Cover And Concealment
Two mechanics limit an attacker's ability to harm a target: cover and concealment. Cover is physical obstruction — a wall, a table, another creature — that improves AC and Reflex saves. Concealment is impaired visibility — darkness, fog, invisibility — that introduces a random miss chance. They are independent: a target can have both, either, or neither.
Cover
Cover applies when a straight line from the center of your square to the center of the target's square passes through a wall, pillar, or other solid obstacle. The GM determines whether cover applies and what degree.
| Cover Type | AC Bonus | Ref Save Bonus | Notes |
|---|---|---|---|
| Cover | +4 | +2 | Standard cover — half or more of the target is blocked |
| Improved Cover | +8 | +4 | Also grants Evasion against Reflex-based area effects; GM discretion |
| Partial Cover | +2 | — | Less than half the target is blocked; no Reflex bonus |
| Total Cover | Cannot be targeted | Target cannot be attacked at all from that angle | |
| Soft Cover | +4 | — | Intervening creatures (allies or enemies) provide cover against ranged attacks only; no Reflex bonus; does not grant Improved Cover |
Concealment
Concealment applies when a target is hard to see clearly — dim light, fog, smoke, or magical darkness. It does not improve AC; instead it introduces a miss chance on attacks. Roll the miss chance after a hit is confirmed; if the roll falls within the miss range, the attack misses regardless of the attack roll.
| Concealment Type | Miss Chance | Common Sources |
|---|---|---|
| Concealment | 20% | Dim light, light fog or smoke, blur spell, partial invisibility |
| Total Concealment | 50% | Darkness, heavy fog, full invisibility, target out of sight entirely |
Invisible Attackers
- Attacking while invisible grants total concealment — 50% miss chance against you.
- You still need to locate the target; if you guess wrong square, you automatically miss.
- Invisible attackers gain +2 on attack rolls (target loses DEX bonus to AC and is effectively flat-footed against you).
Beating Concealment
- Blindsight ignores concealment entirely — the creature perceives without relying on sight.
- True seeing (spell) negates concealment from invisibility, blur, and displacement.
- Precise Strike and similar abilities require the target not to have concealment.
Stealth and Concealment
The Stealth skill requires concealment (or cover) as a prerequisite to hide. You cannot make a Stealth check in plain sight with no cover or concealment unless you have a special ability allowing it (such as Hiding in Plain Sight).
| Moving while hiding | You can move at half speed with no Stealth penalty; moving faster imposes –5 (normal speed) or –20 (running) to your Stealth check |
|---|---|
| Sniping | After making a ranged attack from hiding, you take a –20 penalty on Stealth to re-hide; success means the target doesn't know your location |
| Distraction | You can use Bluff to create a distraction, allowing a Stealth check even when observed (one attempt per observer per encounter) |
Coup de Grâce
A coup de grâce is a full-round action that automatically hits a helpless defender (one that is bound, sleeping, paralyzed, unconscious, or otherwise unable to act).
| Action | Full-round action |
|---|---|
| Hit | Automatic — no attack roll needed |
| Damage | Roll damage normally, including a critical hit (as if the threat were automatically confirmed) |
| Fortitude save | DC = 10 + damage dealt; failure = instant death |
| Ranged weapons | Only if the target is adjacent |
| Spells | Spells that deal damage can be used for a coup de grâce; those that don't deal damage cannot |