Security

Skill (General Skill)

Skill Use Action DC Description Trained Only Retry Take 10 Take 20 Source

Sneak

Free Action

Opposed: Perception

You can sneak past an alert opponent.

No

No

Yes

No

Core

Conceal Item

Standard Action

Opposed: Perception

You can conceal a small object on your person.

No

Yes

Yes

No

Core

Conceal Large Item

Full-Round Action

Opposed: Perception

You can conceal large item inside a room, hidden compartment, or other location.

No

Yes

Yes

No

TFU

Drop

Free Action

Opposed: Perception

You drop a small concealed item without attracting notice.

No

Yes

Yes

No

SNV

Take Advantage of a Diversion to Hide

Move Action

Opposed: Perception

You can take advantage of a successful Deception check to find a hiding place.

No

Yes

Yes

No

Core

Pick Pocket

Standard Action

Opposed: Perception

You can pilfer a small object from a target within reach.

No

Yes

Yes

No

Core

Sleight of Hand

Standard Action

Opposed: Perception

You can palm hand-sized objects, perform minor feats or legerdemain, or perform minor feats without being noticed.

No

Yes

Yes

No

Core

Snipe

Move Action

Opposed: Perception

You can try to hide again after making a ranged attack from stealth.

No

Yes

Yes

No

Core

Feats of Skill

The following feats may be taken by characters with the prerequisite skill ranks:

Rank 1

  • Sneak Attack: When attacking a foe who is unaware of you, you gain +1d6 damage. Stackable.
    • Option: you may Empower this, gaining +1d6 per point of Energy spent.
  • Snipe: After firing a ranged weapon, you may immediately attempt a new Stealth check at a -10 penalty to remain hidden. (Note: remember that Perception checks suffer -1 for every 2 squares of distance)
  • Vanish: Whenever you gain concealment, you may attempt Stealth as an immediate action (instead of swift). Couples nicely with powers or items that provide concealment.
    • Option: you may use this power without any concealment by spending 3 Energy. It lasts only 1 round without concealment, but you may extend it indefinitely by spending 3 Energy per round.

Rank 2

  • Backstab: When attacking a foe who you are flanking, you gain Sneak Attack bonus damage. Requires Sneak Attack.
  • Distract: New use of Stealth. Recharge 33%, swift, short range; you throw a rock, or otherwise cause a nuisance at the remote location. Roll Stealth vs Perception for all creatures within 5 squares of the target. On success, creatures are "distracted" for 3 rounds, suffering a -10 penalty to further Perception checks. On failure, nothing happens. This is a "stealthy" action and does not cause you to lose stealth. Subjects must not already be aware of you. If subjects are aware of danger, but not you (i.e. in combat), the duration is only 1 round.
  • Light Foot: You do not trigger pressure plates, a type of trap trigger.
  • Sap: In lieu of bonus damage on a Sneak Attack, you may cause stunned for 1 rd per die (Will ends, dmg ends).
  • Silent Surge: You may use the charge action without forcing a new Stealth check at a penalty. You may only charge half the normal distance.

Rank 3

  • Improved Snipe: The penalty for using Snipe is only -5.
  • Assassin's Strike: When you attack in melee, you may immediately attempt a new Stealth check at a -10 penalty to remain hidden.

Use Description

Use this skill to slink past a sentry without being heard, catch your enemy off-guard, snipe from a concealed location, or perform sleight of hand.

Sneak

Your Stealth check sets the DC for Perception checks made to notice you. If an opponent's Perception check equals or exceeds your Stealth check, your opponent notices you.

Any circumstance that hampers your ability to sneak imposes a -2 penalty on your check, while favorable circumstances grant a +2 bonus. For example, sneaking across a surface littered with debris imposes a -2 penalty on your Stealth check, while a room filled with abundant hiding places grants a +2 bonus on your check.

If you move more than your speed in any given round, you take a -5 penalty on your Stealth check. If you move more than twice your speed in any given round, you take a -10 penalty on your Stealth check.

Your size provides a modifier to your Stealth checks: Fine, +20; Diminutive, +15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan, -15; Colossal, -20.

Conceal Item

As a standard action, you can attempt to conceal an item (such as a weapon) on your person. The concealed object must be at least one size smaller than you, and you get a modifier on your skill check based on the object's relative size: One size smaller, -5; two sizes smaller, +0; three sizes smaller, +5; four or more sizes smaller, + 10.

Other characters may notice a concealed object with a successful Perception check (opposed by your Stealth check result), but only if you do not have total concealment. A character gains a +10 circumstance bonus on his Perception check if he physically touches you to search for concealed items; this requires a full-round action that can only be performed if you're a willing, pinned, or helpless target.

Drawing a concealed item is a standard action.

Conceal Large Item

Source
TFU

As a full-round action, you can attempt to conceal or hide a large item inside a room, behind a piece of furniture, inside a hidden compartment, or within a shipboard locker or other location. A large item is one that is the same size category as you or larger. Other characters can notice a concealed object or, if the item has total concealment, discover telltale signs that something is amiss (such as unusual scratches, fibers, or smells) by making a successful Perception check (opposed by your Stealth check result). A character gains a +10 circumstance bonus on his perception check if he is in the same square as the item or an adjacent square. Rooms or containers specifically constructed to conceal items can grant an equipment bonus of +5 to +20 (for features such as top-of-the-line smuggler's compartments) on your Stealth check. You may not take 20 on this check but you may take 10.

Drop

Source
SNV

You can use Stealth to deposit a small concealed item without attracting notice, such as slipping a drug into a drink or planting a bug on a person's clothes. Any observer that beats your Stealth check with a Perception check notices the drop.

Create a Diversion to Hide

You can use the Deception skill to help you be stealthy. A successful Deception gives you the momentary diversion you need to attempt a Stealth check even though people are aware of you. While the others turn their attention from you, you can make a Stealth check (as normal, and at no penalty) if you can reach a hiding place of some kind as a move action.

Pick Pocket

With a successful Stealth check as a standard action, you can pilfer a small, hand-sized object from a target within reach. Your Stealth check is opposed by the target's Perception check, and the target gains a +5 bonus. If you fail by 4 or less, you are unable to take the item, but the target does not notice the effort. If you fail by 5 or more, you are unable to take the item and the target catches you in the act.

Sleight of Hand

As a standard action, you can palm hand-sized objects, perform minor feats of legerdemain, or attempt to perform a minor action without being noticed (such as flipping a switch, pulling out a thermal detonator, or drawing a pistol under the cover of a table). All such efforts are opposed by observer's Perception check. Any observer that beats your Stealth check notices the action you attempted, and knows how you did it.

Snipe

After making a ranged attack from hiding, you can try to hide again. You must be at least 2 squares from the target, and you must already have successfully used Stealth to hide from the target. Make a new Stealth check (as normal, but with a -10 penalty) as a move action. If you succeed, you remain hidden; otherwise, your location is revealed.

Special

  • You can take 10 when making a Stealth check, but you can't take 20.
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