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Types of sight
Standard: A standard vision is what most creatures can see within 'good' or 'fair' lighting as the GM describes it.
Dim-Sight: Any creature with standard vision can see somewhat accurately in 'dim' or 'poor' lighting as the GM describes it.
Dark or Night-vision: A creature with dark or night vision can see accurately in any lighting from pitch black to bright.
Blindsight: Any method of location other than eye sight.
Echolocation: A sight using one's ears and hearing rather than eyes.
Tremor Sense: A sight using one's body and vibrations of the environment. This is typically found in creatures that have highly developed bodies or a large size.
Hell-sight: Creatures with hell-sight can not only see in the dark but distinguish other creatures that are disguised, hidden, or invisible with some difficulty (Perception v Stealth rolls). This trait is typically found in magical beings and apex predators.
True: Sight that can not be obscured by anything. This is usually created through magical means and is had by strong divine creatures. True sight allows for sight through magical darkness unlike any other sight.
Sight Ranges
Standard-Distance-Sight: This is the indicated sight on a species or subspecies listing. Within standard sight creatures can clearly see and identify other creatures and objects.
Mid-Sight: This is 3x a listed standard sight. Within mid-sight, creatures on a simple perception check (DC 12) may make a fairly accurate assumption of what they can see.
Far-Sight: Anything beyond 3x a creature's standard sight score is considered far. Things that are far away can not be easily identified but may be distinguished as present and may try to identify it vaguely on DC 17 perception check. These check may not necessarily be accurate.