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Switch to Forum Live View Help with a blind character
5 months ago  ::  Jan 08, 2013 - 2:28PM #11
frost.fire
Date Joined: Aug 24, 2012
Posts: 274
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.
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5 months ago  ::  Jan 08, 2013 - 2:29PM #12
frost.fire
Date Joined: Aug 24, 2012
Posts: 274
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
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5 months ago  ::  Jan 08, 2013 - 3:13PM #13
Tempest_Stormwind
Date Joined: Jun 20, 2004
Posts: 4,784
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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5 months ago  ::  Jan 08, 2013 - 7:19PM #14
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,173

Jan 8, 2013 -- 3:13PM, Tempest_Stormwind wrote:

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. Show
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.
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5 months ago  ::  Jan 08, 2013 - 8:15PM #15
ElVizard
Date Joined: Jul 8, 2011
Posts: 89

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.

 

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5 months ago  ::  Jan 08, 2013 - 8:33PM #16
frost.fire
Date Joined: Aug 24, 2012
Posts: 274
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.
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5 months ago  ::  Jan 08, 2013 - 8:57PM #17
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,173

Jan 8, 2013 -- 8:33PM, frost.fire wrote:

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. Show
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.
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