Difference between revisions of "Scent"
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=== Tracking === | === Tracking === | ||
A creature with the | A creature with the Perception skill and the scent ability can follow tracks by smell, making a Perception check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Perception 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 Perception skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. | ||
=== Blocking Scent === | === Blocking Scent === | ||
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. | 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. | ||
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base | False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Perception DC to track becomes 20 rather than 10. | ||
{{OGL}} | {{OGL}} | ||
[[Category:Abilities]] | [[Category:Abilities]] |
Latest revision as of 15:05, 29 August 2021
Main > Abilities |
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Range
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. 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.
Detection
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
Tracking
A creature with the Perception skill and the scent ability can follow tracks by smell, making a Perception check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Perception 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 Perception skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Blocking Scent
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.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Perception DC to track becomes 20 rather than 10.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.