daremetoidareyo
2017-04-24, 09:13 PM
Hear Ye, Hear Ye: A Listen Skill Reference
https://s-media-cache-ak0.pinimg.com/736x/3b/f7/81/3bf78103704e326cce2f4d573fc98472.jpg
Listen (Wis)
SRD (http://www.d20srd.org/srd/skills/listen.htm): 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 by your target’s Move Silently check. 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.
Rules compendium p.114 A successful Listen check allows you to tell the general location of or direction to the sound. If understanding the actual content of a sound is important, beating the DC by 10 allows you to do so, assuming you can otherwise understand that content. Beating the DC by 20 allows you to pinpoint where a sound is coming from.
Stormwrack p.88: Water is a better conductor of sound than air; sound waves propagate faster and attenuate less over distance. However, land creatures don’t necessarily hear well underwater, because it’s very difficult to establish direction and discriminate the components of a sound if your ears are intended for hearing through air, not water.
Background Noise:Adventurers in or around water often have to contend with significant background noise—the sound of the surf, the slap of water on a boat’s hull, the rush and break of wavelets even in calm waters, or the rushing of a river or stream. If either the listener or the origin of a sound is in an area of background noise, the DC of any Listen checks increases as shown below. Sounds that pass over or through such conditions are also affected.
Check Modifiers: Sound carries through water extremely well; penalize the listener’s Listen check by –1 per 30 feet instead of –1 per 10 feet for sounds transmitted through water. Sound also carries well over water (for example, a person on shore shouting to someone on a boat); penalize the Listen check by –1 per 20 feet instead of the normal increment of –1 per 10 feet.
Listen DC/Modifier
Sound
Source
-40
The sound of an erupting Volcano (Bottled Eruption item)
Web (http://archive.wizards.com/default.asp?x=dnd/fw/20031227a)
-10
A Battle
SRD
-10
Small rumble of thunder (Thunderstroke spell)
CoV p.59
0
People Talking, If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language
SRD
5
A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.
SRD
5
Detect a Sonorous Hum spell
Spell Compendium, p. 196
5
Hear people talking on the other side of a door
DMG p.31
10
An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise, Hear an approaching guard
SRD/PHB p.64
10
Hear the horrific sounds of tearing and ripping come from the ten shadow ghouls feasting on a political prisoner in a long tunnel from the other side of a door.
ToM p.181
15
A 1st-level rogue using Move Silently to sneak past the listener
SRD
15
People Whispering, If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language
SRD
15
The message spell is ideal for maintaining communication between a commander and her officers prior to a battle, but once battle is joined, targets of a message spell must succeed on a DC 15 Listen check to hear the whispered message over the din of battle.
Heroes of Battle p.121
15
The sound of someone picking a lock
Expedition to the Ruins of Greyhawk p.62
19
A cat stalking
SRD
20
The sound of something burrowing underground
Expedition to the Ruins of Greyhawk p.178
25
The sound of a creature casting a silent spell
Expedition to the Ruins of Greyhawk p.79
28
The sound of something moving using earth glide
Expedition to the Ruins of Greyhawk p.54
30
An owl gliding in for a kill
SRD
35
Coffins: These stone coffins have heavy lids. A PC within a coffin who screams loudly gives companions a chance to hear: DC 35 Listen check to hear the faint screams coming from somewhere to the north.
Expedition to ravenloft p.190:
80
Defeat Illusion with auditory component
Epic SRD
Varies
Notice the presence of an invisible creature (generally opposed by a Move Silently check). If the character beats the DC by 20 or more, he or she can pinpoint the location of the invisible creature, though it still maintains total concealment from the character (50% miss chance).
Epic SRD
+5
Through a door
SRD
+15
Through a stone wall
SRD
+1
Per 10 feet of distance over land/ per 20 feet over water/ per 30 feet underwater
SRD & Rules compendium p.114
+5
Listener Distracted
SRD
+10
Listener Asleep
SRD
+10
Land Creature underwater (no native swim skill or aquatic subtype)
Rules compendium p.114
+5
Ambient Noise: Listener or sound in light sea or moderate river
Rules compendium p.114 & Stormwrack p.88
+10
Loud ambient Noise: Listener or sound in light surf, moderate sea, or loud river
Rules compendium p.114 & Stormwrack p.88
+15
Extremely Loud Ambient Noise: Listener or sound in heavy surf or thundering river
Rules compendium p.114 & Stormwrack p.88
Epic Usage of Listen (http://www.d20srd.org/srd/epic/skills.htm#listen):The character can pinpoint the location of an invisible creature, or detect an illusion with an auditory component.
Defeat Illusion The character can automatically detect any illusion with an auditory component for what it truly is. No Will save is required, and the character doesn’t have to interact with the illusion (but he or she must be able to hear its auditory component).
DMG p.296 Listen Check DCs to Detect Invisible Creatures: A creature can use hearing to find an invisible creature. A character can make a Listen check for this purpose as a free action each round. A Listen check result at least equal to the invisible creature’s Move Silently check result reveals its presence. (A creature with no ranks in Move Silently makes a Move Silently check as a Dexterity check to which an armor check penalty applies.) A successful check lets a character hear an invisible creature “over there somewhere.” It’s practically impossible to pinpoint the location of an invisible creature. A Listen check that beats the DC by 20 pinpoints the invisible creature’s location.
