Blind chaacter questions. [Archive] - Wizards Community

Post/Author/DateTimePost
FrostWolf

09-19-07, 09:24 AM
Sory to bother everyone, but I was wondering what feats one should take in oder to make blind melee character? I know of the Blind fight feat, but is there anything else? Thank you in advanced.
Captain_Kobold

09-19-07, 09:45 AM
Hear the Unseen from Complete Adventurer would be handy: Allowing you to work out which squares to attack.

You might want to look at Quick Reconnoiter from the same book, and ask your DM if they can be used in conjunction.

Also, Toughness and improved Toughness, plus anything that improves your flat-footed AC. You will be taking sneak attacks galore as well as other ranged hits.

I'm assuming a fighter here, so you will already have Heavy armour proficiency.
ShinAkuma2

09-19-07, 11:51 AM
Anything that gets you Uncanny Dodge will be a life-saver, literally. Whether you go barbarian, rogue, or something else entirely is up to you.
goawayugh

09-19-07, 12:12 PM
Not sure what classes you're planning on, but Mindbender 1 with the Mindsight feat basically gives you Blindsense 100'.
RobbyPants

09-19-07, 01:05 PM
Skill Focus (Listen), and anything else to boost your listen will help a lot. You can pinpoint which square someone is in if your Listen check beats their Move Silently by at least 20 points. Of course, you have to be really good at listening to do this.

If you're playing a druid, or something similar, you can turn into something with scent, tremorsense, blindsense, and similar abilities to help you out a lot. For that matter, a familiar with empathic link will at least help to alert you of danger. Although, depending on your definition of "melee character", these might not apply to you.

Granted, you're going to have a hard time with this in practice, because you'll often have a hard time pinpointing your foes. You may have to wait for them to come to you (and hit you first), before you can strike them. And if they are using missile weapons for a good distance, you're pretty muched boned.
StruckingFuggle

09-19-07, 01:20 PM
Swordsage or Warblade 1 would also give you Scent as a stance.
Vharuck

09-19-07, 01:24 PM
Note that, were your character simply blind, a single casting of remove blindness/deafness would cure him.

If you wish to stay blind, however, you could if your eyes were simply not there.
InkBlot

09-20-07, 08:58 AM
Regenerate would fix it if his eys just weren't there. After 13th level (or even a little below 13th if you have the gold for it) your blindness has to be a willful choice on your character's part or caused by some kind of diefic curse.

Read How To PROPERLY Make A Blind Character (http://forums.gleemax.com/showthread.php?t=661437) before going any further with your character. The thread goes into great depth regarding ways to roleplay blind characters and all the rules regarding playing a blind character.
Sarig the Genie

09-21-07, 03:23 PM
Not sure what classes you're planning on, but Mindbender 1 with the Mindsight feat basically gives you Blindsense 100'.

Only when it comes to creatures with an int score, though.
Rulebook

09-22-07, 12:01 PM
if you want to be -really- cheesy, dust off your old copy of Sword & Fist for that Blindsight 5' feat.

combined with either blindsense or scent, it makes a wonderfuly cheesiferous combo
FrostWolf

09-22-07, 02:26 PM
AH! Thank you all for the great advice. The blind character will be played by my room mate (the Blind Samuri) in a Rokugon (?) game.

Again, thank you all for the great advice and recomendations.
BigBobSr6000

09-22-07, 08:28 PM
BLIND CHARACTER VARIANT
By Robert F. Miller, Sr.

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), 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 are 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…….+0………+0………..+1………..+2………..Blind Fight +5%, Sense Object, Will Save to Blind Fight % 1/day, +2 Perform: Begging.
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 20+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 hear 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. 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.


Human Starting Package
Armor: None
Weapons: Quarterstaff (1d6/1d6, crit =x2, 4lb., two-handed, bludgeoning).
Skill Selection: PC’s choice.
Feats: Weapon Focus (quarterstaff).
Bonus Feat (Human): Two-Weapon Fighting.
Gear: Begging bowl, backpack, waterskin, one day trail rations, bedroll, sack, flint and steel.