Difference between revisions of "Stealth (Apath)"
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* The creatures is being distracted by a [http://www.d20pfsrd.com/skills/bluff Bluff] check. | * The creatures is being distracted by a [http://www.d20pfsrd.com/skills/bluff Bluff] check. | ||
* You have total cover or total concealment against the creature. | * 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 or you are | + | Note that a distraction is only required to hide when you are currently being seen. If an opponent can't see you or you are already hidden, you don't need a distraction. |
=== Cover or Concealment === | === Cover or Concealment === |
Revision as of 14:06, 6 November 2017
Unofficial rules compendium | |
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Interpretation, News, Rewrite The stealth rules are pretty unclear. Every time I talk with someone, it seems there is a new interpretations. Do you need cover and distraction, or just one of them? What constitutes a distraction? How often do you roll out of combat? Can you even use Stealth in combat? I decided to try and straighten out some of these question-marks. Much of this article is merely recapitulation and interpretation; I explain the Stealth rules as I understand them. But certain parts are either new or rewritten. State of alertness, group stealth, and taking 10 are new rules. Invisibility has been made to confirm more closely to the normal Stealth rules. Rather than having its own rule for when a character is pinpointed or merely spotted, it uses the general state of alertness rule. |
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.
Hiding
Your Stealth check is opposed by the Perception check of anyone who might notice you. As soon as you attack or do something to draw attention to yourself, you exit stealth. (For exceptions see sniping below.) You also leave hiding if you are spotted by an observer taking a move action to perform a Perception check.
If you take an action that does not automatically break hiding (see above), you need to make a Stealth check to remain hidden.
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 they 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 successfully using Stealth and attack another creature, 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 rogues and some other characters have. Only your first attack in a round 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.
Ambush If you are hiding when a possible observer enters the scene, you remain hidden until you act or the use a move action and succeeds at a Perception check to spot you. If you have plenty of time to set up an ambush, you can take 20 on Stealth checks, and this applies as long as observers remain where you expected them to. Against an unexpected observer, you must make a normal Stealth check.
Stealth Check Modifiers
Creature using Stealth is... | Stealth modifier |
Absolutely still (not moving, not taking any actions) | +10 |
Moving at more than half speed, gesturing (sign language, somatic components), or whispering (talking to a creature within 5 ft.) | –5 |
Working (standard or full-round action) or talking (verbal components) | –10 |
Running or attacking | –20 |
Behind an obstacle (corner, screen) | +5¤ |
Improved cover or behind a closed door Halve this modifier if observer is adjacent to a known door or cover. |
+10¤ |
Total concealment (invisible, full cover) Assumes distractions, like a city street or busy room. In a quiet setting or when another sense could reveal the character this modifier is reduced to -10, or even less in an absolute quiet. |
+20¤ |
¤ Strictly speaking, this is a Perception penalty. It does not stack with the penalty noted for the same thing in the Perception skill. |
Conditions For Going Into Stealth
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.
Distraction
An observer is distracted if one of the following applies:
- The creature has a visible enemy (typically one of your allies) closer than you are.
- The creatures is being distracted by a Bluff check.
- 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 or you are already hidden, you don't need a distraction.
Cover or Concealment
In order to hide, you need to have cover or concealment against all hostile observers.
Moving From Cover to Cover
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. Remember to apply movement modifiers to the rounds Stealth check.
Being Discovered
You roll Stealth checks to hide on your own turn, but sometimes you can be discovered by enemies during their turns. Creatures can spend a move action to make a Perception check opposed to your Stealth to spot you. All Perception modifiers apply, but situation modifiers to Stealth are ignored.
When an enemy moves in a way that negates your cover and/or concealment, and when an enemy moves adjacent to you or into your space, that enemy is allowed an opposed Perception check to spot you as a free action.
If you are attacked while in Stealth, you must make an opposed Stealth check as a free action to remain hidden; apply any hit point damage you took from the attack as a penalty on your Stealth check.