Invisible Creature Is
DC
In combat or speaking
0
Moving at half speed
Move Silently check result
Moving at full speed
Move Silently check result –4
Running or charging
Move Silently check result –20
Some distance away
+1 per 10 feet (assuming normal terrain/environment
Behind an obstacle (door)
+5
Behind an obstacle (stone wall)
+15
DMG p.303 A creature in Darkness Effects: A creature blinded by darkness can make a Listen check as a free action each round in order to locate foes (DC equal to opponents’ Move Silently checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It’s almost impossible to pinpoint the location of an unseen creature. A Listen check that beats the DC by 20 reveals the unseen creature’s square (but the unseen creature still has total concealment from the blinded creature).
Action Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.
Try Again Yes. You can try to hear something that you failed to hear previously with no penalty.
Races of Stone p.132: Underground Echo - location
Sound doesn’t behave underground the way it does on the surface. Water and stone carry it in ways that open air doesn’t. Words and noises sometimes travel far from the individuals who made them to the ears of unfriendly creatures who would otherwise have remained unaware of the intruder's’ presence. To those who have learned the ways of sound in the earth’s heart, an echo from the sound of an enemy’s misstep can be sweet music to their ears. Years of training have taught many underground explorers how to tell an enemy’s location and distance from the echoes they hear.
Check: With a successful DC 25 Listen check, you can listen to echoing sounds and determine how far away the individuals making them are, within 10% of the distance between you and those individuals.
Action: Each check takes 1 full round of listening.
Try Again: No.
Races of Destiny p.149: Listening in populous settings
Sometimes you want to hear a whispered conversation across the room or make out what two people are talking about in a loud, crowded room.
Check: You can use this skill to clarify overheard conversations. The DCs given in the Player’s Handbook are based simply on hearing someone moving or talking. To understand any conversation that is being spoken near to you (but not directly at you), your Listen check must exceed the DC by 10.
Environment
DC Modifier
Next to booth in a Tavern
+2
Bustling city street corner
+5
Busy Tavern
+10
Crowded Market Place
+15
Riot
+20
Action: Each check takes a full round of listening.
Try Again:No.
Special:
When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals’ Listen checks.
A fascinated creature takes a -4 penalty on Listen checks made as reactions.
Favored enemy class feature and similar but slightly tweaked derivations of it advance the Listen skill against a single type or subtype of creature by +2 and by another +2 every 5 levels thereafter.
XPH p.58: Auditory Displays of psionics yielda bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 Listen check. Some powers describe unique auditory displays.
A sleeping character may make Listen checks at a -10 penalty. A successful check awakens the sleeper.
A character can use Listen to notice the presence of an invisible creature (generally opposed by a Move Silently check). If the character beats the DC by 20 or more, he or she can pinpoint the location of the invisible creature, though it still maintains total concealment from the character (50% miss chance).
Listen checks can be modified by the weather and environment; see below
Unearthed Arcana p.84: Listen Since one Listen check represents one attempt to hear something, using the skill does not lend itself to complex skill checks. Situations that call for multiple Listen checks always require multiple simple checks, not one complex check.
Dungeonscape p.156: Remember that loud sounds drown out quieter noises. You can use circumstance modifiers to simulate this situation. For example, a PC standing near a waterfall (Listen DC –5) could take a penalty of –2 or more on Listen checks to hear a quieter sound, such as creatures talking in a cave behind the cataract.
Libris mortis p.142: As the Dungeon Master’s Guide indicates, an incorporeal creature hiding inside a solid object gains a +2 circumstance bonus on Listen checks because solid objects carry sound well.
PHB p.307: Deafened: Unable to hear. A deafened character takes a –4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. But what if you are missing only one ear?
DMG p.27 Variant: Damage to body parts: Damaged Ear: -2 penalty to Listen checks; initiative checks. Severe damage to both ears causes a character to become deafened.
SRD (http://www.d20srd.org/srd/specialAbilities.htm#blindsense): Blindsense and Blindsight: The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature.
SRD (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype): Incorporeal creatures: An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
DMG2:p.49: Find a caughing survivor in a burning house: A successful DC 15 Listen check reduces the number of rounds spent searching by 1, as coughing citizens inadvertently lead the characters to their location.
Expedition to the Demonweb pits p.20: Heavy curtains shield the conversations from eavesdroppers (increasing Listen DCs by 5).
Expedition to the Demonweb pits p.97: The doors are stuffed with felt around the edges to avoid disturbing the guests (this also imposes a –5 circumstance penalty on any Listen check made within the inn).
Weather and Environmental Factors
Weather
Rules compendium p.158: STORMS
Storms last for 2d4–1 hours, and wind speeds are severe (30 to 50 mph). The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three quarters, imposing a –8 penalty on Spot, Search, and Listen checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which take a –4 penalty on attack rolls.
DMG p.94 Powerful Storms: Very high winds and torrential precipitation reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible.
DUSTSTORM: A duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames. It leaves behind a deposit of 1d6 inches of fine dust and sand.
SANDSTORM: A sandstorm reduces visibility to 1d10X5 feet and imposes a –4 penalty on Listen, Search, and Spot checks.
SNOWSTORM: In addition to the wind, snowstorms leave 1d6 inches of snow on the ground.
THUNDERSTORM: In addition to wind, rain, and sometimes hail, lightning accompanies thunderstorms. One lightning bolt strikes per minute for a 1-hour period. A tornado accompanies one in ten thunderstorms.
WINDSTORM: DMG p.95: Listen checks are at a –8 penalty due to the howling of the wind.
FLAMESTORMS: Sandstorm p.21: Flamestorms are presaged by the formation of dark clouds in the sky, which the uninitiated might mistake for rain clouds (DC 15 Survival check to determine that they are not). A DC 15 Spot check reveals that the flashes of light in the clouds are more reddish-orange than ordinary lightning, or a DC 5 Spot check reveals that the darkness under an approaching storm cloud is pierced by streaks of ruddy light. The constant crackle and low roar of the falling fire provides a –4 penalty on Listen checks.
CACKLESTORM Fiendish codex 1 p.112: The first sign of an impending cacklestorm is a soft giggling that seems to come from a dozen wicked voices. Hearing the faint tittering requires a successful DC 10 Listen check. Those who succeed can plug their ears to protect themselves, for in the next round the dozen voices become a hundred and then a thousand, until the landscape echoes with a chorus of insane laughter. Anyone able to hear the cacklestorm must succeed on a DC 16 Will save or fall under the effect of a permanent Tasha’s hideous laughter spell that can only be broken by the ingestion of ten vials of holy water and the completion of an atonement spell administered by a 9th-level caster (or higher).
Wind and Non-Storm Precipitation
RAIN DMG p.94: Rain reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind (-4 penalty)
HAIL DMG p.94: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (–4 penalty).
SLEET Rules compendium p.158: Essentially frozen rain, sleet reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind (-4 penalty)
SNOW Rules compendium p.157: Falling snow reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It has the same effect on ranged weapon attacks and Listen checks as severe wind (-4 penalty)
CLOUD CATS Fiendish codex 2 p.72: Hellcats will hide in snow storms. Only a character who makes a successful DC 25 Spot check or DC 35 Listen check can detect the presence of these creatures inside a column of howling, whirling snow.
STRONG WIND DMG p.95: Gusts impose a –2 penalty on ranged attack rolls and on Listen checks.
SEVERE WIND DMG p.95: Ranged weapon attacks and Listen checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
WINDSTORM: DMG p.95: Listen checks are at a –8 penalty due to the howling of the wind.
HURRICANE-FORCE WIND DMG p.95: Listen checks are impossible:
TORNADO DMG p.95: All ranged attacks are impossible (even with siege weapons), as are Listen checks.
MEMORY FOG Fiendish codex 1 p.112: Memory fog appears just like regular fog, except that those walking through it can sometimes hear (Listen DC 10) faint whispers that seem to be snippets from long-forgotten conversations between strangers. Those who hear these whispers must make a successful DC 15 Will save to resist becoming obsessed and infused with them, to the point that the victim believes the memories to be his own. Those who fail the save begin to hallucinate events that did not—indeed could not—have happened.
Howl of the North: Frostburn p.14:
In addition to the wind effects (see Table 3–24, page 95 of the Dungeon Master’s Guide), the Howl of the North causes the additional effects listed in the table below. A typical occurrence of the Howl of the North lasts for 4d4 rounds.
The penalties on Listen checks supersede those normally imposed by a particular level of wind force.
Wind Force
Effect
Light
-
Moderate
-4 penalty on listen checks
Strong
-8 penalty on listen checks
Severe
-12 penalty on listen checks, 1d6 sonic damage
Environments
Natural and Planar
FOREST DMG p.87: The background noise in the forest makes Listen checks more difficult, increasing the DC of the check by 2 per 10 feet, not 1 (but note that Move Silently is also more difficult in undergrowth).
Frostburn p.200: A party taking mounts or pack animals through thick undergrowth grants their opponents a +5 bonus to their Listen check under these conditions.
MOUNTAINS DMG p.90: It’s easier to hear faraway sounds in the mountains. The DC of Listen checks increases by 1 per 20 feet between listener and source, not per 10 feet.
AVALANCHE DMG p.90: It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Listen check can hear the avalanche or landslide when it is 1d6X500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm).
BADLANDS Sandstrom p.27: Because sound echoes so much in badlands, the DC of Listen checks increases by 2.
TEMPORAL ENERGY PLANE MOP p.209: The howling of the wind imposes a –8 penalty on Listen checks.
ETHEREAL PLANE MoP p.55: Creatures on the Ethereal Plane cannot talk to those on the Material Plane, even if they want to be heard. Ethereal listeners only hear Material Plane sounds that originate up to 60 feet away, but their hearing is otherwise unaffected. Touch, smell, and taste do not reach between the planes.
NIFLHEIM MoP p.110: Vision (including darkvision) is limited to 100 feet in Niflheim, and Listen checks suffer a –4 circumstance penalty due to the muffling nature of the fog.
TINTIBULUS MoP p.126: The constant ringing on Tintibulus causes characters to suffer a –4 circumstance penalty on Listen checks.
ELEMENTAL PLANE OF FIRE: ELH p.275: The continual crackle of flames imposes a –2 circumstance penalty on Listen checks in most locations on the plane.
Specific Environments
THE BONES OF VALIN Forge of War p.101: These burned-out husks and timbers are all that remain of the once-proud town of Valin. Characters within the ruins can still hear the weeping and screaming of the town’s citizens, a cacophony that bestows a –10 penalty on Listen checks and a –4 penalty on Concentration checks.
OLD GROWTH FOREST Secrets of xendric p.42: In an old-growth forest, the thick vegetation makes Listen checks more difficult, increasing the DC by 2 per 10 feet instead of 1. Move Silently checks receive penalties in areas of undergrowth (DMG 87).
WHISPER ROCK Five Nations p.33: Even in winter, the leaves and branches of the Whisper Woods rustle ceaselessly, imposing a –5 penalty on Listen checks within the forest.
CRYING FIELDS Five Nations p.33: During the day, a DC 20 Listen check is suffi cient to hear the sounds of past battles; on ordinary nights the DC drops to 15. On the night of the full moon, hearing the battle is automatic—it’s a real battle at that point, not just the distant echo of past clashes.
PLANAR ORRERY Dragons of Eberron p.137 The eerie silence of this place deadens sound, imposing a –10 penalty on all Listen checks.
STREAM Silver marches p.146: The stream is quite shallow, averaging 1 foot deep. The sound of the constant flow of the stream causes a –2 penalty on all Listen checks that are made within 40 feet of it.
SEWER OF WATERDEEP City of Splendor waterdeep p.122: The echoing water flow produces lots of noise, providing a –4 circumstance penalty on all Listen checks in the network.
SEWER MM5 p.140: Due to the sounds of dripping and running water, characters take a –2 penalty on Listen checks when in these sewer tunnels.
GLACIER RUNOFF MM3 p.162: A trail of shallowly buried treasure leads through the snow to an ice cave in the side of a glacier, where a mated pair of whitespawn iceskidders feed on their latest kill. Runoff from the glacier roars through the cave in a rushing stream, covering the sounds of intruders (Listen check DCs increase by 5).
WALLS OF BONE Du p.142:These unnerving walls can have other magical effects upon them. Some spells are relatively benign but increase the sense of spookiness such a wall evokes; examples include lurid continual flame spells or skulls filled with chattering teeth (imposing a –2 penalty on Listen checks).
TOLSTOFF KEEP Exemplars of Evil p.55: Tolstoff Keep: Sounds: Whenever a character’s Listen check result is 25 or higher, she hears a disturbing noise that sounds like something moist writhing around. The first time she hears it, she must succeed on a DC 15 Will save or be shaken for 1 round. Archer Platforms: The platforms are enclosed, but careful listeners can hear the scurrying of rats beneath their feet (Listen DC 10).
ELEVATOR SHAFT Expedition to Castle Ravenloft p.163: If either group intentionally yells at the top of their lungs up or down the shaft, the PCs on the opposite end need only succeed on a DC 15 Listen check to hear the message.
Rule Variants
DMG p.32: Degrees of success:
When determining how much information a skill check or ability check gives a character, the degree of success is important to the task. For example, an invisible assassin sneaks up on a cleric. The cleric makes a Listen check opposed by the assassin’s Move Silently check, and the cleric is successful. You could describe this success to the player of the cleric in many different ways, including these.
• “You heard a noise and you know something’s out there, but you don’t see anything.”
• “You heard a noise. It sounded like a person moving, and it came from ‘over there.’ ”
• “You heard a noise. You know there’s an invisible creature about 15 feet northeast of you, and you can target that creature’s location with an attack.”
To determine how much information to give out, compare the opposed check results (or for a nonopposed check, the check result and the DC). In the example above, you give the first answer if the check merely succeeds on the check. If the cleric beats the assassin’s check result by 10 or more, he has achieved a greater success, and he gets the second answer. If he exceeds the assassin’s check result by 20 or more, he has achieved a perfect success, and he gets all the information—the third answer.
Degrees of success usually only apply when the amount of information you have to give out can be different depending on how well the character succeeds. Most of the time, the only outcome that matters is whether the character succeeds or fails.
Miniatures handbook p.172: Listening: If a character at a closed door succeeds on a Listen check (DC 20 + dungeon level), the DM shows the characters what creatures are in the room before the door is opened. Each attempt is a standard action, and you can listen at a door only if you’re directly in front of it. DMs who hunger for a touch of realism can adjust the Listen DC depending on what’s actually in the room.
Do you need listen as a class skill? Check out this amazing piece of group effort: Alternative ways to get class skills (http://www.giantitp.com/forums/showthread.php?491181-Alternative-ways-to-get-new-Class-skills&p=20885236#post20885236)
Looking for a different skill guide?
Disable Device (http://www.giantitp.com/forums/showthread.php?520223-Saboteur-s-Cookbook-Masterwork-Disable-Device-tools&p=21901660#post21901660)
Knowledge (http://www.giantitp.com/forums/showthread.php?514547-The-Library-of-Knowledge-Getting-the-most-out-of-your-studies&p=21809006#post21809006)
Bluff (http://www.giantitp.com/forums/showthread.php?504559-Stop-Flubbing-Your-Bluffs-The-reference-guide-to-successful-truthtelling&p=21372480#post21372480)
Survival (http://www.giantitp.com/forums/showthread.php?500214-Survival-Skill-Survival-Guide&p=21901674)
https://s-media-cache-ak0.pinimg.com/736x/3b/f7/81/3bf78103704e326cce2f4d573fc98472.jpg
Listen (Wis)
SRD (http://www.d20srd.org/srd/skills/listen.htm): 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 by your target’s Move Silently check. 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.
Rules compendium p.114 A successful Listen check allows you to tell the general location of or direction to the sound. If understanding the actual content of a sound is important, beating the DC by 10 allows you to do so, assuming you can otherwise understand that content. Beating the DC by 20 allows you to pinpoint where a sound is coming from.
Stormwrack p.88: Water is a better conductor of sound than air; sound waves propagate faster and attenuate less over distance. However, land creatures don’t necessarily hear well underwater, because it’s very difficult to establish direction and discriminate the components of a sound if your ears are intended for hearing through air, not water.
Background Noise:Adventurers in or around water often have to contend with significant background noise—the sound of the surf, the slap of water on a boat’s hull, the rush and break of wavelets even in calm waters, or the rushing of a river or stream. If either the listener or the origin of a sound is in an area of background noise, the DC of any Listen checks increases as shown below. Sounds that pass over or through such conditions are also affected.
Check Modifiers: Sound carries through water extremely well; penalize the listener’s Listen check by –1 per 30 feet instead of –1 per 10 feet for sounds transmitted through water. Sound also carries well over water (for example, a person on shore shouting to someone on a boat); penalize the Listen check by –1 per 20 feet instead of the normal increment of –1 per 10 feet.
Listen DC/Modifier
Sound
Source
-40
The sound of an erupting Volcano (Bottled Eruption item)
Web (http://archive.wizards.com/default.asp?x=dnd/fw/20031227a)
-10
A Battle
SRD
-10
Small rumble of thunder (Thunderstroke spell)
CoV p.59
0
People Talking, If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language
SRD
5
A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.
SRD
5
Detect a Sonorous Hum spell
Spell Compendium, p. 196
5
Hear people talking on the other side of a door
DMG p.31
10
An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise, Hear an approaching guard
SRD/PHB p.64
10
Hear the horrific sounds of tearing and ripping come from the ten shadow ghouls feasting on a political prisoner in a long tunnel from the other side of a door.
ToM p.181
15
A 1st-level rogue using Move Silently to sneak past the listener
SRD
15
People Whispering, If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language
SRD
15
The message spell is ideal for maintaining communication between a commander and her officers prior to a battle, but once battle is joined, targets of a message spell must succeed on a DC 15 Listen check to hear the whispered message over the din of battle.
Heroes of Battle p.121
15
The sound of someone picking a lock
Expedition to the Ruins of Greyhawk p.62
19
A cat stalking
SRD
20
The sound of something burrowing underground
Expedition to the Ruins of Greyhawk p.178
25
The sound of a creature casting a silent spell
Expedition to the Ruins of Greyhawk p.79
28
The sound of something moving using earth glide
Expedition to the Ruins of Greyhawk p.54
30
An owl gliding in for a kill
SRD
35
Coffins: These stone coffins have heavy lids. A PC within a coffin who screams loudly gives companions a chance to hear: DC 35 Listen check to hear the faint screams coming from somewhere to the north.
Expedition to ravenloft p.190:
80
Defeat Illusion with auditory component
Epic SRD
Varies
Notice the presence of an invisible creature (generally opposed by a Move Silently check). If the character beats the DC by 20 or more, he or she can pinpoint the location of the invisible creature, though it still maintains total concealment from the character (50% miss chance).
Epic SRD
+5
Through a door
SRD
+15
Through a stone wall
SRD
+1
Per 10 feet of distance over land/ per 20 feet over water/ per 30 feet underwater
SRD & Rules compendium p.114
+5
Listener Distracted
SRD
+10
Listener Asleep
SRD
+10
Land Creature underwater (no native swim skill or aquatic subtype)
Rules compendium p.114
+5
Ambient Noise: Listener or sound in light sea or moderate river
Rules compendium p.114 & Stormwrack p.88
+10
Loud ambient Noise: Listener or sound in light surf, moderate sea, or loud river
Rules compendium p.114 & Stormwrack p.88
+15
Extremely Loud Ambient Noise: Listener or sound in heavy surf or thundering river
Rules compendium p.114 & Stormwrack p.88
Epic Usage of Listen (http://www.d20srd.org/srd/epic/skills.htm#listen):The character can pinpoint the location of an invisible creature, or detect an illusion with an auditory component.
Defeat Illusion The character can automatically detect any illusion with an auditory component for what it truly is. No Will save is required, and the character doesn’t have to interact with the illusion (but he or she must be able to hear its auditory component).
DMG p.296 Listen Check DCs to Detect Invisible Creatures: A creature can use hearing to find an invisible creature. A character can make a Listen check for this purpose as a free action each round. A Listen check result at least equal to the invisible creature’s Move Silently check result reveals its presence. (A creature with no ranks in Move Silently makes a Move Silently check as a Dexterity check to which an armor check penalty applies.) A successful check lets a character hear an invisible creature “over there somewhere.” It’s practically impossible to pinpoint the location of an invisible creature. A Listen check that beats the DC by 20 pinpoints the invisible creature’s location.
Invisible Creature Is
DC
In combat or speaking
0
Moving at half speed
Move Silently check result
Moving at full speed
Move Silently check result –4
Running or charging
Move Silently check result –20
Some distance away
+1 per 10 feet (assuming normal terrain/environment
Behind an obstacle (door)
+5
Behind an obstacle (stone wall)
+15
DMG p.303 A creature in Darkness Effects: A creature blinded by darkness can make a Listen check as a free action each round in order to locate foes (DC equal to opponents’ Move Silently checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It’s almost impossible to pinpoint the location of an unseen creature. A Listen check that beats the DC by 20 reveals the unseen creature’s square (but the unseen creature still has total concealment from the blinded creature).
Action Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.
Try Again Yes. You can try to hear something that you failed to hear previously with no penalty.
Races of Stone p.132: Underground Echo - location
Sound doesn’t behave underground the way it does on the surface. Water and stone carry it in ways that open air doesn’t. Words and noises sometimes travel far from the individuals who made them to the ears of unfriendly creatures who would otherwise have remained unaware of the intruder's’ presence. To those who have learned the ways of sound in the earth’s heart, an echo from the sound of an enemy’s misstep can be sweet music to their ears. Years of training have taught many underground explorers how to tell an enemy’s location and distance from the echoes they hear.
Check: With a successful DC 25 Listen check, you can listen to echoing sounds and determine how far away the individuals making them are, within 10% of the distance between you and those individuals.
Action: Each check takes 1 full round of listening.
Try Again: No.
Races of Destiny p.149: Listening in populous settings
Sometimes you want to hear a whispered conversation across the room or make out what two people are talking about in a loud, crowded room.
Check: You can use this skill to clarify overheard conversations. The DCs given in the Player’s Handbook are based simply on hearing someone moving or talking. To understand any conversation that is being spoken near to you (but not directly at you), your Listen check must exceed the DC by 10.
Environment
DC Modifier
Next to booth in a Tavern
+2
Bustling city street corner
+5
Busy Tavern
+10
Crowded Market Place
+15
Riot
+20
Action: Each check takes a full round of listening.
Try Again:No.
Special:
When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals’ Listen checks.
A fascinated creature takes a -4 penalty on Listen checks made as reactions.
Favored enemy class feature and similar but slightly tweaked derivations of it advance the Listen skill against a single type or subtype of creature by +2 and by another +2 every 5 levels thereafter.
XPH p.58: Auditory Displays of psionics yielda bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 Listen check. Some powers describe unique auditory displays.
A sleeping character may make Listen checks at a -10 penalty. A successful check awakens the sleeper.
A character can use Listen to notice the presence of an invisible creature (generally opposed by a Move Silently check). If the character beats the DC by 20 or more, he or she can pinpoint the location of the invisible creature, though it still maintains total concealment from the character (50% miss chance).
Listen checks can be modified by the weather and environment; see below
Unearthed Arcana p.84: Listen Since one Listen check represents one attempt to hear something, using the skill does not lend itself to complex skill checks. Situations that call for multiple Listen checks always require multiple simple checks, not one complex check.
Dungeonscape p.156: Remember that loud sounds drown out quieter noises. You can use circumstance modifiers to simulate this situation. For example, a PC standing near a waterfall (Listen DC –5) could take a penalty of –2 or more on Listen checks to hear a quieter sound, such as creatures talking in a cave behind the cataract.
Libris mortis p.142: As the Dungeon Master’s Guide indicates, an incorporeal creature hiding inside a solid object gains a +2 circumstance bonus on Listen checks because solid objects carry sound well.
PHB p.307: Deafened: Unable to hear. A deafened character takes a –4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. But what if you are missing only one ear?
DMG p.27 Variant: Damage to body parts: Damaged Ear: -2 penalty to Listen checks; initiative checks. Severe damage to both ears causes a character to become deafened.
SRD (http://www.d20srd.org/srd/specialAbilities.htm#blindsense): Blindsense and Blindsight: The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature.
SRD (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype): Incorporeal creatures: An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
DMG2:p.49: Find a caughing survivor in a burning house: A successful DC 15 Listen check reduces the number of rounds spent searching by 1, as coughing citizens inadvertently lead the characters to their location.
Expedition to the Demonweb pits p.20: Heavy curtains shield the conversations from eavesdroppers (increasing Listen DCs by 5).
Expedition to the Demonweb pits p.97: The doors are stuffed with felt around the edges to avoid disturbing the guests (this also imposes a –5 circumstance penalty on any Listen check made within the inn).
Weather and Environmental Factors
Weather
Rules compendium p.158: STORMS
Storms last for 2d4–1 hours, and wind speeds are severe (30 to 50 mph). The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three quarters, imposing a –8 penalty on Spot, Search, and Listen checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which take a –4 penalty on attack rolls.
DMG p.94 Powerful Storms: Very high winds and torrential precipitation reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible.
DUSTSTORM: A duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames. It leaves behind a deposit of 1d6 inches of fine dust and sand.
SANDSTORM: A sandstorm reduces visibility to 1d10X5 feet and imposes a –4 penalty on Listen, Search, and Spot checks.
SNOWSTORM: In addition to the wind, snowstorms leave 1d6 inches of snow on the ground.
THUNDERSTORM: In addition to wind, rain, and sometimes hail, lightning accompanies thunderstorms. One lightning bolt strikes per minute for a 1-hour period. A tornado accompanies one in ten thunderstorms.
WINDSTORM: DMG p.95: Listen checks are at a –8 penalty due to the howling of the wind.
FLAMESTORMS: Sandstorm p.21: Flamestorms are presaged by the formation of dark clouds in the sky, which the uninitiated might mistake for rain clouds (DC 15 Survival check to determine that they are not). A DC 15 Spot check reveals that the flashes of light in the clouds are more reddish-orange than ordinary lightning, or a DC 5 Spot check reveals that the darkness under an approaching storm cloud is pierced by streaks of ruddy light. The constant crackle and low roar of the falling fire provides a –4 penalty on Listen checks.
CACKLESTORM Fiendish codex 1 p.112: The first sign of an impending cacklestorm is a soft giggling that seems to come from a dozen wicked voices. Hearing the faint tittering requires a successful DC 10 Listen check. Those who succeed can plug their ears to protect themselves, for in the next round the dozen voices become a hundred and then a thousand, until the landscape echoes with a chorus of insane laughter. Anyone able to hear the cacklestorm must succeed on a DC 16 Will save or fall under the effect of a permanent Tasha’s hideous laughter spell that can only be broken by the ingestion of ten vials of holy water and the completion of an atonement spell administered by a 9th-level caster (or higher).
Wind and Non-Storm Precipitation
RAIN DMG p.94: Rain reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind (-4 penalty)
HAIL DMG p.94: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (–4 penalty).
SLEET Rules compendium p.158: Essentially frozen rain, sleet reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind (-4 penalty)
SNOW Rules compendium p.157: Falling snow reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It has the same effect on ranged weapon attacks and Listen checks as severe wind (-4 penalty)
CLOUD CATS Fiendish codex 2 p.72: Hellcats will hide in snow storms. Only a character who makes a successful DC 25 Spot check or DC 35 Listen check can detect the presence of these creatures inside a column of howling, whirling snow.
STRONG WIND DMG p.95: Gusts impose a –2 penalty on ranged attack rolls and on Listen checks.
SEVERE WIND DMG p.95: Ranged weapon attacks and Listen checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
WINDSTORM: DMG p.95: Listen checks are at a –8 penalty due to the howling of the wind.
HURRICANE-FORCE WIND DMG p.95: Listen checks are impossible:
TORNADO DMG p.95: All ranged attacks are impossible (even with siege weapons), as are Listen checks.
MEMORY FOG Fiendish codex 1 p.112: Memory fog appears just like regular fog, except that those walking through it can sometimes hear (Listen DC 10) faint whispers that seem to be snippets from long-forgotten conversations between strangers. Those who hear these whispers must make a successful DC 15 Will save to resist becoming obsessed and infused with them, to the point that the victim believes the memories to be his own. Those who fail the save begin to hallucinate events that did not—indeed could not—have happened.
Howl of the North: Frostburn p.14:
In addition to the wind effects (see Table 3–24, page 95 of the Dungeon Master’s Guide), the Howl of the North causes the additional effects listed in the table below. A typical occurrence of the Howl of the North lasts for 4d4 rounds.
The penalties on Listen checks supersede those normally imposed by a particular level of wind force.
Wind Force
Effect
Light
-
Moderate
-4 penalty on listen checks
Strong
-8 penalty on listen checks
Severe
-12 penalty on listen checks, 1d6 sonic damage
Environments
Natural and Planar
FOREST DMG p.87: The background noise in the forest makes Listen checks more difficult, increasing the DC of the check by 2 per 10 feet, not 1 (but note that Move Silently is also more difficult in undergrowth).
Frostburn p.200: A party taking mounts or pack animals through thick undergrowth grants their opponents a +5 bonus to their Listen check under these conditions.
MOUNTAINS DMG p.90: It’s easier to hear faraway sounds in the mountains. The DC of Listen checks increases by 1 per 20 feet between listener and source, not per 10 feet.
AVALANCHE DMG p.90: It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Listen check can hear the avalanche or landslide when it is 1d6X500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm).
BADLANDS Sandstrom p.27: Because sound echoes so much in badlands, the DC of Listen checks increases by 2.
TEMPORAL ENERGY PLANE MOP p.209: The howling of the wind imposes a –8 penalty on Listen checks.
ETHEREAL PLANE MoP p.55: Creatures on the Ethereal Plane cannot talk to those on the Material Plane, even if they want to be heard. Ethereal listeners only hear Material Plane sounds that originate up to 60 feet away, but their hearing is otherwise unaffected. Touch, smell, and taste do not reach between the planes.
NIFLHEIM MoP p.110: Vision (including darkvision) is limited to 100 feet in Niflheim, and Listen checks suffer a –4 circumstance penalty due to the muffling nature of the fog.
TINTIBULUS MoP p.126: The constant ringing on Tintibulus causes characters to suffer a –4 circumstance penalty on Listen checks.
ELEMENTAL PLANE OF FIRE: ELH p.275: The continual crackle of flames imposes a –2 circumstance penalty on Listen checks in most locations on the plane.
