House Rules: Creature Creation - Senses Traits

All-Around Vision (4 CP)

The creature has some way of seeing all around it, granting them a +4 racial bonus on Perception checks and making them immune to flanking.

Blindsense (4 CP)

The creature has blindsense up to 30 feet. Using nonvisual senses, such as acute smell or hearing, the creature 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. At the creature's 7th Hit Die, and every 7 HD after, the range increases by 30 feet.

Blindsight (7 CP)

The creature has blindsight up to 30 feet. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, the creature 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 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. Reduce the cost by 1 CP to require the creature to use a free action to activate the blindsight, gaining the benefits only during its turn. At the creature's 7th Hit Die, and every 7 HD after, the range increases by 30 feet.

Carrion Sense (1 CP)

The creature has a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Darkvision (2 CP)

The creature can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet.

Low-Light Vision (1 CP)

The creature can see twice as far as humans in conditions of dim light. At 7th Hit Die, it can see three times as far, four times as far at 14th HD, and so on every 7 HD after.

Scent (3 CP)

The creature has the scent ability.

Tremorsense (3 CP)

The creature is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 30 feet. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. At 7th Hit Die, and every 7 HD after, the range increases by 30 feet.

Water Sense (2 CP)

Prerequisites: Aquatic subtype or amphibious racial trait.

The creature can sense vibrations in water, granting it blindsense 30 feet against creatures in contact with the same body of water. At 7th Hit Die, and every 7 HD after, the range increases by 30 feet.