Rise of the Runelords
New Bluff Rules | Abilities and the Hidden Condition | Updated Monster Rules
Stealth (Dex; Armor Check Penalty)
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 made on your turn when you want to avoid detection, and is opposed by the Perception check of anyone who might notice you. You usually can only make a Stealth check when you have some sort of cover (except for cover you are carrying, such as a tower shield) or concealment. When you make your Stealth check, those creatures that didn’t succeed at the opposed roll treat you as hidden.
When using Stealth in this manner, you make one Stealth roll each round, with your actions applying penalties to your Stealth roll as you enact your turn. Some penalties apply to your complete Stealth check, while others only apply to your Stealth check in relation to a specific creature, such as having concealment from one creature but not from another. Movement penalties are added before you move, while all other penalties are added after you perform the related action. If you perform no actions on your turn and still benefit from cover or concealment, you may choose to keep your previous Stealth check rather than roll another.
A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.
Action: When you have concealment or appropriate cover, you may attempt to become hidden as part of a move action or a swift action, or as a separate move action on its own. You may not attempt to become hidden as part of a standard action, but if you are already hidden you may attempt to perform a standard action and stay hidden, often by applying an appropriate penalty. You usually cannot perform a full-round action and remain hidden, with the exception of a Coup de Grace action.
Positional concealment (being where people wouldn’t expect to look, such as hiding up a tree or in the rafters) can count as having concealment when initiating Stealth, provided the creatures making opposed Perception checks do not already observe you.
|Situation/Action Modifiers to Stealth||Check Modifier|
|Move half your speed as a move action||No penalty|
|Move up to 3/4 speed as a move action||–5|
|Move your full speed as a move action||–10|
|Ending your turn with only positional concealment (hiding above or below|
eye level, up a tree, among rafters, etc)
|Ending your turn without cover or concealment||–20|
|Making moderate noise (picking a lock, opening a door, performing the verbal|
component of a spell, etc)
|Making a melee or ranged attack, a Coup de Grace, or casting a spell that directly|
affects an enemy
|Making violent noise (breaking down a door, loudly ringing a bell, etc)||–40|
|Invisible (while moving)||+20|
|Invisible (while stationary)||+40|
|Passing through an area of magical silence||+20|
Attacking From Stealth: When you are hidden from a creature, you gain the benefits as detailed in that condition. If you choose to only make a single attack, you receive a -20 to your Stealth check, but remain hidden as long as your Stealth check still exceeds other creatures’ Perception checks. When making a full attack, you only gain the benefits of being hidden for your first attack, after which you are no longer considered hidden.
Abduction: If you succeed at making a grapple check during a surprise round against an enemy who has not detected you, you may make a second grapple check as a free action. If this second grapple check also succeeds, you have successfully stopped the creature from making noise and may move up to half your speed back to cover, taking the grappled creature with you. While you suffer the usual -20 to your stealth check for making an attack, if you succeed at both checks and no creature detects you, they do not see you abduct the target creature (although they will most likely notice the missing creature the following round.) As long as the abducted creature cannot break the grapple, they aren’t able to cry out.
Still and Silent Spell: For each metamagic feat that is applied to a spell, reduce the penalty to your Stealth checks for casting a spell that directly effects an enemy by 10. This does not prevent anyone from noticing spells that have obvious effects (such as energy blast), and thus becoming alerted to the presence of hidden creatures.
Hidden: You are difficult to detect but you are not invisible. You are only considered hidden to creatures who fail their Perception checks to observe you. If you are hidden from a creature, you gain a +2 bonus on attack rolls against that creature, you ignore their Dexterity bonus to AC (if any), and you are considered to have total concealment from that creature. You cannot deal sneak attack damage to a hidden creature, nor do attacks against a hidden creature gain any benefits if that creature is a ranger’s favored enemy. Hidden creatures cannot use gaze attacks. You can choose to stop being hidden (to everything around you) as a free action.
Invisible: You are visually undetectable, although you can still be detected by use of other senses. While you are not necessarily hidden, you gain many of the benefits of being hidden even when being observed, including a +2 bonus to your attack rolls, ignoring your target’s Dexterity bonus to AC, and total concealment. You gain a +20 to your Stealth check, which increases to +40 when you aren’t moving. The benefits of being invisible do not stack with the benefits of being hidden, and the benefit for staying still with invisibility does not stack with the benefit of sneaking in an area of magical silence. If you are not actively using the Stealth skill, you are considered to have an effective Stealth score of 0 before modifiers (including the +20 for being invisible) are added.
