Help with a blind character

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Hi there. First of all, merry chrismass for everyone.
Second, I've been outside the optimizing things (and actually, from d&d itself) for a while.

Now I'm trying to play a blind character. It's for the next campaign. So I'm not hurried to finish it. Also the concept is kinda vague, but i'll try to explain it as clean as possible.

The idea is: a blind character that can overpass it's vision problems, but not totally ignore them. This is, for example, use touchsight(limited time, still can't recognize colors or things far away) during a fight, but not use cure blindness/Miracle/24-hours-blindsight-1200 miles. Also I like it to have some fighting skills, without going to OP (like going frenzy-barbarian 800+ damage/turn). I prefer some more tactic, skill-required abilities. For example, the setting-sun's ballista throw, tactical-feats, combat form-feats(PH2), etc. I liked the concept of the drunken master, but I think it's really underpowered.
Also, for the concept I must add I like the guys that usually looks defenseless but can beat up a guy when needed.

The campaign will probably will be lvl 1 with 1 LA maximum (still, I want to listen some higher level options). I'll probalby not be allowed to use spells like True-sight, See the invisible, etc for obvious reasons.

Only the following sources are allowed:

Allowed books

-Book of Exalted Deads


-Complete arcane


-Complete Divine


-Comple Adventurer


-Complete Warrior


-Dungeon Master’s Guide


-Dungeon Master’s Guide 2


-Draconomicon (not sure if it’s 3.0 or 3.5)


-Eberron Campaign Setting


-Forgotten Realms Campaign Setting


-Libris mortis


-Magic Item Compendium
-Miniatures Handbook 


-Monster Manual 1, 2, 3, 4, 5


-Spell Compendium


-Player’s Guide to Faerun


-Player’s Handbook


-Player’s Handbook 2


-Serpent Kingdoms (no sharruk xD)


-Tome of Battle: Book of the Nine Swords


-Unaproachable East


-Weapons of Legacy


 


Well, by now I have the following ideas:

>Race:
-Psionic Duergar: Expansion(psi)
-Dromite: Scent
-Human: Feat
-Elan: Good for psy classes.

>Classes:
-Psion: Metamorphosis, Greater Metamorphosis, Expansion(by feat), Temporal Acceleration, Synesthete, Touchsight.
-Wilder: Metamorphosis (by feat), Expansion(by feat), Temporal Acceleration, Synesthete, Touchsight.
-Psychic Warrior: Metamorphosis (by feat), Expansion, Synesthete, Touchsight (by feat).
-Warblade/Swordsage: Martial stances access, some good strikes.

>Prestige:
-Fist of Zouken: Metamorphosis (by feat), Expansion, Synesthete, Touchsight (by feat). Progress as monk

> Feats:
- Martial Study/Stance: Access to martial stances.
- Combat form feats: bonus against special attacks, fast healing, and most important: blindsight 5' (5' is sad, but it's better than blindsense) 
- Keen-eared scout: Good detecting skills with Listen.
- Vatic gaze: I just like this feat for casters. It prevents you to rush into a BBG before knowing he IS the BBG.

>Powers:
-Expansion: For melee option.
-Touchsight:  Kind of "vision" within 60' (+10' every 2 points)

>Maneuvers:
-Hunter's sence: Scent.
-Thicket of Blades: for melee option.
-Hearing the air: Blindsense 30', +5 Listen.
-Giant's Stance: For melee option.

 
This is all I have by now. Any help will be apreciated.
And Happy holidays for all.
Ok first I would as my DM if he would allow me to have tremersense and say out to 100 feet ( if you take a fighter type you could drop one or two of the free feat they get for this ability) Second your want to be able to smack ppl around now ad be psy I would go xeph race yes I know thy get a -2 to str but they get a +2 to dex. Now as a fighter type take weapon finesse and then I would take xeph clarity. This allows you as a swift action to give up 1 or more of your racial burst attempts to make an extra attack when using a full attack well since at level 1 all attacks are full attacks because you only get one unless you have TWF you could use this ability to make a few more attacks per round ( depending on how many swift attacks you are allowed per round my DM allows 2 per round) But I would look into the tremoresense thing first if he says no then I would go dromite with scent and since it is a special ability I would take ability focus to give me that little extra
1) He said no, he usually doens't use "custom" abilities.
2) I don't know where is xeph clarity from... but i'm pretty sure it's outside the books allowed.
3) I don't get why ability focus with scent. Isn't it for increasing the DC of a special ability?

Thanks anyway for answering  
It's Xeph Celerity, from Complete Psionic. The feat allows you to trade in a use of your racial boost ability for an extra attack.
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I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
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So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
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Not to get too silly, but what about a Blindfold of True Darkness? (page 75 Magic Item Compendium)
Blindsight 30' with the downside of being blind outside of that radius isn't that big of a downside when you're already blind.
Rather than just always fighting your way back from behind, you could try finding a way to turn blindness to your advantage by rendering everyone else blind.  Fog, smoke, darkness; whatever you can manage.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
@draco: It's from a book outside the books allowed.

@Vortsukoto: Excelent item, it's already among my options

@Slagger: Great idea. I was thinking about getting some way to use magical darkness on my advantage and the different ways to get it. There was a soulmeld that did exactly this, but unluckly MOI is not allowed

@Cyclone: It's a great feat. Unfortunately, from a book not allowed  
There's usually a "Blind" PC question like every other month or two.
I kinda surprised no one ever did a "Blind PC = No" thread / faq thingy.


Anyway yeah Tremorsense and/or Scent before CJ's Telepathy set-up.

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

I tried searching for blind in this forum, but get other bunch of things that had nothing to do with "buliding a blind character". Like someone saying you are "blinded" in darkness, or talking about the blindfold of truedarkness. Also I was just about to ask for help at minmaxboards but I was down since the day before -.-'
Should find a way to get ever smoking bottles (maybe 2 or 3) on yourself in combat so you always have a huge miss chance and then you have little negative. Also you sound like you want a monk or warblade AoO character who is in the middle of combat trying to draw the enemies attention and then use your miss chance+ tripping or some methodology to hold them from getting to your party. Lots of info on AoO builds on the google.
Should find a way to get ever smoking bottles (maybe 2 or 3) on yourself in combat so you always have a huge miss chance and then you have little negative. Also you sound like you want a monk or warblade AoO character who is in the middle of combat trying to draw the enemies attention and then use your miss chance+ tripping or some methodology to hold them from getting to your party. Lots of info on AoO builds on the google. I would recommend the blindfold, the earlier the better
The Blindfold of True Darkness is in the MIC, and as has been mentioned is a steal for what it provides. It's one of the easiest ways to get permanent blindsight (not blindsense).

Other brainstorms on this point:
-It hasn't been mentioned yet, but the Shadow Sun Ninja (Tome of Battle) has a few interesting abilities that work with blindness. One of them allows you to bust out a short-duration area-of-effect blindness effect merely by striking opponents from whom you've hidden (and since Shadow Sun Ninjas have access to Shadow Hand, that's also easy access to invisibility and the Hide skill). Another - and the reason why I mention this - allows you to voluntarily blind yourself... but completely ignore the drawbacks to being blind as far as fighting other blind targets is concerned. If you are naturally blind, this basically confers the ability to "see" other blinded targets, no matter how they lost their sight, and fight completely unhindered. (This is pretty much the best way I know of to do the "blind monk" archetype without becoming a spellcaster.)
-As has been mentioned, the Mindsight feat (Lords of Madness) gives you one of the best senses in the game, provided you have a source of telepathy (by far easiest to get as a Mindbender). I'm not sure offhand how many other ways there are to get Telepathy, but if you do have that ability, get Mindsight. It really is that good.
-A few levels of Binder (you need an EBL of 3 to pull this off, so that's either three Binder levels, one Binder level and the Improved Binding feat, or - in this case - the Bind Vestige, Improved Bind Vestige, and Practiced Binder feats, depending on whether you value class levels or feats more for your build) can allow you to forge a pact with Malphas, the Turnfeather. Malphas provides a few basic roguelike abilities, including invisibility (in short bursts with a cooldown), Sudden Strike, and the Poison Use ability. Importantly to you, though, he grants a power called Bird's Eye Viewing. This lets you summon a bird (dove or raven), which lasts for the entire day (and can be summoned again if it dies or is dismissed), can fly around with any range under your complete control, and lets you see and hear everything it can see and hear, without taking an action to do so. It even works with Trapfinding! Basically, you can create a permanent, mobile set of eyes and ears with this pact.

