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==Smell==
Normal creatures cannot use smell to target other creatures in combat or even detect their presence, unless the creature being smelled is particularly pungent. 
===Standard Scent===
* Does not require line of sight
* Requires line of effect
* Affected by wind
* Detected creatures have total concealment (50% miss chance)
A creature with a normal sense of smell can make a Survival check to locate a creature within 10 feet, with a DC of 35.  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 10 foot range.  If a creature with a normal sense of smell wants to try to locate a stealthing creature, the DC is the stealth check's result + 20.  However, invisibility grants no benefits to a stealthed creature against such a perception check.  A successful check reveals the square the smelled creature is in, but the detected creature has total concealment (50% miss chance) from the sniffing creature.
Any wind at all makes this check impossible.
Furthermore, standard scent does not allow the detecting creature to distinguish between friend or foe, nor does it provide enough detail to allow the detecting creature to attempt a lore check against an unfamiliar creature, or recognize previously encountered individuals.
===Scent===
* Does not require line of sight
* Requires line of effect
* Affected by wind
* Detected creatures have total concealment (50% miss chance)
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.
===Keen Scent===
* Does not require line of sight
* Requires line of effect
* Affected by wind
* Detected creatures have concealment (20% miss chance)
Keen scent allows a creature to detect and identify all creatures within 60 feet of them without the need for a Survival check.  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 60 foot range.  If the target is upwind, the range is 120 feet. If it is downwind, the range is 30 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.
Keen 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.
Keen scent marks the squares that enemy and allied creatures are in, but all detected creatures retain concealment (20% miss chance) when targeted in combat.  If a creature is stealthing, the creature with Keen Scent must roll a Survival check with a +4 bonus, with a DC equal to the stealth check result.  Invisibility grants no benefits to a stealthed creature against a Keen Scent Survival check.
A creature with keen 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 keen 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 keen scent ignore the effects of surface conditions and poor visibility.
A creature with keen scent that can also breathe underwater can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
===Perfect Smell===
* Does not require line of sight
* Requires line of effect
* Not affected by wind
* Detected creatures do not have concealment
Creatures with perfect smell can detect and identify non-stealthed creatures within 120 feet without needing to roll a Survival check.  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 120 foot range.  Detected creatures do not have concealment from a creature with Perfect Smell.  If a creature is stealthing, the creature with Perfect Smell must make a Survival check to perceive them, with a DC equal to the stealth check result of the stealthing creature. However, Perfect Smell grants a bonus to the sniffing creature's Survival checks to detect stealthed creatures equal to the sniffing creature's hit dice (minimum +4). Invisibility grants no benefits to a stealthed creature against this check.
Perfect smell 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.
Wind does not interfere with this ability.
A creature with perfect smell 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 perfect smell 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 keen scent ignore the effects of surface conditions and poor visibility.
A creature with perfect smell that can also breathe underwater can detect and identify other creatures by scent in a 1 mile radius underwater.





Revision as of 19:26, 31 December 2014

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Types of Senses

This page details how the senses work in combat and how they interact with stealth and invisibility.

There are many types of senses. For game purposes, all that we worry about are the 'useful' ones. We don't really need to worry about your sense of balance, or proprioception, or a monster's ability to know that it needs to take a poop. For our purposes, we just need to concern ourselves with the senses useful for playing.

In general, these senses fall into four main categories:

  • Sight
  • Sound
  • Smell
  • Exotic


Sense Range Line of Sight? Line of Effect? Combat Targeting vs. Stealth
Sight
Standard Vision Varies Yes No Yes Perception check
Low-Light Vision Varies Yes No Yes Perception check
Weak Darkvision 20 feet Yes No Yes Perception check
Standard Darkvision 60 feet Yes No Yes Perception check
Superior Darkvision 120 feet Yes No Yes Perception check
Perfect Darkvision 300 feet Yes No Yes Perception check
Sound
Standard Hearing 20 feet No Yes Perception check, 50% miss chance Perception check, 50% miss chance, ignores invisibility
Keen Hearing 60 feet No Yes Perception check, 50% miss chance Perception check, 50% miss chance, ignores invisibility
Precise Hearing 20 feet No Yes Adjacent creatures Perception check, ignores invisibility
Echolocation 30 feet No Yes Yes Perception check, ignores invisibility
Smell
Standard Scent 10 feet No Yes Survival check, 50% miss chance Survival check -20, 50% miss chance, ignores invisibility
Scent 30 feet No Yes Survival check, 50% miss chance Survival check, 50% miss chance, ignores invisibility
Keen Scent 60 feet No Yes 20% miss chance Survival check +4, 20% miss chance, ignores invisibility
Perfect Scent 120 feet No Yes Yes Survival check with bonus equal to hit dice, ignores invisibility
Exotic: Tremorsense
Weak Tremorsense 30 feet No Yes Yes Perception check with bonus equal to hit dice, ignores invisibility
Standard Tremorsense 60 feet No Yes Yes Perception check with bonus equal to hit dice, ignores invisibility
Superior Tremorsense 120 feet No Yes Yes Perception check with bonus equal to hit dice, ignores invisibility
Perfect Tremorsense 300 feet No Yes Yes Perception check with bonus equal to hit dice, ignores invisibility
Exotic: Blind Sense
Weak Blind Sense 30 feet No No Yes Perception check with bonus equal to hit dice, ignores invisibility
Standard Blind Sense 60 feet No No Yes Perception check with bonus equal to hit dice, ignores invisibility
Superior Blind Sense 120 feet No No Yes Perception check with bonus equal to hit dice, ignores invisibility
Perfect Blind Sense 300 feet No No Yes Perception check with bonus equal to hit dice, ignores invisibility
Exotic: Life Sense
Weak Life Sense 30 feet No No 20% miss chance Perception check with bonus equal to hit dice, 20% miss chance, ignores invisibility
Standard Life Sense 60 feet No No 20% miss chance Perception check with bonus equal to hit dice, 20% miss chance, ignores invisibility
Superior Life Sense 120 feet No No 20% miss chance Perception check with bonus equal to hit dice, 20% miss chance, ignores invisibility
Perfect Life Sense 300 feet No No 20% miss chance Perception check with bonus equal to hit dice, 20% miss chance, ignores invisibility


Light and Darkness

The visual senses use light of various spectrums to allow the creature using it to see. Light is divided into bright light, dim light, darkness, and true darkness (as with the Deeper Darkness spell).

Bright Light
Any creature with a visual sensory organ can see an unlimited distance in bright light, assuming that no object blocks line of sight (which can include the curvature of the planet). The visual horizon is the critical determinant for distance of vision in bright light when viewing distant objects in vast, open spaces:
  • For an observer standing on the ground with average height, the horizon is at a distance of 2.9 miles.
  • For an observer standing on the second story of a building or a ship's deck (10 feet), the horizon is at a distance of 3.8 miles.
  • For an observer standing on a hill or tower (100 feet), the horizon is at a distance of 12.2 miles.
  • For an observer standing at the top of an average mountain (13,000 ft), the horizon is at a distance of 139 miles.
  • For an observer atop the tallest of mountains (30,000 ft), the horizon is at a distance of 211 miles.


Normal Light
This has been removed from the game. Spells or abilities which reference normal light should be amended to state 'bright light'.


Dim Light
Standard visual sensory organs function poorly in dim light, and creatures in dim light gain concealment against creatures with standard vision. Concealment grants the concealed creature a 20% chance to be missed by attacks in combat.
Typically, a bright source of light, such as a torch, provides dim light an equal distance to its bright light radius, beginning at the edge of that bright light radius. Thus, a torch provides bright light to 30 feet, and dim light beyond 30 feet out to 60 feet. Moonlight and starlight are the most common sources of dim light that do not provide a commensurate amount of bright light. Some magic items are also capable of producing dim light without bright light.


Darkness
The area outside of any light source, beyond the reach of dim light, is considered darkness. Darkness grants total concealment to creatures within it, when perceived by creatures with standard vision. Total concealment grants the concealed creature a 50% chance to be missed by attacks in combat.
Darkness can also be created by magical spells, such as the Darkness spell. In this case, unless the spell specifically states otherwise, Darkvision still functions within the darkness.


