stealth vs. Perception. Range penalties do not apply, the distance between shadow and quarry varies from moment to moment. The marathon stealth rules can be used here.

Non-Combat Stealth

Unaware Condition
To make Stealth easier to use the GM may use the unaware condition.

An intelligent creature that does not expect trouble is unaware. This applies to most noncombatants, and to combatants who are not expecting trouble or standing on guard. An unaware creature always takes 10 on perception checks. They are often distracted as well. When a creature fails an opposed Stealth check against an unaware enemy, the enemy does not spot the stealthy creature, but looses the unaware condition.

Do not use these rules in combat; they are intended for avoiding combat.

Group Stealth

When a group of creatures tries to move stealthily the following procedure can be used. Each character makes a Stealth check. Use the best result; the character who rolled the best result is on point and the first to enter new areas. Each character beyond the character with the best roll penalizes the main character's Stealth check by -4. If a character's Stealth check was 10 or more the penalty for that character is reduced to -2. This is a variant of the aid other action. Characters can hang back to lessen the impact they have on the main character's Stealth check. Being 50 ft. away or behind a corner allows a character to not roll Stealth and always provide only a -2 penalty. If the distance is 100 ft. or more or the character is behind a closed door, the character doesn't count at all.

Marathon Stealth

Using Stealth over long distances can quickly grow repetitive. To simplify the process, assume that both sides are taking 10 until the point of greatest risk; that is when the chance of being spotted is greatest, or at 30 ft. range if approaching an observer that closely. Apply a –4 penalty on the first Stealth check to represent the cumulative risk of multiple observations. The GM should always require Stealth checks at obstacles, such as when climbing a fence or wading a moat. Note that it is possible to avoid having to use marathon stealth by taking only 5 ft. steps and remaining in cover; as noted above this requires no Stealth checks.

External Links

Discussion Sources

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