JVisgaitis
Explorer
Here is the scent skill we wrote up for Denizens of Avadnu. Keep in mind, this was written for monsters, and not for PCs. This could be used for PCs with some tweaks.
Scent (Wis)
Creatures with a keen sense of smell can detect approaching enemies, sniff out hidden foes, and track by scent.
Check: The creature can detect smells from afar. The DC varies depending on distance and the strength of the odor. The creature can detect and recognize the odor as it would a familiar sight or sound, but not determine 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 special quality can follow tracks by smell, making a Scent check to find or follow a track. The typical DC for a fresh trail is 20. 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. This use of Scent otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures, however, can use Scent in the water normally.
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 Scent DC to track becomes 30 rather than 20.
Action: Varies. Every time a creature has a chance to smell something in a reactive manner (such as when moving into a new area), it can make a Scent check without using an action. Noting the direction of a scent or pinpointing a scent within 5 feet is a move action. A Scent check made to find tracks is at least a full-round action, and it may take even longer. Trying to smell something the creature failed to smell previously is a move action.
Try Again: Yes. The creature can try to smell something that it failed to smell previously with no penalty.
Special: Creatures with the scent special quality have a +8 bonus on Scent checks. These rules supercede those for the scent special quality.
Chart
Skunk musk or troglodyte stench DC 0
Smoke or rotting garbage DC 5
Large nets full of fish or freshly-spread manure DC 10
A cart of foodstuffs or open barrels of liquor DC 15
Cooked beef, fresh fruit, or perfume DC 20
Most wild animals DC 25
Sanitary humanoids DC 30
Per 10 ft. from scenting creature +2 DC
Through a door +5 DC
Upwind from scenting screature -10 DC
Through a stone wall +15 DC
Downwind from scenting creature +10 DC
Scent (Wis)
Creatures with a keen sense of smell can detect approaching enemies, sniff out hidden foes, and track by scent.
Check: The creature can detect smells from afar. The DC varies depending on distance and the strength of the odor. The creature can detect and recognize the odor as it would a familiar sight or sound, but not determine 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 special quality can follow tracks by smell, making a Scent check to find or follow a track. The typical DC for a fresh trail is 20. 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. This use of Scent otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures, however, can use Scent in the water normally.
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 Scent DC to track becomes 30 rather than 20.
Action: Varies. Every time a creature has a chance to smell something in a reactive manner (such as when moving into a new area), it can make a Scent check without using an action. Noting the direction of a scent or pinpointing a scent within 5 feet is a move action. A Scent check made to find tracks is at least a full-round action, and it may take even longer. Trying to smell something the creature failed to smell previously is a move action.
Try Again: Yes. The creature can try to smell something that it failed to smell previously with no penalty.
Special: Creatures with the scent special quality have a +8 bonus on Scent checks. These rules supercede those for the scent special quality.
Chart
Skunk musk or troglodyte stench DC 0
Smoke or rotting garbage DC 5
Large nets full of fish or freshly-spread manure DC 10
A cart of foodstuffs or open barrels of liquor DC 15
Cooked beef, fresh fruit, or perfume DC 20
Most wild animals DC 25
Sanitary humanoids DC 30
Per 10 ft. from scenting creature +2 DC
Through a door +5 DC
Upwind from scenting screature -10 DC
Through a stone wall +15 DC
Downwind from scenting creature +10 DC