The ability to remain hidden from your foes is useful in many scenarios, whether to avoid detection by a more powerful force or to get the jump on someone to quickly and silently dispatch of them. Naturally those classes oriented around stealth are not only more adept at hiding and sneaking, but also more capable of exploiting it to their advantage.

At its very core, hiding and sneaking are abilities available to any and all classes. They simply bestow upon the user the ability to not be detected by an enemy. Stealth classes gain an additional mechanic when they elect to hide, called the Base Available Stealth Score, or simply Stealth for short. Stealth classes special abilities are based of the Current Available Stealth. For more information on the additional abilities of Stealth classes, see the “Stealth Abilities” section.


Characters can elect to hide at anytime, even out of combat, if it is reasonable to do so. They cannot elect to hide at the same moment that an incoming battle or combat is announced by the GM. As such, some Stealth classes prefer to hide out of combat as a general rule, so that whenever a battle is joined they start the combat already Hidden and with a pool of Stealth already available. In some instances, such as an ambush, it may be appropriate to allow characters to hide after the battle is announced but before combat actually begins.

Once a battle has begun you may only hide if you are out of line of sight (LOS) of your enemies. Hiding takes up your entire turn (move, action, and instants). For Stealth classes, upon hiding you now have the Base Available Stealth dictated by the Base Available Stealth formula (see next section), however this number can be increased through several means.

While hidden you cannot be directly targeted by any opponent unless they have detected your presence (see "Detection" below), though you can take indirect damage or effects (i.e. AoE attacks).

Under normal circumstances for Stealth classes, if attacking an opponent while both hidden AND undetected, that target cannot benefit from active defensive or preventative measures such as dodge, block, parry, ward-off, impale, counter-attack or any other out-of-turn reactionary measure.

Moving out of base contact with an opponent while both hidden AND undetected does NOT count as Disengaging from Combat.

At any time you may choose to voluntarily stop hiding. There is no cost associated with this however if you are a Stealth class, you immediately lose all Available Stealth. Under ordinary circumstances, once hidden any normal (non-Sneaking) movement, most instants and any action will cause a character to no longer be hidden. Stealth classes are an exception to this, and may use both Stealth abilities and non-Stealth abilities (with the exception of Fury) in a 'sneaky" manner while hidden, instead paying a Stealth Cost. However even Stealth classes have their limits, and are subject to the 'moving cancels hiding' rule. For Stealth classes, making a regular move not only cancels hiding, but also reduces Available Stealth to zero.

Base Available Stealth

= AGILITY x 1 + LEVEL x 3 + (1/level for Thief class) + 1D20

Any time you elect to hide this is the ‘Available Stealth Score’; simply put, the amount of stealth you fill in on your character sheet. You may find it helpful to write down the basic amount on your character sheet and then simply roll a 1d20 whenever you elect to hide. If using this method be sure to update the basic amount as you go up levels and/or gain Agility points. If at any time your Stealth score drops to zero you are no longer hidden.

As always, hiding and available Stealth is subject to modification by the GM for certain situations at his/her discretion.

Under ordinary circumstances, once hidden any normal movement, most instants and any action will cause a character to no longer be hidden. Stealth classes are an exception to this, in that they can use instants and actions in a stealthy manner that instead reduces their Current Available Stealth (see Stealth Costs section below). However even Stealth classes have their limits, and are subject to the 'moving cancels hiding' rule. For Stealth classes, making a regular move not only cancels hiding, but also reduces Available Stealth to zero.


Attempting to move, other than to simply rotating on the spot, will cause a non-Stealth class to no longer be hidden. Stealth classes are slightly more flexible in that they simply pay a Stealth Cost for every inch of regular movement. Either way, these penalties can be avoided by Sneaking. Sneaking means that you move at 1/2 of you normal movement stat, calculated AFTER any movement impairing effects (i.e. slows, injuries, etc...).

Example: A thief has movement 4, but is suffering from a leg injury that has reduced his normal movement stat by 1/2, reducing his normal movement stat to 2. If he then hid, he will Sneak at a movement speed 1/2 of his injured movement speed (therefore 1).

For Stealth classes, Sneaking allows removes the Stealth cost for moving.

Sprinting while Hidden is allowed, however it simply cancels out the half movement effect of Sneaking (moving while hidden).


Detection takes on two forms, being "Spotted" by your opponents and "Giving Away" your position. Both count as being detected.

While detected, it is important to note, that your Current Available Stealth DOES NOT reduce to zero. You are technically still hidden, just temporarily detected. You can still use any Stealth ability provided you have enough Available Stealth (unless otherwise specified).

If you are able to get out of LoS of any opponent that has detected you, you may use an instant to pass a Stealth Check to become undetected by those opponents once again.

Spotted by Opponent(s)

While hidden, it is still possible for opponents to detect your presence; this is called spotting. Usually they will not attempt to do so unless given some kind of reason, such as seeing a comrade fall to the ground from a seemingly invisible assailant, a barrage of arrows hitting an ally from that stand of trees, or a creaking floor board and the slight shift in some nearby shadows. There is obviously a high degree of GM discretion involved with this process.

Opponents are even less likely to attempt to detect hidden characters if already engaged in melee combat as melee combatants tend to tunnel vision on those in base contact with them. However, this is not always the case. Some opponents may be wise enough to search for other targets if, for example, they can't seem to get past the high armor of their current target. (See Basic Enemy Tactics)

At the start of each of your enemies' turn, they may roll to see if they can spot you. There is no cost associated with this. To attempt to spot you they use one (and only one) of their ‘Sense’ stats (i.e. Sight, Hearing, or sometimes Smell for animals). If they roll less than or equal to their sense stat, you have been spotted/detected by that particular enemy only and can now be targeted as normal by them.

