Listen Skill

Listen (Wis)
Use this skill to hear approaching enemies, detect someone sneaking up on you from behind, or eavesdrop on a conversation.

Check: Make a Listen check against a DC that reflects how quiet the noise is that you might hear or against an opposed Move Silently check.

The GM may call for a Listen check by a character who is in a position to hear something. You can also make a Listen check voluntarily if you want to try to hear something in your vicinity.

The GM may make the Listen check in secret so that you don’t know whether not hearing anything means that nothing is there or that you rolled low.

A successful Listen check when there isn’t anything to hear results in you hearing nothing.

DC Sound
0 People talking
5 A person in medium armor walking at a slow pace, trying not to make noise
10 An unarmored person walking at a slow pace, trying not to make any noise
15 A 1st-level Scoundrel using Move Silently within 3 meters of the listener
25 A Katarn stalking prey
30 A velker swooping in for a kill
+1 Per 4 meters from the listener
+5 Through a door
+15 Through a wall

Overheard Conversations: Hearing someone talking in a normal voice is a DC 10 Listen check, modified (like all Listen checks) by the distance from the source. Hearing a whisper is a DC 5 Listen check. In both cases, you can actually understand what is being said (assuming you understand the language) if your Listen check exceeds the DC by 10 or more.

Retry: You can make a Listen check every time you have the opportunity to hear something in a reactive manner. As a full-round action, you may attempt to hear something that you failed (or believe you failed) to hear previously.

Special: when several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners’ skill check.

You can take 10 or take 20 when making a Listen check. Taking 20 means you spend 2 minutes attempting to hear something that may or may not be there to hear.

A character with the Alertness feat gets a +2 aptitude bonus on Listen checks.

Time: A Listen check is either a reaction (if called for by the GM) or a full-round action (if you actively take the time to try to hear something).

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