Stealth Question --- Free Stealth after being unobserved?


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fretgod99 wrote:
You're presuming that the two cannot function simultaneously. Stealth was made to conceal one's presence. A benefit of a Rogue concealing its presence is being able to sneak attack. Nobody claimed that the only reason Stealth exists is to benefit Rogues.

Simultaneously but independent of each other. I can agree with that.

Stealth was made for hiding.

Rogue trying to hide is so that they can... hide.

Sneak Attack is independent of Stealth. There are already rules to support this claim:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Please show me a line in text in the Stealth skill that supports the claim that Stealth denies an opponent their DEX to AC?

The only skill that does this is Bluff:

Feint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.

Pathfinder Unchained (should you use the rules), added the class feature (Skill Unlock), Rogue's Edge, to do this as well, should you have sufficient ranks in Stealth:

Stealth Unchained

About This Section Optionally, a character who reaches 5, 10, 15, or 20 ranks in a skill unlocks various bonuses and abilities unique to that skill. The unchained rogue uses these rules extensively, but others can gain access to them with a new feat.

In this system, characters unlock additional abilities when they attain 5, 10, 15, and 20 ranks in a skill. The skill unlocks system interfaces with the unchained rogue to make the rogue the true master of skills.

Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue who uses her rogue's edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone.

With sufficient ranks in Stealth, you earn the following.

5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.


Notice how unchained skips "against one attack" ?

Thats because you can already do that.


BigNorseWolf wrote:

Notice how unchained skips "against one attack" ?

Thats because you can already do that.

Yeah, I brought that up.

This was the exchange. It's, uh ... curious.

IIXHiMXII wrote:
fretgod99 wrote:
So your position is that Unchained Stealth rules allow multiple attacks that deny DEX to AC, but at no point does Stealth allow even one such attack? Doesn't that strike you as odd?
No, this does not strike me as odd. Pathfinder Unchained was just released a few months ago. For a long time, Pathfinder had clearly stated the rules for Stealth. The moment you decide to question the rules is when you start stretching the dimensions of what was intended. Don't ask questions. Follow the rules. That, is logic.

It really, really seems disingenuous on its face. But there's far too much effort for that actually to be the case. So yeah.


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IIXHiMXII wrote:
fretgod99 wrote:
You're presuming that the two cannot function simultaneously. Stealth was made to conceal one's presence. A benefit of a Rogue concealing its presence is being able to sneak attack. Nobody claimed that the only reason Stealth exists is to benefit Rogues.

Simultaneously but independent of each other. I can agree with that.

Stealth was made for hiding.

Rogue trying to hide is so that they can... hide.

Sneak Attack is independent of Stealth. There are already rules to support this claim

So they can hide ... and also sneak attack their opponents.

Sneak attack can be independent of Stealth. Not infrequently, the co-occur.

The rules evidence supporting Stealth allowing sneak attack has been provided multitudinous times. That you want to pretend that rules are no place for inference and interpretation really is of no concern to me. That's a you problem, not a me problem.

You posting a wall of text citing rules does nothing to support your case. I am already well aware of these rules. In fact, I (and others) have actually referenced (either by directly posting, linking or mentioning) these exact same rules. All you seem to be doing is padding the length of your posts with the citations in order to make your posts appear more authoritative. It isn't working.


Weirdo wrote:
Also, flanking is only for rogues, because it allows Sneak Attack.

That's not true at all.

Flanking
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

There is no mention of Sneak Attack at all. Sneak Attack depends on Flanking. However, flanking does not depend on Sneak Attack.

Weirdo wrote:
IIXHiMXII wrote:
If the opponent that does not have darkvision has no other way to confer 'sight,' he is effectively Blinded.
But he is not actually blinded, in the same way that a character with total concealment is not actually invisible.

EDIT:Total concealment and Invisible are mutually exclusive conditions. I messed up the language. I'm getting irritated, sorry.

Invisible grants total concealment. This makes total concealment the dependent variable.
However, total concealment does not grant invisibility. This makes total concealment an independent variable.
My head hurts.

Weirdo wrote:
Therefore this is an interpretation based on the two conditions being essentially similar.

Except, unfortunately, there are rules for being Blinded and there are rules for Vision and Light.

Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

__________________________
Vision and Light

Dwarves and half-orcs have darkvision, but the other races presented in Races need light to see by. See Table: Light Sources and Illumination for the radius that a light source illuminates and how long it lasts. The increased entry indicates an area outside the lit radius in which the light level is increased by one step (from darkness to dim light, for example).

In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.

