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The Blind PDF Print E-mail
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Written by Administrator   
Monday, 18 June 2007

The blind were orginally a clan of diviners went too far looking into the beyond and saw what was not for mortal eyes to see. As a result, they were cursed and blinded and all their ancestors were cursed as well. The stongest of the clan survived and over many generations their numbers increased and their uncanny abilities increased in powethey are human based. They are born without eyes; they are born with empty sockets, an obvious sign of their curse. The blind have some slight pyschic abilites, along with exceptional sight and hearing.

  • Medium: As Medium creatures, the blind have no special bonuses or penalties due to their size.
  • The Blind base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • +2 racial bonus on Listen and Sense Motive checks.
  • +1 initiative: The blind have developed a slight prescient ability.
  • Blind: The blind have no eyes and are not capiable of normal sight, but have exceptional senses of smell and hearing. Their lack of sight makes them effectively immune to gaze attacks, visual effects, illusions, and other attacks forms that rely on sight.
  • Blindsight: The blind can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
  • Blindsight: The blind can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
  • Scent: The blind have an exceptional sense of smell and have the scent special quality.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass the blind takes an experience point penalty, his or her highest-level class does not count.

Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. 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.

Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

FAVORED CLASS

A character’s favored class doesn’t count against him or her when determining experience point penalties for multiclassing.

RACE AND LANGUAGES

All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.

Literacy: Any character except a barbarian can read and write all the languages he or she speaks.

Class-Related Languages: Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:

Cleric: Abyssal, Celestial, Infernal.

Druid: Sylvan.

Wizard: Draconic.

SMALL CHARACTERS

A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.

A Small character generally moves about two-thirds as fast as a Medium character.

A Small character must use smaller weapons than a Medium character.

Last Updated ( Monday, 18 June 2007 )
 
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