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Rules Index
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GM Screen
Race Builder
/
Creating a New Race
/
Step 3: Racial Traits
/
Senses Racial Traits
Standard Senses Traits
Source
Advanced Race Guide pg. 236
Carrion Sense (1 RP)
:
Prerequisites
: None;
Benefit
: Members of this race have 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 60 Feet (2 RP)
:
Prerequisites
: None;
Benefit
: Members of this race can see in the dark up to 60 feet.
Darkvision 120 Feet (3 RP)
:
Prerequisites
: None;
Benefit
: Members of this race can see in the dark up to 120 feet.
Deepsight (2 RP)
:
Prerequisite
: Amphibious racial trait;
Benefit
: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Low-Light Vision (1 RP)
:
Prerequisites
: None;
Benefit
: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Minesight (2 RP)
:
Prerequisites
: None;
Benefit
: Members of this race have darkvision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
Water Sense (1 RP)
:
Prerequisite
: Outsider (native) with ties to the Plane of Water or amphibious racial trait;
Benefit
: Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.