If a creature possesses the ability to see through invisibility, such as by a trueseeing or see invisibility spell, you lose all benefits of invisibility against that creature, but not the benefits of being hidden, if you have both. In all other ways, Invisibility is the same as described in the Pathfinder Core Rulebook.
You are always considered one of the following to another creature:
Observed: The creature can see you, or if you have cover or total concealment, it knows your exact location (which square or squares you are in, usually from watching you run for cover.) You are not hidden from a creature who is observing you, and as long as you don’t have total concealment you provoke attacks of opportunity from this creature where appropriate. A creature observing you may use a swift action to keep an eye on you, gaining a +4 bonus to all opposed Perception checks with you until the end of the round.
Located: The creature cannot see you, but it knows your exact square. Often, you are considered located when a creature fails their Perception check to observe you, but their ally succeeds and tells them where to aim their attacks. If you were considered hidden to this creature before being located, (i.e. your position was pointed out to them) you are still considered hidden from them. If you are located and move to a different square, your movement is not automatically noticed.
Detected: The creature does not know where you are, but it does know someone is hidden nearby. If a creature fails its Perception check to observe you by 5 or less, you are still detected. Most creatures in combat are considered to detect all those around them regardless of their Perception rolls, as they are expecting immediate attacks. You are considered hidden from a creature if they only detect you.
Undetected: The creature has no idea as to your presence, and is not in combat. You are considered hidden from this creature. A rogue’s ambush ability applies to attacks made against a creature from whom you are undetected.
A creature usually makes a Perception check to notice hidden creatures the first time it enters an area where it could possibly notice a hidden creature, or when a creature first attempts to hide. If the creature’s Perception check (adjusted for distance and other relevant modifiers) exceeds the Stealth check of any hidden creatures, he observes those creatures. In a combat where multiple creatures are using Stealth across multiple rounds, a GM may rule that creatures make one Perception roll on their own turn, using the same Perception roll for every hidden creature for the rest of the round. A creature may also make a Perception check as a move action during its turn to notice any hidden creatures around him, replacing his old Perception checks with the new one.
When sneaking past multiple creatures at once, the GM may also choose to make a single Perception roll for the group, using the highest Perception bonus in the group instead of making a separate Perception check for each creature. If the group is alerted to or specifically looking for hidden creatures, each creature in the group can perform an aid another action to grant a +2 bonus to the creature with the highest Perception check.
Creating a Diversion: You can use Bluff to create a diversion as a move action, opposed by the Sense Motive skill of creatures that are observing you. If you succeed, you change from being observed to being located until the end of your turn. Creatures who don’t observe you do not threaten you and lose any bonus they might have had against your Stealth or Sleight of Hand skill from keeping an eye on you. Creating a diversion does not make you hidden, but it does improve your ability to obtain cover or concealment and make a Stealth check, and keeps other creatures from observing your movement.
Darkvision and Low-Light Vision: Creatures with darkvision and low-light vision do not automatically discover hidden creatures that enter their visual range, but hidden creatures have a harder time using darkness as concealment against such creatures. Creatures with low-light vision can see twice as far as normal in dim light, and can see outdoors on a moonlit night as well as they can during the day. Creatures with darkvision negate all benefits of darkness within their darkvision range.
Camouflage: A ranger’s camouflage ability allows him to use the Stealth skill to hide in any of his favored terrains, even if he does not have cover or concealment. However, this only functions as long as the ranger is not being observed.
Hide in Plain Sight: Hide in plain sight allows a character to use his Stealth skill to hide, even if he is being observed and has no cover or concealment, so long as he meets the prerequisite conditions of his particular hide in plain sight ability. This prerequisite is usually a specific terrain, proximity to shadows, or some similar requirement.
Sniping: All feats and rogue talents that alter sniping reduce the penalty for making any attack while hidden, not just a ranged attack.
Blindsense (Ex): Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature automatically locates hidden or invisible creatures, provided it has line of effect to that creature. Any opponent the creature cannot see or observe with a successful Perception check still has total concealment from the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. An opponent a creature with blindsense cannot see still gains the benefits of being hidden when attacking the creature with blindsense.
Format: blindsense 60 ft.; Location: Senses.
Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, as is the hidden condition, though the creature must have line of effect to a creature or object to observe that creature or object. The ability’s range is specified in the creature’s descriptive text.
The creature usually does not need to make Perception checks to notice creatures or objects within this range. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Format: blindsight 60 ft.; Location: Senses.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed — only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When it is within 5 feet of the source, the creature pinpoints the source’s location or locates a hidden creature.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Format: scent; Location: Senses.
Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically locate hidden or invisible creatures and objects in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.
Format: tremorsense 60 ft.; Location: Senses.