Scent

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  • Range: 30 feet
  • Requires Line of Sight? No
  • Requires Line of Effect? Yes
  • Usable for Combat Targeting? Requires survival check (see below). If detected, target has total concealment (50% miss chance)
  • Bonus/Penalty vs. Stealth? Requires survival check (see below). If detected, target has total concealment (50% miss chance)
  • Ignores Invisibility? Yes


Description: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents within 30 feet by sense of smell. Detected creatures need not be within line of sight, but a line of effect must exist, and the path of that effect cannot exceed the 30 foot range. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature makes a Survival skill check, with a DC of 10, unless the target creature is using stealth, in which case, the DC is the stealthing creature's stealth roll result. If the survival check is successful, the creature with scent learns the square of the target creature, but that creature has total concealment (50% miss chance). Invisibility grants no benefits to a stealthed creature against a scent survival check.

Scent does not provide any knowledge of a detected creature other than its location and whether nor not it is familiar. However, it allows the detecting creature to make lore checks against unfamiliar creatures, and recognize individuals it has previously encountered.

A creature with scent may also use the Survival skill to follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily, though only within the listed ranges.

False, powerful odors can easily mask other scents. The presence of such an odor increases the DC of the survival check to detect or track a creature by anywhere from +2 to +20, depending on the pungency of the masking odor.