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    PROTOTYPE:

    BLIND MASTERRequires the use of the d20 ModernRoleplaying Game, published by Wizards of the Coast, Inc

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    They say that what doesnt kill you makes you

    stronger, the Blind Master proves this saying true.

    While he or she may not have working eyes, the

    Blind Master can perform feats that are unmatched

    by sighted martial artists. His martial training does

    more than allow him to cope with his blindness, it

    allows the Blind Master to turn disadvantage into

    advantage. In the midst of battle, your eyes can

    play tricks on you. The mind can become confused

    by what it sees. In the heat of the moment, you

    may ignore what your other senses tell you.

    Darkness, smoke and dust can become tremendous

    obstacles. This is not a problem for the Blind

    Master, an expert martial artist who has learned to

    fight without eyes.

    PROFILE OF a BlindMasterThis character is an excellent melee combatant who

    makes surprisingly effective use of rudimentary

    fighting techniques. Relying only on sound, smell

    and touch, a Blind Master can detect opponents

    LPJ9990

    3.5 SYSTEM COMPATIBLE

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    that other characters miss. Many fighters use tricks

    and feints to fool an opponent. The Blind Master is

    unaffected by these ploys because they utilize visual

    misdirection. Not only can a Blind Master move

    and fight as well as a sighted person, over time his

    develops a keen awareness of his surroundings that

    far exceeds that of people who are crippled by their

    dependence on sight. In combat, a Blind Master will

    attempt to gain the advantage by fighting in total

    darkness or otherwise interfering with his opponents

    ability to see.

    A Blind Master can be a reclusive martial arts teacher,

    a wandering vigilante or a secret operative. He may

    be seeking nothing more than enlightenment and the

    perfection of his art, or he may be motivated by mate-

    rial gain, a quest for vengeance or maybe he just has

    something to prove. Many people seek out Blind

    Masters as exotic bodyguards, inconspicuous agents

    or personal combat instructors. Blind Masters are not

    solitary people by nature and they usually enjoy the

    company of others. For this reason you will often find

    a Blind Master who has adopted a certain group

    of people as companions, students, or just people to

    protect and look after. However, it is not completely

    unheard of for a Blind Master to live the life of a

    recluse. Such people value their independence and

    privacy and they are the basis for the stereotypical

    old man on the mountain we see in many kung fu

    movies.

    A Blind Master might be a martial artist who has gone

    blind due to age, disease or misadventure, or he may

    be a blind person who has taken to martial arts in

    order to boost his independence and self-confidence.

    The techniques used to fight without visual senses are

    difficult to learn and often they can only be taught

    by another blind master. Some enterprising students

    have tried to mimic this style by wearing blind folds

    for extended periods of time but, as of yet, none have

    succeeded.

    RequirementsTo qualify to become a Blind Master, a character must

    fulfill the following criteria:

    Base Attack Bonus:+3

    Skills:Listen 6 ranks.

    Feats:Archaic Melee Weapon Proficiency, Blind-

    Fight, Combat Martial Arts.

    Special: The character must have been blind for at

    least 1 year. A blind character suffers the following

    penalties; He has a 50% chance to miss in combat.

    Furthermore, a blind character has an effective

    Dexterity of 3, along with a -4 penalty on the use of

    Strength-based and Dexterity based skills. This -4

    penalty also applied to Search checks and other skill

    checks for which the DM deems that sight is impor-

    tant. He cant make Spot checks or perform any other

    activity (such as reading) that requires vision. A blind

    character can only move half his normal speed and is

    always treated as if he were moving in total darkness.

    Class InformationThe following information pertains to the Blind Master

    advanced class.

    Hit Die:1d10

    Action Points6 + one-half character level, rounded down, every time

    the Blind Master attains a new level in this class.

    Class SkillsThe Blind Masters class skills (and the key ability for

    each skill) are:

    Balance (Dex), Climb (Str), Concentration (Con),

    Craft (writing) (Int), Escape Artist (Dex), Gather

    Information (Cha), Intimidate (Cha), Jump (Str),

    Knowledge (any) (Int), Listen (Wis), Move Silently

    (Dex), Profession (Wis), Read/Write Language (none),

    Sense Motive (Wis), Speak Language (none), Survival

    (Wis), Swim (Str), Tumble (Dex).

    Skill Points at Each Level:5 + Intelligence Modifier.

    Class FeaturesThe following features pertain to the Blind Master

    advanced class:

    Fighting SensesAt 1st level the Blind Master develops specialized

    fighting techniques that make use of his non-visual

    senses. The characters ability to sense things around

    him means that he can move using his full speed as

    long as he is traveling over level terrain that is free

    of obstacles. A character with this ability may usehis full Dexterity and does not suffer the standard -4

    penalty on Strength-based and Dexterity based skills.

