Scent physics

Wellby

First Post
I understand the upwind/downwind business with scent, yes.

but what about doors? Dungeon doors, I read long ago, are rarely perfect seals. But should one maybe halve the distance of scent through one?

thanks!
 

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The rules for the Scent ability in D&D 3.5 are all but nonexistent.

All they say is that a creature with the ability can use it with Survival when tracking. It doesn't actually give any modifiers.

Now I could be wrong, there might be rules in one of the books I don't have, but that's about all the PHB/DMG/MM say on the subject.
 

All they say is that a creature with the ability can use it with Survival when tracking. It doesn't actually give any modifiers.

Now I could be wrong, there might be rules in one of the books I don't have, but that's about all the PHB/DMG/MM say on the subject.

Scent (SRD):

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 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.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. 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 Track feat.Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

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 Survival DC to track becomes 20 rather than 10.
 
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Track (SRD):

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Normal
Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
 




yup, so we're all on the same page rule wise.

I think I'll go with a dungeon (not fully sealed) door as 'downwind'. So, if the characters pass within 15" of the monster on the other side, he smells them.

Now that even sounds too far to me...

hmmmmm, darned 'forced house rules'...
 
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It also depends on the quality of the door. Not every door is flush to the floor, some may be an inch or two above it. A door made of wood may have cracks and splits in it that allow more air through. A sliding door will seal better than a swinging one. I am sure there are other variables...
 

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