fix(rules): only total concealment blocks sneak attack

PF1e (CRB rogue Sneak Attack): "A rogue cannot sneak attack while
striking a creature with total concealment." _sneak_attack_dice now gates
on miss_chance >= 50 instead of any concealment > 0, so a blurred (20%)
target can still be sneak attacked while a displaced (50%) one cannot. The
test that pinned the old any-concealment denial was retargeted to total
concealment and a partial-concealment case added; README updated.

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-11 23:41:06 +02:00
parent a2825e73cc
commit 9d583a04c0
3 changed files with 44 additions and 9 deletions
+10 -5
View File
@@ -2496,12 +2496,17 @@ 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; concealment denies the sneak attack
entirely. 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).
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"). 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).
"""
if concealment > 0 or not self._has_feat(attacker, _SNEAK_ATTACK_FEATURE):
if (
concealment >= _TOTAL_CONCEALMENT_PCT
or not self._has_feat(attacker, _SNEAK_ATTACK_FEATURE)
):
return 0
if target.combatant.creature_type.lower() in _PRECISION_IMMUNE_TYPES:
return 0