Confused about special senses.


Rules Questions


Blindsense (ex)

Spoiler:
Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Format: blindsense 60 ft.; Location: Senses.

Blindsight (ex)

Spoiler:
This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Format: blindsight 60 ft.; Location: Senses.

Scent (ex)

Spoiler:
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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 Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Format: scent; Location: Senses.

Tremorsense (ex)

Spoiler:
A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

Format: tremorsense 60 ft.; Location: Senses.

Reading all of these, side by side, blindsense states that it allows you to pinpoint the location of creatures you cannot see as long as you have line of effect to them without a Perception check, but you still treat them as if they cannot be seen.

Blindsight takes that one step further, where you 'see' them clearly.

Scent allows you to pinpoint the location of creatures when you are within 5' of them, otherwise you have to make a Wisdom check to track them source of the scent.

And finally tremorsense...does what, exactly? It says you automatically pinpoint the location of any creature in contact with the ground, but it lacks the clarifying text of any of the other sensory abilities I've listed. It seems to work more or less like blindsense, except it doesn't work against enemies not in contact with the ground, but I've seen massive table variation on that point, enough that I'm confused myself.

It's really that lack of similar text to blindsense that's confusing me- where blindsense calls out that you still suffer miss chance and are treated as blind if attacked by a foe you can only detect with your blindsense, tremorsense, again, doesn't say that at all.


Pinpoint in pathfinder means you know what square they are in. It does not mean you know exactly where they are in that square. So if they are invisible you still have to deal with concealmeant.

Tremorsense only works if they are in contact with the ground, and is works like blindsense other than the fact that they have to be on the ground.

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