Advice for Deaf character attributes


Advice

Shadow Lodge

I'm looking for a way to make being death viable in most situations. The character is a level 10 witch, and I am planning on taking the improved familiar to get a Nosoi (as we are playing an undead-heavy adventure and I think it could be extremely useful and interesting). Firstly, I am in contact with my party members and would assume they all take sign language of some kind as well for a language, so they could relay to my character what is happening. I'd assume she'd automatically fail sound-based perception checks, or take a general minus to them, and am prepared to take that, as she's not TOO likely to be alone. As well, I was wondering if the familiar trait of being able to communicate with their master overcomes this barrier?

Is there anything I'm missing? How would this affect sonic-based spells (I do understand sometimes it's more about the vibration than the sound in some cases)? Any help would be appreciated. Thanks!


metid wrote:
I'm looking for a way to make being death viable in most situations.

I AM BECOME DEATH, THE DESTROYER OF WORLDS. But seriously, do the other party members know that you expect them to take sign language? Talk with them and see what their opinions on how a deaf character would fit into the group are.

Deafened wrote:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Shadow Lodge

Bearded Ben wrote:
metid wrote:
I'm looking for a way to make being death viable in most situations.
I AM BECOME DEATH, THE DESTROYER OF WORLDS.

I spewed water everywhere laughing.

Ideally the party should be fine with it, we've played since first level together and just happened to end up TPK-ing, and our new characters intend to know each other, but I would discuss with them and their ideas for party integration. Ideally I will be starting already deaf (having been deaf for a long amount of time) and that last bit about overcoming the drawbacks is rather vague... How would deafness work with share senses?


If you want the character to be profoundly deaf (i.e. 100% hearing loss), they're going to automatically fail hearing checks unless it's a nearby, fairly low-pitched voice. You can sense vibrations for those sound to some extent, and should be able to at least pinpoint that SOMETHING has made noise, along with the general direction. Should be an interesting thing to GM, actually.

I'd talk to your GM about completely removing the 20% failure rate on spells due to being deaf, and at least halving the initiative penalty (if not removing that completely. What about being deaf makes you react slower to a known threat, exactly?)


Part of me wants to say throw in a level of oracle just to get deafness as a mechanical quality, and to get Silent spell feat without increase in casting time or level. Not sure if that would only apply to oracle spells though, but it does say "you cast all your spells." Anyway, this would remove that 20% failure rate if it works out.

Not familiar enough with the mysteries to suggest much though. Maybe bones for thematic reasons? Spirit walk or armor of bones look like they would be useful without having to devote yourself to many oracle levels or a high cha.

It took me 10 minutes to realize the whole joke Bearded Ben was going on. Brain fart! Although it is less embarrassing since you were going on about undead and psychopomps.

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