Perception: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 16: Line 16:
<div class="clear"></div>
<div class="clear"></div>


Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.
Your senses allow you to notice fine details and alert you to danger. Perception is the skill of using those senses to their maximum effect, keenly finding the minute details that others miss.  Perception covers all five senses, including sight, hearing, touch, taste, and smell.




===Common Uses===
===Common Uses===
{{Template:SkillUse


====Notice Someone/Something====
| Skill-Use = Notice Someone/Something
Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.


Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines. 
| Core-Skill = Perception


As a note, finding a trap requires you to be adjacent to the square you are checking for traps unless there are feats, abilities, magic items, etc which modify that task. Noticing large, obvious details (such as creatures size Small or larger) only takes a -1 per ten feet if there are poor visibility conditions.  In clear conditions such rolls are typically -1 per one hundred feet, and if creatures are larger than size medium, the distance for each minus 1 is multiplied by each size category larger then size small.  Thus, size medium is -1 per 100 feet, large is minus 1 per 200 feet, huge is -1 per three hundred feet, etc.  
| Benefit = Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.


Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is.


====Table: Notice Someone/Something====
 
{| border="1" cellpadding="5" style="text-align:left"
 
As a note, finding a trap requires you to be adjacent to the square you are checking for traps unless there are feats, abilities, magic items, etc which modify that task.  Noticing large, obvious details (such as creatures size Small or larger) only takes a -1 per ten feet if there are poor visibility conditions.  In clear conditions such rolls are typically -1 per one hundred feet, and if creatures are larger than size medium, the distance for each minus 1 is multiplied by each size category larger than size small.  Thus, size medium is -1 per 100 feet, large is -1 per 200 feet, huge is -1 per three hundred feet, etc.
 
| Action = Most Perception checks are reactive, made in response to observable stimulus. These are 'passive' perception checks and are free actions, although it is unusual for more than one Perception check to be allowed at once.  Intentionally searching for stimulus is an 'active' perception check, and involves all opposed rolls as well as 'general' perception checks.  Such active perception checks are a move action.  You may make more than one per round in battle if you wish to spend the actions, but in general, you may only notice one thing at a time with an active check.
 
| DC = The DC of the check (noted in the table) is either based upon the stimulus you are impinged with, the environment you are within, or the abilities of an opponent.
 
{{#!:  
:{| border="1" cellpadding="5" style="text-align:left"
! Detail || Perception DC
! Detail || Perception DC
|-
|-
Line 58: Line 67:
|-
|-
| Sense a burrowing creature underneath you || 25
| Sense a burrowing creature underneath you || 25
|-
| General 'perception check' to gain useful information about a scene, room, or area || Average DC for the CL of the area or the Campaign level
|-
|-
| Notice a pickpocket || Opposed by Sleight of Hand
| Notice a pickpocket || Opposed by Sleight of Hand
Line 69: Line 80:
| Find a hidden trap || Varies by trap
| Find a hidden trap || Varies by trap
|-
|-
| Identify the powers of a potion through taste || 15 + the potion's caster level
| Identify the powers of a potion through taste || 10 + 2 x the potion's caster level
|}
|}
}}


 
| Modifiers =
====Table: Perception Modifiers====
{{#!:  
{| border="1" cellpadding="5" style="text-align:left"
:{| border="1" cellpadding="5" style="text-align:left"
! Perception Modifiers || DC Modifier
! Perception Modifiers || DC Modifier
|-
|-
Line 90: Line 102:
|-
|-
| Terrible conditions<sup>2</sup> || +5
| Terrible conditions<sup>2</sup> || +5
|-
| Making an active Perception check as a swift action || +5
|-
|-
| Creature making the check is distracted || +5
| Creature making the check is distracted || +5
Line 97: Line 111:
| Creature or object is invisible to sense making check || +4
| Creature or object is invisible to sense making check || +4
|}
|}
}}


:* <sup>1</sup> Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might decrease the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might increase a DC involving hearing, while competing odors might penalize any DC involving scent.
:* <sup>1</sup> Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might decrease the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might increase a DC involving hearing, while competing odors might penalize any DC involving scent.
Line 102: Line 117:
:* <sup>2</sup> As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.
:* <sup>2</sup> As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.


===Action===
| Take10-Take20 = No.  You sense what you sense in a fleeting period of time, or you do not.
Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.
 
| Assist = No.  Having friends nearby does not help, although if they notice something with a separate roll, they may certainly point it out to you.
 
| Success = You notice the stimulus in question and may take actions based upon it.
 
| Failure = You do not notice the stimulus in question and may not take actions based upon it.


* '''Retry?''' Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.
| Retry = Special. If the stimulus is fleeting, then if you miss it, it is gone.  If the stimulus is ongoing (a faint humming in the air, for example) you may retry again once each round you are exposed to the stimulus.  If you leave an area with a fleeting or recurring stimulus and return after a day has passed, then you may try again, assuming the stimulus is still present.


| Provokes = No.


===Modifiers===
}}
* '''Familiars:''' A spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a +2 bonus on Perception (and Sense Motive) checks.





Revision as of 20:09, 20 May 2017

Description

Ability Score Used: Wisdom
Usable Untrained? Yes
Armor Check Penalty Applies? No

Your senses allow you to notice fine details and alert you to danger. Perception is the skill of using those senses to their maximum effect, keenly finding the minute details that others miss. Perception covers all five senses, including sight, hearing, touch, taste, and smell.


Common Uses

Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is.


As a note, finding a trap requires you to be adjacent to the square you are checking for traps unless there are feats, abilities, magic items, etc which modify that task. Noticing large, obvious details (such as creatures size Small or larger) only takes a -1 per ten feet if there are poor visibility conditions. In clear conditions such rolls are typically -1 per one hundred feet, and if creatures are larger than size medium, the distance for each minus 1 is multiplied by each size category larger than size small. Thus, size medium is -1 per 100 feet, large is -1 per 200 feet, huge is -1 per three hundred feet, etc.

Action Required:

Most Perception checks are reactive, made in response to observable stimulus. These are 'passive' perception checks and are free actions, although it is unusual for more than one Perception check to be allowed at once. Intentionally searching for stimulus is an 'active' perception check, and involves all opposed rolls as well as 'general' perception checks. Such active perception checks are a move action. You may make more than one per round in battle if you wish to spend the actions, but in general, you may only notice one thing at a time with an active check.

DC of Check:

The DC of the check (noted in the table) is either based upon the stimulus you are impinged with, the environment you are within, or the abilities of an opponent.

Detail Perception DC
Hear the sound of battle -10
Notice the stench of rotting garbage -10
Detect the smell of smoke 0
Hear the details of a conversation 0
Notice a visible creature 0
Determine if food is spoiled 5
Hear the sound of a creature walking 10
Hear the details of a whispered conversation 15
Find the average concealed door 15
Hear the sound of a key being turned in a lock 20
Find the average secret door 20
Hear a bow being drawn 25
Sense a burrowing creature underneath you 25
General 'perception check' to gain useful information about a scene, room, or area Average DC for the CL of the area or the Campaign level
Notice a pickpocket Opposed by Sleight of Hand
Notice a Disguised creature Opposed by Disguise
Notice a Camouflaged object or motionless creatures Opposed by Disguise
Notice a creature using Stealth Opposed by Stealth
Find a hidden trap Varies by trap
Identify the powers of a potion through taste 10 + 2 x the potion's caster level
Modifiers to Check
Perception Modifiers DC Modifier
Distance to the source, object, or creature +1/10 feet
Distance in hazy, dusty, heat-distorted, shimmery, on other Planes, etc +1/5 feet
Through a closed door +5
Through a wall +10/foot of thickness
Favorable conditions1 -2
Unfavorable conditions1 +2
Terrible conditions2 +5
Making an active Perception check as a swift action +5
Creature making the check is distracted +5
Creature making the check is asleep +10
Creature or object is invisible to sense making check +4
  • 1 Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might decrease the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might increase a DC involving hearing, while competing odors might penalize any DC involving scent.
  • 2 As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.
Take 10? / Take 20?

No. You sense what you sense in a fleeting period of time, or you do not.

Allows Assists?

No. Having friends nearby does not help, although if they notice something with a separate roll, they may certainly point it out to you.

Results of Success

You notice the stimulus in question and may take actions based upon it.

Consequences of Failure

You do not notice the stimulus in question and may not take actions based upon it.

Retry Allowed?

Special. If the stimulus is fleeting, then if you miss it, it is gone. If the stimulus is ongoing (a faint humming in the air, for example) you may retry again once each round you are exposed to the stimulus. If you leave an area with a fleeting or recurring stimulus and return after a day has passed, then you may try again, assuming the stimulus is still present.

Provokes AOO?

No.


Epic Skill Uses

Note: All uses below require a minimum of 21 Ranks in the skill to use.

Pierce Obscurement

+10 DC per square of smoke, fog, cloud, etc which you ignore for making Perception checks.


Sense Magic

(DC 60) - sense the presence of an active magical effect in an area being examined.


Defeat illusion

(DC 85) - eliminates will save, must be able to see or hear it.


Notice presence of an inanimate, unmoving invisible object

(DC 50) - you know something's there, but only in the general area ('this room'; not 'this square')


Pinpoint the location of an inanimate, unmoving invisible object/creature

(DC 70) - but it will still have total concealment (50% miss chance).