[Flaw] Born Blind

Started by Throndir, November 28, 2012, 04:04:44 PM

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Throndir

http://www.dandwiki.com/wiki/Blind,_Born_%283.5e_Flaw%29
http://www.dandwiki.com/wiki/SRD:Blindsight_and_Blindsense

Born Blind [General]
Your character was born blind, but gained better hearing than most as a result.
Prerequisite: Your race must normally have eyes that grant sight.
Drawback: The character cannot see (all forms of vision, including low-light vision; darkvision; and spells that rely on your natural sight). He takes a -2 penalty to Armor Class, moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. In addition, having never seen anything before, it is nearly impossible for one who was born blind to appropriately disguise themself (-10, even with spells like Alter Self) or to create realistic illusions (+10 on Will saves to disbelieve).
Benefit: Listen is always in-class for those with this flaw, and you receive a +2 to listen checks. Blind creatures are not subject to gaze attacks. Blinding attacks do not penalize creatures who are already blind. Additionally, the character receives the benefit of blindsense, starting with a range of 5', then increasing by 5' at 3rd level and every other level thereafter. Deafening attacks thwart this blindsense. You also obtain two bonus feats.
Normal: Sight as the base creature would have.
Special: This counts as two flaws. The character's blindness cannot be fixed by anything natural. The DM should only allow magic to restore it if there is penalty for it, such as losing feats or acquiring new flaws.
Roleplaying Ideas: Part of this has already been done for you; the character's background includes that they were born blind. Beyond that, these characters may feel helpless, or manipulate the feelings of those around them that see them as helpless. Some may even be cocky about their better hearing.

Blindsight and Blindsense
Blindsight (Ex)

Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability?s range is specified in the creature?s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature?s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

    Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
    Blindsight does not subject a creature to gaze attacks (even though darkvision does).
    Blinding attacks do not penalize creatures using blindsight.
    Deafening attacks thwart blindsight if it relies on hearing.
    Blindsight works underwater but not in a vacuum.
    Blindsight negates displacement and blur effects.

Blindsense (Ex)

Blindsense is a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight, using nonvisual senses, such as acute smell or hearing. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment (50% miss chance) against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.


Throndir

http://www.d20pfsrd.com/feats/combat-feats/improved-blind-fight-combat

Improved Blind-Fight (Combat)

Your keen senses guide your hand against hidden foes.

Prerequisites: Perception 10 ranks, Blind-Fight.

Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don?t lose your Dexterity bonus to Armor Class, and the attacker doesn?t get the usual +2 bonus for being invisible.

Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Throndir

http://www.d20srd.org/srd/psionic/powers/touchsight.htm

Psychometabolism
Level:    Psion/wilder 3
Display:    Visual
Manifesting Time:    1 standard action
Range:    Personal; see text
Target:    You
Duration:    1 min./level (D)
Power Points:    5

You generate a subtle telekinetic field of mental contact, allowing you to ?feel? your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.
Augment

For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.

Throndir

http://www.dandwiki.com/wiki/Sensory_Processing_Disorder_%283.5e_Trait%29

Sensory Processing Disorder
You have extraordinarily acute senses.
Benefit: The character gains the Scent extraordinary quality.

Darkvision 60 feet, if the character already has darkvision than this is added to their normal darkvision. The character has keen vision and can read things from afar. The character gets a +5 on Listen checks.
3 Bonus Feats
Drawback: The character cannot stand strong smells. Any time the character is exposed to powerful or bad smells the character must make a DC 20 Fortitude save to avoid vomiting, leaving the character Nauseated for one round. If the character succeeds on this save, the character is instead Sickened for one round.

The character's eyes become sensitive to sunlight, sometimes other forms of light as well, and are dazzled by sunlight. -6 to all Spot and Search checks and cannot follow movement. The character is easily Lost. There is an automatic DC of 6 for this purpose in known surroundings and a DC of 10 in unknown surroundings, regardless of maps. The character often fails to see objects right in front of him. Your character hates to be touched by others. He will go to great lengths to avoid contact, which gives him a -4 to any check in which the action requires touching someone else. If touched by an NPC, character must make a Will save (DC 10 + ? NPC's hit dice + NPC's charisma modifier) to avoid reacting dramatically to the contact. If save is failed, the character will receive a -4 to all diplomacy, bluff or gather information checks and that NPC's attitude will decrease by one level.
If there is a loud sound in the character's vicinity, he is Paralyzed for five rounds and Shaken for an hour.
Special: If you ever become immune to the nauseated and sickened effects, you lose the benefit of the trait.

Can not already have light sensitivity in any form. Must be corporeal.
Can not be blind or deaf.
Roleplaying Ideas: See Wikipedia: Sensory Processing Disorder.

Throndir

http://dndtools.eu/classes/darkrunner/

Advancement
Level    BAB    Fort    Ref    Will    Special
1st    +0    +2    +0    +0    Direction Sense, Spelunking, Darkrunner Emblem
2nd    +1    +3    +0    +0    Aberration Lore, Darkvision +10 ft
3rd    +2    +3    +1    +1    Cavefighting, Tunnelport
4th    +3    +4    +1    +1    Tremorsense, Darkvision +20 ft
5th    +3    +4    +1    +1    Lore of the Stones
6th    +4    +5    +2    +2    Aberration Specialist, Darkvision +30 ft
7th    +5    +5    +2    +2    Deepsong
8th    +6    +6    +2    +2    Improved Cavefighting, Darkvision +40 ft
9th    +6    +6    +3    +3    Greater Tunnelport
10th    +7    +7    +3    +3    Stonewalking, Darkvision +50 ft

Throndir

http://dndtools.eu/feats/sandstorm--85/scorpions-sense--2527/

Scorpion's Sense
( Sandstorm, p. 53)

[General]

Like the scorpion, you sense other creatures simply by perceiving their contact with the sand.
Prerequisite

Benefit

You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet. The range expands to 20 feet if you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand. This ability only tells you what square the creature is in, so you still have the normal miss chance from concealment if you cannot see the creature.

Throndir

http://eberronunlimited.wikidot.com/thief-of-life

Level    Base Attack Bonus    Fort Save    Ref Save    Will Save    Special
1st    +0    +2    +2    +0 Lifesense (5 ft.)
2nd    +1    +3    +3    +0    Sneak attack +1d6
3rd    +2    +3    +3    +1    Lifesense (10 ft.)
4th    +3    +4    +4    +1    Borrow vigor
5th    +3    +4    +4    +1    Immunity to fear, lifesense (15 ft.)
6th    +4    +5    +5    +2    Sneak attack +2d6
7th    +5    +5    +5    +2    Immunity to energy drain, lifesense (20 ft.)
8th    +6    +6    +6    +2    Steal vitality
9th    +6    +6    +6    +3    Immunity to death effects, lifesense (25 ft.)
10th    +7    +7    +7    +3    Sneak attack +3d6, steal immortality

Lifesense (Ex): You first learn how to recognize the ebb and flow of life energy. You can sense the location ofliving creatures within 5 feet (as if you had blindsense), and can also determine the condition of creatures near death within this range (as if you were using the deathwatch spell).
At each odd-numbered level, the range of this ability expands by 5 feet.