
MurphysParadox |

You no longer make sound but you can still be seen, smelled, sensed as you move along the ground, etc.
I'd say it is up to the GM, as always, to determine which senses are being employed with the perception check. Just like a creature with scent can perceive something completely obscured from view and making no sound, silence won't help you stealth across an open field in broad daylight towards guards staring directly at you.
Assuming normal human guards with no special senses (e.g. tremorsense) it would depend on line of sight. If there's a giant wall in between you and them, or they are completely distracted and facing the wrong way, that should result in an impossibility to spot you.
That said, they should immediately notice when the silence bubble hits them and they can't hear anything any more. But most likely that'll be right before you stab or thump them dead.

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Or at least a penalty to perception, now that move silently and stealth have been combined? This of course, if the silenced stealther is smart enough to stay at a distance where an opponent won't be affected by the spell and notice something is wrong.
By RAW there is no bonus.
However, I think it'd be Fair and Sensible if the GM ruled a general +2 for being Silent, since we have 5 senses and one of those obviously wouldn't help anymore, or a +8/+10 if an enemy were specifically trying to find you by Sound alone.

Rory |
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I would rule that the opponent is "deafened" with respect to the silenced sneaker. Deafened applies a -4 penalty to opposed perception rolls.
Hence, the sneaker rolls Stealth, and the opponent rolls Perception at -4.
And when the sneaker comes close enough that the opponent is enveloped in the silence area (or the sneaker silences anexisting audible background like a warbling bird or a bubbling brook), the opponent automatically knows something is up. The opponent would still need to make a perception roll at -4 to find the sneaker.
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Deafened: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

evolved |

I've always felt a bit uneasy about how this worked in Pathfinder, due to the combining of Spot & Listen.
A big portion of why I dislike how this ends up affecting things is when reading the effect of invisibility. RAW, an invisible character on the other side of an opaque barrier from an astute guard receives +20 to stealth rolls made against that guard. Why? Invisibility specifically says that it doesnt stop sound, but the rules for invisibility apply a large bonus to stealth, in large swaths to this situation. The same would happen, by RAW, to an invisible character using stealth to creep by 3000 blind monks.
However, silence in that situation doesnt apply that same huge (+40 if still, +20 if moving) bonus to stealth checks that invisiblity does if used in the same situation.
Keep in mind im talking only RAW here, most GMs would feel that same unease I mentioned earlier and probably wing some off-the-cuff modifiers in that situation. Its just a technical abnormality due to rules for invisibility, but it does come up with so much frequency that it sticks out in my head.

Bill Dunn |

I've always felt a bit uneasy about how this worked in Pathfinder, due to the combining of Spot & Listen.
A big portion of why I dislike how this ends up affecting things is when reading the effect of invisibility. RAW, an invisible character on the other side of an opaque barrier from an astute guard receives +20 to stealth rolls made against that guard. Why? Invisibility specifically says that it doesnt stop sound, but the rules for invisibility apply a large bonus to stealth, in large swaths to this situation. The same would happen, by RAW, to an invisible character using stealth to creep by 3000 blind monks.
However, silence in that situation doesnt apply that same huge (+40 if still, +20 if moving) bonus to stealth checks that invisiblity does if used in the same situation.Keep in mind im talking only RAW here, most GMs would feel that same unease I mentioned earlier and probably wing some off-the-cuff modifiers in that situation. Its just a technical abnormality due to rules for invisibility, but it does come up with so much frequency that it sticks out in my head.
If nothing else, this underscores the pointlessness of being a slave to the RAW. Yes, invisibility gives a bonus, but that invisibility is actually irrelevant since the PC is in a position in which he can't be seen anyway.
There are ways to write the stealth/perception rules better to handle the situation but, as they are, they outline some general principles - you just need a referee willing to go with the principles embodied by the rules rather than the RAW.
Ultimately, I think combining hide and move silently into stealth and listen/spot into perception was a good idea - one that streamlined the game and brought it more into alignment with other games (like Champions with its stealth skill and PER rolls). It just requires a more nuanced approach from the GM.

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The spell "forced quiet" from UM covers the stealth aspect of silence.
Given that silence is an AoE spell, it would depend if those observing the stealthed character were also in the AoE. The unnaturally quiet area would likely arise additional suspicion from guards in the AoE. If the AoE does not include guards, and also doesn't include any re-occuring noises that would be missed if silent, you should treat it like "forced quiet."
Anyway, nothing in the spell says this, just my understanding. I do think the silenced area would very possibly generate hyper-alert guards, as all the crickets stop chirping at the same moment that the PC attempts to sneak by them.

Meiliken |

In a related idea, I've always thought it a humorous scenario where an invisible character that is trying to be silent at the same time walks into a room that has broken glass all over the floor. Sure he gets the +20 from being invisible, but he makes one hell of a racket as he is crunching through broken glass on the floor. Even worse if he slips and falls knocking a bunch of stuff over making a clattering of noise. This is why there must be a rules made for what silence does. After all, if you can't muffle the sounds of your footfalls, who cares how invisible you are. The writers have to make a faq for this because if not, they've failed in a reality check. To hammer the point home, using the rules as is, there's nothing stopping a player from carrying on a conversation while invisible and saying "woohoo, I'm invisible, so no matter what I still have this huge bonus and no negative for not being silent."

evolved |

If nothing else, this underscores the pointlessness of being a slave to the RAW. Yes, invisibility gives a bonus, but that invisibility is actually irrelevant since the PC is in a position in which he can't be seen anyway.
There are ways to write the stealth/perception rules better to handle the situation but, as they are, they outline some general principles - you just need a referee willing to go with the principles embodied by the rules rather than the RAW.
Ultimately, I think combining hide and move silently into stealth and listen/spot into perception was a good idea - one that streamlined the game and brought it more into alignment with other games (like Champions with its stealth skill and PER rolls). It just requires a more nuanced approach from the GM.
I completely agree with you, and most people would say a more nuanced approach here is more rational than straight RAW gameplay. But as a player and a DM, I feel that players should be able to somewhat predict effects that they generate since their characters would know how their abilities/spells/etc work, which is what the game rules basically supply.
In a number of areas the RAW just make little sense, and even though a character would know that using silence would be better to sneak by 3000 blind monks than being invisible, the rules don't support it without fiat and players might not even think of it. Alternatively they might have one DM do it one way and in another game have a different DM do it another.
I agree combining the checks was good, however I feel they could have been much more thorough in checking for areas where the merging left ambiguity and done more work to iron out those "edge" cases, many of which are extremely common in game.