NWN2Wiki
No edit summary
 
(added note on uncertainty of number of checks with keen sense feat)
Tag: Visual edit
 
(26 intermediate revisions by 13 users not shown)
Line 1: Line 1:
  +
{{skill
Use this skill to hear approaching enemies, to detect someone sneaking up on you from behind, or to eavesdrop on someone else’s
+
|description=This skill is used to '''listen''' for approaching enemies and to detect someone sneaking up on you.
conversation.
 
  +
|ability=Wisdom
  +
|classes=[[Barbarian]], [[Bard]], [[Druid]], [[Monk]], [[Ranger]], [[Rogue]]; [[Arcane archer]], [[Arcane trickster]], [[Assassin]], [[Duelist]], [[Dwarven defender]], [[Harper agent]], [[Neverwinter Nine (class)|Neverwinter Nine]], [[Pale master]], [[Red dragon disciple]], [[Shadow Thief of Amn (class)|Shadow Thief of Amn]], [[Shadowdancer]]
  +
|training=No
  +
|check=Your listen check is always active and opposed by your stealthed target’s [[move silently]] check.
  +
|special=Standing still provides a +5 bonus to listen; A [[ranger]] gains a +1/5 levels bonus on Listen checks when using this skill against a favored enemy; an [[elf]], [[gnome]] or [[halfling]] has a +2 racial bonus on listen checks; [[half-elf|half-elves]] and [[gray dwarf|gray dwarves]] have a +1 racial bonus on Listen checks; the master of a bat [[familiar]] receives +3 to listen checks.
  +
|use=Automatic (although characters will make a listen check more often if they are in detect mode)}}
   
  +
==NWN2 Implementation==
Check: Your Listen check is either made against a DC that reflects how quiet the noise is that you might hear, or it is opposed
 
  +
There are not a great deal of known variables when it comes to the stealth system. The core opposed skill check would be regarded as:
by your target’s Move Silently check.
 
   
  +
Listener: 1d20 roll + ''listen'' skill + bonuses (such as from ''wisdom'', from race feats)
Your DM may decide to make the Listen check for you, so that you don’t know whether not hearing anything means that nothing
 
  +
Against:
is there, or that you failed the check.
 
  +
Target: 1d20 roll + [[move silently]] skill + bonuses.
   
  +
*Checks are made 6 times a round by Elves (Keen Senses) and once a round by other Races as of v1.22. Note there is some debate as to whether Elves actually perform 6 checks per round with the Keen Sense feat - it may actually be less and there appears to be no evidence confirming the specific number either way.
'''Table 1.1'''
 
  +
*As of v1.23, Invisible targets are "Silent" or a Listen check cannot detect them.
<div align="center">
 
<table border="1" width="500">
 
<tr>
 
<td width="108" align="center" bgcolor="#333399">
 
<font color="#FFFFFF"><b>Listen DC</b></font></td>
 
<td align="center" bgcolor="#333399"><font color="#FFFFFF"><b>Type
 
of Sound</b></font></td>
 
</tr>
 
<tr>
 
<td width="108" align="center">-10</td>
 
<td>A battle</td>
 
</tr>
 
<tr>
 
<td width="108" align="center" bgcolor="#C0C0C0">0</td>
 
<td bgcolor="#C0C0C0">People talking*</td>
 
</tr>
 
<tr>
 
<td width="108" align="center">5</td>
 
<td>A person in medium armor walking at a slow pace trying not to
 
make noise.</td>
 
</tr>
 
<tr>
 
<td width="108" align="center" bgcolor="#C0C0C0">10</td>
 
<td bgcolor="#C0C0C0">An unarmored person walking at a slow pace
 
trying not to make noise.</td>
 
</tr>
 
<tr>
 
<td width="108" align="center">15</td>
 
<td>A 1st-level rogue using [[Move Silently]] to sneak past the
 
listener.</td>
 
</tr>
 
<tr>
 
<td width="108" align="center" bgcolor="#C0C0C0">19</td>
 
<td bgcolor="#C0C0C0">A cat stalking</td>
 
</tr>
 
<tr>
 
<td width="108" align="center">30</td>
 
<td>An owl gliding in for a kill.</td>
 
</tr>
 
<tr>
 
<td align="center" colspan="2" bgcolor="#C0C0C0">* If you beat the
 
DC by 10 or more, you can make out what's being said, assuming that
 
you can understand the language.</td>
 
</tr>
 
</table>
 
</div>
 
   
  +
<br>It is unknown if these variables impact on the skill:
'''Table 1.2'''
 
  +
* Armor usage by both people
<div align="center">
 
  +
* The proximity of the two people
<table border="1" width="368">
 
  +
* If moving helps or hinders the checker, or the target's listen or move silently checks.
<tr>
 
  +
* If ''search'' affects the distance, the frequency or the bonuses to listen (as well as ''spot'')
<td width="152" align="center" bgcolor="#333399">
 