Specific Environments
THE BONES OF VALIN Forge of War p.101: These burned-out husks and timbers are all that remain of the once-proud town of Valin. Characters within the ruins can still hear the weeping and screaming of the town’s citizens, a cacophony that bestows a –10 penalty on Listen checks and a –4 penalty on Concentration checks.
OLD GROWTH FOREST Secrets of xendric p.42: In an old-growth forest, the thick vegetation makes Listen checks more difficult, increasing the DC by 2 per 10 feet instead of 1. Move Silently checks receive penalties in areas of undergrowth (DMG 87).
WHISPER ROCK Five Nations p.33: Even in winter, the leaves and branches of the Whisper Woods rustle ceaselessly, imposing a –5 penalty on Listen checks within the forest.
CRYING FIELDS Five Nations p.33: During the day, a DC 20 Listen check is suffi cient to hear the sounds of past battles; on ordinary nights the DC drops to 15. On the night of the full moon, hearing the battle is automatic—it’s a real battle at that point, not just the distant echo of past clashes.
PLANAR ORRERY Dragons of Eberron p.137 The eerie silence of this place deadens sound, imposing a –10 penalty on all Listen checks.
STREAM Silver marches p.146: The stream is quite shallow, averaging 1 foot deep. The sound of the constant flow of the stream causes a –2 penalty on all Listen checks that are made within 40 feet of it.
SEWER OF WATERDEEP City of Splendor waterdeep p.122: The echoing water flow produces lots of noise, providing a –4 circumstance penalty on all Listen checks in the network.
SEWER MM5 p.140: Due to the sounds of dripping and running water, characters take a –2 penalty on Listen checks when in these sewer tunnels.
GLACIER RUNOFF MM3 p.162: A trail of shallowly buried treasure leads through the snow to an ice cave in the side of a glacier, where a mated pair of whitespawn iceskidders feed on their latest kill. Runoff from the glacier roars through the cave in a rushing stream, covering the sounds of intruders (Listen check DCs increase by 5).
WALLS OF BONE Du p.142:These unnerving walls can have other magical effects upon them. Some spells are relatively benign but increase the sense of spookiness such a wall evokes; examples include lurid continual flame spells or skulls filled with chattering teeth (imposing a –2 penalty on Listen checks).
TOLSTOFF KEEP Exemplars of Evil p.55: Tolstoff Keep: Sounds: Whenever a character’s Listen check result is 25 or higher, she hears a disturbing noise that sounds like something moist writhing around. The first time she hears it, she must succeed on a DC 15 Will save or be shaken for 1 round. Archer Platforms: The platforms are enclosed, but careful listeners can hear the scurrying of rats beneath their feet (Listen DC 10).
ELEVATOR SHAFT Expedition to Castle Ravenloft p.163: If either group intentionally yells at the top of their lungs up or down the shaft, the PCs on the opposite end need only succeed on a DC 15 Listen check to hear the message.
Rule Variants
DMG p.32: Degrees of success:
When determining how much information a skill check or ability check gives a character, the degree of success is important to the task. For example, an invisible assassin sneaks up on a cleric. The cleric makes a Listen check opposed by the assassin’s Move Silently check, and the cleric is successful. You could describe this success to the player of the cleric in many different ways, including these.
• “You heard a noise and you know something’s out there, but you don’t see anything.”
• “You heard a noise. It sounded like a person moving, and it came from ‘over there.’ ”
• “You heard a noise. You know there’s an invisible creature about 15 feet northeast of you, and you can target that creature’s location with an attack.”
To determine how much information to give out, compare the opposed check results (or for a nonopposed check, the check result and the DC). In the example above, you give the first answer if the check merely succeeds on the check. If the cleric beats the assassin’s check result by 10 or more, he has achieved a greater success, and he gets the second answer. If he exceeds the assassin’s check result by 20 or more, he has achieved a perfect success, and he gets all the information—the third answer.
Degrees of success usually only apply when the amount of information you have to give out can be different depending on how well the character succeeds. Most of the time, the only outcome that matters is whether the character succeeds or fails.
Miniatures handbook p.172: Listening: If a character at a closed door succeeds on a Listen check (DC 20 + dungeon level), the DM shows the characters what creatures are in the room before the door is opened. Each attempt is a standard action, and you can listen at a door only if you’re directly in front of it. DMs who hunger for a touch of realism can adjust the Listen DC depending on what’s actually in the room.
Do you need listen as a class skill? Check out this amazing piece of group effort: Alternative ways to get class skills (http://www.giantitp.com/forums/showthread.php?491181-Alternative-ways-to-get-new-Class-skills&p=20885236#post20885236)
Looking for a different skill guide?
Disable Device (http://www.giantitp.com/forums/showthread.php?520223-Saboteur-s-Cookbook-Masterwork-Disable-Device-tools&p=21901660#post21901660)
Knowledge (http://www.giantitp.com/forums/showthread.php?514547-The-Library-of-Knowledge-Getting-the-most-out-of-your-studies&p=21809006#post21809006)
Bluff (http://www.giantitp.com/forums/showthread.php?504559-Stop-Flubbing-Your-Bluffs-The-reference-guide-to-successful-truthtelling&p=21372480#post21372480)
Survival (http://www.giantitp.com/forums/showthread.php?500214-Survival-Skill-Survival-Guide&p=21901674)