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Bandw2 wrote:

level 5 clerics can cure blindness and they're a dime a dozen.

self inflicted blindness to reach inner enlightenment is a bit better.

look up oracles and the clouded vision curse. balance it around that.

I see what you are saying. My intent was to word the vow such that not being blind was considered breaking your vow.

Cleric cures you of blindness and you start seeing, you lose your archetype abilities (blindsense and such) and all of the other bad things that happens when you break your vow. No more abilities, ki and general bad-assness for at least a month.

Same thing if you decide to open your eyes and start looking around, no matter what (provided you do it voluntarily.) Yes, (I can picture my players making this argument or trying this), if you are charmed, compelled or dominated and made to break this vow, it still counts as you doing it voluntarily.


Cyrad wrote:
I'd honestly look to see someone with the testicular fortitude to play a character with a real disability without using magic or anything to totally offset it. Blindsense is okay because it doesn't really let you do anything a normal blind person couldn't do. In addition, it simply makes running the game easier because you don't have to pester your GM with Perception checks every round.

I see your point about making them too much back to baseline with blindsight. It would balance better (and make it easier on the DM) if I altered the ability as follows:

Blindsense(Su): 10 ft + 5 ft per level.

This way their blindsense scales outwardly fast enough to allow them to keep pace with the rest of the party. I.e. See the general battlefield, follow the party (mostly).

D-Kal wrote:
Like Cyrad said, taking away sight and then giving it back differently without any real effort feels like a cheap trick. I'd totally play a blindfighting blindfold vow monk, but it's not going to be as easy as just seeing. That's kind of the point though. And yes, you can take off your blindfold, but you lose your ki pool for a month and some money. Not something to just go around doing when the whim strikes you.

I am thinking perhaps something as follows:

Vow of the Veil: A monk who has taken this vow gives up their sight. Most wear a thick black sash (ranging from cotton to silk) across their eyes, rendering themselves effectively blind. A few extreme schools voluntarily permanently blind themselves. Once taking the vow, the monk may not voluntarily use his eyes.

Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).

I like idea of making this vow a requirement for taking the [Blind Master] archetype.


D-Kal wrote:

The formatting is better. You could stand to write it up like a legit archetype, but I'll let it slide. Also, you mean "loses", not "losses".

Still, I'd go monk vow.

I am new to the forum and still going through the guides. Also my co-pilot, Jack Daniels, isn't nearly as helpful as he promised he would be.


D-Kal wrote:

Aside from it being somewhat painful to read (formatting, typos), I suspect the reason the blind monk is under-represented (or, really, unrepresented) is that blindness is an almost trivial condition for heroic characters to overcome via magic.

That said, if I were to take a stab at it, I'd write it up as a monk vow.

Restriction: You blindfold yourself, effectively becoming blind. You must remain blindfolded at all times. If temporarily unable to wear your blindfold, you may temporarily cover or merely close your eyes.

Benefit: Increase your ki pool by 1 for every 4 monk levels (minimum +1). In addition, you gain tremorsense out to a range of 5 feet for every two monk levels (minimum 5 feet).

I see what you are saying, but I want to set it up in such a fashion that the character has can't instantly see whenever they want.

The intent is that you are completely blind, but are using your other fours sense to their extremes. Detecting changes in air pressure, noises, smells and such.

My issue with tremorsense is that, as I interpret it at least, it only shows you things in contact with the ground. So all spells, flying creatures or projectile attacks render you completely flat-footed, also deflect arrows no longer functions.


So I was watching kung-fu flicks when I saw a character that is archetypal, yet isn't represented in Pathfinder or it's supplements (third party and official). The blind monk!

Just as a warning this is my first attempt at creating an archetype, so I would appreciate any constructive criticism. Also, this is not a power gaming archetype. I am choosing to lean more towards flavor and providing interesting role-playing opportunities. However, it is not my intent to weaken it to the point that taking it is more detrimental than beneficial.

Level 1: ADDED Blind. The character is now blind. It's eyes do not work. If the character regains its sight at any point, it losses all abilities gained from this archetype. If the character becomes blinded in the future, it regains all abilities associated with this archetype, as appropriate for the character level.

ADDED Blindsense (Su) 10 ft + 5 ft per 2 levels.

REMOVED Stunning Fist
Stunning Fist is being removed due to how Blindsense operates. Blindsense doesn't allow you to perceive fine details. As such the monk does not have any way of locating the sensitive and crucial locations necessary to create a stunning effect.

Level 5: REMOVED High Jump
Blindsense doesn't provide the required precise knowledge about your environment to gain this ability...yet

Level 10: ADDED Blindsight (Su) 10 ft + 5 ft per level
This is the money maker. This is when you really become a Blind Master.
Blind Sight
Look at it and learn to love it. Now you are the monk who sees perfectly (mostly) while being blind.

REMOVED Blindsense

ADDED High Jump. If you are attempting to jump to a point that is beyond the range of your Blindsight, you take a -10 to the Athletics check (or whatever check you are making)
Just like the normal monk ability.

Thoughts? Comments?


kemmotar_veon wrote:


3) If you have the time to create a Lesser demiplane, fill it with water, and manage to plane shift the poor bastard into it without his spellbook... you are just toying with him and you might be actually more dangerous than the lich... adventurers should be hunting you down.

I have a a wizard named Felix who will love this method. As such, I am shamelessly stealing it.

Felix is a Conjurer who doesn't cast Summon spells. He views it as brute force and not especially effective. He focuses on all of the other conjuration spells. The pit spells and such. Creative solutions to common problems.

Also, how dare you suggest that he should be hunted down. He is morally ambiguous at best.

Note, the outrage is sarcastic in this post.

I always liked the following strategy:

1. Be able to make magic items. I like to start with weapons, then armor, then wondrous items (if there are still any hold outs from your items.) To make it seem legit and still a good deal, offer the items to them at 75% retail (that way you make a profit of 50% over your initial investment). E.g. Item XXX costs 2000 gold MSRP, make it for 1000 gold, and then sell to team mate for 1500 gold. They save 500 and you make 500. Adjust as needed.

2. Talk to DM. Convince him that since you are making the enchantments you can weave additional enchantments into it. A shutdown code. At higher levels see if you can convince him to let you work in a curse or reversal (i.e. +3 becomes -3).

3. Deactivate party and kill them all.

4. Reactivate magic items and sell for a great profit.

5. Enjoy a nice bottle of wine and the attention of a sexy person of your preferred gender.


So I was watching kung-fu flicks when I saw a character that is archetypal, yet isn't represented in Pathfinder or it's supplements (third party and official). The blind monk!

Just as a warning this is my first attempt at creating an archetype, so I would appreciate any constructive criticism. Also, this is not a power gaming archetype. I am choosing to lean more towards flavor and providing interesting role-playing opportunities. However, it is not my intent to weaken it to the point that taking it is more detrimental than beneficial.

Legend: Anything contained within *** *** is my rational for the choice with regards to inclusion, replacement, etc...etc...etc...
###ADDED### indicates the item is being added
&&&REMOVED&&& indicates that the item is being removed

Level 1: ###ADDED### Blind. The character is now blind. It's eyes do not work. If the character regains its sight at any point, it losses all abilities gained from this archetype. If the character becomes blinded in the future, it regains all abilities associated with this archetype, as appropriate for the character level.

###ADDED### Blindsense (Su) 10 ft + 5 ft per 2 levels.
&&&REMOVED&&& Stunning Fist
***Stunning Fist is being removed due to how Blindsense operates. Blindsense doesn't allow you to perceive fine details. As such the monk does not have any way of locating the sensitive and crucial locations necessary to create a stunning effect.

