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Combat

Cover and Concealment

Cover grants +1/+2/+4 AC from physical barriers. Concealment imposes DC 5 or DC 11 flat checks to target obscured creatures. Both can stack.

Cover and concealment represent physical barriers and visual obscurement that make creatures harder to hit.

Cover: Physical obstacles between attacker and target. There are three degrees:

  • Lesser cover (+1 AC): A creature between you and the attacker, or minor obstacles. Usually from another creature's space.
  • Standard cover (+2 AC): A wall, barricade, tree trunk, or similar solid obstacle that blocks roughly half your body.
  • Greater cover (+4 AC): Nearly complete physical protection — arrow slits, murder holes, or peeking around a corner. Also grants a +2 bonus to Reflex saves against area effects.

Take Cover (1 action): Increase your existing cover by one degree (lesser to standard, standard to greater). If you have no cover, you can drop prone to gain some protection against ranged attacks.

Concealment: Visual obscurement that doesn't physically block attacks but makes targeting uncertain. Fog, darkness, invisibility, and blur effects cause concealment.

  • Concealed: Attacker must succeed on a DC 5 flat check or the attack automatically misses. This applies after the attack roll.
  • Hidden: DC 11 flat check to target. The attacker knows your general location but not your exact space.
  • Undetected: The attacker must guess which square you occupy, then succeed on a DC 11 flat check.

Interaction: Cover and concealment stack — you can have both cover from a wall and concealment from fog simultaneously.