In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night.

Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.

Characters with darkvision (dwarves and half-orcs) can see lit areas normally as well as dark areas within 60 feet. A creature can't hide within 60 feet of a character with darkvision unless it is invisible or has cover.


Total Concealment is basically the same as Invisibility because of you can't be seen then you are invisible.
Displacement is almost Total concealment (it has caveat that you can be targeted/seen, so it isn't true total concealment).

Community & Digital Content Director

Removed a series of posts and posts quoting/in response to them. Folks, the Rules Questions forum isn't the place to dissect the form and function of the English language. It also certainly isn't appropriate to condescend to other users for their use and understanding of the language either—remember that you're discussing a game and we're here in the spirit of fun, not to point fingers at each other. Unless you're attempting to answer/explaining a potential answer to the Rules question in the original post, take it elsewhere.


1 person marked this as FAQ candidate.
Chris Lambertz wrote:
Removed a series of posts and posts quoting/in response to them. Folks, the Rules Questions forum isn't the place to dissect the form and function of the English language. It also certainly isn't appropriate to condescend to other users for their use and understanding of the language either—remember that you're discussing a game and we're here in the spirit of fun, not to point fingers at each other. Unless you're attempting to answer/explaining a potential answer to the Rules question in the original post, take it elsewhere.

EDIT: I absolutely agree. My apologies for my part in perpetuating the discord.

Since this is supposed to be about Rule Questions then perhaps you can answer a question for me?

Does a creature's successful Stealth check alone (during combat, after initiative is already rolled--not a surprise round) deny foes, who are 'un-observing' and fail their Perception check(s), their DEX to AC?


Chris Lambertz is not here to answer rules questions. That is the job of the Design Team. If you want a question answered, hit FAQ on the post that contains the question.


CampinCarl9127 wrote:
Chris Lambertz is not here to answer rules questions. That is the job of the Design Team. If you want a question answered, hit FAQ on the post that contains the question.

I didn't know you were Chris Lambertz's representative. In any event, thanks for the tip.

Happy Holidays.


I am not a representative of Chris Lambertz or Paizo in any way. Simply a friendly poster who had been around for a few years and is trying to help.


CampinCarl9127 wrote:
I am not a representative of Chris Lambertz or Paizo in any way. Simply a friendly poster who had been around for a few years and is trying to help.

Could you also 'FAQ' the question (as well as anyone else) so we can achieve an amicable conclusion to this thread, please?


Personally I believe the answer is very simple, and I have already expressed my views on the matter much earlier in the thread.


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I believe the question has already been given an authoritative answer. (and I'va already gotten one FAQ and have my fingers crossed for a second...)

If you wish to try...

1) start a new thread. Make the question pretty obvious from the title.
"Does stealth let you sneak attack?" or some such.

First sentence in the post is the question

First sentence in the post is the question

First sentence in the post is a question. Not an editorial, not your answer, not "it has to be yes/no because of Y/z, not a long drawn out story, its a question.

Do not make the question leading. Do not editorialize. If you want to include an argument for/against make sure you give a fairer summation to the other side than your own if anything. No grarg.


Ok folks, minus all the semantic blabber earlier, from what I have been reading the majority consensus appears to be the following:
1) Entering Cover/Concealment (Partial and Total) allows a Stealth check to be rolled versus the enemies Perception to remain aware of your presence and aware of any incoming attacks. This is so they can keep their Dex bonus to AC if attacked. Obviously, if the enemy somehow manages to get rid of the Concealment/Cover you are using (gust of winds the fog cloud, moves around the corner, checks inside the barrel) you lose the benefit of being unobserved/undetected would normally grant.

2) Total Concealment (and Total Cover since it is essentially the same when it comes to sight) does NOT grant the +20/+40 Stealth bonus. Only Invisibility does and this is because it is a glamer that affects all the senses (dampens sound, scent, etc.). In effect, this seems to make Invisibility really desired and also makes it really easy to perceive the location of someone that is in total darkness or if you are blinded. Seems foolish to me, but whatever.

3) As already stated by the developers, anytime an enemy is unaware of your attacks due to any effect loses their Dex bonus to AC and, thus, can be sneak attacked also.

4) The only purpose for Bluff to create a diversion is to trick the enemy from knowing where you went exactly. If there is an open field and 3 trees and you Bluff and Stealth (and succeed with the -10 penalty against them all), they do not know which tree you hid behind (or maybe if you possibly teleported or went underground or flew). Effectively, this means the only purpose to Hide in Plain Sight is simply to ignore the Bluff ---> Stealth -10 development.

