Streamlined Stealth, Fewer Rolls, More Tactical


Homebrew and House Rules


Here are some minor changes as to how some skills interact with each other, and with casting. The goal is to speed things up, add a more tactical approach to combat, and to help Stealth be a valid choice for all characters.

::Stealth and Detection::

*Observer
Any creature that has Line-of-Sight to another creature is an Observer, even if the other creature is Hidden.

*Hidden
A creature that has successfully used Stealth against an Observer is Hidden. A Hidden creature attacking an Off-Guard target has a Bonus +2 to Hit, and the target is Flat-Footed.

*On-Guard
Before an attack is made by a Hidden creature, Observers may choose a target square as where they expect the attack to originate. If the square, or any adjacent square does contain the attacking creature, the defending observer is considered On-Guard to that attack. An Observer with no reason to suspect an attack is always considered Off-Guard.

*Off-Guard
An Observer with no reason to suspect an attack is always considered Off-Guard. Also, an Observer that suspects an attack yet chooses the wrong area, as in determining being On-Guard, is also Off-Guard to that attack. An Off-Guard Observer is Flat-Footed to attacks from Hidden creatures, and the attacker has a Bonus +2 to Hit that Observer.

*Perception Rating
A creature has a Perception Rating equal to their Perception modifier +5.

*Stealth Rating
A creature has a Stealth Rating equal to their Stealth modifier +5.

*Stealth
Stealth is rolled against the highest modified Perception Rating of all Observers. Situations such as distance will modify Perception Ratings in use. Stealth is used to improve the degree of Cover or Concealment granted by the space they are in (Hide), and to prevent Observers from noticing when a creature moves to a different space (Sneak).

*Stealth and Cover (Hide)
Successful use of Stealth improves the degree of Cover granted by the space a creature is in by one step, which lasts until they beginning of the creature's next turn when they may Act again to keep its benefits. The minimum degree of Cover that may be used with Stealth is Partial Cover. It is a Move Action to improve Cover with Stealth, or a Free Action if done with a Move Action that included movement into a square that grants Cover.
Partial -> Cover -> Total Cover -> Improved Cover.

*Stealth and Concealment (Hide)
Successful use of Stealth improves the degree of Concealment granted by the space a creature is in to be Total Concealment, which lasts until they beginning of the creature's next turn when they may Act again to keep its benefits. It is a Move Action to improve Concealment with Stealth, or a Free Action if done with a Move Action that included movement into a square that grants Concealment.

*Stealth and Movement (Sneak)
A Hidden creature that wishes to move to a different square without having an Observer notice, rolls a Stealth check at the most unfavorable point of their movement. A creature that has used a Move Action that included movement to enter a square with Cover or Concealment, makes one Hide check when they enter that square and a second check Sneak check afterwards at their most unfavorable square if they wish to prevent Observers from noticing which square they are in after they entered Cover or Concealment.

*Distraction
Creating a Distraction is a Standard Action of a single Bluff roll opposed by Sense Motive of Observers. If the Bluff check is higher than any Observer's Sense Motive Roll, it is treated as a successful Sneak check. The creature causing the Diversion, or any allied creature, must successfully Hide by the end of the current turn or loose the benefit of the Distraction.

*Sniping
Sniping allows the attacker to never actually leave Stealth, and Observers do not know from which square the attack originated. All targets of a successful Sniping attempt are Off-Guard to these attacks, even if they can guess where the attacks are coming from. Sniping may be used as part of a single attack during the Surprise Round, if the Sniper is already Hidden.

*Active Perception (Search)
A creature may roll their Perception as a Move Action to Search. Search is rolled once against the Stealth Ratings of Hidden creatures. A creature is not Hidden against a Observer who rolled a Search result higher than their Stealth Rating. Successful use of Search also grants a Bonus +5 to Perception Ratings of all allied Observers, including itself, until the beginning of their next turn. This is a Circumstance Bonus.

*Spells and Stealth
A creature takes a penalty to their Perception Rating equal to the Caster Level of the Spell being cast, which lasts until the beginning of their next turn. Casting a spell makes the caster Flat-Footed until the end of its turn.

*Feats
Combat Casting:
You may choose when casting a spell to either get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled, or to not be Flat-Foot when casting this spell.

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