States of Alertness (Apath)

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Unofficial rules compendium

States of Alertness

Potential observers can be either be unaware or alert. Typically creatures start an encounter unaware and become alert due to failed Perception checks. This makes failing Stealth a two-tier process; the situation begins as fairly routine with unaware opponents and escalates on the first failed Perception check.

A creature that is unaware takes 10 on Perception checks, and is often distracted as well. If a Stealth check fails to overcome the Perception of an unaware creature, it becomes alert. It will alert nearby allies, but will not generally raise a general alarm unless there is reason to be extra careful.

An alert observer rolls Perception checks each time another character tries to use Stealth and may take move actions to use Perception to spot hidden enemies on its own turn. A creature that sees a plausible explanation for what created the disturbance that made them alert (often the result of a successful Bluff check) returns to being unaware, otherwise it remains alert for 1 minute. An alert observer that succeeds at an opposed Perception vs. Stealth check spots the sneaking character.

Creatures in combat are always alert. If an alarm is raised, creatures will become alert and remain alert for a time. Make a Fortitude save for a creature that tries to remain alert as long as it can, adding any bonuses on long-term stamina (such as +4 for the Endurance feat), the result is the number of minutes the creature can remain alert, thereafter alertness is spotty and the same check (DC 20) can be used to see if it is attentive at any given time. A creature immune to Fortitude effects, such as an undead or construct, can remain alert indefinitely.

It is easier to maintain alertness when moving; no checks required, but this reduces your speed to half. Moving at normal speed and being alert is as tiring as moving at a hustle.

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