Okay, so I'm no rules lawyer, but I thought it might be handy for y'all to have this as a reference. I usually play a rogue-type character in tabletop (which hasn't happened for a while, but oh well), so I'm fairly familiar with the rules for hiding. Yes, this really is basically all of them, unless you feel like getting into the supplements that you don't care about because NWN doesn't include them.
PHB, pg. 76
Hide (DEX; Armor Check Penalty)Use this skill to sink back into the shadows and proceed unseen, to approach a wizard's tower under cover of brush, or to tail someone through a busy street without being noticed.
Check: Your Hide check is opposed by the Spot check of anyone who might see you. You can move up to one-half your normal speed and hide at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a -5 penalty. It's practically impossible (-20 penalty) to hide while attacking, running, or charging.
For example, Lidda
[Halfling Rogue] has a speed of 20 feet. If she doesn't want to take a penalty on her Hide check, she can move only 10 feet as a move action (up to a maximum of 20 feet in a round).
A creature larger or smaller than Medium takes a size bonus or penalty on Hide checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large -4, Huge -8, Gargantuan 012, Colossal -16.
You need cover or concealment (see pages 150-152) in order to attempt a Hide check. Total cover or total concealment usually (but not always, see Special, below) obviates the need for a Hide check, since nothing can see you anyway.
If people are observing you, even casually, you can't hide. You can run around a corner or behind cover so that you're out of sight and then hide, but the others know at least where you went. If your observers are momentarily distracted (such as by a Bluff check; see below)
[Bluff is opposed by Sense Motive], though, you can attempt to hide. While the others turn their attention from you, you can attempt a Hide check if you can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot per rank you have in Hide.) This check, however, is made at a -10 penalty because you have to move fast.
Sniping: If you've already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Hide check to conceal yourself after the shot.
Creating a Diversion to Hide: You can use Bluff (page 67) to help you hide. A successful Bluff check can give you the momentary diversion you need to attempt a Hide check while people are aware of you.
Action: Usually none. Normally you make a Hide check as part of movement, so it doesn't take a separate action. However, hiding immediately after a ranged attack (see Sniping, above), is a move action.
Special: If you are invisible, you gain a +40 bonus on Hide checks if you are immobile, or a +20 bonus on Hide checks if you're moving.
If you have the Stealthy feat, you get a +2 bonus on Hide checks.
A 13th-level ranger can attempt a Hide check in any sort of natural terrain, even if it doesn't grant cover or concealment. A 17th-level ranger can do this even while being observed (see page 48).
PHB, pgs. 150-152
COVEROne of the best defenses available is cover. By taking cover behind a tree, a wall, the side of a wagon, or the battlements of a castle, you can protect yourself from attacks, especially ranged attacks, and also from being spotted. To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides over, or through a square occupied by a creature, the target has cover (+4 to AC).
When making a melee attack against an adjacent target, your target has cover if any line from your square to the target's square goes through a wall (including a low wall). When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.
Cover and Hide Checks: You can use cover to make a Hide check. Without cover, you usually need concealment (see below) to make a hide check.
Soft Cover: Creatures, even your enemies, can provide you with cover against melee attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Hide check.
CONCEALMENTBesides cover, another way to avoid attacks is to make it hard for opponents to know where you are. Concealment encompasses all circumstances where nothing physically block a blow or shot but where something interferes with an attacker's accuracy. Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment.
Typically, concealment is provided by fog, smoke, a shadowy aura, darkness, tall grass, foliage, or magical effects that make it difficult to pinpoint a target's location.
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment.
When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment (such as a cloud of smoke). When making a melee attack against a target that isn't adjacent to you (for instance, with a reach weapon), use the rules for determining concealment from ranged attacks.
In addition, some magical effects (such as the
blur and
displacement spells) provide concealment form all attacks, regardless of whether any intervening concealment exists.
Concealment and Hide Checks: You can use concealment to make a Hide check. Without concealment, you usually need cover to make a Hide check.
Ignoring Concealment: Concealment isn't always effective. For instance, a shadowy area or darkness doesn't provide any concealment against an opponent with darkvision. Remember also that characters with low-light vision can see clearly for a greater distance with the same light source than other characters. A torch, for example, lets an elf see clearly for 40 feet in all directions from the torch, while a human can see clearly for only 20 feet with the same light. (Fog, smoke, foliage, and other visual obstructions work normally against characters with darkvision or low-light vision.)
Although invisibility provides total concealment, sighted opponents may still make Spot checks to notice the location of an invisible character. An invisible character gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving (even though opponents can't see you, they might be able to figure out where you are from other visual clues).
PHB pg. 48
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.
DMG pg. 195
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
PHB pg 296
True SeeingDivination
Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under
blur or
displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of
true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like.
True seeing does not help the viewer see thorugh mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhance with known magic, so one cannot use
true seeing through a
crystal ball or in conjunction with
clairaudience/clairvoyance.
Material Component: An ointment for the eyes that costs 250gp and is made from mushroom powder, saffron, and fat.
Wikipedia: Game mechanics (Dungeons & Dragons)
en.wikipedia.org/wiki/Game_mechanics_(Dungeons_&_Dragons)
Ultravision: The predecessor of Darkvision, in pre-3.0 editions of the game, loosely based on the premise of the ultra-violet spectrum, was essentially identical to Darkvision in all but name. This attribute was usually only reserved for those races that lived exclusively in the dark or underground, such as the Drow (Dark Elves).
And no, neither
blur nor
displacement say anything about not being able to be used for Hide checks. And yes, I really *did* copy the formatting from the PHB and the DMG.