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General Tabletop Discussion
*Pathfinder & Starfinder
Scent-Aid Or alternate rules for Scent Ability.
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 2323089" data-attributes="member: 11760"><p>Since you're dealing with more Scent issues than most campaigns will, you need to add the spells WotC would have if most campaigns had these issues:</p><p></p><p>* <em>Unscented</em> - Level 2 arcane spell based directly off <em>invisiblity</em>.</p><p>* <em>Improved Unscented</em> - Level X (I forget this second) spell directly based off <em>improved invisiblity</em>.</p><p></p><p>Remember that most people won't bother with these spells unless they think there's a reason to use them. And you might want to just add the unscented trait to <em>improved invisiblity</em> if it's not already in there.</p><p></p><p>Also create an alchemy mixture that disguises scent (probably several different flavors, based on the environment). Using that, I'd give a +10 to Survival checks to avoid being found with it. I'd also make it a relatively high Survival check (requiring a minute of work) to set a Wisdom check to be found using it.</p><p></p><p>I'd also make it a straight Wisdom check to differentiate between living creatures and things that smell just like it. I'd assume that nymphs smell like flowers, for instance, so that one laying prone in a field of them, either sleeping, getting it on or even in ambush, wouldn't be automatically spotted. And, of course, the whole zombie thing. I'd also use common sense and say that certain things (air elementals, skeletons, stone golems) can't be smelled at all.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 2323089, member: 11760"] Since you're dealing with more Scent issues than most campaigns will, you need to add the spells WotC would have if most campaigns had these issues: * [i]Unscented[/i] - Level 2 arcane spell based directly off [i]invisiblity[/i]. * [i]Improved Unscented[/i] - Level X (I forget this second) spell directly based off [i]improved invisiblity[/i]. Remember that most people won't bother with these spells unless they think there's a reason to use them. And you might want to just add the unscented trait to [i]improved invisiblity[/i] if it's not already in there. Also create an alchemy mixture that disguises scent (probably several different flavors, based on the environment). Using that, I'd give a +10 to Survival checks to avoid being found with it. I'd also make it a relatively high Survival check (requiring a minute of work) to set a Wisdom check to be found using it. I'd also make it a straight Wisdom check to differentiate between living creatures and things that smell just like it. I'd assume that nymphs smell like flowers, for instance, so that one laying prone in a field of them, either sleeping, getting it on or even in ambush, wouldn't be automatically spotted. And, of course, the whole zombie thing. I'd also use common sense and say that certain things (air elementals, skeletons, stone golems) can't be smelled at all. [/QUOTE]
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Scent-Aid Or alternate rules for Scent Ability.
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