Can you take 10 on stealth Pathfinder?

Mastering Stealth in Pathfinder: When Can You “Take 10”?

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The question of whether you can “Take 10” on a Stealth check in Pathfinder is more nuanced than a simple yes or no. The short answer is no, you generally cannot Take 10 on a Stealth check under normal circumstances. Taking 10 is reserved for situations where you aren’t under duress, but Stealth inherently involves trying to avoid detection, implying the presence of potential threats.

However, Pathfinder, in its glorious complexity, has some very specific circumstances where it is possible. It all hinges on understanding what breaks Stealth and the conditions under which you can act.

Understanding the Nuances of Stealth

What Breaks Stealth?

The cornerstone of understanding Stealth is knowing when you are no longer hidden. The core rule is this: Your Stealth immediately ends after you make an attack roll, whether successful or not (except when sniping, which has its own set of rules).

When Can You Take 10?

The general rule for Taking 10 is: “When your character is not in immediate danger or distracted, you may choose to take 10.” This rule has several implications for Stealth:

  • Immediate Danger: If you are actively being pursued, observed, or are in a situation where discovery would lead to immediate conflict, you cannot Take 10.
  • Distraction: If you are performing a complex action that requires intense focus, you likely can’t Take 10.

The Exception: Stationary Stealth

The exception to this rule lies in immobility. The rules state: “If you are invisible or benefit from total concealment, you gain a +40 bonus to your Stealth check as long as you remain immobile. You are considered immobile if it is your turn and you have not yet moved or if you have not moved since the start of your last turn.”

This implies that you can establish a stationary position and remain undetected for long periods with a significant bonus.

The Implication for Taking 10

Here’s the crucial takeaway: If you’ve already successfully established a hidden, immobile position (e.g., using invisibility or total concealment) and you need to make a Stealth check (perhaps due to a Perception check by someone passing by), and you haven’t moved since your last turn, you could argue that you are not in immediate danger or distracted, thus potentially allowing you to Take 10.

This situation is rare and relies heavily on GM interpretation. It essentially comes down to whether the act of maintaining your stationary Stealth constitutes an action under threat. Some GMs may argue that any act of Stealth, by its nature, implies a potential threat. Others might allow it, reasoning that your established position provides a buffer against immediate discovery.

Why the Ambiguity Exists

The ambiguity stems from the subjective nature of “immediate danger.” A GM’s interpretation significantly impacts this rule. Are you in imminent danger if someone is merely walking down the hallway outside the room where you’re hiding? Or does immediate danger only exist when someone is actively searching for you and near your location? The answer varies depending on the GM and the specific campaign.

Best Practices and GM Discretion

Ultimately, whether you can Take 10 on Stealth in this very specific scenario is up to the GM. It’s best to discuss this rule with your GM beforehand to understand their interpretation. Furthermore, consider the following:

  • Roleplaying Consistency: Does Taking 10 fit the character and the situation? Is it plausible that your character would casually rely on a calculated roll in this scenario?
  • Game Balance: Does allowing Taking 10 break the game? If it trivializes Stealth and removes the risk, it’s probably best to disallow it.
  • Alternative Solutions: Consider if other options might be more appropriate. Perhaps you could “Aid Another” to boost your Stealth, or use a spell to enhance your concealment.

Remember that Pathfinder’s complexity allows for flexibility and interpretation. Understanding the core rules and working collaboratively with your GM is the best approach to navigating these nuances. GamesLearningSociety.org offers great resources that delve into the nuances of Pathfinder’s rules and mechanics.

Pathfinder Stealth: Frequently Asked Questions (FAQs)

1. Can you use Stealth in plain sight if you are invisible?

Yes, invisibility grants a massive +40 bonus to Stealth checks when stationary and a +20 bonus when moving. However, any actions that break Stealth, like attacking, will still end the invisibility effect, depending on the spell or ability granting it.

2. What if I have total concealment? Does that automatically make me hidden?

No. Total concealment grants a +40 bonus to Stealth checks, but you still need to make a successful check to avoid detection. It does not automatically make you hidden.

3. How does cover affect Stealth checks?

Finding cover or concealment generally allows you to attempt a Stealth check. The degree of cover or concealment affects the Perception checks of those trying to spot you.

4. What happens if I fail a Stealth check?

If you fail a Stealth check, the observer(s) know your location. Depending on the circumstances, they may react with hostility, caution, or simple curiosity.

5. Can I re-attempt a Stealth check if I fail?

Generally, you can re-attempt a Stealth check, but only if the circumstances have changed. For example, if you move to a different location or the observer becomes distracted.

6. What skills can be used to detect someone using Stealth?

Perception is the primary skill used to detect someone using Stealth. However, other senses (hearing, smell) might allow for detecting someone even without visual contact, potentially requiring other skill checks at the GM’s discretion.

7. What is the “sniping” rule in Pathfinder?

Sniping allows you to make an attack and then immediately attempt a Stealth check to remain hidden, even though attacking normally breaks Stealth. This typically involves a penalty to the Stealth check.

8. Does moving slowly help with Stealth?

Moving at half speed only incurs a -5 penalty on Stealth checks, whereas moving at full speed incurs a -10 penalty. Moving slower is almost always better for Stealth.

9. How does size affect Stealth?

Size modifiers exist, with smaller creatures generally gaining a bonus to Stealth and larger creatures receiving a penalty: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.

10. Can you “Aid Another” on a Stealth check?

Yes, you can Aid Another on a Stealth check. If the assisting character succeeds on their Stealth check (DC 10), they grant a +2 bonus to the other character’s Stealth check. You cannot Take 10 on a skill check to Aid Another.

11. How do I use Stealth in combat?

You can use Stealth in combat, but you typically need cover or concealment to attempt it. If successful, your opponents are unaware of your location, giving you combat advantages.

12. What conditions grant concealment?

Concealment can come from various sources, including fog, smoke, darkness, magical effects, or intervening obstacles. The type of concealment determines the miss chance on attacks against you.

13. How does darkness affect Stealth?

Darkness provides concealment, allowing you to attempt Stealth checks. Creatures with darkvision or low-light vision are less affected by darkness.

14. Can you use Stealth to hide from creatures with blindsight or tremorsense?

Blindsight and tremorsense allow creatures to perceive their surroundings without sight. Stealth is generally ineffective against blindsight or tremorsense unless you can somehow mask your vibrations or other detectable signals.

15. What feats or abilities improve Stealth?

Numerous feats and class abilities enhance Stealth, such as Skill Focus (Stealth), Stealthy, and Ninja class abilities. These provide bonuses to Stealth checks and can grant additional benefits. Exploring resources like the Games Learning Society can offer even deeper dives into character builds and strategic gameplay.

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