The latter two aren't on your booklist, sadly,but definitely deserved a mention (especially Malphas - there's so much you can do with the bird, and it's easier to grab for nonspellcasters than Mindsight).

For a warrior character, though, I'd definitely add the Shadow Sun Ninja to your list. Between that, Hunter's Sense / Hearing the Air (both swordsage-available), and the blindfold of true darkness, you'd have a pretty passable approach to martial blindness. Grab psionic tattoos of Touchsight for when you need extra range.

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As has been mentioned, the Mindsight feat (Lords of Madness) gives you one of the best senses in the game, provided you have a source of telepathy (by far easiest to get as a Mindbender). I'm not sure offhand how many other ways there are to get Telepathy, but if you do have that ability, get Mindsight. It really is that good.

It's definitely good for the long-range radar as a general option (I've run a character who had both Mindsight and an eversmoking bottle strapped to her back; she wasn't actually blind, but it was a useful tactic).  You can't run with it on its own, but it's certainly good for locating non-mindless enemies.  It tends to leave you guessing about the presence of mindless enemies, depending on your level of personal paranoia.

Though I don't remember the official stance on it, it typically shares tremorsense's advantage of not being limited by walls (unlike blindsight).

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Should find a way to get ever smoking bottles (maybe 2 or 3) on yourself in combat so you always have a huge miss chance and then you have little negative.


Never heard of that item before. Where is it from?


 
It hasn't been mentioned yet, but the Shadow Sun Ninja (Tome of Battle) has a few interesting abilities that work with blindness. One of them allows you to bust out a short-duration area-of-effect blindness effect merely by striking opponents from whom you've hidden (and since Shadow Sun Ninjas have access to Shadow Hand, that's also easy access to invisibility and the Hide skill). Another - and the reason why I mention this - allows you to voluntarily blind yourself... but completely ignore the drawbacks to being blind as far as fighting other blind targets is concerned. If you are naturally blind, this basically confers the ability to "see" other blinded targets, no matter how they lost their sight, and fight completely unhindered. (This is pretty much the best way I know of to do the "blind monk" archetype without becoming a spellcaster.)


I totally forgot about SSN. I even played it like 4 months ago xD. Anyway it was a monstruosity with 9 classes in 20 levels xD. Sounds interesting, specially for the access to maneuvers that improve your senses.

 
The latter two aren't on your booklist, sadly,but definitely deserved a mention (especially Malphas - there's so much you can do with the bird, and it's easier to grab for nonspellcasters than Mindsight).


Yea... maybe I can try that my DM allow mindsight (it's difficult tho).  But I'm sure binder is out of discussion.

 
The eversmoking bottle is an item from the srd (read DMG) and it is basically an item which after a couple rounds creates smoke which will be enough to provide you with cover and a 50% miss chance which is a powerful miss chance, then the smoke also won't hinder you since 1) your blind b) your using blindsight from the headband which means you are in no way hindered but the enemies are. I'm not sure if 2-r wouyld help but they have a speicific amount of smoke they produce each round so I would assume multiple would increase the cover faster. Although a strong wind can remove it the bottle is always smoking so even after the wind is gone the smoke will just come back.
The eversmoking bottle is an item from the srd (read DMG) and it is basically an item which after a couple rounds creates smoke which will be enough to provide you with cover and a 50% miss chance which is a powerful miss chance, then the smoke also won't hinder you since 1) your blind b) your using blindsight from the headband which means you are in no way hindered but the enemies are. I'm not sure if 2-r wouyld help but they have a speicific amount of smoke they produce each round so I would assume multiple would increase the cover faster. Although a strong wind can remove it the bottle is always smoking so even after the wind is gone the smoke will just come back.

You get a 50-ft. radius within 1 round of uncorking the bottle; it does spread more slowly after that, but you get plenty of fighting space pretty much instantly.  It only becomes a bit problematic if you end up fighting a running battle (we treated it as having a 10-ft. smoke aura when moving around, but a different DM would probably have their own interpretation).

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.