You can speak up to 25 intelligible words each round, either quietly, normally, or by shouting, out to a certain range, as shown in the Speech Range table. You can also hear another creature speak from further away depending on your Perception skill training.
Your earshot is the area in a radius centered on you out to a number of feet equal 300 multiplied by your Wisdom modifier (minimum of 1). To determine whether you have earshot of a sound, trace an imaginary line from you to the origin of the sound. If the line doesn't pass through an obstruction that blocks this line, then there is earshot and the sound can be discerned. Otherwise, the sound is unintelligible and you are considered deafened when attempting to hear it.
The audibility depends on how well you can hear a sound and the intensity of the sound. There are three thresholds of audibility within your earshot:
A unobstructed area allows you to hear in any direction or until your earshot is blocked by a lightly or heavily obstructed area.
A lightly obstructed area is created by soft or thin materials, such as clothing, foliage, a door, or similar. You have diu such as dim light or anything that partially blocks your line of sight, causes you to become debilitated (sight) when you or your target are within that area, and you can see up to 30 feet away.
A heavily obstructed area, such as darkness or anything that isn't in your line of sight, causes you to become unaware (sight) when you or your target are within that area.
If the sound originates from a covered area or other sounds are made in between you and the sound you are attempt to discern, you must be twice as close to the origin to hear it intelligibly.
You use your vision to perceive or to target a creature, an item, or an area, depending on your line of sight, the visibility, and whether or not the target is behind cover.
Your line of sight is the area in a cone starting from your eyes out to a certain range. To determine whether you have line of sight, pick a corner of one space and trace an imaginary line from that corner to any part of another space. If at least one such line doesn't pass through or touch an obstruction that blocks this line, then there is line of sight and the target is considered seen. Otherwise, the target is unseen.
The visibility depends on how well you can see an area or a target. There are three thresholds of visibility within your line of sight:
A clear area allows you to see up to 1 mile multiplied by your Wisdom modifier (minimum of 1) in any direction or until your line of sight is blocked by a lightly or heavily obscured area.
A lightly obscured area, such as dim light or anything that partially blocks your line of sight, causes you to become debilitated (sight) when you or your target are within that area, and you can see up to 30 feet away.
A heavily obscured area, such as darkness or anything that isn't in your line of sight, causes you to become unaware (sight) when you or your target are within that area.
Seeing from a particular height multiples the distance you could normally see by 20, as long as there are no obstructions. For example, at the top of a lookout, the crow's nest of a ship, or a mountaintop, you can see up to 40 miles in any given direction during a clear day, while during a particularly rainy day you could only see up to 20 miles away, or 1 mile during a snowy day.
A terrain might provide certain obstructions to your vision.
An obstruction such as a creature, an item, or the environment that stands in between your line of sight and your target creates cover, which as three thresholds:
A half covered target is behind an obstruction that partially blocks it from your line of sight.
A three-quarters covered target is behind an obstruction that blocks it from most (but not all) of your line of sight.
A totally covered target is behind an obstruction that completely blocks it from your line of sight.
Each threshold of cover grants different bonuses to the target and penalties to the creature attempting to target it.
A feature might grant you a way to sense other creatures, items, or the environment in the dark, through motions in the ground, or even without sight, out to a range shown in parentheses after the special sense, all of which a described below.
With blindsight, you can sense your surroundings without relying on sight, even if you are blinded or the target is heavily obscured, provided the target is within earshot.
With darkvision, you can see in darkness as if it were dim light. You can't discern color with darkvision except shades of grey.
With telepathy, you can communicate with a creature you can see without using your speech and without the creature using its hearing. The creature receives words, images, sounds, and other sensory messages in its mind. The target doesn't know the source of telepathy, and it can't communicate back unless described by the feature or if it also has telepathy.
With thermalvision, you can see non-construct and non-undead creatures in dim light and darkness, through lightly and heavily obscured areas, any cover, and with the invisible condition. You can't discern color with thermalvision except shades of purple, red, and yellow.
With throughvision, you can see items as if they were translucent. You can't discern color with throughvision except white and shades of grey.
With tremorsense, you can sense vibrations through a surface, provided the creature or item causing the vibrations is touching the surface. An ability that grants tremorsense with a tag in parentheses describes the type of surface that the sense can be used with.
With truesight, you ignore the invisible condition on creatures and items, see the original form of a transformed creature, automatically detect or succeed on checks and save against illusions, and you have witchsight.
With witchsight, you can see areas of dim light and darkness as bright light.