    This ability also allows the Blind Master to make

    attacks at opponents within 10 feet of him as normal,

    negating the 50% chance to miss that is associated

    with blindness. Attacks made against opponents who

    are more than 10 feet away incur penalties as normal.

    The distance at which a Blind Master can attack an

    opponent normally increases to 20 ft. at 4th level.

    This distance increases to 30 ft. at 7th level.

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    Because the Blind Master cannot see, he is immune to

    fighting tricks that fool an opponents eyes. Attempts

    to use the Bluff skill to feint against the Blind Master

    automatically fail. Likewise, the skill Hide has no

    effect on the Blind Master.

    Optional Talent AAt 2nd level the Blind Master may select either Cane

    Fighter, Evasion, Intensive Study or Hyper Awareness.

    Cane Fighter

    A Blind Master with this talent uses his familiarity

    with canes and walking sticks to give him an edge in

    hand to hand combat. The Blind Master adds a bonus

    equal to his level in this class to all attacks made witha club, metal baton or sword cane.

    Evasion

    If the Blind Master is exposed to any effect that

    normally allows a character to attempt a Reflex saving

    throw for half damage (such as getting caught in a

    grenade blast), the Blind Master suffers no damage if

    he makes a successful saving throw. Evasion can only

    be used when wearing light armor or no armor.

    Intensive Study

    With this talent a Blind Master has learned to adapt

    effortlessly to his blindness and can now utilize

    skills that require sight without suffering penalties. A

    character with this talent can make a Computer Use

    check using a standard keyboard and monitor; typing

    from memory without the need to look at the screen.

    Likewise he can make a Repair check to fix a machine

    by touch alone, or even make a Search check to find

    hidden items using non-visual senses.

    Hyper Awareness

    A Blind Master with this talent is completely in tune

    with the sound, smell, and feel of his surrounding. As

    a result, he is especially gifted as sensing danger. The

    character receives a +3 bonus on all Listen skill rolls

    and a +2 bonus on Initiative checks.

    Bonus FeatAt 3rd, 6th, and 9th levels, the Blind Master gets a

    bonus feat. The bonus feat must be selected from the

    following list, and the character must meet all the

    prerequisites of the feat to select it.

    Acrobatic, Advanced Combat Martial Arts, Agile

    Riposte, Armor Proficiency (light), Athletic, CombatReflexes, Dodge, Harmless Cripple, Heroic Surge,

    Human Animal, Hyper Acrobatic, Improved Combat

    Martial Arts, Renown, Running Blind, Smell of Fear.

    Optional Talent BAt 5th level the Blind Master may select either Chi

    Strike, Chi Defense or Body Hardening.

    Chi Strike

    With this talent a Blind Master learns to channel his

    inner strength into powerful blows. By spending

    1 action point, a Blind Master gets to double hisStrength bonus as applied to the damage of his next

    melee attack. The Blind Master must declare that he is

    using this ability before making his attack roll.

    Chi Defense

    With this talent a Blind Master learns to dodge and

    parry with incredible speed. By spending 1 action

    point, a Blind Master gains a temporary +4 dodge

    bonus to Defense. This bonus lasts a number of

    rounds equal to the Blind Masters Wisdom score.

    Blind Master Base

    Attack Fort Ref Will Defense Reputation

    Level Bonus Save Save Save Special Bonus Bonus

    1 +1 +2 +2 +2 Fighting Senses (10 feet) +2 +2

    2 +2 +3 +3 +3 Optional Talent A +3 +2

    3 +3 +3 +3 +3 Bonus Feat +3 +24 +4 +4 +4 +4 Fighting Senses (20 feet) +4 +3

    5 +5 +4 +4 +4 Optional Talent B +4 +3

    6 +6/+1 +5 +5 +5 Bonus Feat +5 +3

    7 +7/+2 +5 +5 +5 Fighting Senses (30 feet) +5 +3

    8 +8/+3 +6 +6 +6 Optional Talent C +6 +4

    9 +9/+4 +6 +6 +6 Bonus Feat +6 +4

    10 +10/+5 +7 +7 +7 Sense Weakness +7 +5

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    Body Hardening

    With this talent a Blind Master gains the ability to

    harden his body against attacks. By spending 1 action

    point, the Blind Master temporarily gains a number of

    points of damage reduction equal to his Constitution

    modifier. This damage reduction effects the damage

    from all attacks made against the Blind Master for 1

    round.

    Optional Talent CAt 8th level Blind Master may select either Blindsight

    or Blind Rage.