5) Sniping purpose is to attack an enemy and remain hidden, meaning they have no idea where the attack came from and still are unaware of when it will come again, thus losing Dex to AC and not being able to use Deflect Arrows, etc. Failure to snipe means they get sneak attacked but now know where you are and can retaliate.

Is there anything I am missing or that I should add?

Liberty's Edge

Barachiel Shina wrote:


1) Entering Cover/Concealment (Partial and Total) allows a Stealth check to be rolled versus the enemies Perception to remain aware of your presence and aware of any incoming attacks. This is so they can keep their Dex bonus to AC if attacked. Obviously, if the enemy somehow manages to get rid of the Concealment/Cover you are using (gust of winds the fog cloud, moves around the corner, checks inside the barrel) you lose the benefit of being unobserved/undetected would normally grant.

You would only roll a stealth check to enter cover/concealment if the enemy was distracted (e.g. due to a successful bluff). Just walking behind cover while observed doesn't allow you to roll stealth.

Quote:
2) Total Concealment (and Total Cover since it is essentially the same when it comes to sight) does NOT grant the +20/+40 Stealth bonus. Only Invisibility does and this is because it is a glamer that affects all the senses (dampens sound, scent, etc.).

Invisibility has no effect on sound, scent, et cetera. Only vision. It grants a bonus because it is easier to move without being seen when you aren't visible. If you have total cover/concealment then you don't even have to roll stealth to avoid being seen... by definition they can't see you.

Quote:
4) The only purpose for Bluff to create a diversion is to trick the enemy from knowing where you went exactly. If there is an open field and 3 trees and you Bluff and Stealth (and succeed with the -10 penalty against them all), they do not know which tree you hid behind (or maybe if you possibly teleported or went underground or flew). Effectively, this means the only purpose to Hide in Plain Sight is simply to ignore the Bluff ---> Stealth -10 development.

Without a distraction you can't stealth behind cover at all. You can GO behind cover, but they know that is where you are. Hide in Plain Sight allows you to stealth even when there isn't cover.

The Concordance

1) You need to break observation, and then find cover or concealment. Total cover and total concealment break observation. If no foes are around, you have total cover anyway and can enter and stealth around in it until you reach a foe. If you've already Stealthed, any cover or concealment can allow you to stay hidden.

5) Opponents still know the direction te shot came from, but no the exact squares or spots. Could be the bushes 20' away or the trees 50' away as far as they know, but they know it's the bushes to the north or the trees to the north.

The Concordance

CBDunkerson wrote:
Barachiel Shina wrote:


4) The only purpose for Bluff to create a diversion is to trick the enemy from knowing where you went exactly. If there is an open field and 3 trees and you Bluff and Stealth (and succeed with the -10 penalty against them all), they do not know which tree you hid behind (or maybe if you possibly teleported or went underground or flew). Effectively, this means the only purpose to Hide in Plain Sight is simply to ignore the Bluff ---> Stealth -10 development.
Without a distraction you can't stealth behind cover at all. You can GO behind cover, but they know that is where you are. Hide in Plain Sight allows you to stealth even when there isn't cover.

Total cover and total concealment break line of sight, and therefore observation. If you can get to such a spot during combat, you CAN stealth. A bluff check can allow you to do it in partial cover/concealment, as the bluff check also temporarily breaks observation.


Ok thanks for clearing up #1. You are still observable with Cover/Concealment (not Total) so the Bluff check is necessary there as well.

However now we have the Invisibility conundrum.

If Invis grants the stealth bonus why is it many are ruling that Total Concealment and Blindness does not also grant the same Stealth bonus? All three involve losing sight. All three involve the one Stealthing also not needing to rely on hiding their movements thus shouldn't they also receive the bonus?

Also, and this may be a different topic, but is the bonus from the spell Invisibility simply reiterating the PinPoint Rules in the Invisibility condition entry or does that stack? +20 Invis spell and +20 pinpoint makes it +40?! And +60 if immobile? Or is it a flat +20/40 and the spell is simply being redundant?

Liberty's Edge

ShieldLawrence wrote:
Total cover and total concealment break line of sight, and therefore observation. If you can get to such a spot during combat, you CAN stealth. A bluff check can allow you to do it in partial cover/concealment, as the bluff check also temporarily breaks observation.

From your wording above I'd think that you would allow a character to;

Move 10' to pass behind a pillar, 'enter stealth', continue moving 20' with a stealth check to be unobserved, and then make a sneak attack. All in one round.

