Difference between revisions of "Stealth (Apath)"
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=== Special Situations === | === Special Situations === | ||
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+ | ==== Attack and Hide ==== | ||
+ | You can try to hide by moving after attacking, but must end your movement in cover or concealment to do so, which usually gives you a penalty and/or restricts you from making full attacks. | ||
==== Breaking Stealth ==== | ==== Breaking Stealth ==== | ||
When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below). | When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below). | ||
− | ==== | + | ==== Invisibility ==== |
− | You can | + | If you are [http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Invisibility invisible] or have [www.d20pfsrd.com/gamemastering/combat#TOC-Cover total cover] or [http://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment total concealment], you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving. You can attempt to make opponents lose track of your location with any movement, but suffer normal movement penalties for doing so. See [[http://hastur.net/wiki/Stealth_%28Apath%29#Secondary_Senses|secondary senses]] above. |
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+ | ==== 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. | ||
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+ | ''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 use a distraction, or 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. | ||
+ | |||
+ | ''Secondary Senses:'' Even if you are invisible to a primary sense, or it is blinded, most creatures have a secondary sense (usually hearing) they can use that to locate you. You are allowed to use your Stealth against secondary senses in any circumstance-there is no need for cover or concealment-and successful Perception only gives your general direction - increase the DC by 20 to locate you precisely. Attackers also suffer normal concealment miss chance against you if they can only locate you with a secondary sense. | ||
==== Sniping ==== | ==== 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'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. You can do this several times in the same round, but must make a separate Stealth check for each attack. |
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See also | See also | ||
[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-Keen-Scent-Ex- keen scent], | ||
[http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex- scent]. | [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex- scent]. | ||
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=== Action === | === Action === |
Revision as of 12:31, 14 October 2013
Unofficial rules compendium | |
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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.
Check
Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you were invisible. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half up to your normal speed (including taking a 5 ft. step), you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging, but see Attack and Hide and Breaking Stealth below.
The difficulty of Perception checks to notice you is 10 + your stealth bonus. If a creature removes or moves around the cover or concealment that lets you use Stealth, they automatically spot you.
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.
If people are observing you using their primary sense (typically sight), you can't use Stealth, but there are ways to work around this.
- Against most creatures, finding cover or concealment allows you to use Stealth. See senses below.
- If your observers are momentarily distracted (such as by a Bluff check or by being attacked), you can attempt to use Stealth, but this only applies as long as the distraction lasts. To get more lasting stealth, you have to gain cover or concealment.
Special Situations
Attack and Hide
You can try to hide by moving after attacking, but must end your movement in cover or concealment to do so, which usually gives you a penalty and/or restricts you from making full attacks.
Breaking Stealth
When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).
Invisibility
If you are invisible or have [www.d20pfsrd.com/gamemastering/combat#TOC-Cover total cover] or total concealment, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving. You can attempt to make opponents lose track of your location with any movement, but suffer normal movement penalties for doing so. See [senses] above.
Senses
Most creatures rely on sight for penetrating stealth, but there are some special cases.
Darkvision and low-light vision: darkvision and low-light vision allows creatures to 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 blindsense, blindsight, and tremorsense. Even in this case you can still hide if you use a distraction, or 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.
Secondary Senses: Even if you are invisible to a primary sense, or it is blinded, most creatures have a secondary sense (usually hearing) they can use that to locate you. You are allowed to use your Stealth against secondary senses in any circumstance-there is no need for cover or concealment-and successful Perception only gives your general direction - increase the DC by 20 to locate you precisely. Attackers also suffer normal concealment miss chance against you if they can only locate you with a secondary sense.
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. You can do this several times in the same round, but must make a separate Stealth check for each attack.
See also keen scent, scent.
Action
Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. Using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
Special
- If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).