    Blindsight

    With this talent a character gains an almost supernat-

    ural awareness of his environment. Using nonvisual

    senses, such as sensitivity to vibrations, scent, and

    acute hearing, the Blind Master fights and maneuvers

    as well as any sighted creature. This ability has a

    range of 30 feet. The Blind Master does not have to

    make Listen checks to detect creatures within range ofhis blind sight ability.

    Blind Rage

    The Blind Master channels the frustration he feels

    from fighting against an opponent he cant see and

    turns it into a burst of savage strength. Once per

    day, the Blind Master can fly into a frenzy. During

    a frenzy the character gains a +4 bonus to Strength

    and a +4 bonus to Constitution. Because he is less

    concerned about his own safety during a frenzy, the

    Blind Master suffers a -2 penalty to his Defense.

    Sense WeaknessAt 10th level a Blind Masters develops the amazing

    ability to pick up on non-visual clues that a sighted

    person is not sensitive enough to detect. This aware-

    ness makes it possible for him to deliberately strike

    at a persons vital organs with pinpoint accuracy.

    Every time the Blind Master spends 1 action point to

    improve the result of an attack roll, he also inflicts an

    additional 2d6 points of damage.

    NEW FEATSEars on the StreetFor some reason you have been accepted by street

    people, local delinquents and small time hustlers. This

    eclectic group looks up to you and helps you with

    information.

    Prerequisite:Charisma 15, Trustworthy

    Benefit: You receive a +4 circumstance bonus on any

    Gather Information or Knowledge (streetwise) checks

    made in an area in which you live or frequently visit.

    Harmless CrippleYou known how to feign helplessness in order to

    surprise your foes and lull people into a false sense of

    security.

    Prerequisite:Must have an obvious disability. Faking

    a disability effectively requires a Disguise check (DC

    15) or a Perform (acting) check (DC 12).

    Benefit:You receive a +4 bonus on all Bluff and

    Gather Information checks. Because most opponents

    will not view you as a threat, you can catch them

    unaware. By making a successful Bluff check (DC

    12) against an opposed Sense Motive check, you can

    catch an enemy or enemy by surprise. Unaware char-

    acters do not get to act during the surprise round and

    lose their Dexterity bonus to Defense (they are flat-

    footed).

    Human AnimalYou can track people down like a bloodhound, relying

    on the senses of smell and taste to lead you

    Prerequisite:Track, Survival 4 ranks.

    Benefit:You can follow a person or creatures trail

    using your sense of smell. This ability grants you a

    +6 competence bonus on Survival checks used to find

    tracks or follow them. This bonus is reduced to +2 in

    a heavily populated urban or industrial environment.

    Hyper AcrobaticYou have dedicated much of your life to gymnastics

    or a similar sport and you reap the benefits of this

    training.

    Prerequisite:Acrobatic, Dexterity 15

    Benefit:You receive a +2 bonus to all Jump and

    Tumble skill checks. This bonus stacks with the bonus

    provide by the feat Acrobatic, for a combined bonus of

    +4.

    Special: Remember that the Tumble skill cannot be

    used untrained.

    Running BlindYou can move unhindered in total darkness, even if the

    terrain is cluttered with obstacles.

    Prerequisite:Blind-Fight, Wisdom 13

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    Benefit:You take no penalty to speed for moving in

    total darkness or otherwise unable to see. Your move-

    ment is not affected by obstacles, rough terrain or

    loose objects.

    Special: Darkness and poor visibility in general

    reduces to half of normal. Characters with the feat

    Blind-Fight have their speed reduced to three-quarters

    of normal.

    Smell of FearYou can use your non-visual senses to determine

    someones emotional state.

    Prerequisite:Wisdom 15

    Benefit: Your ability to read a persons nonvisual

    emotional signals grants you a +2 circumstance bonus

    on all Intimidate and Sense Motive checks. This

    ability will not work if you are more than 10 feet from

    the subject or for some reason are unable to hear and

    smell as normal.

    Written by David Caffee

    All mechanics on all pages is Open Game Content as

    defined by the Open Gaming License. See page 6 for

    more information.

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    The following text is the property of Wizards of the Coast, Inc. and

    is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights

    Reserved.

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    such content does not embody the Product Identity and is an enhance-

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    Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document Copyright 2000-2003, Wizards of the

    Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich

    Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,

    John D. Rateliff, Thomas Reid, James Wyatt, based on original material

    by E. Gary Gygax and Dave Arneson.

    Modern System Reference Document Copyright 2002-2004, Wizardsof the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,

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    Prototype: Blind Master, Copyright 2007, Louis Porter Jr. Design, Inc.

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