How to adjucate Arcane Scent


Rules Questions


The magus in my campaign is thinking of taking this arcana:

Quote:

Arcane Scent (Ex)

Benefit: The magus can sniff out other spellcasters. By spending 1 point from his arcane pool, the magus gains the scent special quality for 1 hour per magus level. This scent can only detect creatures capable of casting spells or using spell-like abilities. Additionally, while this effect persists, the magus can attempt a Spellcraft check as a move action to determine the highest level spell a detected creature is capable of casting (DC = 10 + the creature's caster level). The magus can only attempt this Spellcraft check once per creature per 24 hours.

I have a couple of concerns with this arcana. First is the fact that is says it works like the scent special quality. The scent ability has a bunch of qualifiers that depend on actual scents, such as whether you're upwind or downwind, or if there are other strong scents in the area that could interfere. How would things like this interact with the ability since it's for detecting spellcasters instead of smells? It makes little sense that the wind would affect the user's ability to detect spellcasters, and makes even less sense that a spellcaster with poor hygiene is easier to detect.

The second issue I have with it is the second ability. Seems that regardless of the result of the check, you're getting the information you want - even if you fail you can still deduce the minimum level of spell the target can cast.

Overall it just seems to be a poorly thought out ability that would require me to perform a bunch of GM calls in order to make work.


Just think of magic potential/aura/ability as it's own odor being emitted by each creature. While Arcane Scent is active, the magus can sniff out this odor in the air (so it would be affected by wind, the presence of a stronger spellcaster, etc).

As for the check, the player can get meta-game knowledge when the roll fails, but the character gains no knowledge. It's up to the player to separate meta-game and in-game knowledge. If you can't trust your players, make the roll in secret and just tell them the result.


kadance wrote:
Just think of magic potential/aura/ability as it's own odor being emitted by each creature. While Arcane Scent is active, the magus can sniff out this odor in the air (so it would be affected by wind, the presence of a stronger spellcaster, etc).

Hmm... I can get on board with the idea of an arcane 'scent' - for lack of a better term - but the idea that it would work like normal body odor and such be affected by wind and the like is too much for me to accept.

Not to mention the fact that I really dislike unbeatable detection abilities. Even Discern Location is stopped by Mind Blank. Think I might just nix this ability and ask the player to take something else.


There's actually at least 4 ways to negate Arcane Scent:

Negate Aroma spell (simplest and easiest), first level spell that negates it for 1 target/level for 1 hour/level. Its even in a main line book), a Liar's Robe, Incense of Dulled Senses and a Pull-Ring of Scent.


deuxhero wrote:

There's actually at least 4 ways to negate Arcane Scent:

Negate Aroma spell (simplest and easiest), first level spell that negates it for 1 target/level for 1 hour/level. Its even in a main line book), a Liar's Robe, Incense of Dulled Senses and a Pull-Ring of Scent.

Ok, that makes me feel a little better. I just hope that if I let the player take the arcana that he doesn't try to argue that the things you mentioned wouldn't work because "arcane scent" is different than normal scent.


Just be sure to discuss with him your expectations of the ability and his expectations so you can agree on how to play it.


Scent is "beatable" by not coming within 30 feet of the guy, even without those things.

You must REALLY hate Blindsight, Blindsense, and Tremorsense. Which he can get with his ability to pull Wizard spells for Echolocation.


Rynjin wrote:
You must REALLY hate Blindsight, Blindsense, and Tremorsense. Which he can get with his ability to pull Wizard spells for Echolocation.

Actually none of those things bother me. The difference is that the things you mentioned reveal a creature's presence, while Arcane Scent reveals a creature's nature. I often use NPCs who conceal the fact they're spellcasters.


Warn your player ahead of time that you're the type of GM who doesn't allow players to counter your tactics, and that your schemes are more important than his plans. You are trying to beat him. Clearly, he knows you use hidden spellcasters, otherwise he wouldn't take such an ordinarily useless arcana. In a game against hidden mages, of course he's going to want to take the arcana that lets him sniff them out. And... you're going to just neuter his intelligent tactic by piling on buffs and items that all your secret wizards are suddenly going to have.

If you're going to invalidate his choice of arcana before he even takes it, make sure he knows you don't ever intend for him to succeed. If you want your secret wizards to always be secret, let him know he'll never be given the right to detect them.


Game Master wrote:

Warn your player ahead of time that you're the type of GM who doesn't allow players to counter your tactics, and that your schemes are more important than his plans. You are trying to beat him. Clearly, he knows you use hidden spellcasters, otherwise he wouldn't take such an ordinarily useless arcana. In a game against hidden mages, of course he's going to want to take the arcana that lets him sniff them out. And... you're going to just neuter his intelligent tactic by piling on buffs and items that all your secret wizards are suddenly going to have.

If you're going to invalidate his choice of arcana before he even takes it, make sure he knows you don't ever intend for him to succeed. If you want your secret wizards to always be secret, let him know he'll never be given the right to detect them.

...and you seem to be the type of player who's goal is to win the game by beating the GM.

Anyway, slow your roll there, buddy. I was only really annoyed about the concept of the arcana when I thought there was no way to counter it. Deuxhero gave me solutions, so it doesn't bother me as much anymore. The spellcasters who are sufficiently powerful and really intent on hiding their spellcasting ability will have taken the necessary steps to make sure this arcana doesn't give them away. Lesser spellcasters will not be prepared because they likely will not have even heard that such an ability exists, unless they're magi themselves. And even then, they might not care enough or be paranoid enough to spend the effort to counter it.

At this point I'm leaning toward letting the player take it, although I'm still unsure if I like the whole idea of wind affecting a mystical/magical property.

Sczarni

To be honest, I would be worried a bit also. The Arcane Scent makes your job a bit harder as a GM to ever put a villain in front of the party. I am not even sure how is it even extraordinary ability. It should be Supernatural. It's not completely uncounterable but it does seem quite powerful for non-combat usage. Overall, I would probably enable player to take it and see how it goes.


Malag wrote:
To be honest, I would be worried a bit also. The Arcane Scent makes your job a bit harder as a GM to ever put a villain in front of the party. I am not even sure how is it even extraordinary ability. It should be Supernatural. It's not completely uncounterable but it does seem quite powerful for non-combat usage. Overall, I would probably enable player to take it and see how it goes.

I also think that it should be supernatural, especially considering that it costs an arcane point to activate.


How is it harder to put a villain in front of the party? Is every spellcaster evil in your games?

I just don't understand the problem here. It's a fun, flavorful ability that actually happens to be USEFUL at the same time. ono

If you're going to get your panties in a twist about say "No, you can't take it" and let him take the boring s!*% like "Free Empower 1/day" for 20 levels instead.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / How to adjucate Arcane Scent All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions