Tremorsense: High-Fidelity?

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virgil
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Tremorsense: High-Fidelity?

Post by virgil »

How precise an image of people do you get with tremorsense? Can you get enough to see wounds that may be covered with bandages? Can you only see things touching the earth, or can this include whatever floor you may be sharing? Can you see secret doors? Can you see those related to your ground, such as the people hiding in an attic next door because the floor of the attic is touching the wall that's touching the street you're standing on? If you can, can you see the contents of everyone's pockets and bags by that same logic, including the material of their coinage so you can guess the value of their treasure?
Last edited by virgil on Mon Jul 19, 2010 6:16 pm, edited 1 time in total.
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Post by RobbyPants »

Per the SRD:
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.
So, there you have it. They need to touch the ground. They need to be moving or otherwise taking actions. You only learn their location, not any type of description.

Oddly enough, you don't even learn the size or weight of the creature, which would seem reasonable to discern.
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Post by virgil »

It does show that if someone is on the other side of a wide, 10' across, 20' deep chasm they're effectively 40' farther away for purposes of tremorsense range.

I'm still curious about the definition of 'ground'. Does this include any floor? Do walls or even closed doors interrupt it?
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Post by Pixels »

virgileso wrote:It does show that if someone is on the other side of a wide, 10' across, 20' deep chasm they're effectively 40' farther away for purposes of tremorsense range.
50', actually. 20' (down) + 10' (across) + 20' (up)
virgileso wrote:I'm still curious about the definition of 'ground'. Does this include any floor? Do walls or even closed doors interrupt it?
I imagine it would include any normal substance one would use for a floor - packed earth, wood, stone, clay, metal, and so on. If the floor is made of the perpetually screaming skulls of the BBEG's enemies then you may find your tremorsense disabled. Walls and doors would not interrupt tremorsense. If you can draw a line from your point of contact through the walls to a monster on the floor above, then you could sense him too.

It is no mindsight, but tremorsense is awesome.
Last edited by Pixels on Mon Jul 19, 2010 7:41 pm, edited 1 time in total.
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Post by virgil »

Pixels wrote:
virgileso wrote:It does show that if someone is on the other side of a wide, 10' across, 20' deep chasm they're effectively 40' farther away for purposes of tremorsense range.
50', actually. 20' (down) + 10' (across) + 20' (up)
I quite know what I was referring to. The 'farther away' was supposed to infer a 'than normal sight'. The 10' gap exists for normal sight too, and the up/down portions make him seem that much farther away.

Tremorsense running up and down the walls is making me question whether it'll go through them. If two people have tremorsense 5' and are separated only by a 5' high stone wall (adjacent otherwise), do they see each other or does the tremorsense try and run up and down the wall and not make it to the other side?
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Post by Pixels »

You're thinking too much about surfaces. Tremorsense goes through the ground. If the shortest path through ground from you to a creature is within the range of your tremorsense and they aren't standing still, you can tell that they are there. Unless that 5' wall is made of some anti-vibrating crystal and extends far enough to the sides and down that you cannot draw a line around it less than the length provided by your tremorsense, you will see them.
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Post by Agrinja »

Given that you're effectively sensing vibrations, solids transmit these well, liquids almost as well [air last, and somewhat least], wouldn't it make sense that someone with tremorsense might be able to use it underwater? Probably at roughly half range.
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Post by Prak »

To repeat RobbyPants:
Per the SRD:
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.
Last edited by Prak on Tue Jul 20, 2010 3:24 am, edited 1 time in total.
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Post by Agrinja »

Oh, sorry about that, didn't know my herp derp was showing.
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Post by Wageslave »

I believe that a good representation of Tremorsense would be how the Grabboids in the movie "Tremors" hunt. Now, mind you, that movie was classic 80's cheese, and the best way to watch it would be MST3K style with some friends and a few beers. However, it does give a good representation of Tremorsense.
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Post by Prak »

conceivably, one could possess a tremoursense so fine tuned that a heartbeat is sufficient vibration, or that they could use their footsteps as sort of earth based echolocation.

this is completely outside the realm of normal tremoursense, but maybe blindsight could be flavoured this way?
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Post by CatharzGodfoot »

Wageslave wrote:I believe that a good representation of Tremorsense would be how the Grabboids in the movie "Tremors" hunt. Now, mind you, that movie was classic 80's cheese, and the best way to watch it would be MST3K style with some friends and a few beers. However, it does give a good representation of Tremorsense.
Tremors is '90s.
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Post by Maxus »

CatharzGodfoot wrote: Tremors is '90s.
80's cheese is an aesthetic and a feel.

Tremors has it.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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