Concealment provides defense against melee attacks, ranged attacks, melee touch attacks and ranged touch attacks. It also provides defense against some active combat feats such as Knockdown and Whirlwind Attack, however it does not defend against Feint, Disarm, Seeker Arrow or One Shot.
Concealment is applied as a chance to miss based on the level of concealment. Whenever an attack is made that hits, a percentile roll, a d100, is made against the concealment value, C. If d100<=C the attack then misses due to concealment. If an attack does not miss due to concealment it will still miss if it is less than the target’s armor class or a natural 1. This affects all attacks regardless of the AB to hit.
The most common level of concealment, and the PnP maximum, is 50%, however spells like Ghostly Visage and Ethereal Visage provide lower values of concealment. The toolset allows for 100% concealment, so in theory one may also find higher levels of concealment in community modules.
Methods of Gaining ConcealmentEdit
Player characters have the following methods of gaining concealment:
- Self-Concealment feats, 10% per rank of feat
- Monk's Empty body, 50%
- Assassin's Improved Invisiblity, 50%
- Shadowdancer's Shadow Evade, 5% to 25% depending on level
- Displacement, 50%
- Greater Invisibility, 50%
- Ghostly Visage, 10%
- Ethereal Visage, 25%
- Darkness, 20%
- Retributive Invisibility, 50%
- The Blind Fight feat allows you a second roll if a concealment check fails.
- Spirit Shaman's Weaken Spirits will remove it from spirits, and Ghost Warrior ignores concealment from enemy spirits.
- Doomguide's Ethereal Purge removes it from all creatures if they fail a save.