Types of Senses: Difference between revisions

From Epic Path
Jump to navigation Jump to search
(Created page with 'Category:Epic Path ''Go back to the Epic Path page.'' == Types of Senses == There are many types of senses. For game purposes, all that we worry about are the 'useful'…')
 
No edit summary
Line 10: Line 10:
* Audible
* Audible
* Olfactory (Smell; read a book)
* Olfactory (Smell; read a book)
* Specialized Senses
* Exotic


The purposes of defining the senses here is to describe how the senses work in combat.


===Visual Senses===


; Standard Sight : Standard sight requires a light source, usually daylight, torches, lanterns, or magical light sources.  Light is divided into bright light, which plain sight uses with no penalties, and dim light, which grants concealment and a miss chance in combat.
===Visual===
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).


Weak Low Light good to 30 feet
:; 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:


Low Light Vision Good to 120 feet.
::* 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.


Superior Low Light Vision  Good to 300 feet.


Weak Darkvision good to ten feet
:; 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. 


Darkvision good to 60 feet
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.


Superior Darkvision good to 120 feet


Epic Darkvision good to 300 feet  
:; 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.


==Hearing==


Make a perception roll to target an adjacent foe.
:; 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.


Keen Hearing Make a perception roll to find an opponent within 60 feet.


====Standard Vision====
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 eachother in dim light.


==Smell==
 
====Low-Light Vision====
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.
 
 
====Darkvision====
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.
 
* '''Epic darkvision''' is capable of seeing out to 300 feet, assuming no objects block line of sight, in any light or darkness, except true darkness.
 
 
===Hearing===
Audial sensory organs 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).
 
* '''Standard hearing''' - 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.
 
* '''Keen hearing''' - 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.
 
* '''Precise hearing''' - 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.
 
* '''Echolocation''' - 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, cover and total cover within the echolocating creature's 60-foot radius are not sufficient to initiate a stealth stance.
 
 
===Smell===


Scent:  Make rolls to find a creature in a given square.
Scent:  Make rolls to find a creature in a given square.
Line 47: Line 87:




==Exotic==
===Exotic===


Tremorsense: "Feel" a target's contact with the surface he walks upon.
Tremorsense: "Feel" a target's contact with the surface he walks upon.

Revision as of 21:11, 18 July 2014

Go back to the Epic Path page.


Types of Senses

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:

  • Visual
  • Audible
  • Olfactory (Smell; read a book)
  • Exotic

The purposes of defining the senses here is to describe how the senses work in combat.


Visual

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.


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.


Standard Vision

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 eachother in dim light.


Low-Light Vision

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.


Darkvision

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.
  • Epic darkvision is capable of seeing out to 300 feet, assuming no objects block line of sight, in any light or darkness, except true darkness.


Hearing

Audial sensory organs 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).

  • Standard hearing - 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.
  • Keen hearing - 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.
  • Precise hearing - 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.
  • Echolocation - 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, cover and total cover within the echolocating creature's 60-foot radius are not sufficient to initiate a stealth stance.


Smell

Scent: Make rolls to find a creature in a given square.

Keen Scent: Target a creature with smell alone.


Exotic

Tremorsense: "Feel" a target's contact with the surface he walks upon.

Blind Sense: "Feel" a target's presence by some undefined means that is unstoppable.

Life Sense: "Feel" a target's presence as long as it is alive.

Other stuff: