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Blind Guardian (Prestige Class) Requirements The Blind Guardians are a sect of mystic warriors who share a common bond: they are all without sight. Through intense combat training, their senses become extraordinarily acute, allowing them to fight as good as someone with the use of their eyesight. Better, even...for they are no longer hampered by dark fighting conditions, invisible opponents or gaze attacks. Though the Guardians live and train together in an underground monastary, they often leave to explore the world and protect those who cannot protect themselves. Guardians living outside the monastary often conceal themselves among the public, posing as beggars or simple craftspeople. Hit Die: d8 Class
Skills: Balance,
Bluff, Concentration, Craft, Intuit Direction, Jump, Listen,
Sense Motive, Spot, Tumble Weapon Proficiencies: The Blind Guardian's sect teaches proficiency with the club and staff. No armor or shields are used. The Blind Guardian's Class
Features
Way of the Stick I: Beginning at 1st level, the Blind Guardian gains the Weapon Focus feat for one of the following weapons: quarterstaff, club or unarmed. Way of the Stick II: The Guardian gains the Weapon Specialization feat in one of the following weapons: quarterstaff, club or unarmed. The Guardian must also possess the Weapon Focus feat with the chosen weapon. Uncanny Dodge I: As the 3rd level Rogue special ability. Surefoot Step: You may move at full-speed, rather than the usual 3/4 speed due to your lack of sight. Those without Blindsight move at half-speed in poor visibility. Extended Senses: The Blind Guardian's Blindsight ability is extended to a range of 10 feet. Also, the Guardian may pinpoint an opponent's location even if that opponent has a reach greater than 5 feet. Uncanny Dodge II: As the 6rd level Rogue special ability. Blind Strike: When pinpointing the location of an opponent, the Guardian's initial "groping" strike does damage. Echo Strike: The Guardian can automatically pinpoint any attacker who has engaged him in combat that round (ie: made an attack roll) or is making any kind of audible noise (speaking, wearing heavy armor, breathing hard, etc.). Blind Man's Bluff: This ability allows the Guardian to add his Wisdom modifier to his initiative, as well as his Dexterity modifier. Spirit Sense: The Guardian's senses have become so acute that he can sense the presence of ethereal and incorporeal creatures. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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