Detect Hidden Creature (sage ability)

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Detect Hidden Creature is an authority-status sage ability in the study of Heightened Senses that enables the character to perceive the presence of an unseen opponent by detecting subtle auditory cues such as breathing. This refined perception allows them to pinpoint the creature's location within a combat hex and strike with a -4 penalty, assuming the opponent remains within range and is not benefiting from magical silence or extraordinary concealment.

Contents

Beyond combat applications, this ability provides a heightened awareness of hidden threats in the environment. A character with this ability gains a 5 in 6 chance of detecting a concealed opponent within 20 feet, provided the target is actively breathing and not benefiting from magical suppression of sound. This detection does not necessarily reveal the opponent's exact identity or form, but it allows the sage to determine a general location, enabling tactical decision-making.

In non-combat scenarios, this ability may also be used to detect creatures lurking in ambush, locate hidden prisoners or wounded individuals in confined spaces, or even discern the presence of invisible entities whose breathing or bodily movements create disturbances in the air. While the ability is reliable, it is still subject to environmental factors, such as background noise from wind, rain, or the din of battle, which may impose situational penalties at the GM’s discretion.

Those creatures that do not breathe and are naturally silent, such as certain undead or supernatural beings, remain undetectable by this method unless other audible cues should occur.

In Play

Players do not need to request detection checks when using this ability. The dungeon master is responsible for being aware of the character's ability and rolling the 5 in 6 die, informing the player if a hidden creature is detected. Just as with other sensory input, the results are automatically conveyed as part of gameplay, ensuring the ability functions naturally without requiring player intervention."

If the DM overlooks the ability, the situation can be easily corrected in the moment, adjusting the initial ruling—provided the player remembers the ability. However, if the player also forgets until long after the encounter has occurred — say, 3 or 4 combat rounds later — then the oversight should stand, as the character should be considered to have been distracted at the time. This ensures that mistakes can be corrected in the moment without disrupting the flow of play, while also preventing excessive backtracking that could slow the game or create inconsistencies.

A DM may also judge the rule's implementation as "too late to employ" if some significant change has occurred, in a way that makes retconning impractical. This would reinforce that the time limit is not only based on the number of rounds but also tied to maintaining the flow and integrity of the game.

See also,
Reveal Approach (sage study) Skulduggery (sage field)