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Scent, Spot, Listen, Blindsight....as skill checks?
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<blockquote data-quote="Nail" data-source="post: 1446895" data-attributes="member: 224"><p><strong>version ...4?</strong></p><p></p><p><strong><span style="color: cyan">SENSE (WIS)</span></strong></p><p>The Sense skill represents what all of your non-visual senses tell you about your surroundings. These non-visual senses include hearing, smell, and touch, as well as the extraordinary abilities of Blindsense, Scent & Tremorsense. This skill even encompases that mysterious "sixth sense", or "gut-feeling", the feeling that someone is sneaking up behind you, or lying in wait in the next room. </p><p></p><p><em>Check:</em> Your Sense check is either made against a DC set by the DM, or it is opposed by another's Sneak check. You can only make a Sense check when at least one of your non-visual senses could give you information. <ul> <li data-xf-list-type="ul">When a creature is hidden or difficult to notice, you roll either a Sense or a Spot check, and that roll is opposed by the Sneak check of the hidden creature. If the subject is not intentionally Sneaking, its Sneak check is 0, modified by circumstance (see the Sneak skill description).</li> <li data-xf-list-type="ul">If you are trying to sense something other than a creature (such as to hear a muffled conversation, or to smell a campfire), the DM should determine an appropriate DC for your check. </li> <li data-xf-list-type="ul">Either Spot or Sense checks may be called for to determine the distance at which an encounter begins.</li> </ul><p></p><p>In many cases, the DM should roll your Sense check in secret, so you don't know if you were successful or not.</p><p></p><p><em>Sense Check Modifiers</em>:</p><ul> <li data-xf-list-type="ul">All Sense checks are penalized by distance (-1 per 10 feet).</li> <li data-xf-list-type="ul"> If the character making the Sense check is distracted (not concentrating on being observant), he suffers a -5 penalty.</li> <li data-xf-list-type="ul">Sense can be used even if the subject has total cover or total concealment. A shut door between you and the subject increases the DC by +5; each 6 inch thickness of solid wall increases the DC by +10.</li> <li data-xf-list-type="ul">The basis of the Sense skill is hearing. If you cannot hear (because you are deaf, being affected by a <em>Silence</em> spell, or some other reason), you make Sense checks at a -4 penalty.</li> <li data-xf-list-type="ul">Blindsense, Scent, and Tremorsense each give a +4 bonus to Sense checks that could use them.</li> </ul><p></p><p>Success on a reactive check means you know the exact direction and approximate distance (close, medium, far; as spell ranges) to the subject. Success when using the Sense skill as a move action allows you to know the precise location of the subject (what grid square the subject is in). In either case, the subject might still be hidden, have total cover or concealment, or be <em>invisible</em>. </p><p></p><p><em>Action</em>: Varies. Every time you have a chance to sense something in a reactive manner you can make a Sense check without using an action. Trying to sense something you failed to notice previously is a move action. </p><p></p><p><em>Try Again</em>: Yes. You can try to sense something that you failed to notice previously at no penalty. </p><p></p><p><em>Special</em>: If you are allowed to use either Spot or Sense for a check, you receive a +2 bonus to the one you chose. This represents the synergy of using all of your senses at once.</p><p></p><p>A <em>fascinated</em> creature takes a –4 penalty on Sense checks made as reactions.</p><p></p><p>If you have the Alertness feat, you get a +2 bonus on Sense checks.</p><p></p><p>A ranger gains a bonus on Sense checks when using this skill against a favored enemy.</p><p></p><p>An elf, gnome, or halfling has a +2 racial bonus on Sense checks. </p><p></p><p>A half-elf has a +1 racial bonus on Sense checks.</p><p></p><p>If you have 5 or more ranks in Spot, you get a +2 bonus on Sense checks.</p><p></p><p>A sleeping character may make Sense checks at a –10 penalty. A successful check awakens the sleeper.</p></blockquote><p></p>
[QUOTE="Nail, post: 1446895, member: 224"] [b]version ...4?[/b] [b][color=cyan]SENSE (WIS)[/color][/b][color=cyan][/color] The Sense skill represents what all of your non-visual senses tell you about your surroundings. These non-visual senses include hearing, smell, and touch, as well as the extraordinary abilities of Blindsense, Scent & Tremorsense. This skill even encompases that mysterious "sixth sense", or "gut-feeling", the feeling that someone is sneaking up behind you, or lying in wait in the next room. [i]Check:[/i] Your Sense check is either made against a DC set by the DM, or it is opposed by another's Sneak check. You can only make a Sense check when at least one of your non-visual senses could give you information.[list][*]When a creature is hidden or difficult to notice, you roll either a Sense or a Spot check, and that roll is opposed by the Sneak check of the hidden creature. If the subject is not intentionally Sneaking, its Sneak check is 0, modified by circumstance (see the Sneak skill description). [*]If you are trying to sense something other than a creature (such as to hear a muffled conversation, or to smell a campfire), the DM should determine an appropriate DC for your check. [*]Either Spot or Sense checks may be called for to determine the distance at which an encounter begins.[/list] In many cases, the DM should roll your Sense check in secret, so you don't know if you were successful or not. [i]Sense Check Modifiers[/i]: [list][*]All Sense checks are penalized by distance (-1 per 10 feet). [*] If the character making the Sense check is distracted (not concentrating on being observant), he suffers a -5 penalty. [*]Sense can be used even if the subject has total cover or total concealment. A shut door between you and the subject increases the DC by +5; each 6 inch thickness of solid wall increases the DC by +10. [*]The basis of the Sense skill is hearing. If you cannot hear (because you are deaf, being affected by a [i]Silence[/i] spell, or some other reason), you make Sense checks at a -4 penalty. [*]Blindsense, Scent, and Tremorsense each give a +4 bonus to Sense checks that could use them.[/list] Success on a reactive check means you know the exact direction and approximate distance (close, medium, far; as spell ranges) to the subject. Success when using the Sense skill as a move action allows you to know the precise location of the subject (what grid square the subject is in). In either case, the subject might still be hidden, have total cover or concealment, or be [i]invisible[/i]. [i]Action[/i]: Varies. Every time you have a chance to sense something in a reactive manner you can make a Sense check without using an action. Trying to sense something you failed to notice previously is a move action. [i]Try Again[/i]: Yes. You can try to sense something that you failed to notice previously at no penalty. [i]Special[/i]: If you are allowed to use either Spot or Sense for a check, you receive a +2 bonus to the one you chose. This represents the synergy of using all of your senses at once. A [i]fascinated[/i] creature takes a –4 penalty on Sense checks made as reactions. If you have the Alertness feat, you get a +2 bonus on Sense checks. A ranger gains a bonus on Sense checks when using this skill against a favored enemy. An elf, gnome, or halfling has a +2 racial bonus on Sense checks. A half-elf has a +1 racial bonus on Sense checks. If you have 5 or more ranks in Spot, you get a +2 bonus on Sense checks. A sleeping character may make Sense checks at a –10 penalty. A successful check awakens the sleeper. [/QUOTE]
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Scent, Spot, Listen, Blindsight....as skill checks?
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