| Calypsopoxta |
Ok, so, I wanna make sure I have this right. A sleeping creature gets a perception check at a +10 DC on all other creatures it would otherwise normally have a chance to notice, right?
The sleeping creature has it's eyes closed, so all other creatures automatically have total concealment relative to sleepy head.
A creature can sneak up to sleepy head in broad daylight because of concealment.
When is a perception check made at all? When a creature comes into the radius of your senses? Well, the DC of a visible creature can be done at any point that you have line of sight, then +1 DC per 10 feet. Since you're asleep (eyes closed), you don't have line of sight, so it is with your ears that you make this check.
So a sleeping person uses the sense of hearing. The sense of hearing doesn't automatically make you aware of something, so you make a perception check...but when? How close must a creature be before you stand a chance to hear them...the same as a visible creature? Do you only make a perception check while asleep when someone moves? Makes sense...
Does a successful perception check automatically rouse someone? Would a roused character pinpoint their enemy's location immediately, or simply be aware of their presence? I suppose one check would be made to rouse someone, followed by an immediate move action to actively search for the source, but there are no rules for this.
In this case, a creature put to sleep during battle with say, the witches sleep hex, would have a chance to wake up every time someone moves, with a DC of 10+1 per 10' away +Stealth DC if anyone tries to sneak. This makes a modicum of sense, since higher level characters begin to show levels of skill beyond anything in Guinness the higher level they are, and those who have trained themselves in being aware of their surroundings have almost no chance of being snuck up on in their sleep by anything less then a decent sneaking person and a good die roll.
An untrained peasant has a 50/50 chance of waking up from someone who ISN'T sneaking up on them to be roused? Makes sense. An untrained, average peasant sneaking up on another untrained peasant has a 50/50 chance of being undetectable (rolls a 11+ on stealth, +10 DC for sleeper, sleeper rolls max 20).
On another matter, the special ability scent automatically makes you aware of all those within 30'. Does this mean anything with scent is immediately roused once something that isn't protected from such detection comes within 30'? Does the creature with scent have any advantage at all while asleep? Perhaps the only benefit of scent is a perception check to be roused against a perfectly silent enemy. Does this mean a creature with scent bypasses stealth DC to be roused by the presence of a stealthy/invisible/concealed enemy? That would mean a perception check is still made, but it is a much easier one.
| The Grandfather |
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So many questions:
Sleeping characters do add +10 to the DC and every 10' of distance increase the DC by +1 (regardless of line of sight).
I would start roling Perception checks as soon as the DC is within reach of the character.
Speaking fighting etc. will trigger checks at much lower DCs (see table).
As for rousing I use the rules from Arcana Unearthed. According to them, a person that has just awakened from a successfull perception check must make a Concentration skill check (for PRPG i use Will save) DC 15. If the roll is successful the character can act normally next round. If it fails it is considered stunned next round.
But there are no set rules for this, so you can handle it however you want. If you think AU's approach is too harsh, the RAW assumes Perception checks are reactive, standing up from prone is a move action(that provokes AoO) and picking up a single item is also a move action (which also provokes an AoO), so there are plenty of RAW circumstances that will delay the characters ability to act effectively.
DSo many questions:
Sleeping characters do add +10 to the DC and every 10' of distance increase the DC by +1 (regardless of line of sight).
I would start roling Perception checks as soon as the DC is within reach of the character.
Speaking fighting etc. will trigger checks at much lower DCs (see table).
As for rousing I use the rules from Arcana Unearthed. According to them, a person that has just awakened from a successfull perception check must make a Concentration skill check (for PRPG i use Will save) DC 15. If the roll is successful the character can act normally next round. If it fails it is considered stunned next round.
But there are no set rules for this, so you can handle it however you want. If you think AU's approach is too harsh, the RAW assumes Perception checks are reactive, standing up from prone is a move action(that provokes AoO) and picking up a single item is also a move action (which also provokes an AoO), so there are plenty of RAW circumstances that will delay the characters ability to act effectively.
EDIT:
Scent does not automatically allow a sleeping creature to detect someone approaching within 30'.
The creature can detect opponents within 30 feet by
sense of smell.
So can most creatures with sight, but that cannot be taken for granted while asleep. I would require a normal Perception check, unless the character/creature trying to sneak by has a particularly noisome stench.
As for the sleep hex, I assume it works like the sleep spell.
Sleeping creatures are helpless. Slapping
or wounding awakens an affected creature, but normal noise does
not.
It normaly takes outside interference to wake a magically sleeping creature. Perception alone willnot allow the character to wake up.
| Quantum Steve |
There is no RAW for when a creature starts making perception checks. It's really a judgment call. Roll when the creature has a reasonable chance to hear some one sneaking up.
You could certainly hear a maniac with a chainsaw from quite some distance away. Granted the chainsaw is very loud and has a very low DC, but you still get to roll long before they're within reach.
If the sleeper could hear the sneaker on a 20 (remembering you can't auto-succeed a skill check), he should probably get a perception check. And then another check each round at an appropriately lower penalty for distance.
| Bob_Loblaw |
There's actually rules for some this (Core Rulebook starting on page 425):
Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.
Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.
The background noise in the forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 per 10 feet, not 1.
Stealth and Detection in a Marsh: In a marsh, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 10 feet. In a swamp, this distance is 2d8 × 10 feet.
Undergrowth and deep bogs provide plentiful concealment, so it's easy to use Stealth in a marsh.
Stealth and Detection in Hills: In gentle hills, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 2d10 × 10 feet. In rugged hills, this distance is 2d6 × 10 feet.
Hiding in hills terrain can be difficult if there isn't undergrowth around. A hilltop or ridge provides enough cover to hide from anyone below the hilltop or ridge.
Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a Perception check for detecting the nearby presence of others can succeed is 4d10 × 10 feet. Certain peaks and ridgelines afford much better vantage points, of course, and twisting valleys and canyons have much shorter spotting distances. Because there's little vegetation to obstruct line of sight, the specifics on your map are your best guide for the range at which an encounter could begin. As in hills terrain, a ridge or peak provides enough cover to hide from anyone below the high point.
It's easier to hear faraway sounds in the mountains. The DC of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not per 10 feet.
Stealth and Detection in the Desert: In general, the maximum distance in desert terrain at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 20 feet; beyond this distance, elevation changes and heat distortion in warm deserts makes sight-based Perception impossible. The presence of dunes in sandy deserts limits spotting distance to 6d6 × 10 feet. The scarcity of undergrowth or other elements that offer concealment or cover makes using Stealth more difficult.
Sandstorms
A sandstorm reduces visibility to 1d10 × 5 feet and provides a –4 penalty on Perception checks. A sandstorm deals 1d3 points of nonlethal damage per hour to any creatures caught in the open, and leaves a thin coating of sand in its wake. Driving sand creeps in through all but the most secure seals and seams, chafing skin and contaminating carried gear.
Stealth and Detection in Plains: In plains terrain, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 40 feet, although the specifics of your map might restrict line of sight. Cover and concealment are not uncommon, so a good place of refuge is often nearby, if not right at hand.
Stealth and Detection Underwater: How far you can see underwater depends on the water's clarity. As a guideline, creatures can see 4d8 × 10 feet if the water is clear, and 1d8 × 10 feet if it's murky. Moving water is always murky, unless it's in a particularly large, slow-moving river.
It's hard to find cover or concealment to hide underwater (except along the sea floor).
Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance).