fix(rules): any concealment denies sneak attack (SRD rogue: 'a creature with concealment')

This commit is contained in:
2026-09-16 19:50:40 +02:00
parent 4d45409941
commit 2807f719ca
3 changed files with 28 additions and 25 deletions
+10 -9
View File
@@ -2999,14 +2999,15 @@ class CombatEngine:
PF1e: precision damage when the target is flanked (melee only, melee
touch included) or denied its Dex bonus to AC (melee, or ranged within
30 ft); dice = (level + 1) // 2. Only TOTAL concealment (miss chance
>= 50%) denies the sneak attack; partial concealment (blurred 20%)
does not (CRB rogue "Sneak Attack": "cannot sneak attack while
striking a creature with total concealment"). A BLINDED attacker faces
total concealment against ALL its opponents (CRB "Conditions —
Blinded": "All opponents are considered to have total concealment
(50% miss chance) against the blinded character"), so it cannot sneak
attack either — same max(target, 50) convention as _resolve_hit_damage.
30 ft); dice = (level + 1) // 2. ANY concealment (miss chance > 0)
denies the sneak attack (SRD rogue "Sneak Attack": "A rogue cannot
sneak attack while striking a creature with concealment" — the rogue
must see the target well enough to pick a vital spot). A BLINDED
attacker faces total concealment against ALL its opponents (CRB
"Conditions — Blinded": "All opponents are considered to have total
concealment (50% miss chance) against the blinded character"), so it
cannot sneak attack either — same max(target, 50) convention as
_resolve_hit_damage.
PF1e (CRB): undead and constructs are immune to precision damage —
ooze/plant immunity is not modeled (no such creature types exist in
the data model).
@@ -3015,7 +3016,7 @@ class CombatEngine:
if self._has_condition_named(attacker, "blinded"):
effective_concealment = max(concealment, _TOTAL_CONCEALMENT_PCT)
if (
effective_concealment >= _TOTAL_CONCEALMENT_PCT
effective_concealment > 0
or not self._has_feat(attacker, _SNEAK_ATTACK_FEATURE)
):
return 0