Scent

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  • Range: 30 feet
  • Requires Line of Sight? No
  • Requires Line of Effect? Yes
  • Usable for Combat Targeting? Perception check vs. DC 10. If detected, target has total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies)
  • Bonus/Penalty vs. Stealth? Perception check vs. Stealth result. If detected, target has total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies)
  • 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 Perception 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 perception check is successful, the creature with scent learns the square of the target creature, but that creature has total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies). Invisibility grants no benefits to a stealthed creature against a scent perception 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 at a -5 penalty to find or follow a trail. The base DC for a fresh trail is the lowest Maneuver Defense value of the creature(s) being tracked. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail, as described on the Survival skill page. For each hour that the trail is cold, the DC increases by +2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The ability otherwise follows the rules for the Survival skill in regards to tracking.

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 perception check to detect (or the survival check to track) a creature by anywhere from +1 to +10, depending on the pungency of the masking odor.