A Quick Question on Stealth and How To Get It


Advice


I want to make a magus, but I want to be able to pick up Stealth as a trained skill. Can anyone think of any feats / traits / etc... that would allow me to make this into an available skill for a magus? Thanks!


There are several traits that give you Stealth as a class skill (usually with a +1 bonus to it too!)

From the top of my head, I can remember Bandit, Highlander, Uskwood Hunter and Swamp Rebel.

(I like stealthy characters)

Also, note that even without the +3 bonus, a magus can be very stealthy, thanks to (usually) high Dex and spells like Vanish and Invisibility.


Thanks! I'm looking at possibly making one into a shadow dancer, though losing the spell levels is dismaying.


The Magus guide on the forum recommends the 'extra traits' feat as theres a bunch of good traits for Magus, you could grab that, grab one of the typical magus traits recommended and grab one of the Class Skill traits.


Widjit wrote:
Thanks! I'm looking at possibly making one into a shadow dancer, though losing the spell levels is dismaying.

I recommend you stick with magus. For a more stealthy character, you can get spells, feats and items that can make you a freaking ninja.


Also, if the party is up for it, the Stealth Synergy teamwork feat can be a really fun way to improve your stealth. It also pretty much ensures that nobody in the party will ever botch a stealth roll ever again.

(Best for parties with at least 1 sneak attacker, obviously, but can be useful for anyone.)


The Highlander regional trait gives Stealth as a class skill and +1 when being sneaky in rocky/mountainous terrain.


If you want Hide in Plain Sight on the character, you have the option of taking:

Step 1. Skill Focus Stealth
Step 2. Eldritch Heritage: Shadow (or, ideally, the Wildblooded Umbral Varient)
Step 3. Improved Eldritch Heritage

It's a three feat investment and you won't get the final payoff until 11th level, but Shadowdancer has three feats in its prerequisites anyway, and how soon were you really going to have them on the character.

This way, you can pick up a +3 bonus to your Stealth skill (up to +6 when you reach 10 ranks), and - if your DM allows you to take Eldritch Heritage for the Umbral wildblooded variant of the Shadow bloodline - a bonus X times/day to stealth checks, either yours or CREATURE TOUCHED's.

Quote:
Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Yum.

Then, at 11th level when you can take Improved Eldritch Heritage, you'll get this beauty:

Quote:
Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

(Though keep in mind your Sorcerer level will be character level -2, so you'll be able to switch places with an ally once per day at 11th level and a second time at 19th, and then you'll be able to switcheroo two willing allies at 15th.)

Eldritch Heritage and Improved Eldritch Heritage do require you to have Charisma 13 and 15 respectively, but you can meet that requirement with stat boosting spells or items. While I am normally reticent about meeting feat requirements that way, as I prefer to have access to all of my feats no matter what, ... in this case I'm not that worried. Unless your DM routinely sunders your headband (in which case, keep an IN CASE OF EMERGENCY wand of Eagle's Splendour handy), your only legit worry is losing access to the abilities in an Antimagic Field.

And, really, oh no. I lost access to a couple of spell-like abilities in this antimagic field. Like I could have used those anyway.

Just bide your time with a Headband of Mental Prowess for INT and CHA until you get to the level where you can afford a Tome of Leadership and Influence.

11 is a good charisma to start with. You can get to 15 with just +4 charisma - perfect for using Eagle's Splendour when something happens to your headband - and a +5 Tome will bring you to a nice, even 16.


Hmm... I really don't think these bloodline powers are worth the charisma/feat/gold investment.

Magi are already pretty M.A.D. without boosting their Cha, and while those abilities are pretty cool, adding a +4 Cha enhancement to your headband makes it cost 40000gp, instead of the 16000gp for a +4 Int headband.

I think simply getting the right spells would be cheaper, easier and more efficient.

I'd not worry much about AMF... If you get inside one, you're screwed anyway, SLA or no-SLAs...

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