Stealth Synergy, am I reading this right?


Rules Questions

Liberty's Edge

According to the SRD the Teamwork feat Stealth Synergy states that all characters with this feat roll stealth, then take the highest number rolled, and add all modifiers to the roll? Ex. I roll a 10, you roll a 12, then we add our mods to stealth (mine is +11 and so is yours) for a total stealth roll of 34. Is this correct? Please help me understand.


So no.

You wrote initiative, by accident I assume, but just to be certain it's stealth.

Secondly, you replace your roll with whatever the highest d20 roll from everyone who has the feat. And then add your modifier.

So if you roll a 10 and your friend rolls a 12, you get the 12 and add your modifier. In this case 11. So you would have a 23.

It's alright if you're a Inquisitor and have Solo Tactics but most of the time you wont be able to convince other people to take the feat.

Liberty's Edge

Thank you. Yes I meant to say stealth.

Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

This is the stat block as written on the SRD. While I agree that your stance is the more logical of the two, maybe who is ever in charge could take out that one word ALL. With that word it can show as everyone's modifier together. But thank you for the clarification. It isn't a matter of convincing other players, I play a hunter so it is auto granted to my companion, and we have a rogue in the party who is thinking of taking some teamwork feats, so no convincing needed on my part.


No problem, happy to help


Yeah this could have been written better. But "add all your modifiers" means specifically that. "Your" modifiers. The ones which belong to you. It can still be pretty useful; obviously its power is multiplied by additional participants.

Liberty's Edge

I agree that it could be inferred that way implicitly. However, in the context of the writing when it has been established that the your in previous sentences states multiple persons, it is really easy for someone to believe that the your, coupled with the word all, could totally change the meaning of the sentence to mean everyone participating adds their multipliers. I am thankful that I didn't let my players add the way I originally inferred the statement! I would never see anyone!

Scarab Sages

Claxon wrote:


It's alright if you're a Inquisitor and have Solo Tactics but most of the time you wont be able to convince other people to take the feat.

I got decent use out of it with my Inquisitor by casting Coordinated Effort. It didn't really help with the lengthy stealth situations, but for sneaking past a specific set of guards or something, it was useful.


I did some number-crunching with stealth synergy a while ago, HERE's the link.

While it doesn't let you just dump stealth and still be great, it does basically let the entire team "take 10" on stealth checks 95% of the time, which is pretty great.

It's worth noting that it's significantly less good with a smaller party, and gets exponentially better with a larger party ("Party" here meaning "all the people who took this feat" or equivalent).


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MrCharisma wrote:
It's worth noting that it's significantly less good with a smaller party, and gets exponentially better with a larger party ("Party" here meaning "all the people who took this feat" or equivalent).

I'm running a campaign where all five of my players decided to start off with Stealth Synergy. As a result, they have been making a mockery of any stealth-based challenge, even when only half of them are able take advantage of it.

The key with GMing the feat is to,
1) Not just increase the difficult of stealth-based challenges. The PCs have invested a feat and skill points into being good at being stealthy instead of other capabilities.
2) As mentioned many times regarding stealth, you can only even attempt the skill check when you have concealment or are otherwise currently unobserved.
3) A first level spell (Alarm) negates it almost entirely.


maybe a little late for the party but I would like to point out that this only affects characters "in sight" of the character using the feat.

Sooo it gets much harder to use with invisibility or if the party is spread out in the dark or inside a building .....or other means of sight obstruction happen... fog, undergrowth, illusions.

very much depends on how the group uses it and how much the GM cares

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