The Blind Dexterite

the Jester

Legend
BLIND DEXTERITE

Some servants of Dexter emulate their god, through choice or accident, in his blindness. Those devout enough might even sew their eyes shut or blind themselves; in any event, when a character begins the path of the blind Dexterite, they are committed to remaining blind (but see ex-blind Dexterites, below).

Prerequisites: Knowledge (religion) (8 ranks); Blind-Fight; 2nd level divine spells. The character must be blind and must worship Dexter.

Hit Die: d6
Class Skills: Concentration (con), Diplomacy (cha), Heal (wis), Knowledge (religion) (int), Listen (wis), Sense Motive (wis), Spellcraft (int). Skill points per level: 4+int bonus.
Base Attack: Poor (as wizard)
Good Save: Will
Poor Saves: Fort and Ref

The BLIND DEXTERITE
Level-Special Abilities-Spells
1-Blindness, blindsense, +1 level of existing divine spellcasting class
2-Brilliant aura, +1 level of existing divine spellcasting class
3-Sense evil, +1 level of existing divine spellcasting class
4-Blindsight, 10’ radius, sharp senses, +1 level of existing divine spellcasting class
5-Perfect faith, +1 level of existing divine spellcasting class
6-Elevated perceptions, +1 level of existing divine spellcasting class
7-Blindsight, 20’ radius, +1 level of existing divine spellcasting class
8-Telepathy, +1 level of existing divine spellcasting class
9-Clarity, +1 level of existing divine spellcasting class
10-Blindsight, 30’ radius, wisdom increase, +1 level of existing divine spellcasting class


Weapon and Armor Proficiency: The blind Dexterite gains no new weapon or armor proficiencies.

Blindness (Ex): The blind Dexterite is blind. He may spend one skill point to learn to read braille versions of any language he reads. He need not have line of sight to cast a spell, only line of effect.

Blindsense (Ex): The blind Dexterite’s senses grow very acute as he undergoes intense specialized training. The character gains the blindsense special quality. If the blind Dexterite is deafened, he loses the use of this ability. This ability is effective to a range of 15’.

Brilliant Aura (Su): Beginning at 2nd level, once per day a blind Dexterite may invoke an aura of brilliant light into being around him. The blind Dexterite gains concealment (20% miss chance) against all hostile attacks. Furthermore, this radiance sheds bright light within 30’ and shadowy light for 30’ beyond that. The character’s aura lasts for a number of minutes equal to his wisdom bonus (although the blind Dexterite can dismiss it early as a move-equivalent action).

Sense Evil (Su): Beginning at 3rd level, a good blind Dexterite can sense the exact location of any evil creature or object if it is within twice the radius of his blindsense or blindsight ability (whichever is greater). The Dexterite need only concentrate for an instant (a free action) to perceive all evil creatures’ and objects’ locations. Note that this ability penetrates any masking magic below the level of a mind blank. Also note that this ability does not detect evil auras or magic, and that it does not reveal any further details to the blind Dexterite.

Blindsight (Ex): At 4th level a blind Dexterite gains the blindsight special quality to a radius of 10’. Every three levels thereafter, this radius increases by 10’.

Sharp Senses (Ex): A blind Dexterite gains a +2 bonus per four levels on Gather Information, Listen and Sense Motive checks.

Perfect Faith (Ex): A blind Dexterite of 5th or higher level has achieved such understanding of the will of Dexter that he knows intuitively whether a given act is contrary to his religious tenets. Much like the wearer of a phylactery of faithfulness, a blind Dexterite of such ability should receive a warning from the dm before any alignment violations occur or religious rules are infracted.

Elevated Perceptions (Su): A blind Dexterite of 6th or higher level begins to perceive things on a higher plane of spiritual reality. The blind Dexterite automatically detects the location of ethereal, shadow or astral creatures, scrying sensors, psionics, magic and undead within the radius of his blindsight. He cannot discern more details without further magical means.