States of Alertness
The reason a character usually needs cover or concealment to use Stealth is tied to the fact that characters can’t use Stealth while being observed.
Precise and Imprecise Senses: Since Perception covers all senses, it is important to distinguish which of those senses count as observing a creature that is using Stealth. Some senses are more precise than others. Imprecise senses allow a creature to pinpoint the location of another creature, but they don’t allow for the use of targeted effects, and attacks against those creatures are subject to miss chances from concealment. A few examples of imprecise senses are hearing, scent, blindsense, and tremorsense. A sense is precise if it allows the creature to use targeted effects on creatures and objects it senses, and to attack enemies without suffering a miss chance from concealment. This includes vision, touch, blindsight, and lifesense. Precise senses allow the creature to pinpoint an enemy’s location. Senses other than the listed ones count as precise or imprecise at the GM’s discretion. A creature might have a limited form of a sense that makes it too weak to count as precise, such as a beast with primitive eyes that has difficulty seeing a creature that isn’t moving.
Cover and Concealment for Stealth: When a creature uses a precise sense to observe an enemy, that enemy is unable to use Stealth against the observer unless it creates a distraction first, or has a special ability allowing it to do so. A sneaking character needs to avoid all of an opponent’s precise senses in order to use Stealth, and for most creatures, that means vision. A blur spell, shadowy area, or a curtain work nicely. The hide in plain sight class ability allows a creature to use Stealth while being observed and thus avoids this whole situation. As the Core Rulebook mentions, a sneaking character can come out of cover or concealment during her turn, as long as she doesn’t end her turn where other characters are directly observing her.
States of Awareness: In general, there are five states of awareness that a creature can have with regard to another creature using Stealth.
- Relaxed: Not only does the creature not perceive the sneaker, but he does not suspect the presence of an enemy. A relaxed creature takes 10 on all perception checks, which helps a sufficiently skilled. A relaxed observer is also often distracted.
A relaxed creature temporarily becomes unaware after a single failed Stealth check. A creature that was that sees a plausible explanation for what created the disturbance that made them unaware but alert (often the result of a successful Bluff check) returns to being relaxed, otherwise it remains unaware for 10 minutes. It is easier to maintain alertness when moving; but this reduces your speed to half. Moving at normal speed and being alert is as tiring as moving at a hustle.
- Unaware: A sneaking creature can succeed at Stealth well enough that the other creature isn’t even aware that the creature is present. This state allows the sneaking creature to use abilities such as the vigilante’s startling appearance. The Stealth skill description in the Core Rulebook says that perceiving creatures that fail to beat a sneaking character’s Stealth check result are not aware of the sneaking character, but that is different from being totally unaware. This is also true of a creature that has previously been made aware of the creature’s presence or location (see below) but is currently unable to observe the sneaking creature. In those cases, the sneaking creature can’t use abilities such as startling presence.
- Aware of Presence: The next state is when the perceiving creature is aware of the sneaking creature’s presence, though not of anything beyond that. This is the state that happens when an invisible creature attacks some one and then successfully uses Stealth so the perceiving creature doesn’t know where the attacker moved, or when a sniper succeeds at her Stealth check to snipe. A perceiving creature that becomes aware of a hidden creature’s presence will still be aware of its presence at least until the danger of the situation continues, if not longer (though memory-altering magic can change this).
- Aware of Location: The next state is awareness of location. This happens when a perceiving character uses an imprecise sense, such as hearing or tremorsense, to discover what square a hidden or invisible creature inhabits.
- Observing: The final state is when the perceiving character is able to directly observe the sneaking character with a precise sense, such as vision. This is generally the result when the perceiving character rolls higher on its opposed Perception check than the sneaking character’s Stealth result while also having line of sight to the sneaking character and the ability to see through any sort of invisibility or other tricks the sneaking character might be using.
