Yet another Hide in Plain Sight question


Rules Questions

Dark Archive

How would you adjudicate this:

A shadowdancer with HiPS, having established he's more than 10' from any torches, hides.

A PC with a torch, having failed a perception check to spot his own colleague, then wonders past within 10'. Does the shadowdancer pop out?

An opposing spell-caster could drop a light spell anywhere they think the shadowcaster is, or sweep the area with a torch to see if they can expose him.

Presumably, as soon as the shadow=dancer is no longer within 10' of dim light, he's as plain as day, as long as he hasn't found any cover to hide behind.

Richard


Correct.
But this would expose any character stealthing, not just a Shadowdancer hiding in plain sight.

Dark Archive

Kryzbyn wrote:

Correct.

But this would expose any character stealthing, not just a Shadowdancer hiding in plain sight.

Not if you have cover, presumably, and you only came with 10'.

If you did the expose the shadowdancer, would he become hidden again if you moved away (with your torch), or would he have to use a standard action on his init again?

And, incidentally, how do you handle "bumps" - i.e. one creature running into another one because he didn't see him?

Richard


if we are on the some post i have one for you about hiding in plain sight VS magic

Quote:


arcane sight
School divination; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell makes your eyes glow blue and allows you to see
magical auras within 120 feet of you. The effect is similar to
that of a detect magic spell, but arcane sight does not require
concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within
your sight. An aura’s power depends on a spell’s functioning level
or an item’s caster level, as noted in the description of the detect
magic spell. If the items or creatures bearing the auras are in line of
sight, you can make Spellcraft skill checks to determine the school
of magic involved in each. (Make one check per aura; DC 15 + spell
level, or 15 + half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as
a standard action, you can determine whether it has any spellcasting
or spell-like abilities, whether these are arcane or divine (spell-like
abilities register as arcane), and the strength of the most powerful
spell or spell-like ability the creature currently has available for use.
As with detect magic, you can use this spell to identify the
properties of magic items, but not artifacts.
Arcane sight can be made permanent with a permanency spell.
Quote:


Detect Magic
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of
the most potent aura.
3rd Round: The strength and location of each aura. If the items
or creatures bearing the auras are in line of sight, you can make
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level,
or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates
from a magic item, you can attempt to identify its properties
(see Spellcraft).
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning
spell level or an item’s caster level; see the accompanying table. If
an aura falls into more than one category, detect magic indicates the
stronger of the two.
Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a
faint aura). How long the aura lingers at this dim level depends on
its original power:

ok lest say a elf Shadowdancer with magic weapons, armor and other magic items and using hiding in plain sight in a 100ft by 100ft dark room so hiding in plain sight will work at the other end there a door with 2 torchs flanking the door and he can see a mage about 10ft form the door looking not at him but that way then he cast arcane sight the eif will see his go blue (yes if the eif has spellcarft he can roll) and 3 rounds later.

my question is can the mage see the Shadowdancer if he in range?


From my understanding, HiPS' purpose is to alter the mechanic of entering Stealth, not the mechanic of actually being in it (I think). As far as I know, unless you're invisible or something, a person using it is just as likely to get caught as somebody who isn't. Please tell me if I'm wrong - I'd like to use Stealth more in the future, so getting an understanding of it would be pretty handy.


Hide in Plain Sight is the same as Stealth with one exception; A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Other than that its just the skill Stealth. If wearing magic items a shadow dancer would still be detected by Detect Magic or Arcane Sight and bringing light into his area would make him visible since the cover(dim light) is gone. But in conclusion Hide in Plain Sight = Stealth with an extra way to enter Stealth.

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