Types of Vision
Low Light Vision
Like most animals, the dark is less dark to you.
Dim Light counts as bright for you and you can see twice as far into the dark as humans.
Example: torches shed 20ft of bright light and 20ft of dim light after that. A creature with Darkvision can see 40ft of bright light, and 40ft of dim light beyond that.
Midnight Vision
Born to the darkness, you can see better than even most animals in the dark.
As Darkvision but with double the range for each illumination level. For the first 1d4 rounds that you are in bright light, you are Blinded.
Example: a creature with Midnight Vision near a torch could see 80ft of bright light, then 80ft of dim light after that.
Thermal Vision
Like a lizard, you see heat signatures rather than true color.
You see things in terms of their heat. Creatures or objects that are hotter or colder than their surroundings stand out as if in bright light. Creatures or objects that are very close in temperature to their surroundings blend in, becoming Lightly or Heavily Obscured as appropriate.
Example: while in an arctic region, a creature with Thermal Vision would see a human as if in bright light from their body heat. Meanwhile, an earth elemental or dropped item might be Lightly Obscured, and an Ice Elemental would be Heavily Obscured.
Elf Sight
You are particularly in tune with the spirit world, and can see into it to a limited degree.
You can see partially into the reflection planes. You can see creatures that are only partially in the material plane, such as ghosts. You can also see the impression that a creature leaves in the reflection planes, if any. This is like an afterimage of the soul of particularly powerful beings.
Example: a creature with Soul Vision can see a Ghost even when it vanishes to the Ethereal Plane. The creature might also see a dark aura around a Night Hag, since she exists partially on the Ethereal Plane.
Color Vision
Your eyes understand the innate meaning of color. You are likely a gnome.
You can see bright or vivid colors regardless of light level.
Gnomes see only with Color Vision and do not have standard sight.
Example: a creature with Color Vision in a dark cave is still blinded, but might be able to see the vivid blue of a subterranean pool, the glimmering yellow of a drow's eyes, or the stark red of splattered blood.
Life Sight
You can see the life auras of living things. You are likely an undead.
You can see the souls of living things. More powerful or lively creatures glow brighter than others, with paladins and clerics being nearly blinding, and plants generally being quite dull. Unlike other forms of sight, this is not blocked by invisibility, though effects that block divination do block it. You are able to tell what level of wounds a creature has based on how bright or dim their soul is. Finally, non-living and unliving things are not revealed by See Life except as indistinct pools of darkness. Most undead intrinsically know what other undead they are looking at with this sight.
Example: a creature with See Life can see the paladin and cleric praying 3 rooms over and the invisible rogue sneaking up on them. They can see the wounded fighter laying against the wall glowing dimly because he is severely wounded, and the blood trail that he left when he crawled there glows to their sight. The other undead nearby are vague pools of darkness, vaguely shaped like humanoids, but the creature with See Life knows intrinsically that they are looking at a zombie and two ghouls.
Types of Hearing
Echolocation
Your ears are like a second set of eyes.
As long as there is sound, you can effectively "see" clearly. Silence is like darkness to this sense, chaotic noise (like a crowded market place) is like dim light to this sense, and you are vulnerable to Thunder damage.
Example: a creature with Echolocation can see the thief sneaking up on them because of the small waterfall in the corner constantly making sound. They cannot see the cleric, who cast Silence on himself. The gibbering mouther in the next room is blurry.
Tremmorsense
You can sense vibrations in the ground. You are likely a dwarf, vermin, or earth elemental.
As long as you are touching the ground, you can see everything else that is touching the ground or other solid surface you touch within a range decided by the GM. Liquids are like dim light to this sense, and gasses are like darkness.
Example: a creature with Tremmorsense can feel the silenced barbarian's steps as he charges, but does not notice the wizard flying up above.
Heartbeat Sensing
You can practically feel the heartbeats of living creatures. You are likely undead.
You can hear heartbeats like a pounding drum, and see the beating heart even through walls. Each pulse reveals the target's body as the blood pumps through them. Truly calm creatures count as in dim light to this sense.
Example: a creature with Heartbeat Sensing can clearly hear a terrified human three rooms over like a loud bell. The nearby, sleeping cleric is like a muffled whisper.