Some fighters practice hitting harder or in the right spot, but what good will that do you if you can’t find your opponent. This idea is what is behind the formation of the Masters of Sense, a group of fighters who train all their senses so they will become more aware of their surroundings at all times.
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
The Master’s Darkvision has a range of his 10 feet per class level -10 ft
At 4th level, a MoS retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
A creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.
If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.
As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.
The Masters Tremorsense has a range of 10 feet per class level -40ft
Improved Low-Light Vision:
Characters with Improved Low-light vision can see 4 times as in dim vision. Otherwise it acts the same.
Improved Uncanny Dodge (Ex)
At 7th level and higher, a MoS can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character
Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object). This ability operates out to a range specified in the creature description.
The creature usually does not need to make Spot or Listen 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.
• Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
• Blindsight does not subject a creature to gaze attacks (even though darkvision does).
• Blinding attacks do not penalize creatures using blindsight.
• Deafening attacks thwart blindsight if it relies on hearing.
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.
The Masters Blindsight has a range of 10 feet per class level -70ft
A Master of Sense of at least 10th level can sacrifice all of his senses but one for a short time to make that one sense incredibly powerful. He can choose any of his senses and stretch that sense out to a distance of one mile per level of Master of Sense. This would give any of his abilities (Low-Light Vision, Scent, Darkvision, Tremorsense or Blindsight) out to that distance. It could also allow them to make spot or listen checks that he might not normally be able to make. This ability is useable once per day. Duration is up to 1 minute per level.
What's his Blindsight range? Class Level-7? So, a 10th level Master of Sense can only have Blindsight out 3 ft, not even being able to 'feel' the adjacent square? Just give it a set amount - 20 ft or so is probably good.
If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.
- The Jack-signal. Thanks Jokes!
Avatar created by Yeril, who made it look awesome.
I'd put in a bit more power: the first two levels would be useless to, say, a dwarf.
Low-light vision has unlimited range, and allows reading a book that isn't written in obscure alchemical ink. Thus, the first level is not useless to a dwarf. You might want to put in a clause about "Or existing low-light vision doubles in effectiveness". Similarly, a clause for the darkvision that "If the character already has darkvision as a racial ability add the two ranges together to get the range of the resultant darkvision."