Telepathy (Su): Upon attaining 8th level, a blind Dexterite can communicate telepathically with any creature he is aware of that has a language that is within twice the radius of his blindsight. The creature and the blind Dexterite need not have a common language to communicate telepathically. Telepathy does not allow the reading of thoughts against the will of either participant; it is simply nonverbal conversation.

Clarity (Su): A blind Dexterite of 9th or higher level can initiate clarity once per day per point of wisdom bonus. This lasts 1 round/level; while it is in effect, the blind Dexterite becomes immune to charm, confusion, domination and stunning effects, and gains an insight bonus equal to his class level to Knowledge, Listen, Search, Sense Motive and Spellcraft checks.

Wisdom Increase (Ex): When a blind Dexterite reaches 10th level, his wisdom score increases by 4 points.

Ex-Blind Dexterites: A Dexterite who regains his sight loses all special abilities gained through this class. He retains only his wisdom increase and spellcaster level. If the character’s sight is restored by another, he loses all his class abilities upon using his sight for the first time. An ex-blind Dexterite may put out his eyes and undergo atonement to regain his status as a blind Dexterite, but not if he regained his sight voluntarily.




Soooo... whaddaya think? Do the benefits of the class make the drawback (being blind) worth it?

Dexter, by the way, was the Jesus-figure of the Galadorian religion, and he was a pc. He was blinded in combat by a critical hit and he lived out his life blind, finally dying the death that truly earned him his position in the religion. When he was later resurrected, his blindness was eventually cured before he gave himself up to save the world yet again. (The Second Coming of Dexter, the details of which are murky to all but those pcs who were involved in it.)
 

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Sharp.

I don't like it (the idea, not the mechanics or the flavour), but those who like this kind of thing will love it.

Well balanced as well.
 


I quite like it. It has some nice flavor about it and I think it is quite balanced - you get spell progression and a number of abilities in exchange for your sight and combat ability.

I would personally make a few changes.

Entry:

This seems low to me, though I'll admit to prefering prestige classes to happen around 5th+, as I always think of the early levels as learning the trade. Perhaps Listen (10 ranks) should be a prerequisite, which indicates the preperation for blindness that a follower of Dexter will undergo before they take the final steps into blindness as well as making listen an important sense (which it is for blind people). If you wanted to make entry level 5th (as I would), then just make 3rd level divine spells the prerequisite.

Why 4+Int skill points? I'd still leave it at 2+Int skill points. Also, why do you gain +2 Gather Information for the Sharp Senses ability when it is not a class skill (although, I do not see why a blind person would improve their skills in this area, since most information gathering involves the visual medium and most institutions even to this day do not take heed of the requirements of the blind). Perhaps you might want to think about giving the Dexterite the Move Silently skill as a class skill (as their listen senses are sharpened, so they become more stealthy).

Blindness: there is nothing particularly wrong with this, I just can't see it as being all that useful, as I can't imagine braile being common outside of the Dexterite's themselves. Why not give them a bonus on Listen checks (say +4) and the Scent ability (a sense which you've totally ignored).

Brilliant Aura: You could change this slightly to that instead of getting 20% concealment, all those within 20 feet (+5 ft/2 lvls) must make a reflex save or be blinded for 1 rnd/lvl of the Dexterite. This will level the playing field and makes more sense (to me).

Sharp Senses: As I mention earlier, I'd dump the Gather Information and replace it with Move Silently.

Elevated Perceptions: Some stuff here that doesn't make sense. For instance, the DMG description of ethereal reads: ethereal creatures are invisible, inaudible, insubstantial and scentless to creatures on the material plane... that's pretty much everything, so how does it work? Also, does this mean that undead (for instance) no longer have 100% concealment since the Dexterite can pinpoint their exact location? You might want to simplify this and just say that a Dexterite can pinpoint the exact location of enemies and they are no longer concealed to the him. And since 100% concealment is going to hurt, those that get this far will be mighty happy to see the back of it (you might even want to drop it a level).

Telepaphy: I'm not entirely sure how you intend this to work. I assume it's kinda like the emphatic link a wizard has with his familiar?

Just some suggestions. As I say, I quite like the class.
 

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