The following bonuses apply in your opponent's favor when rolling to spot you:
  • if you are in base contact with their frontal arc, +10 to their "sense" stat
  • if you are in base contact with their side arcs, +5 to their "sense" stat
  • if you are not in base contact, +5 for every round you stay in the same location or have moved less than 2" since your last turn

Giving Away Your Position

The second form of detection is called "Giving Away Your Position" and occurs when you target opponents with instants and actions, thus running the risk of giving your position away to them. In cases where you give your position away to an opponent, you are now considered to be detected by that opponent only.

This is triggered by specific circumstances which, unless otherwise specified by an ability, apply as follows:
Direct or indirect damage instant or action taken against opponent
All other instants or actions
Base contact, frontal arc
Automatically gives position away to opponent
Automatically gives position away to opponent
Base contact, side arc
Automatically gives position away to opponent
Give position away to opponent if failing a Stealth Check
Base contact, rear arc
Give position away to opponent if failing a Stealth Check
Give position away to opponent if failing a Stealth Check
No base contact, moved < 2" since last turn
Give position away to opponent if instant/action required LoS & failing a Stealth Check
Does not give position away
No base contact, moved >= 2" since last turn
Does not give position away
Does not give position away

Stealth Check

A successful stealth check is when you roll equal to or less than your natural/unmodified Current Available Stealth on a d100. Bonuses that increase your Currently Available Stealth from things like enchants, crafting, attacking form the shadows, and attacking from behind your target do not apply.

Calling Out a Position

Once an opponent has detected your presence they may choose to spend a instant to call out (or otherwise communicate) your location to their allies. If doing so, you're are now considered to be detected by ALL reasonable opponents. GM discretion is required in cases where it make not make sense for an opponent to communicate effectively to their allies about a detected character. Many forms of silencing abilities may be able to prevent opponents from using their instant to call out your location.

Stealth Costs

The higher your Available Stealth is the more potent your character will be. However as battles wear on, your Available Stealth may reduce over time. The effects are cumulative round to round, causing diminishing returns. If at any point your Available Stealth is reduced to zero by using instants and actions, you are no longer hidden. Remember though, at any time you can elect to re-hide (sacrificing a whole turn as before, and obeying LOS rules) to regain the base stealth. There are five categories of stealth reducers:
Stealth Cost for Instant
Stealth Cost for Action
Direct Damage, All Melee
10 main hand, 6 for off hand
Direct Damage, LoS Spirit/Faith Ranged
Direct Damage, Physical Ranged
Indirect Damage
(i.e. Buffs, Summoning, Traps, instants that combo with direct damage actions, etc)
  • If an attack/ability misses and/or fails then the stealth reduction halved
  • For a Full Stealth Class (Thief), all Stealth costs for actions are reduced by 2 due to the Mastery of Stealth Class Synergy
  • Any Fury ability (instant or action) immediately cancels hiding and reduces stealth to zero (see Caged Fury Class Synergy)

Stealth Cost for Regular Movement

Regular movement by Stealth classes does not automatically cancel hiding, but rather has a Stealth Cost associated with it:

Stealth Cost: 3 per inch of regular movement

If sneaking, there is no stealth cost for movement

Learning Stealth Abilities

Stealth classes learn abilities by placing points into them, where each point spent on a Stealth ability constitutes one "Rank" of that ability. When Stealth Classes go up levels, they gain Stealth Ability Points that can be used to either learn an entirely new Stealth ability or to "rank-up" an existing one.

Other than during level 1 character creation, to learn a new ability (i.e. Rank 1) you must be taught by an Expertise Trainer that knows the corresponding ability. However, if assigning a skill point to an already known ability (i.e. advancing from Rank 1 to Rank 2), no trainer is required. If a Stealth Class happens to be a level 3 Expertise Trainer, they can self-teach new abilities.

Stealth classes gain three ability points for each level (including level 1), however some restrictions apply to how they can be spent, as outlined in the Stealth Disciplines section below.

Stealth Disciplines

Stealth abilities are broken down into seven disciplines which can be specialized in. Every class has one Primary Discipline and two Forbidden Disciplines (except Thieves, who have no Forbidden Disciplines). When spending Stealth ability points the following applies:
  • You must always spend at least one point per level on an ability in your Primary Discipline
  • Upon character creation, each class receives two free abilities from their primary discipline before receiving their three points per level.
  • You cannot, under any circumstances, spend any points on abilities from your forbidden disciplines, nor can you ever use those abilities with your class
  • You cannot spend more than one point in a single ability each level up (except through titles)
Level1 Free Abilities
Steal, Pick Pocket
Ninja, Ranger
Sever, Bleed
Dirty Fighting
Low-blow, Dirt-in-the-Eye
Ninja, Monk
Escape Artist, Evade
Swashbuckler, Assassin
Study Prey, Apply Poison
Monk, Swashbuckler
Swift Kick, Confuse
Espionage, Distract
Ranger, Berserker
NOTE: Stealth Specializations are no longer directly part of the Stealth mechanic but are instead run through the Secondary Skill system (see Specialist Skills)

Stealth Abilities

Stealth abilities list a required amount of Stealth that must be available prior to using the ability. This number is given for every ability assumed at Rank 1. It also then shows the incremental increase in required Stealth as you attempt to use higher ranking versions of the ability. You can always elect to use a lower rank if you have higher ranks of a particular ability (i.e. at Rank 4 Steal, you can use Rank 1,2,3, or 4). The following situations effect the required Stealth:
  • If you are behind your target, the required Stealth is reduced by 10
  • If you are attack from shadows, the required Stealth is reduced by 10
These can be combined for up to -20 required Stealth reduction; however, they cannot reduce the required Stealth below 1.



Dirty Fighting





Class Specific Ultimate Abilities

Only available after hitting level 10