Blind Warrior (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Blind Warrior[edit]

A blind warrior, is just that. Someone who was blinded or is blind who has trained themselves physically and mentally to surpass their inherent weakness, often times making it the reason that fueled them and becoming their greatest blessing.

Making a Blind Warrior[edit]

Required: You must be permanently blind where your race would normally not be, to take levels in this class. Example, if your race relies on eyes for sight, yours are either not developed enough, or were torn out.

Abilities: Dexterity and Intelligence

Races: Any

Alignment: Any

Starting Gold: 4d6x10 gp.

Starting Age: As Monk.

Table: The Blind Warrior

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Vibration Sensitivity, Scent, Blindness Familiarity
2nd +1 +0 +3 +0 Perceptive
3rd +2 +1 +3 +1 Sensitive Touch, Athletic, Improved Initiative
4th +3 +1 +4 +1
5th +3 +1 +4 +1 Bonus Feat
6th +4 +2 +5 +2
7th +5 +2 +5 +2 Bonus Feat
8th +6/+1 +2 +6 +2
9th +6/+1 +3 +6 +3 Bonus Feat
10th +7/+2 +3 +7 +3
11th +8/+3 +3 +7 +3 Bonus Feat
12th +9/+4 +4 +8 +4
13th +9/+4 +4 +8 +4 Bonus Feat
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Blindsense
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5 Bonus Feat
18th +13/+8/+3 +6 +11 +6
19th +14/+9/+4 +6 +11 +6 Bonus Feat
20th +15/+10/+5 +6 +12 +6 Blindsight, Bonus Feat

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Blind Warrior

Weapon and Armor Proficiency: Blind Warriors are proficient with all simple weapons, plus the hand crossbow, long sword, and short sword. Blind Warriors are proficient with light armor, but not with shields.

Vibration Sensitivity (Ex): At first level, after their training has begun the Blind Warrior's sense of touch is sensitive to even the faintest of vibrations. You gain a 30 foot Tremorsense. At level 10, this increases to 60 feet. If you already have Tremorsense from another source, you increase it by the indicated amount.

A creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.

As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.

Scent (Ex): Just as their sense of touch sharpens, so does their nose. At 1st level, the Blind Warrior gains the Scent special quality, usable wherever they can breath.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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 three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

Blindness Familiarity: At 1st level you automatically gain the feat Blind-Fight. In addition, you may move at your full base movement speed.

Perceptive (Ex): At 2nd level as you progress in remastering your body and senses, you become particularly good with your sense of sound. You gain a bonus equal to half your Blind Warrior levels equal to the Listen and Sense Motive skills.

Sensitive Touch (Ex): At 3rd level, you gain a bonus equal to half your Blind Warrior levels to the skills Appraise, Craft, Disable Device, Heal, Open Lock, and Sleight of Hand so long as the action with those skills involves the use of your hands.

Athletic (Ex): At 3rd level you apply double your ability modifier to the Balance, Jump, and Tumble skills.

Improved Initiative (Ex): At 3rd level you automatically gain the feat Improved Initiative. In addition, you add your Intelligence modifier to all initiative checks.

Bonus Feats: Starting at 5th level, and all other levels as indicated on Table: The Blind Warrior, you gain a single bonus feat. These Bonus Feats must either be Combat Feats, or Skill Focus feats. You may treat your class levels as Fighter levels for the purposes of qualifying for feats.

Blindsense (Ex): At level 15, you gain the Blindsense special quality, with a distance of 30 feet. This does not replace Tremorsense. If you already have Blindsense from another source, you extend the range by the previously mentioned amount.

The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing 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.

Blindsight (Ex): At 20th level, you lose your Blindsense ability, but gain Blindsight at a range of 60ft. In aquatic environments, this distance increases to 120ft. If you already have Blindsense from another source, you increase it by the same amount.

This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object).

The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. This blindsight is a continuous ability. In addition, Blindsight does the following:

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.
Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.

Ex-Blind Warriors[edit]

When you gain a visual sense (aside from those granted by class features), you lose all class features except for Blindness Familiarity, Sensitive Touch, Athletic, Improved Initiative, and any Bonus Feats you obtained from the class features. In addition you may not take additional levels in this class until you are once again deprived of all your visual senses. Once this is achieved you gain back all class features after three days of readjusting.

Campaign Information[edit]

Playing a Blind Warrior[edit]

Combat: The Blind Warrior is never up front as a tank, but is often melee support.

Advancement: Mid-range damage classes such as Whip Duelist or Paragon of the Spear work well for multiclass options.

Blind Warriors in the World[edit]

It's not how you hit the mat, it's how you get up.
—Murdock, Human Blind Warrior

While they are extremely proficient in combat, because of their unassuming ways and blind disposition, they can often act as good thieves and rogues, seemingly to be innocent as they scout possible places.

Daily Life: Daily life is whatever they choose it to be, but always devote at least an hour or two to making sure their physical prowess isn't degrading so as to keep up with those who aren't blind.

Notables: Murdock- A Blind Warrior well known for his acrobatic combat style, and relentless tracking of his targets.

Organizations: No formal organization exists for Blind Warriors, but it isn't uncommon to see them among thieves, rogues, or even in mercenary bands if they can charade well enough for most to think they aren't blind.

NPC Reactions: NPCs will often either feel bad or impressed by their blindness and how they use it to their advantage.

Blind Warrior Lore[edit]

Characters with ranks in Knowledge (Local) can research Blind Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
15 Blind Warriors are just that, blind.
20 Despite being Blind, they are physically talented, some even being capable enough to disarm locks and traps.
25 Over time, these warriors hone their senses to make up for their loss of sight, to the point where it seems they aren't blind after all.
30 Information available by choice.

Back to Main Page3.5e HomebrewClassesBase Classes -->

Home of user-generated,
homebrew pages!