Level 5: &&&Removed&&& High Jump ***Blindsense doesn't provide the required precise knowledge about your environment to gain this ability...yet***

Level 10: ###ADDED### Blindsight (Su) 10 ft + 5 ft per level ***This is the money maker. This is when you really become a Blind Master.
http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and- Blindsense

Look at it and learn to love it. Now you are the monk who sees perfectly (mostly) while being blind.***
&&&REMOVED&&& Blindsense
###ADDEDD### High Jump. If you are attempting to jump to a point that is beyond the range of your Blindsight, you take a -10 to the Athletics check (or whatever check you are making) ***Just like the normal monk ability.***

Thoughts? Comments?


I was looking at the summoner class recently and thought it sounded awesome. I was quite interested in the Synthesist archetype as it thematically fit the halfling character that I was building.

The idea was a character that was weak physically and lazy. He mastered the spell for summoning the eidolon, but had reduced spell casting, increased emphasis on the eidolon and lacked the summon monster spell like ability. The rational for that was just making thematic changes and creating a class that would be fun for me to play (I normally place arcane ranged, so this essentially pure melee class sounded like a blast).

What follows are the changes that I have made to the Synthesist archetype and Summoner class.

Please provide me with your thoughts, opinions, critiques and suggestions to keep it balanced.

Spells Per Day: This Summoner has a diminished spell capacity compared to other Summoners.

1st 2nd 3rd 4th 5th 6th
1 - - - - -
2 - - - - -
3 - - - - -
3 0 - - - -
3 1 - - - -
3 2 - - - -
3 2 0 - - -
3 3 1 - - -
4 3 2 - - -
4 3 2 0 - -
4 3 3 1 - -
4 4 3 2 - -
4 4 3 2 0 -
4 4 3 3 1 -
4 4 4 3 2 -
4 4 4 3 2 0
4 4 4 3 3 1
4 4 4 4 3 2
4 4 4 4 3 3
4 4 4 4 4 3

Summoner Cantrips Known: These are the number of cantrips known per level. As usual, the summoner may cast the spells as often as they like.

level 1: 2
level 2: 2
level 3: 2
level 4: 3
level 5: 3
level 6: 3
level 7: 4
level 8: 4
level 9: 4
level 10: 4
level 11: 5
level 12: 5
level 13: 5
level 14: 5
level 15: 6
level 16: 6
level 17: 6
level 18: 6
level 19: 6
level 20: 6

Replaced abilities: Summon Monster, Twin Eidolon

Summon Monster (X): The Summoner does not gain the Summon monster ability.

Level 1: Journeyman Summoner: By devoting his time towards mastering the spell to call his Eidolon he is able to shorten the summoning time from 1 minute to two rounds. While summoning his Eidolon he may take no other actions (not even free ones like talking as it takes all of his concentration). If he takes damage he must make a concentration check or have to start over.

Level 6: Focused Summoner: At this point in his specialization the Summoner is able to summon his Eidolon as a full round action that requires all of his concentration. He may make no other actions (not even speaking or making any skill check that requires his focus, such as perception or sense motive.)

Level 12: Expert Summoner: At this point in his specialization the Summoner is able to summon his Eidolon as a standard action.

Level 18: Master Summoner: Now the Summoner can summon his Eidolon as a quick action.

Level 5: Eidolon Focus: As a result of focusing on his Eidolon to the exclusion of his spell casting and spell-like abilities, he gains more evolution points to spend. At levels 5, 10, 15 and 20 he gains an additional 2 evolution points.

Level 20: Perfected Eidolon: At 20th level the Synthesist has perfected his Eidolon. The Eidolon receives +4 to one ability score and +2 to a different ability score, as assigned by the summoner. This ability replaces Twin Eidolon.

I have a few other things in place thematically for my character to help prevent him from being overpowered.

1. He will not cast damaging spells. In his mind the Eidolon is the perfect spell and he will prove it by destroying all in his path with his perfected spell.

2. No summoning spells. He sees no reason to summon inferior creatures when he can create on that is superior to everything else.

Thoughts? Suggestions? Criticism?