Blind PCs Variants (Non-Magically Enhanced) [Archive] - Wizards Community

Post/Author/DateTimePost
BigBobSr6000

09-25-07, 09:08 AM
Hi, over the years I have had players who wanted to play blind characters without the aid of magic or being cured of blindness which I have let them.

I would like your thoughts on a Blind Character Class or Template that could be applied to a PC which becomes blind and the player still wants to continue WITHOUT being cured or the use of magic seeing and magically enhanced seeing.

Example is the blind fighter in the movie "Blind Furry" or "Blind Justice".(can't remember). A soldier who lost his eyesight in Vietnam due to an explosion, listed as KIA. He was taken to a village where he was trained over years by a monk (I think) to fight with hands and Katana with all his other senses and mentally enhanced spatial awarness (we all have to a certain degree). He came to US to visit war buddy who left him for dead to found out his buddy was in a different city while visitiing his buddy's wife and son, some baddies came in there was a fight where he killed the baddies with his Katana and the boss thug got away the wife was killed but he saved the son and travelled across the US to comfront the drug gang lord and find his buddy to reunite with his son. But I digress.......

Anyway here is option I came up with. Feedback welcome.

BLIND CHARACTER VARIANT

This variant may be applied at character creation to take advantage of all levels one after another. If PC becomes blind during game play, he/she must skip a level before taking the next Blind Variant level. EX: 3rd level fighter becomes blind, at 4th level may take 1st level of Blind Variant. Cannot take another one until he/she reaches 6th level.

GAME RULE INFORMATION

Abilities: Intelligence and Wisdom are the two key abilities for the blind character. Intelligence governs the ability to sense creatures and items near them. Wisdom enhances the ability to be able to strike and to be less likely to be hit. Charisma drives many of the Class Skills. Dexterity can be important as well for increased Armor class.
Alignment: Any
Hit Die: d8
Speed: Speed is one-half normal. If guided by another by holding on to them and/or can magically see, speed is normal rate.
Class Skills
The Blind Variant Class Skills and (the Key Ability for each) are: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Knowledge (Int), Listen (Wis), Perform: Begging (Cha), Perform (Cha), Profession (Wis), Sense Motive (Cha), Speak Language (---).
Skill Points at 1st level: (6 + Int Mod) x 4.
Skill Points at each additional level: 6 + Int Mod.
Class Features
All of the following is Class Features of the Blind Variant.
Weapon and Armor Proficiency: Blind Variant is proficient with the quarterstaff and other simple staff type weapons. Is not proficient with any armor.

Blind Variant Level Progression


Lvl…BAB…Fort Save…Ref Save…Will Save……………..Special
1…….+0………+0………..+1………..+2………..Blind Fight, Sense Creature, Wis Mod to AC, +2 to Listen.
2…….+0………+0………..+1………..+2………..Blind Fight +5%, Sense Object, Will Save to Blind Fight % 1/day, +2 Perform: Begging, +4 to Listen.
3…….+1………+1………..+2………..+3………..Blind Fight +10%, Heightened Hearing
4…….+1………+1………..+2………..+3………..Blind Fight +15%, Heightened Smell, Will Save to Blind Fight % 2/day, +4 Perform: Begging.
5…….+2……….+2……….+3………..+4………..Blind Fight +20%, Heightened Touch, Wis Mod to Attack Roll
6…….+2……….+2……….+3………..+4………..Blind Fight +25%, Heightened Taste, Will Save to Blind Fight % 3/day, +6 Perform: Begging.

Blind Fight: At 1st level the Blind Character gets the blind fight feat. Each additional level they get +5% added to the chance to hit target only after spending 1 round concentrating on listening for target location. Must make a successful listen check (DC 15+1 per 5 ft of distance and/or 1 ft thickness of any walls). DC may be higher in high noise areas.

Sense Creature: The ability to sense creature(s) within 5 ft of you. This decreases by 20% per 5ft of distance. 10 ft = 80%, 15 ft = 60%, 20 ft = 40%, 25 ft = 20%, 30+ ft = 0%. Still must use Blind Fight to try for a successful hit.

Wisdom to AC: At 1st level the blind character gets to add their Wis Mod to their AC.

Perform: Begging: At 2nd level you gain +2 to perform begging to gain an income. +4 at 4th level and +6 at 6th level.

Sense Object: The ability to sense object(s) within 5 ft of you. This decreases by 30% per 5ft of distance. 10 ft = 70%, 15 ft = 40%, 20 ft = 10%, 25+ ft = 0%. Still must use Blind Fight to try for a successful hit.

Will Save to Blind Fight: Starting at 2nd level, you gain the ability to add your Will Save Mod to your percent roll for Blind Fight once per day. 4th level, twice per day and 6th level, three times per day.

Heightened Hearing: May use Blind Fight percentile to pinpoint direction/location of noise/movement. Ambient sounds, noises, distance and obstacles such as walls will reduce chance to hear. (GM’s discretion).

Heightened Smell: May use Blind Fight percentile to smell direction/location of any creature/item giving off an odor. May be able to smell poisons, potions, etc and identify them. Wind, overpowering smells, distance and obstacles such as walls will reduce the chance to smell. (GM’s discretion).

Heightened Touch: May use Blind Fight percentile to use touch to determine creature/item touched. Must be done with barehanded fingers. May feel wall to check for any oddities that may be hidden trap or door as example. Another would be feeling difference between coins such as real or not.

Heightened Taste: May use Blind Fight percentile to use taste to identify foods, drinks, soil content, poisons, potions, etc.
BigBobSr6000

09-28-07, 08:31 AM
bump.............