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[[Category:Epic Path]]
[[Category:Epic Path]]
''Go back to the [[Epic Path]] page.''
<div style="clear:right; float:right; font-size:85%; padding-left:0.5em;">__TOC__</div>
 
 
=Types of Senses=
This page details how the senses work in combat and how they interact with stealth and invisibility.
This page details how the senses work in combat and how they interact with stealth and invisibility.


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* Exotic
* Exotic


Nearly all monsters have the same targeting senses as your typical human, represented as [[Standard Senses]]. The senses below define these senses, as well as the other extraordinary senses that monsters (and some player characters) might possess.  Creatures which are missing one or more of the standard senses usually state that they are blind to a particular sensory group (Sight, Sound, Smell).  All creatures are assumed to be Blind to the exotic sensory group unless their entry explicitly states they possess one or more exotic senses.


==Types of Senses==
===Table: Visual Senses===
{| border="1" cellpadding="5" style="text-align:left"
{| class="ep-default" style="text-align:left" width="95%"
! Sense || Range || Line of Sight? || Line of Effect? || Combat Targeting || vs. Stealth
! width="20%" | Sense || width="9%" | Range || width="8%" | Line of Sight? || width="8%" | Line of Effect? || width="20%" | Combat Targeting || vs. Stealth
|-
|-
! colspan="6" align="center" style="background:#7CB9E8" | Sight
| [[Standard Vision]]  || Varies || Yes || No || Yes || Perception check
|-
|-
! [[Standard Vision]]
| [[Low-Light Vision]] || Varies || Yes || No || Yes || Perception check
| Any bright light || Yes || No || Yes || Perception check
|-
|-
! [[Low-Light Vision]]
| [[Darkvision]]       || Varies || Yes || No || Yes || Perception check
| 120 feet || Yes || No || Yes || Perception check
|-
|-
! [[Weak Darkvision]]
| [[Heartsight]]       || Varies || Yes || No || Yes || Perception check
| 20 feet || Yes || No || Yes || Perception check
|}
 
===Table: Audio Senses===
{| class="ep-default" style="text-align:left" width="95%"
! width="20%" | Sense || width="9%" | Range || width="8%" | Line of Sight? || width="8%" | Line of Effect? || width="20%" | Combat Targeting || vs. Stealth
|-
|-
! [[Standard Darkvision]]
| [[Standard Hearing]] || 20 feet || No || Yes || Perception check vs. [[Total Concealment]] || Perception check vs. [[Total Concealment]], ignores invisibility
| 60 feet || Yes || No || Yes || Perception check
|-
|-
! [[Superior Darkvision]]
| [[Keen Hearing]]     || 60 feet || No || Yes || Perception check vs. [[Total Concealment]] || Perception check vs. [[Total Concealment]], ignores invisibility
| 120 feet || Yes || No || Yes || Perception check
|-
|-
! [[Perfect Darkvision]]
| [[Precise Hearing]] || 20 feet || No || Yes || Adjacent creatures                || Perception check, ignores invisibility
| 300 feet || Yes || No || Yes || Perception check
|-
|-
! colspan="6" align="center" style="background:#7CB9E8" | Sound
| [[Echolocation]]    || 30 feet || No || Yes || Yes                              || Perception check, ignores invisibility
|}
 
===Table: Olefactory Senses===
{| class="ep-default" style="text-align:left" width="95%"
! width="20%" | Sense || width="9%" | Range || width="8%" | Line of Sight? || width="8%" | Line of Effect? || width="20%" | Combat Targeting || vs. Stealth
|-
|-
! [[Standard Hearing]]
| [[Standard Scent]]   || 10 feet || No || Yes || Perception check vs. [[Total Concealment]] || Perception check at -20 vs. [[Total Concealment]], ignores invisibility
| 20 feet || No || Yes || Perception check, 50% miss chance || Perception check, 50% miss chance, ignores invisibility
|-
|-
! [[Keen Hearing]]
| [[Scent]]           || 30 feet || No || Yes || Perception check vs. [[Total Concealment]] || Perception check vs. [[Total Concealment]], ignores invisibility
| 60 feet || No || Yes || Perception check, 50% miss chance || Perception check, 50% miss chance, ignores invisibility
|-
|-
! [[Precise Hearing]]
| [[Keen Scent]]       || 60 feet || No || Yes || Target has [[Partial Concealment]] || Perception check at +2 vs. [[Partial Concealment]], ignores invisibility
| 20 feet || No || Yes || Adjacent creatures || Perception check, ignores invisibility
|-
|-
! [[Echolocation]]
| [[Perfect Scent]]   || 120 feet || No || Yes || Yes                             || Perception check at +5, ignores invisibility
| 30 feet || No || Yes || Yes || Perception check, ignores invisibility
|}
|-
 
! colspan="6" align="center" style="background:#7CB9E8" | Smell
===Table: Exotic Senses===
|-
{| class="ep-default" style="text-align:left" width="95%"
! [[Standard Scent]]
! width="20%" | Sense || width="9%" | Range || width="8%" | Line of Sight? || width="8%" | Line of Effect? || width="20%" | Combat Targeting || vs. Stealth
| 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
|-
! colspan="6" align="center" style="background:#7CB9E8" | Exotic
|-
! [[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
|-
! [[Weak Blind Sense]]
| 30 feet || No || No || Yes || Perception check with bonus equal to hit dice, ignores invisibility
|-
|-
! [[Standard Blind Sense]]
| [[Airsense]]     || Varies || No     || Yes || Yes             || Perception check at +5, ignores invisibility
| 60 feet || No || No || Yes || Perception check with bonus equal to hit dice, ignores invisibility
|-
|-
! [[Superior Blind Sense]]
| [[Blindsense]]   || Varies || No     || No || Yes             || Perception check at +5, ignores invisibility
| 120 feet || No || No || Yes || Perception check with bonus equal to hit dice, ignores invisibility
|-
|-
! [[Perfect Blind Sense]]
| [[Cloudsense]]   || Varies || Special || Yes || Yes             || Perception check, ignores invisibility
| 300 feet || No || No || Yes || Perception check with bonus equal to hit dice, ignores invisibility
|-
|-
! [[Weak Life Sense]]
| [[Lifesense]]   || Varies || No     || No || Target has [[Partial Concealment]] || Perception check at +5 vs. [[Partial Concealment]], ignores invisibility
| 30 feet || No || No || 20% miss chance || Perception check with bonus equal to hit dice, 20% miss chance, ignores invisibility
|-
|-
! [[Standard Life Sense]]
| [[Mindsense]]   || Varies || No     || No || Yes            || Perception check at +5, ignores invisibility
| 60 feet || No || No || 20% miss chance || Perception check with bonus equal to hit dice, 20% miss chance, ignores invisibility
|-
|-
! [[Superior Life Sense]]
| [[Tremorsense]] || Varies || No     || Yes || Yes            || Perception check at +5, ignores invisibility
| 120 feet || No || No || 20% miss chance || Perception check with bonus equal to hit dice, 20% miss chance, ignores invisibility
|-
|-
! [[Perfect Life Sense]]
| [[Watersense]] || Varies || No     || Yes || Yes            || Perception check at +5, ignores invisibility
| 300 feet || No || No || 20% miss chance || Perception check with bonus equal to hit dice, 20% miss chance, ignores invisibility
|}
|}


{{:Line of Effect}}
{{:Line of Sight}}


==Light and Darkness==
==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 [http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness Deeper Darkness] spell).
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.
 
:; 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 [http://www.d20pfsrd.com/magic/all-spells/d/darkness 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.
 
 
 
 
==Sight==
===Standard Vision===
* Requires line of sight
* Does not require line of effect
* Detected creatures do not have concealment
 
Standard sight requires a light source, usually daylight, torches, lanterns, or magical light sources. Visual senses operate in the standard light spectrum, capable of seeing colors from deep violet through red.  It functions without penalty in bright light, but grants concealment to creatures seen in dim light, and total concealment to creatures in darkness or true darkness.  Standard sight does not distinguish between darkness and true darkness, as both are equally unfathomable to the sense.
 
Standard sight also has difficulty discerning colors in dim light, as the saturation becomes too high to really identify specific shades.  Often, opposite colors (such as red and green) become indistinguishable from each other in dim light.
 
 
===Low-Light Vision===
* Requires line of sight
* Does not require line of effect
* Detected creatures do not have concealment
 
Creatures with low-light vision can see equally well in bright light and in dim light.  They are able to discern colors and target creatures in dim light as though it were bright light.  Thus creatures in dim light do not have concealment against creatures with low-light vision.  Low-light vision does not allow characters to see anything that they could not see otherwise -— invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, low-light vision subjects a creature to gaze attacks normally.
 
Low-Light Vision also converts darkness which is adjacent to dim light into dim light for the creature possessing the low-light vision.  This converted band of dim light is equal to the total light radius of the light source, to a maximum of 60 feet.  Thus, a torch provides 30 feet of bright light and 30 feet of dim light.  To a creature with low-light vision, all 60 feet of the bright and dim light of the torch are treated as bright light, and the space beyond 60 feet out to 120 feet (60 additional feet) are now treated as dim light, and creatures within that zone gain concealment (20% miss chance).  Obviously, this doesn't actually change the nature of the light, it only changes the way the creature with low-light vision perceives the lit area.
 
 
===Darkvision===
* Requires line of sight
* Does not require line of effect
* Detected creatures do not have concealment
 
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise -— invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
 
; Weak darkvision
: is capable of seeing out to 20 feet, assuming no objects block line of sight, in any light or darkness, except true darkness.
 
; Standard darkvision
: is capable of seeing out to 60 feet, assuming no objects block line of sight, in any light or darkness, except true darkness.
 
; Superior darkvision
: is capable of seeing out to 120 feet, assuming no objects block line of sight, in any light or darkness, except true darkness.
 
; Perfect darkvision
: is capable of seeing out to 300 feet, assuming no objects block line of sight, in any light or darkness, except true darkness.
 
 
 
==Sound==
Audio senses allow creatures to sense the presence of creatures, but are generally poor at providing enough information to target a creature in combat.  A creature with standard hearing can make a perception roll to notice the existence of another creature within 20 feet, assuming they have line of effect to the creature.  The perception roll has a DC equal to 10 unless the creature has entered a stealth stance, in which case, the DC is the result of the creature's stealth roll. 
 
A creature with standard hearing who beats the perception DC by 10 or more also learns which square the target is in, though the creature may still have total concealment if no other sense (such as vision) is available to target them.  Standard hearing can never provide a result better than this -- you know what square the creature is in, but the creature has total concealment.  You must always have line of effect to use hearing, though some barriers, such as doors, may allow hearing checks at a greater penalty to the standard DC (depending on how solid the door is).
 
If the environment that a creature is trying to listen in is noisy, the DC for the perception check is increased by anywhere from 2 to 20, depending on how cacophonous the additional noises are.  Generally, trying to discern one target among several when none are attempting to be quiet is a -2 penalty for each additional target (though there is no penalty if you don't care which target you find).  The sounds of battle typically inflict a penalty of 10 for listening for a single target amidst the battle, but only 4 if you only want to locate 'any enemy creature'.
 
 
===Standard Hearing===
* Does not require line of sight
* Requires line of effect
* Affected by additional sounds
* Detected creatures have total concealment (50% miss chance)
 
Perception check to learn existence of a creature within 20 feet, with line of effect. DC 10 unless creature is stealthing.  If DC is exceeded by 10 or more, you also learn the square the creature is in, though the creature has total concealment from you.  Invisibility grants no benefits to a stealthed creature against a hearing perception check.
 
 
===Keen Hearing===
* Does not require line of sight
* Requires line of effect
* Affected by additional sounds
* Detected creatures have total concealment (50% miss chance)
 
Perception check to learn existence of a creature within 60 feet, with line of effect. DC 10 unless creature is stealthing.  If DC is exceeded by 10 or more, you also learn the square the creature is in, though the creature has total concealment from you.  Invisibility grants no benefits to a stealthed creature against a hearing perception check.
 
 
===Precise Hearing===
* Does not require line of sight
* Requires line of effect
* Affected by additional sounds
* Detected creatures do not have concealment
 
This is a form of hearing which allows targeting of creatures in combat.  It allows targeting of adjacent creatures without the need for a perception roll, and the creatures do not have concealment.  A perception roll, DC 10 or the target's stealth roll result, allows a creature with precise hearing to target a creature within 20 feet, and the creature does not have concealment.  Beyond 20 feet, precise hearing functions as keen hearing.  Invisibility grants no benefits to a stealthed creature against a hearing perception check.
 
 
===Echolocation===
* Does not require line of sight
* Requires line of effect
* Affected by additional sounds
* Detected creatures have concealment (20% miss chance)
 
Creatures with echolocation can target any non-stealthed creature within 30 feet without a need for a perception roll, and the perceived creature does not benefit from concealment.  Non-stealthed creatures between 30 and 60 feet from the echolocating creature are also perceived automatically, but gain concealment (20% miss chance).  Stealthed creatures must be perceived with a Perception check in order to be targeted, but a creature with Echolocation ignores any benefits from Invisibility.  Because echolocation can target creatures around corners, most forms of cover and total cover within the echolocating creature's 60-foot radius are not sufficient to initiate a stealth stance.
 
 
 
==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.
 