True Darkness
This is magical or elemental darkness, and cannot be penetrated by visual senses. It goes beyond the absence of all spectrums of light, to the point of being anathema to light, actively absorbing or destroying it. All creatures in True Darkness gain total concealment (50% miss chance) against any visual senses.




Exotic

Exotic senses use none of the traditional five senses that humanoids consider 'normal'. Each of them is a specialized means of identifying and targeting creatures.

Tremorsense

  • Does not require line of sight
  • Requires line of effect through a specific medium (often the ground)
  • Detected creatures do not have concealment

A creature with tremorsense can feel a target's contact with the surface he walks upon. Tremorsense does not require line of sight, but must trace line of effect through a solid or liquid medium (earth, water, etc.). Invisibility does not provide any benefits to stealth against creatures with tremorsense. Furthermore, creatures with tremorsense gain a bonus to their perceptions against stealthed creatures equal to their hit dice.

Tremorsense does not allow the detecting creature to distinguish between friend or foe, nor does it provide enough detail to allow the detecting creature to attempt a lore check against an unfamiliar creature, or recognize previously encountered individuals.

Detected creatures do not have concealment.

Weak Tremorsense
Any non-stealthed creature touching the designated medium (earth, water, etc.) within 30 feet is detected. The creature with tremorsense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Standard Tremorsense
Any non-stealthed creature touching the designated medium (earth, water, etc.) within 60 feet is detected. The creature with tremorsense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Superior Tremorsense
Any non-stealthed creature touching the designated medium (earth, water, etc.) within 120 feet is detected. The creature with tremorsense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Perfect Tremorsense
Any non-stealthed creature touching the designated medium (earth, water, etc.) within 300 feet is detected. The creature with tremorsense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.


Blind Sense

  • Does not require line of sight
  • Does not require line of effect
  • Detected creatures do not have concealment


A creature with blindsense can feel a target's presence via some mysterious extra-sensory perception. Blindsense does not require line of sight or line of effect. Invisibility does not provide any benefits to stealth against creatures with blindsense. Furthermore, creatures with blindsense gain a bonus to their perceptions against stealthed creatures equal to their hit dice.

Blindsense 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.

Detected creatures do not have concealment.

Weak Blindsense
Any non-stealthed creature within 30 feet is detected. The creature with blindsense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Standard Blindsense
Any non-stealthed creature within 60 feet is detected. The creature with blindsense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Superior Blindsense
Any non-stealthed creature within 120 feet is detected. The creature with blindsense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Perfect Blindsense
Any non-stealthed creature within 300 feet is detected. The creature with blindsense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.


Life Sense

  • Does not require line of sight
  • Does not require line of effect
  • Targets must be living
  • Detected creatures have concealment (20% miss chance)


A creature with lifesense can feel a living target's presence via some mysterious extra-sensory perception. Lifesense does not require line of sight or line of effect. Invisibility does not provide any benefits to stealth against creatures with lifesense. Furthermore, creatures with lifesense gain a bonus to their perceptions against stealthed creatures equal to their hit dice.

Lifesense 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.

Creatures detected by lifesense have concealment (20% miss chance). Undead creatures, constructs and other entities which are not explicitly alive are not detectable with lifesense.

A creature with lifesense may also use the Survival skill to follow living creatures by their essence, making a Survival check to find or follow a track. A creature with the lifesense 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 the number of creatures being tracked 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 lifesense ignore the effects of surface conditions and poor visibility.

Weak Lifesense
Any non-stealthed creature within 30 feet is detected. The creature with lifesense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Standard Lifesense
Any non-stealthed creature within 60 feet is detected. The creature with lifesense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Superior Lifesense
Any non-stealthed creature within 120 feet is detected. The creature with lifesense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.
Perfect Lifesense
Any non-stealthed creature within 300 feet is detected. The creature with lifesense must make a perception check to detect stealthed creatures within range, but gains a bonus to its perception equal to its hit dice. The DC of the perception check is equal to the stealthing creature's stealth check result.