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MoleMage
2010-07-30, 01:36 AM
Blinded Saint

"Don't think that you can hide from me just because I'm blind. I can hear you. I can feel you. And I have the magic to destroy you. You'd have better luck running." Daiya Milkeye, Blinded Saint

Characteristics: Offensive divine caster with additional divination abilities, but limited or no healing. Spells drawn from several other lists (both divine and arcane) as well as some offensive class abilities.

Alignment: If they receive their powers from a god, they must be follow the same alignment restrictions as clerics.

Abilities: Blinded Saints rely on Wisdom to determine how effective they are with their sense based class abilities, as well as the power of their spells. They also need Intelligence as it is what determines their bonus spells.

Religion: This class can worship any god. Gods with the knowledge domain, or gods related to vengeance or righteousness (or whatever evil righteousness is) are more common.

Background: People join this class by being blind, as a result of which they develop certain abilities. Formal training in this class is possible through a direct mentor-apprentice method, but due to rarity, there are no organizations dedicated to it.

Races: Any race which can be born naturally blind is likely to have some members of this class. More extreme measures can be taken, such as removing one's eyes.

Other classes: This class gets along well with most other classes, though they have some disdain for sighted trackers or classes who target vitals by sight. (Rangers and Rogues). They hold any person reliant on their eyes as being disadvantaged rather than advantaged. They do however have some jealousy for sighted individuals who also are good at using other senses.

Role: This class would serve as both an offensive caster (not as powerful as an evoker or warlock, but more blasty than a cleric or druid), and a combatant. Because they could more easily locate things hidden from sight, they also are good at skill monkey things like trapfinding.

Class Features: All of the following are class features of the Blinded Saint

Hit Dice: d6

Class Skills:Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (Arcana), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex)

Skill Points at first level: (6+Int modifier)4
Skill Points at every other level: 6+Int modifier

Weapon and Armor Proficiencies:
Blinded Saints are proficient with the Club, Quarterstaff, Spear, Dart, Short Bow, and Nuchaku.
They are proficient with Light Armor, but no other armors or shields.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9 th

1st|+0|+0|+0|+2|Blinded, Senses of the Saint, Blindfight, Trapfinding|4|2
2nd|+1|+0|+0|+3|Fighting by Sound|5|3
3rd|+1|+1|+1|+3|Sense Magic|5|3|2
4th|+2|+1|+1|+4|Improved Blindfight|5|4|3
5th|+2|+1|+1|+4|Blindsense|5|4|3|2
6th|+3|+2|+2|+5|Detect Lies|5|4|4|3
7th|+3|+2|+2|+5|Improved Senses of the Saint|5|5|4|3|2
8th|+4|+2|+2|+6|Heartwatch|5|5|4|4|3
9th|+4|+3|+3|+6|Gift of Resonance 1|5|5|5|4|3|2
10th|+5|+3|+3|+7|Advanced Blindfight, Heartstrike +2|5|5|5|4|4|3
11th|+5|+3|+3|+7|Gift of Resonance 2|5|5|5|5|4|3|2
12th|+6/+1|+4|+4|+8|Heartstrike +4|5|5|5|5|4|4|3
13th|+6/+1|+4|+4|+8|Gift of Resonance 3|5|5|5|5|5|4|3|2
14th|+7/+2|+4|+4|+9|Heartstrike +6|5|5|5|5|5|4|4|3
15th|+7/+2|+5|+5|+9|True Seeing, Improved Gift of Resonance|5|5|5|5|5|5|4|3|2
16th|+8/+3|+5|+5|+10|Heartstrike+8|5|5|5|5|5|5|4|4|3
17th|+8/+3|+5|+5|+10|Gift of Resonance 4|5|5|5|5|5|5|5|4|3|2
18th|+9/+4|+6|+6|+11|Heartstrike +10|5|5|5|5|5|5|5|4|4|3
19th|+9/+4|+6|+6|+11|Gift of Resonance 5|5|5|5|5|5|5|5|5|4|3
20th|+10/+5|+6|+6|+12|Blindstrike|5|5|5|5|5|5|5|5|4|4
[/table]

Spells: Blinded Saints cast Divine Spells, which are drawn from the Blinded Saint spell list. To cast a spell, he must have a Wisdom of at least the spell level+10. Each day, following 8 hours of rest, a Blinded Saint selects a number of spells equal to that shown in the chart. For the rest of the day, he may cast those spells spontaneously, using his spell slots. He can apply metamagic feats either when selecting the spell or when casting the spell, but if he applies them when casting, he follows the normal restrictions for spontaneous casting. He cannot do both to any given spell. Save DC is Wisdom Based, bonus spells are Intelligence based. He cannot cast a spell with an alignment modifier which is opposed to his alignment.