I wouldn't allow that. Rather, I'd require a bluff check or other distraction to allow a stealth check at -10 to move 10' behind the pillar and hide there. The character could then make a sneak attack from that location or make a stealth check to move to some other cover. Alternatively, they could move behind the pillar while observed and thus be hidden from view, but would not be 'in stealth' unless they waited until their next turn and then used stealth to sneak out from behind the pillar.

Basically, my reading is that you either need to begin your turn unobserved (e.g. because you are concealed) or use a distraction to move behind cover with a -10 stealth check. That's it. Other than those two situations, you cannot normally 'enter stealth'. HiPS and other special options notwithstanding.


The Stealth rules call out concealment, not total concealment. In the next sentence there's the bit about creating a distraction. The disagreement comes from whether these parts are separate or not.

The question really comes down to what it means to be "observed" (i.e., if you are in concealment, are you being observed). There's not a clear answer to it, just like there's not a really clear answer with a lot of Stealth stuff (see what I did there?). As for the distraction bit, you simply need to get somewhere "unobserved". If starting your turn in concealment is sufficient for breaking observation, it's got to be sufficient for breaking observation after a distraction.

BMy position, until evidence further clarifies otherwise, is that concealment and concealment alone is sufficient to allow for a Stealth check. In the Stealth rules and in the Combat rules, we're told that you can make a Stealth check if you're in concealment.

Bottom line is YMMV and clarify it with your GM to make sure everybody is on the same page. There's going to be a lot of table variation. In reality, I adjudicate a lot of these on a per case basis because unfortunately, that sometimes is the only way some of it can make sense.

Sovereign Court

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I don't agree on the need for Bluff.

Cover and Stealth Checks: You can use cover to make a Stealth check. Without cover, you usually need concealment (see below) to make a Stealth check.
Concealment and Stealth Checks: You can use concealment to make a Stealth check. Without concealment, you usually need cover to make a Stealth check.

As I understand it, you can just walk behind a tree and hide there. However, people will know exactly where you went to hide. If they move so the tree no longer provides cover/concealment, you'll be exposed. To prevent that, you could use Bluff-distraction so they don't see which tree you went to to hide behind.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

You can; using Bluff is an option, not the only way to do it.

---

HiPS allows you to enter stealth even when observed; even when right in plain sight. You don't have to enter cover/concealment, you can just stand there in the middle of the featureless plain and hide. Provided you have a HiPS flavor that likes featureless plains, of course. Crazy rangers.

The Concordance

CBDunkerson wrote:
ShieldLawrence wrote:
Total cover and total concealment break line of sight, and therefore observation. If you can get to such a spot during combat, you CAN stealth. A bluff check can allow you to do it in partial cover/concealment, as the bluff check also temporarily breaks observation.

From your wording above I'd think that you would allow a character to;

Move 10' to pass behind a pillar, 'enter stealth', continue moving 20' with a stealth check to be unobserved, and then make a sneak attack. All in one round.

That isn't possible, unless they had cover/concealment the whole way back. The Breaking Stealth section explains that you can do that if you start your turn using stealth.

Stealth wrote:
Breaking Stealth When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).

So in order to accomplish all of the things you listed in one turn, you would need an ability similar to HiPS.

The Concordance

fretgod99 wrote:

The Stealth rules call out concealment, not total concealment. In the next sentence there's the bit about creating a distraction. The disagreement comes from whether these parts are separate or not.

The question really comes down to what it means to be "observed" (i.e., if you are in concealment, are you being observed). There's not a clear answer to it, just like there's not a really clear answer with a lot of Stealth stuff (see what I did there?). As for the distraction bit, you simply need to get somewhere "unobserved". If starting your turn in concealment is sufficient for breaking observation, it's got to be sufficient for breaking observation after a distraction.

BMy position, until evidence further clarifies otherwise, is that concealment and concealment alone is sufficient to allow for a Stealth check. In the Stealth rules and in the Combat rules, we're told that you can make a Stealth check if you're in concealment.

Bottom line is YMMV and clarify it with your GM to make sure everybody is on the same page. There's going to be a lot of table variation. In reality, I adjudicate a lot of these on a per case basis because unfortunately, that sometimes is the only way some of it can make sense.

You're right, it really isn't as clear as we want it to be.

You need to start your turn using Stealth in order to make use of the Breaking Stealth section, as posted above.

The rules aren't clear on what observation is, but if you can see someone who has a 20% miss chance, I'd say you're able to observe them. Total cover/concealment definitely breaks line of sight, but I don't believe partial does. A GM call is appropriate due to vagueness though.

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