Guide:Stealth fighting

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Purpose[edit | edit source]

Stealth Stealth can be used to shape, ease, and - in many cases - avoid formal turn-based combat. This is typically accomplished through crowd control and object placement to either eliminate foes or enfeeble them to a state of near total defeat. Although stealth-based fighting has utility in many situations and at all difficulty levels, it is of particular use in Honour mode, where (for example) certain mistakes, bad rolls, or unforeseen events can lead to a Game Over.

Some examples of stealth-based fighting making things easier with Bosses include:


This guide assumes the party has a minimum level of 3.

Desired things[edit | edit source]

Classes[edit | edit source]

While any Rogue class is well suited for stealth fighting due to their typically high Dexterity Dexterity, four skill proficiencies, ability to select Expertise Expertise in stealth at level 1, acquisition of Reliable Talent Reliable Talent at level 11, and their sneak attack sneak attack ability, thieves are usually the best overall choice due their additional Bonus Action at level 3, allowing for greater flexibility and control of the field in turn-based mode.

Conditions and related spells[edit | edit source]

Some of the below conditions are best obtained obtained from casting by another party member due to their Concentration Concentration requirements (yet also see equipment below):

Armour and related stealth items[edit | edit source]

In total, the below items add Advantage Advantage and an average of +18 to all stealth checks (not including Dexterity)

Weapons and related items[edit | edit source]

Races, Feats and related abilities[edit | edit source]

Other items[edit | edit source]

Methods, Tactics and Reasoning[edit | edit source]

Most of the time, in the interest of safety and flexibility, sniper-fighting will be the preferred method of dispatching foes. The surprise page explains: "If a character's Stealth is high enough then enemies will sometimes fail to notice them even as their allies are being attacked and killed from a distance. This can even work with Area of Effect spells such as Fireball Fireball as long as the party member casting it remains hidden. The enemies will run around in a desperate search for the party member but be unable to find them. This can be accomplished with a high Dexterity score, Proficiency and Expertise in stealth, Advantage Advantage in dexterity or stealth checks, and certain spells and abilities such as Pass Without Trace Pass Without Trace."

When sniper-fighting opponents, the goal is to defeat or weaken them in turn-based mode, but out of formal turn-based combat mode. For sneak attack sneak attack damage to apply with ranged attacks while avoiding the possibility of starting formal combat, all ranged attacks must be done while hiding hiding and very near the end range of the ranged weapon's normal range.

Specifically, the High ground rules page states, "A ranged weapon's 'maximum effective range' is its 'normal attack range'. Beyond this, the attacker suffers a 'Target outside normal range' penalty which applies Disadvantage Icon.png Disadvantage to the attack roll. Unlike attack range abilities, this effective range is *not* extended by the high ground range extension. It is also measured using the true distance between the attacker and target, not just the horizontal component. Thus, maximum attack range and effective weapon range are equal at level elevations, but diverge when dealing with elevation 'differences'. Practically speaking, this means this penalty is only encountered when extending the attack range with elevation, particularly high ground range extension. Spell attacks do not have a maximum effective range and do not suffer this penalty when attacking beyond normal range."

Acting alone, to the extent that thieves fight sniper-style using the above desired things, they have increasingly good odds of sneak attacking sneak attacking opponents at their weapon's maximum normal range, typically with respectable (if not excellent) chances of hitting, while successfully maintaining stealth and / or Greater Invisibility Greater Invisibility until their chosen foes are dead dead. In doing so, the thief is advised to take care to first trim opponents at the periphery of a targeted area with many lines of sight, then work their way in to avoid starting an unwanted fight.

Consequences[edit | edit source]

Constantly stealth-fighting can be a tedious affair. It requires preparation/planning and repetition, as well as careful placement and action far away from the rest of the active party to isolate combat when things go wrong, as they inevitably will (although the goal, of course, is to greatly reduce these odds). It is also considerably riskier in honour mode. Additionally, doing this much of the time will significantly slow the pace of the game, and is considered cheesing by many. Still, the primary goal of making many battles considerably easier, or (by most practical measures) avoiding them altogether, is quite tenable as a result.

In conclusion, if you've read this far, and especially if you're playing in Honour mode, where Larian feels free to throw everything they have at you - and more, the above tactics and equipment are viable paths to victory and - ultimately - golden dice.

Notes and references[edit | edit source]

  1. Actions with the Invisible flag can be performed without this Stealth check. They also do not increase the Stealth check DC of subsequent actions.
    • Outside of Honour mode, the DC of maintaining (greater) invisibility scales linearly: DC=15+(number of previous successful Stealth checks)
    • In Honour mode, the DC scales quadratically: DC=15+(number of previous successful Stealth checks)2
      • If one plans to use greater invisibility while in honour mode, it's advisable to have this spell re-cast after perhaps 3 to 4 attacks to avoid unwanted spell failure in what could become dire circumstances.
  2. It is difficult to overstate the utility of Minor Illusion for luring and / or distracting foes to more secluded areas to rob or kill desired targets, making a single level in Bard an attractive option, especially in Honour Mode, where Bardic Inspiration Bardic Inspiration is quite helpful.
  3. The +2 Dexterity from The Graceful Cloth stacks with the same from the Mirror of Loss, raising the wearer's from 18 to 22.
  4. The +2 Dexterity from Nimblefinger Glove stacks with the same from the Mirror of Loss, raising the wearer's from 20 to 24.
  5. Once the user has a high enough attack value, other headwear such as  Covert Cowl may be more useful than the +1 to hit from the  Marksmanship Hat.
  6. As a level 11 rogue / level 1 fighter is a strong combination once the player character attains level 12, such a build will have 3 feats. It is suggested the player consider these three for such a build: Ability Improvement (to bring Dex from 17 to 19) Sharpshooter (for sniper firepower), and either Athlete (to bring Dex to 20) or Lucky (if playing in Honour mode, in which case base Dex should be 16, not 17). Such a build is not intended for the purposes of this guide to be used in regular turn-based combat, where Alert Alert would otherwise be essential in Honour Mode.
  7. While exceptions surely exist to this rule of thumb, it's usually a good idea to maximize sneak attack damage to speed up the already slow process of sniper-killing. A level 11 Thief/ level 1 Fighter with the archery fighting style makes for a good level 12 combo, as does a level 11 Thief / level 1 Bard.