 
==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
{{:Bright Light}}
: 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
{{:Dim Light}}
: 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
{{:Darkness}}
: 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
{{:True Darkness}}
: 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.

Latest revision as of 20:57, 22 January 2022

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

Nearly all monsters have the same targeting senses as your typical human, represented as Standard Senses. The senses below define these senses, as well as the other extraordinary senses that monsters (and some player characters) might possess. Creatures which are missing one or more of the standard senses usually state that they are blind to a particular sensory group (Sight, Sound, Smell). All creatures are assumed to be Blind to the exotic sensory group unless their entry explicitly states they possess one or more exotic senses.

Table: Visual Senses

Sense Range Line of Sight? Line of Effect? Combat Targeting vs. Stealth
Standard Vision Varies Yes No Yes Perception check
Low-Light Vision Varies Yes No Yes Perception check
Darkvision Varies Yes No Yes Perception check
Heartsight Varies Yes No Yes Perception check

Table: Audio Senses

Sense Range Line of Sight? Line of Effect? Combat Targeting vs. Stealth
Standard Hearing 20 feet No Yes Perception check vs. Total Concealment Perception check vs. Total Concealment, ignores invisibility
Keen Hearing 60 feet No Yes Perception check vs. Total Concealment Perception check vs. Total Concealment, ignores invisibility
Precise Hearing 20 feet No Yes Adjacent creatures Perception check, ignores invisibility
Echolocation 30 feet No Yes Yes Perception check, ignores invisibility

Table: Olefactory Senses

Sense Range Line of Sight? Line of Effect? Combat Targeting vs. Stealth
Standard Scent 10 feet No Yes Perception check vs. Total Concealment Perception check at -20 vs. Total Concealment, ignores invisibility
Scent 30 feet No Yes Perception check vs. Total Concealment Perception check vs. Total Concealment, ignores invisibility
Keen Scent 60 feet No Yes Target has Partial Concealment Perception check at +2 vs. Partial Concealment, ignores invisibility
Perfect Scent 120 feet No Yes Yes Perception check at +5, ignores invisibility

Table: Exotic Senses

Sense Range Line of Sight? Line of Effect? Combat Targeting vs. Stealth
Airsense Varies No Yes Yes Perception check at +5, ignores invisibility
Blindsense Varies No No Yes Perception check at +5, ignores invisibility
Cloudsense Varies Special Yes Yes Perception check, ignores invisibility
Lifesense Varies No No Target has Partial Concealment Perception check at +5 vs. Partial Concealment, ignores invisibility
Mindsense Varies No No Yes Perception check at +5, ignores invisibility
Tremorsense Varies No Yes Yes Perception check at +5, ignores invisibility
Watersense Varies No Yes Yes Perception check at +5, ignores invisibility

Line of Effect

A line of effect is a continuous, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight, and may or may not go around corners, depending on the effect.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.

Line of Sight

A line of sight is the same as a Line of Effect but with the additional restriction that that it is blocked by fog, darkness, and other factors that limit normal sight (such as Partial Concealment), and it takes a non-visual sense to go around corners. Yes, you can trace Line of Sight around corners with senses such as hearing and smell. Combined with an attack that can trace Line of Effect around corners, this is a potent combination!

A classic example is hearing an enemy in a tavern, and casting a fireball through the window. Ouch.

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.

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.

Daylight / Sunlight

Bright light can be caused by sunlight or spells which produce sunlight effects, but bright light is not the same as sunlight or daylight, for purposes of dealing damage to certain undead (e.g. Vampire Dilettantes). Unless a spell or effect explicitly states that it creates sunlight or daylight, or the light is coming from the actual sun (or relevant local star), it isn't daylight or sunlight (for purposes of harming certain undead), it's just bright light.
Note also that Sunlight damage is different from natural or magical daylight, as the Sunlight damage type directs the forces of the sun's fire, heat, and radiation directly at a target, as though the target were coming into direct contact with the surface of the sun itself (yikes!). Creatures that take extra effects from daylight and/or sunlight do not necessarily take extra damage from Sunlight-based damage. Spells and abilities that inflict Sunlight-based damage may include additional effects versus undead, and some creature entries in the Bestiary may state that a creature takes additional damage when the target of Sunlight damage, but otherwise, do not assume that additional damage occurs. The GM should be the final arbiter of such things, as always.

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 spells or creature abilities. In this case, unless the ability 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 (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) against any visual senses. Furthermore, any creature relying on visual senses becomes quelled at the end of any movement greater than 50% of its speed (round down to the nearest 5' square).