  +
* If [[Etherealness]] actually allows people to hear you (technically, according to D&D, Etherealness puts you on another plane of existence).
<font color="#FFFFFF"><b>Listen DC Modifier</b></font></td>
 
  +
* If, once heard, a target can ever be "unheard" again at a later time, even if attacked
<td align="center" bgcolor="#333399" width="200">
 
  +
* If being allied with the target changes the check, or if the check is done at all if the ally is on your side
<font color="#FFFFFF"><b>Condition</b></font></td>
 
</tr>
 
<tr>
 
<td width="152" align="center">+5</td>
 
<td width="200">Through a door</td>
 
</tr>
 
<tr>
 
<td width="152" align="center" bgcolor="#C0C0C0">+15</td>
 
<td bgcolor="#C0C0C0" width="200">Through a stone wall</td>
 
</tr>
 
<tr>
 
<td width="152" align="center">+1</td>
 
<td width="200">Per 10 feet of distance</td>
 
</tr>
 
<tr>
 
<td width="152" align="center" bgcolor="#C0C0C0">+5</td>
 
<td bgcolor="#C0C0C0" width="200">Listener is distracted</td>
 
</tr>
 
</table>
 
</div>
 
   
  +
There are area-based listen and [[spot]] skill penalties or bonuses which can be applied which are known about, and obviously apply to each and every check made.
In the case of people trying to be quiet, the DCs given on the table could be replaced by Move Silently checks, in which case the indicated DC would be their average check result (or close to it). For instance, the DC 19 noted on the table for a cat stalking means that an average cat has a +9 bonus on Move Silently checks. Assuming an average roll of 10 on 1d20, its Move Silently check result would be 19.
 
  +
  +
==Original Campaign==
  +
This skill is never implemented in a conversation check, and has no known use apart from rare encounters with enemies who use the stealth skill.
  +
  +
==[[DnD 3.5]] comparison==
  +
The skill can be used for almost anything at the DMs discretion where the PCs wish to listen for something. The DC to hear the sound is set by the DM according to a set of tables listing types of noise and modifying factors which may hamper or enhance hearing.
  +
  +
==See also==
  +
*[[NWNWiki:Listen]]
  +
*[[How Stealth and Detection works]]

Latest revision as of 20:03, 2 December 2018

This skill is used to listen for approaching enemies and to detect someone sneaking up on you.

Modifying ability: Wisdom

Classes: Barbarian, Bard, Druid, Monk, Ranger, Rogue; Arcane archer, Arcane trickster, Assassin, Duelist, Dwarven defender, Harper agent, Neverwinter Nine, Pale master, Red dragon disciple, Shadow Thief of Amn, Shadowdancer

Requires training: No

Check: Your listen check is always active and opposed by your stealthed target’s move silently check.

Special: Standing still provides a +5 bonus to listen; A ranger gains a +1/5 levels bonus on Listen checks when using this skill against a favored enemy; an elf, gnome or halfling has a +2 racial bonus on listen checks; half-elves and gray dwarves have a +1 racial bonus on Listen checks; the master of a bat familiar receives +3 to listen checks.

Use: Automatic (although characters will make a listen check more often if they are in detect mode)


NWN2 Implementation[]

There are not a great deal of known variables when it comes to the stealth system. The core opposed skill check would be regarded as:

Listener: 1d20 roll + listen skill + bonuses (such as from wisdom, from race feats)

Against:

Target: 1d20 roll + move silently skill + bonuses.
  • Checks are made 6 times a round by Elves (Keen Senses) and once a round by other Races as of v1.22. Note there is some debate as to whether Elves actually perform 6 checks per round with the Keen Sense feat - it may actually be less and there appears to be no evidence confirming the specific number either way.
  • As of v1.23, Invisible targets are "Silent" or a Listen check cannot detect them.


It is unknown if these variables impact on the skill:

  • Armor usage by both people
  • The proximity of the two people
  • If moving helps or hinders the checker, or the target's listen or move silently checks.
  • If search affects the distance, the frequency or the bonuses to listen (as well as spot)
  • If Etherealness actually allows people to hear you (technically, according to D&D, Etherealness puts you on another plane of existence).
  • If, once heard, a target can ever be "unheard" again at a later time, even if attacked
  • If being allied with the target changes the check, or if the check is done at all if the ally is on your side

There are area-based listen and spot skill penalties or bonuses which can be applied which are known about, and obviously apply to each and every check made.

Original Campaign[]

This skill is never implemented in a conversation check, and has no known use apart from rare encounters with enemies who use the stealth skill.

DnD 3.5 comparison[]

The skill can be used for almost anything at the DMs discretion where the PCs wish to listen for something. The DC to hear the sound is set by the DM according to a set of tables listing types of noise and modifying factors which may hamper or enhance hearing.

See also[]