Perception (Skill)

## **Perception (Wis)**

Use this skill to perceive threats as well as your surroundings.

The distance between
you and whatever you’re trying to perceive affects your Perception check, as do
solid barriers and concealment.

Avoid Surprise: A
Perception check made at the start of a battle determines whether or not you
are surprised (see Surprise, page 149). A Perception check made to avoid
surprise is a reaction.

Eavesdrop: A DC 10
Perception check allows you to eavesdrop on a conversation. You must be able to
understand the language being spoken. The DC increases to 15 in relatively
noisy areas (such as a cantina) or 25 in particularly loud areas (such as a
droid factory). Eavesdropping on a conversation is a standard action.

Hear Distant or Ambient
Noises: A DC 10 perception check allows you to detect and identify distant or
ambient noises. Actively listening for distant or ambient noises is a standard
action.

Notice Targets: A
Perception check lets you hear or spot other targets or detect someone or
something sneaking up on you from behind. If the target is actively attempting
to remain undetected, you Perception check is opposed by the target’s Stealth
check. If the target is not making any special effort to avoid detection, the
perception check DC is determined by the target’s size: Colossal, DC -15;
Gargantuan, DC -10; Huge, DC -5; Large, DC 0; Medium, DC 5; Small, DC 10; Tiny,
DC 15; Diminutive, DC 20; Fine, DC 25.

For every 10 squares of
distance between you and the target, you take a -5 penalty on your Perception
check. You also take a -5 penalty if the target has concealment or cover, or a
-10 penalty if it has total concealment or total cover.

Detecting a target that
enters your line of sight is a reaction. Actively looking or listening for
hidden enemies (including those to whom you do not have a line of sight) is a
standard action.

You can also notice if a
character has a concealed weapons or objects. Make a Perception check opposed
by the target’s Stealth check result. If you win the opposed check, you notice
the concealed object. If you win the opposed check, you notice the concealed
object. If you win the opposed check by 5 or more, you can tell what kind of
object is concealed (for example, distinguishing a blaster from a datapad).

Search: You can
carefully examine a 1-square or a 1-cubic-meter volume of goods as a full-round
action. A DC 15 Perception check allows you to find clues, hidden compartments,
secret doors, traps, irregularities, and other details not readily apparent
within that area. The GM may increase the DC for especially obscure well-hidden
features.

You can also search a
character for concealed weapons or objects. Make a Perception check opposed by
the target’s Stealth check result. If you win the opposed check, you find the
concealed object. You receive a +10 circumstance bonus on your Perception check
if you physically touch the target to search for concealed items; this requires
a full-round action and can only be used on a willing, pinned, or helpless
target.

Sense Deception: You
can use Perception to see through deceptive appearances made using the
Deception skill. If your Perception check meets or exceeds the result of the
Deception check, you realize that you’re being deceived. Your Perception check
to sense the deception is a reaction.

Sense Influence: Make a
Perception check to determine whether someone is under the influence of a
mind-affecting Force power or other method of coercion (assuming the effect
isn’t obvious). This requires a full-round action and a successful DC 20 check.

Retry: You can make a
Perception check every time you have the opportunity to notice something as a
reaction. As a swift action, you may attempt to see or hear something that you
failed (or believe you failed) to notice previously.

Special: You can take 10 or take 20 when making a
Perception check. Taking 20 means you spend 2 minutes attempting to notice
something that may or may not be there.