Stealth (Apath)

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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.

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