Camouflage and Hiding Objects
A creature can use Stealth to try and hide an object or even another creature. This is a full-round action for each 5 ft. square to be camouflaged, and uses the size modifiers of the creature or object to be hidden. All normal conditions for Stealth must be fulfilled. Use the stealth bonus of the creature that did the hiding rather than that of the hidden creature, making checks as required when observers could see through the camouflage. If the object or creature moves or is moved, this use of Stealth ends. Camouflage netting is useful in this situation.
Group Stealth
When a group tries to move stealthily the following procedure can be used. Do not use this rule in combat or against aware opponents; it is intended for groups trying to avoid combat.
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 -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. behind a door or corner allows a character to not roll Stealth and always provide a -2 penalty. If the distance is 100 ft. or more, the character doesn't count at all.
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, and targets generally begin unaware.
The shadow needs to stay close to not lose sight of his quarry, but also remain behind cover at all times. Range penalties do not apply, instead the distance between shadow and quarry varies from moment to moment. At any given time, the distance is 2d6 x 10 ft., or 1d6 x 10 ft. in very tight terrain or dense crowds.
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 as a move action 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 if sniping fails, you can take a 5 ft. step and fulfill the conditions on entering Stealth at the beginning of a round. This grants the attack advantages of Stealth and avoids all circumstance penalties due to your actions in the previous round. You will end your turn visible.
Special Cases
Camouflage and Hide in Plain Sight
Rangers and some other characters gain improved stealth abilities. The rangers camouflage class feature and similar abilities means you always have concealment for the purpose of Stealth. Hide in plain sight means you can always have cover and all observers are considered distracted. These benefits only apply to the use of Stealth; they offer no combat advantages.
Invisibility
Invisibility denies all observers a line-of-sight and thus normally imposes a -20 penalty on Perception checks as above. Invisibility provides both distraction and concealment. If an observer can perceive the invisible character with another sense, such as blindsight, invisibility, or clear tracks in sand or snow, the invisibility is downgraded to normal concealment or entirely negated, as the GM decides.
Senses Other Than Sight
Most creatures rely on sight for penetrating stealth, but there are some special cases.
Darkvision and low-light vision allows creatures to ignore concealment in conditions of poor light, but it is still possible to use contrasting shadows against such vision. Thus, it can actually become easier to hide against creatures with darkvision by introducing a light source, and thus shadows.
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 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: Secondary senses can penetrate Stealth but are more vulnerable to distractions. This is where the variable modifier for total concealment comes from; with less distraction there is more opportunity for secondary senses to work. A character that has one or more secondary senses put out of action suffer a -4 penalty on Perception checks, compare the deafened condition.
Action
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. You can only make one attempt at Stealth per round.
Taking 10 or 20
Once you are successfully hidden and are aware of all potential observers, you can take 10 on Stealth checks. 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 new creatures entering the scene. You cannot take 20 on Stealth checks.
Size and Stealth
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. This changes the basic skill check modifier for Stealth; it is not a situational modifier.
External Links
- Original Stealth rules at d20PFSRD.com
- Stealth Discussion at ENworld
- Stealth development article at Paizo Blog
- More Stealth @ Paizo
- Hobbies Pathfinder—Hide in Plain Sight Analysis
Discussion Sources
- http://paizo.com/threads/rzs2pt9j&page=2?Stealth-Errata
- http://paizo.com/threads/rzs2jufj&page=16?List-of-Errata-in-Pathfinder-Core-Rulebook#788
- http://paizo.com/products/btpy88yj/faq?Pathfinder-Roleplaying-Game-Core-Rulebook#tabs
- http://paizo.com/threads/rzs2q8oq?6-questions-about-Stealth
- http://paizo.com/threads/rzs2q8q0?Stealth-and-Sneak-attack#41
- http://paizo.com/pathfinderRPG/prd/skills/stealth.html#_stealth
- http://www.d20pfsrd.com/skills/perception
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