Bonus AC: A Blinded Saint can add his Wisdom Bonus as a Dodge Bonus to his Armor Class and Reflex Saves, so long as he does not wear Medium or Heavier armor and he can hear.

Blinded:Blinded Saints function best blind. Many class features do not function if they are sighted (see Ex-Blinded Saints, below). This produces all the normal effects of the condition except as follows: they do not take the Armor Class penalty or lose their Dexterity bonus to armor class, can move at their normal movement speed, and take no penalty to Strength-based checks or Dexterity-based checks. They still suffer the total concealment of all opponents, and the penalty to Seach checks (but see Senses of the Saint, below).

Senses of the Saint (Ex): A Blinded Saint has overcome his dependence on the sense of sight. He may use his class level or his ranks for all applications Listen skill, whichever is higher; and he can use the Listen skill in any circumstance where Search would be allowed. Furthermore, he gains the Scent ability, and the Tremorsense ability to 30ft on land.

Additionally, all attacks can be made using his Wisdom modifier rather than his Strength (or Dexterity) modifier, if doing so would be beneficial.

At level 7, the Blinded saint can add half his class level to the Listen checks of any kind and Survival checks to track by scent. His Tremorsense improves by 30ft and now functions in water.

Blindfight: A Blinded Saint gains the Blindfight feat as a bonus feat. For him, it also applies to ranged attacks.

Trapfinding: As the rogue class feature.

Fighting by Sound (Ex): At level 2, the Blinded Saint gets a +1 sensory bonus to all attack rolls. This bonus increases by an additional +1 at level three, and at every odd numbered level after that. For the purpose of feats which subtract from Base Attack Bonus to give a benefit, he can also take from his Fighting by Sound bonus. Fighting by Sound does not otherwise count as Base Attack Bonus.

Sense Magic (Su): A Blinded Saint is constantly able to 'see' the number and location of all magical auras within 60 feet, as if he had concentrated for two rounds after casting Detect Magic, except he does not know the power of any such aura. As a swift action, he can select one aura he can 'see' and determine the power and school of it, as if he had concentrated for three rounds, except it only works on one aura per use. This ability does not register the aura of the spell.

Improved Blindfight (Ex): A Blinded Saint now suffers only half the normal miss chance for concealment of any kind.

Blindsense (Ex): At level 5 a Blinded Saint gains Blindsense out to 30ft. He is now aware of the location of all creatures and objects in this radius, though they still have total concealment towards him.

Detect Lies (Ex): Beginning at level 6, a Blinded Saint may use this skill a number of times per day equal to his class level/3. When used, the Blinded Saint can treat any Sense Motive check as if he had rolled a natural 20. He must declare this ability before he rolls, or before he discovers the result of the roll if the DM is rolling the check.

Heartwatch (Su): Upon reaching level 8, the Blinded Saint gains the ability to sense any beating heart within 60ft of him. These hearts appear to him as if they were glowing. This denies any creature with a beating heart concealment to him through any means, though it does nothing to stop cover.

Gift of Resonance (Su): Blinded Saints excel at casting sound based spells. Whenever he casts a spell with the [Sonic] descriptor, a Blinded Saint can either improve its caster level or DC, or he can apply a metamagic feat to it. The total improvements or levels spent cannot exceed the number shown in the table.

Advanced Blindfight (Ex): Blinded Saints of 10th level no longer suffer any miss chance for concealment. They still must be able to locate their target to strike it.

Heartstrike (Ex): Whenever he attacks a target whose heart he can see (Heartwatch, above), a Blinded Saint deals the amount of damage shown in the chart, plus his Wisdom modifier as extra damage. This extra damage is precision damage. He also adds the amount shown in the chart as a bonus to rolls to confirm critical hits.

Arcane Sight (Su): A Blinded Saint of at least 15th level is always under the effects of the Arcane Sight spell, with the exception that the maximum effective range is the same as the range of his blindsense ability. This ability does not register the magical aura of the spell.

Improved Gift of Resonance (Su): With this ability, a Blinded Saint can convert any Energy Descriptor ([Fire, Cold, Acid, Force, or Electricity]) into the [Sonic] descriptor. Furthermore, when casting any [Mind Affecting] or [Language Dependent] spell, he can treat it as if it also had the [Sonic] descriptor.

Blindstrike (Ex): The Blinded Saint gains Blindsight out to 120ft. This ability is sound based, and as such creatures with no physical form are not visible. Furthermore, he can use the Heartstrike ability on any target he can see with this ability, and only half of the extra damage counts as precision damage (the other half affects any target).

Ex-Blinded Saints: Blinded Saints who regain the ability to see naturally can continue to gain levels in the class, but lose access to their Heartwatch, Arcane Sight, Senses of the Saint, Fighting by Sound, Detect Lies, Blindstrike, and Blindsense abilities, as well as their Bonus AC. They regain the use of these abilities as normal as soon as they lose their vision again.

MoleMage
2010-07-30, 01:38 AM
Spell list: (all spells from SRD, unless otherwise noted)

0: Detect Magic, Detect Poison, Ghost Sound, Lullaby, Daze, Guidance, Inflict Minor Damage, Ray of Frost, Acid Splash, Disrupt Undead

1: Comprehend Languages, Detect Animals or Plants, Detect Secret Doors, Detect Snares and Pits, Detect Undead, True Strike, Burning Hands, Magic Missile, Shocking Grasp, Ventriloquism, Chill Touch, Feather Fall, Obscuring Mist, Hide From Animals, Detect Chaos/Good/Evil/Law, Deathwatch, Hide From Undead, Inflict Light Damage, Undetectable Alignment, Identify

2: Find Traps, Inflict Moderate Damage, Shatter, Sound Burst, Status, Zone of Truth, Death Knell, Claireaudience, Detect Thoughts, Locate Object, Fog Cloud, Hold Animal, Flaming Sphere, Obscure Object, Acid Arrow, Scorching Ray, Blindness/Deafness, Whispering Wind

3: Nondetection, Arcane Sight, Tongues, Hold Person, Fireball, Lightning Bolt, Flame Arrow, Quench, Call Lightning, Inflict Serious Damage, Speak With Dead

4: Discern Lies, Divination, Inflict Critical Damage, Sending, Flame Strike, Blight, Ice Storm, Solid Fog, Detect Scrying, Locate Creature, Shout, Enervation, Modify Memory, Speak with Plants

5: Private Sanctum (as Mage's Private Sanctum), Telepathic Bond, Feeblemind, Hold Monster, Cone of Cold, Nightmare, Waves of Fatigue, Passwall, Call Lightning Storm, Commune with Nature, Slay Living, Mass Inflict Light Damage, Commune, True Seeing

6: Find the Path, Injury, Mass Inflict Moderate Damage, Stone Tell, Acid Fog, Analyze Dweomer, Legend Lore, Chain Lightning, Freezing Sphere, Shadow Walk, Eyebite, Disintegrate, Song of Discord, Dream

7: Sequester, Greater Arcane Sight, Vision, Mass Hold Person, Insanity, Power Word Blind, Finger of Death, Waves of Exhaustion, Fire Storm, Blasphemy, Dictum, Holy Word, Word of Chaos, Destruction, Mass Inflict Serious Damage, Greater Shout, Sympathetic Vibration

8: Mass Inflict Critical Damage, Earthquake, Cyclone, Incendiary Cloud, Discern Location, Moment of Prescience, Power Word Stun, Polar Ray, Screen, Horrid Wilting

9: Disjunction, Foresight, Mass Hold Monster, Power Word Kill, Meteor Swarm, Wail of the Banshee, Storm of Vengeance, Mass Injury (as Injury, with the same modifications as Mass Heal), Greatest Shout (Below)

Inflict X Damage
Evocation
Level: Blinded Saint (varies)
Saving Throw: Fortitude half
This spell functions like an inflict X wounds spell of the same level, except that it does not do negative energy damage, but rather does physical damage. The main upshot of this is that it damages undead the same as living creatures.

Injury
Evocation
Level: Blinded Saint 6
Saving Throw: Fortitude half. This spell functions like a Harm spell, except that it does not do negative energy damage, but rather does physical damage. The main upshot of this is that it damages undead the same as living creatures.

Greatest Shout
Evocation [Sonic]
Level: Blinded Saint 9
Components: V, S, F
Range: 60ft
Saving Throw: Fortitude Partial or Reflex half (see below)

This spell functions like shout, except that the cone deals 15d6 points of sonic damage (or 1d10 points of sonic damage per caster level, maximum 20d10, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1d4 rounds and deafened for 6d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to half the damage to those objects.

Focus: A small metal or ivory horn, inlaid with valuable metals or gemstones worth at least 500 gold pieces.

Innis Cabal
2010-07-30, 01:42 AM
This seems more like a Prestige Class then a base class to be honest. Also, base classes with Pre-Req's are normally a bad idea.

zenanarchist
2010-07-30, 01:46 AM
Skill ranks in listen to attack? Seriously? And he has Wis to attack as well? And listen as a class skill? So at level 1....that's what... like... +8 to attack (plus Wisdom)? With trap finding?

You're crapping on the rogue and the fighter at once. lol.

Maybe a tad overpowered on the "I hit things better than those with sight" thing, playing a bit to trope.

Great flavour...I like where you're coming from with the concept. But a skill check to attack? No no.

Edit:
This seems more like a Prestige Class then a base class to be honest. Also, base classes with Pre-Req's are normally a bad idea.

To be fair though, his only prereq is blindness

MoleMage
2010-07-30, 01:47 AM
This seems more like a Prestige Class then a base class to be honest. Also, base classes with Pre-Req's are normally a bad idea.

Well, it's like a 20 level prestige class: I wanted it to be available to a first level character, and go for 20 levels, but still be fairly exceptional as a class.

MoleMage
2010-07-30, 01:52 AM
Skill ranks in listen to attack? Seriously? And he has Wis to attack as well? And listen as a class skill? So at level 1....that's what... like... +8 to attack (plus Wisdom)? With trap finding?

You're crapping on the rogue and the fighter at once. lol.

Maybe a tad overpowered on the "I hit things better than those with sight" thing, playing a bit to trope.

Great flavour...I like where you're coming from with the concept. But a skill check to attack? No no.

Edit:

To be fair though, his only prereq is blindness

Ranks only, not feat bonuses, race bonuses, or Wis bonus, and note that he has a Wizard's BAB progression. And he doesn't get a fighter's iterative attacks, nor a rogues. Should I move up Fighting by Sound to the point where a fighter would get his first iterative attack (level 6)? An I forgot, Heartstrike is supposed to give that bonus to attack rolls only to confirm critical hits, not all attack rolls. Will remedy that.

EDIT: Just changed it to his class level. This means he'll hit more accurately than a warrior or rogue, but will never have more than two hits.

zenanarchist
2010-07-30, 01:55 AM
This seems more like a Prestige Class then a base class to be honest. Also, base classes with Pre-Req's are normally a bad idea.


Ranks only, not feat bonuses, race bonuses, or Wis bonus, and note that he has a Wizard's BAB progression. And he doesn't get a fighter's iterative attacks, nor a rogues. Should I move up Fighting by Sound to the point where a fighter would get his first iterative attack (level 6)? An I forgot, Heartstrike is supposed to give that bonus to attack rolls only to confirm critical hits, not all attack rolls. Will remedy that.

It's just the first few levels are major dip worthy. Yes you've gotta take blindness, but despite the fact you do, you still basically crap out amazing attacks. Think if you took this to the point of Fight by Sound, then swapped to rogue, who has listen as a class skill. Now you've got decent BAB, hide, sneak attacks, and to hit added to by your listen ranks...which can get to be a CRAZY amount later on.

Just saying :smallwink:

MoleMage
2010-07-30, 01:57 AM
It's just the first few levels are major dip worthy. Yes you've gotta take blindness, but despite the fact you do, you still basically crap out amazing attacks. Think if you took this to the point of Fight by Sound, then swapped to rogue, who has listen as a class skill. Now you've got decent BAB, hide, sneak attacks, and to hit added to by your listen ranks...which can get to be a CRAZY amount later on.

Just saying :smallwink:

See edit. Should solve that problem nicely. Also, you forgot to account for the fact that a two level dip leaves you with a normal miss chance for concealment.

