Becoming hidden affects creatures, so both the rogue's party and the monsters are affected without any additional work. However, the rogue's source of cover may be compromised when his buddy gets dominated (e.g. the dominated character has a different line of sight that doesn't afford the rogue cover, the rogue is relying on a game element that gives him cover from enemies only, etc.)
The dominated character is still the rogue's ally, so the dominator cannot reveal the rogue by walking the dominated character into his square.
Anything else to consider (or alter above)?
1. Don't forget that becoming Hidden is targeted - you're not Hidden from creatures you didn't CHOOSE to become Hidden from. So, just because the monster Dominated your ally, it doesn't mean that your Ally immediately becomes Hidden from you and/or that you become Hidden from him, since you weren't Hidden before.
However, interestingly, a Dominated Ally who can see you clearly knows where you are, but *can't* simply tell Team Monster - speaking is a Free Action, and he can't take any Actions. On his turn, the monster can force him to spend a Free Action to expose you - but, if so, that's his only Free Action and his turn then ends, because Dominated gives the monster a single Standard/move/minor/free action.
2. That's almost certainly useless even if it *did* work - see 1.
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
1. Don't forget that becoming Hidden is targeted - you're not Hidden from creatures you didn't CHOOSE to become Hidden from. So, just because the monster Dominated your ally, it doesn't mean that your Ally immediately becomes Hidden from you and/or that you become Hidden from him, since you weren't Hidden before.
However, interestingly, a Dominated Ally who can see you clearly knows where you are, but *can't* simply tell Team Monster - speaking is a Free Action, and he can't take any Actions. On his turn, the monster can force him to spend a Free Action to expose you - but, if so, that's his only Free Action and his turn then ends, because Dominated gives the monster a single Standard/move/minor/free action.
Good clarification. Thanks.
2. That's almost certainly useless even if it *did* work - see 1.
Really was included for completeness, since it's the only thing that references ally/enemy in the Stealth rules.
1)If a tiny creature moves into an hidden enemies space (not just attempts to move - as can legally enter and end there due to being two sizes smaller) is that hidden enemy lose hidden to that tiny creature? 2)Ditto a medium size creature moving into a hidden huge creatures space? Is the removal of hidden tied to being forced back from a space you thought was empty (or perhaps discovering something else was there)(seems to be an undefined case to me which can be RAI ed) 3)If shift into a hidden creatures space - the fact that the move action is a shift remove the normal opportunity attack for entering an enemies space? 4)If a hidden creature attempts to move into a hidden enemies space - do they lose hidden - i ask because it was not listed as one of the circumstances that negates hidden?
1)If a tiny creature moves into an hidden enemies space (not just attempts to move - as can legally enter and end there due to being two sizes smaller) is that hidden enemy lose hidden to that tiny creature? 2)Ditto a medium size creature moving into a hidden huge creatures space? Is the removal of hidden tied to being forced back from a space you thought was empty (or perhaps discovering something else was there)(seems to be an undefined case to me which can be RAI ed) 3)If shift into a hidden creatures space - the fact that the move action is a shift remove the normal opportunity attack for entering an enemies space? 4)If a hidden creature attempts to move into a hidden enemies space - do they lose hidden - i ask because it was not listed as one of the circumstances that negates hidden?
1. Nothing says "Tiny" is an exception, so it isn't. It doesn't matter if you can legally move into the square, or not. What matters is that you attempted to move into a Hidden enemy's square, full stop. 2. See 1. 3. Yes. Shifting does not provoke OAs 4. Not unless they did something that causes them to lose Hidden. An enemy moving into *your* space breaks Hidden. Moving into an enemy's space does not. So if both people are Hidden, the moving creature will stay Hidden and the nonmoving one will lose Hidden.
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
The real question for 1) is whether the pixie actually does enter the space, since I believe bumping into a hidden enemy means that you don't actually move, but that makes the assumption that you can't enter the enemy's space. Regardless, the enemy isn't hidden anymore.
The real question for 1) is whether the pixie actually does enter the space, since I believe bumping into a hidden enemy means that you don't actually move, but that makes the assumption that you can't enter the enemy's space. Regardless, the enemy isn't hidden anymore.
You would normally stop because you could normally not enter someone elses square.
So a pixie walking around a corner, and into someone hidden, would still be in that square, they would just know.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
The real question for 1) is whether the pixie actually does enter the space, since I believe bumping into a hidden enemy means that you don't actually move, but that makes the assumption that you can't enter the enemy's space. Regardless, the enemy isn't hidden anymore.
1. Nothing says you don't enter the square, so you do. The loss of Hidden happens on the attempt, regardless of whether or not the attempt is successful - and it's written that way, I suspect specifically, so that 2-size-different creatures still find each other while moving even though they can enter each other's spaces.
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
1)If a tiny creature moves into an hidden enemies space (not just attempts to move - as can legally enter and end there due to being two sizes smaller) is that hidden enemy lose hidden to that tiny creature?
For clarification, when moving into a hidden creatures space, it only loses hidden against the moving creature, not everyone. So everyone knows where it is, but they still take penalties as normal.
For clarification, when moving into a hidden creatures space, it only loses hidden against the moving creature, not everyone. So everyone knows where it is, but they still take penalties as normal.
Everyone knows where it is, if the creature that discovered it tells them.
Since telling all your friends is a no-brainer and only takes a Free Action, it's generally assumed that yes, you *will* always tell all your friends everything, but sometimes, rarely, that's not possible.
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
For clarification, when moving into a hidden creatures space, it only loses hidden against the moving creature, not everyone. So everyone knows where it is, but they still take penalties as normal.
Everyone knows where it is, if the creature that discovered it tells them.
Since telling all your friends is a no-brainer and only takes a Free Action, it's generally assumed that yes, you *will* always tell all your friends everything, but sometimes, rarely, that's not possible.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.