clearstream
(He, Him)
This has edged back to RAI. Under these rulings the effects of stealth in combat don't extend beyond the action you are performing. My guides to intent are
I. Powers are intended to be the main focus of combat; even for Rogues.
II. Line one of the Stealth mechanics block on PHB188 is the key article of Stealth. It prevails over everything else.
So here are the suggested rulings...
1. If you have cover, concealment, or a diversion from any source against your enemies, and you're not carrying a light source, you can perform actions stealthily. Allies don't provide cover in your turn.
2. Make your check at the start of the action you perform stealthily. That can be any standard action, including an attack, or a move action, minor action, or free action. You must have cover, concealment, or a diversion at the start of that action.
3. If your enemies are not alert, compare your check to their passive Perception checks. You need equal or higher to get a success. Your enemies don't do anything or roll any dice.
4. If your enemies are alert, compare your check to their rolled Perception checks. You need equal or higher to get a success. Their checks use no action.
5. Your check is modified by the penalty for movement you intend to do: tell your DM your intended route. Enemy Perception checks are modified by the penalty for lightly obscuring squares between them and your start square.
6. Your enemies use their individual checks to determine whether your action is being performed stealthily against them. Your action might be being performed stealthily against some and not others.
7. Enemies whose checks you beat stop being aware of you at the start of your action. They can become aware of you during or after your action.
7a If your action is an attack, it has combat advantage. Enemies become aware of you as an immediate reaction if they have some line-of sight to your target.
7b If your action includes moving any squares, enemies aren’t aware of you while you maintain cover or concealment. Except in the case of a diversion, they become aware of you as an immediate interrupt when you lose cover or concealment. If you double-move, your whole move is performed as one action.
7c If your action combines attacks with moving, complete each attack entirely using 7a and then return to your remaining movement. Enemies having some line-of-sight to your target will now be aware of you.
7d If your action is a minor or free action, enemies aren’t aware of you unless you are creating a light source or shouting.
8. Enemies who are aware of you are alert, can perform opportunity attacks or immediate interrupts, and you don't have combat advantage against them (unless from another source). Enemies might be aware of you for only part of your action, but once aware of you they do not become unaware of you again until another action makes them unaware.
9. At the end of your action enemies who are not aware of you become aware of you as an immediate reaction if they have some line-of-sight to the square you are in. Enemies who were aware of you before or during your action, but aren't now, remain alert. Enemies capable of team work use free actions to share what direction or square you are in if they know it, and to make one another alert.
Modifiers to keep in mind are penalties to Perception due to interposing lightly obscured squares (-5), penalties on attacks due to cover (-2), and penalties on ranged or melee attacks due to concealment (-2, stacks with cover), and penalties on Stealth if you intend moving more than 2 squares (-5).
Superior Cover, Total Concealment, Invisibility, Blindness, Intervening Heavily Obscured squares, or 5+ Intervening Lightly Obscured squares, on top of stealth, mean additional rules apply.
-vk
I. Powers are intended to be the main focus of combat; even for Rogues.
II. Line one of the Stealth mechanics block on PHB188 is the key article of Stealth. It prevails over everything else.
So here are the suggested rulings...
1. If you have cover, concealment, or a diversion from any source against your enemies, and you're not carrying a light source, you can perform actions stealthily. Allies don't provide cover in your turn.
2. Make your check at the start of the action you perform stealthily. That can be any standard action, including an attack, or a move action, minor action, or free action. You must have cover, concealment, or a diversion at the start of that action.
3. If your enemies are not alert, compare your check to their passive Perception checks. You need equal or higher to get a success. Your enemies don't do anything or roll any dice.
4. If your enemies are alert, compare your check to their rolled Perception checks. You need equal or higher to get a success. Their checks use no action.
5. Your check is modified by the penalty for movement you intend to do: tell your DM your intended route. Enemy Perception checks are modified by the penalty for lightly obscuring squares between them and your start square.
6. Your enemies use their individual checks to determine whether your action is being performed stealthily against them. Your action might be being performed stealthily against some and not others.
7. Enemies whose checks you beat stop being aware of you at the start of your action. They can become aware of you during or after your action.
7a If your action is an attack, it has combat advantage. Enemies become aware of you as an immediate reaction if they have some line-of sight to your target.
7b If your action includes moving any squares, enemies aren’t aware of you while you maintain cover or concealment. Except in the case of a diversion, they become aware of you as an immediate interrupt when you lose cover or concealment. If you double-move, your whole move is performed as one action.
7c If your action combines attacks with moving, complete each attack entirely using 7a and then return to your remaining movement. Enemies having some line-of-sight to your target will now be aware of you.
7d If your action is a minor or free action, enemies aren’t aware of you unless you are creating a light source or shouting.
8. Enemies who are aware of you are alert, can perform opportunity attacks or immediate interrupts, and you don't have combat advantage against them (unless from another source). Enemies might be aware of you for only part of your action, but once aware of you they do not become unaware of you again until another action makes them unaware.
9. At the end of your action enemies who are not aware of you become aware of you as an immediate reaction if they have some line-of-sight to the square you are in. Enemies who were aware of you before or during your action, but aren't now, remain alert. Enemies capable of team work use free actions to share what direction or square you are in if they know it, and to make one another alert.
Modifiers to keep in mind are penalties to Perception due to interposing lightly obscured squares (-5), penalties on attacks due to cover (-2), and penalties on ranged or melee attacks due to concealment (-2, stacks with cover), and penalties on Stealth if you intend moving more than 2 squares (-5).
Superior Cover, Total Concealment, Invisibility, Blindness, Intervening Heavily Obscured squares, or 5+ Intervening Lightly Obscured squares, on top of stealth, mean additional rules apply.
-vk
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