Innis Cabal
2010-07-30, 02:17 AM
To be fair though, his only prereq is blindness

To be fair, other thing's can be added. And as said, classes that -require- a pre-req is normally just not a good idea. Forcing people to RP for a class is why the Paladin sucks so hard. This may be a good class, I really didn't look at the balance. Saw "forced RP" and pre-reqs and thought "Dosn't matter. 20 levels is 10 to many"

MoleMage
2010-07-30, 02:23 AM
To be fair, other thing's can be added. And as said, classes that -require- a pre-req is normally just not a good idea. Forcing people to RP for a class is why the Paladin sucks so hard. This may be a good class, I really didn't look at the balance. Saw "forced RP" and pre-reqs and thought "Dosn't matter. 20 levels is 10 to many"

If you don't want to play an awesome blind guy, you came to the wrong class to begin with. It's a homebrew class, if I designed it to be the exact abilities of one specific guy, with the pre-req that you be that guy, then either you be that guy, or you pick one of the hundreds of other classes available.

Ashtagon
2010-07-30, 02:35 AM
If you don't want to play an awesome blind guy, you came to the wrong class to begin with. It's a homebrew class, if I designed it to be the exact abilities of one specific guy, with the pre-req that you be that guy, then either you be that guy, or you pick one of the hundreds of other classes available.

At least within the context of people who have heroic class levels at all, every base class should be reasonably common. A base class designed for a single individual is going a bit extreme. To be sure, there's no rule *(I am aware of) forbidding it, but it feels weird. When a base class is written for a single individual, it may as well be called "Reginald Maccabeus" instead of whatever name was chosen for the class.

MoleMage
2010-07-30, 02:42 AM
At least within the context of people who have heroic class levels at all, every base class should be reasonably common. A base class designed for a single individual is going a bit extreme. To be sure, there's no rule *(I am aware of) forbidding it, but it feels weird. When a base class is written for a single individual, it may as well be called "Reginald Maccabeus" instead of whatever name was chosen for the class.

I wasn't saying I was going to do it. I was saying that just causing/requiring blindness or a certain style of RP isn't a bad thing in a homebrewed base class.

Besides, this class doesn't force any sort of personality any more than most of the base classes. Just a certain playstyle.

zenanarchist
2010-07-30, 07:04 PM
Okay, what I'd do is remove the blind pre-req but on each ability list a condition "the character may only gain this ability if he has the condition "blind".

Thus, no prereq to get into the class. You still get some abilities, but your not "forced" into blindness.

Innis is good. You should listen when he advises. Don't take offence. Saying "either roleplay my class or don't play it" is refuting your own claim for Peach. Innis was just offering something that would improve the class.

MoleMage
2010-07-30, 07:19 PM
Okay, what I'd do is remove the blind pre-req but on each ability list a condition "the character may only gain this ability if he has the condition "blind".

Thus, no prereq to get into the class. You still get some abilities, but your not "forced" into blindness.

Innis is good. You should listen when he advises. Don't take offence. Saying "either roleplay my class or don't play it" is refuting your own claim for Peach. Innis was just offering something that would improve the class.

That's a pretty simple edit really. I was taking offense because of the way his argument was presented, not because of how he presented it.

Spell List is up.

EDIT: Added the Ex-Blinded Saints section, altered the Blinded class feature. If I may apologize for taking offense, Innis; it was late and I tend to overread people's responses.

EDIT EDIT: Non-blind Blinded Saints are basically 9 level casters with a lot of divination and some direct damage, but not a lot of utility or versatility, now. Not that great.

zenanarchist
2010-07-31, 12:25 AM
Fighting by Sound (Ex): A Blinded Saint of at least 2nd level may add his class level to any attack roll made with a weapon which with he is proficient. This does not grant iterative attacks.

Call it half class levels and then you've got a really flavourful pretty balanced class. It looks good to me. I'd see if you can get: Innis, Temotei, arguskos, Person Man, Fax, Lyndworm, Savannah to review it. They're all top notch people that I can vouch for (you may even know some of them) who are all good reviewers.

MoleMage
2010-07-31, 12:41 AM
Call it half class levels and then you've got a really flavourful pretty balanced class. It looks good to me. I'd see if you can get: Innis, Temotei, arguskos, Person Man, Fax, Lyndworm, Savannah to review it. They're all top notch people that I can vouch for (you may even know some of them) who are all good reviewers.

Half does sound good. That puts him at the same hit chance as a fighter, with half as many iterative attacks.