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Good Danger Sense Rules?

mattcolville

Adventurer
Basically what the title says. Do any of you know of or use any good rules for Danger Sense, like Spidey-sense in D&D?

I'm not looking for something that gives a bonus to any skill, or any ability we associate with a given class. I need something that any character could use equally well.
 

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Cabral said:

That qualifies. I must now refine my search parameters. :) I'm specifically looking for something that would also grant awareness of some intelligent (even if only animal intelligence) creature's plan to suprise the character.

That psionic ability doesn't really work like Spidey Sense in that it wouldn't warn you if someone was about to jump out of the bushes and attack.

You don't make surprise checks in D&D3, do you? You just use spot and listen etc... right? I wish there was still a surprise mechanic. That would help a lot.

Actually what I'd like is some mechanic that allowed the GM to adjudicate whether the potential threat was one that stood a high likelyhood of killing the PC, and then went off, warning him. This is not an ability that should work on a mundane trap, but something special that stood a chance to obliterate the hero would set it off.
 

Uncanny Dodge, Improved Uncanny Dodge, Trap Sense.

The foresight spell.

The divine oracle prescient sense ability.

Alertness coupled with a lot of ranks in spot and listen.

Sure, those are all mechanics that exist for certain classes, but I point them out because they represent mechanics for a danger sense that is already in the game.

Barbarians have some of it.

Rogues can have most of it.

Wizards can cast a spell to get it.

Divine oracles get it.

Druids and rangers can get something like it. (Spot/listen scores)

The other classes (fighter, paladin, etc). don't have it. If you want something that you can just tack onto any class without disturbing any of the other elements of the game, you won't find it. However, you can create a similar ability set through either clever multiclassing or outright changing the classes. Whether or not the result would be balanced would depend upon how you did it, but it is certainly an option.
 

Alertness does exactly what you want.

Bonuses to Spot and Listen checks.

Spot and/or Listen checks are what you do to avoid being surprised.

So anything that gives bonuses to those do what you want to.

Pretty much anything else is totally outside of the game mechanics.
 

irdeggman said:
Alertness does exactly what you want.

Bonuses to Spot and Listen checks.

Spot and/or Listen checks are what you do to avoid being surprised.

So anything that gives bonuses to those do what you want to.

Pretty much anything else is totally outside of the game mechanics.

And if the opponent cannot be seen or heard, you are out of luck.

I think the OP is looking for a spell or some other type of ability that gives you mystical awareness. Spells shouldn't be outside of the game mechanics.
 


Detect Hostile Intent is it, I think. With it in action, you cannot be surprised. Just make a Headband Of Foe Detection based on DHI, and nobody's going to sneak up on you ever again. For extra insurance (to protect against foes immune to mind-affecting effects), slap an augmented Danger Sense on it and some bonuses to Spot and Listen.
 



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