Monk's Stunning Fist of Blind / Deaf Permanently Question: NEED HELP


Rules Questions


We're going to be playing in another arena fight in a couple of days. I was surprised that I couldn't find an answer here to the following question;

When an opponent fails a monk's stunning fist Fort save and is permanently blinded, the ruling by the GM was oh all they need is a Heal spell.

So a humanoid is not permanently blinded then?

Dark Archive

Permanent blindness basically means the effect is permanent as in it doesnt end over time and must be removed by magical or mundane treatment.

There is a level 3 cleric spell called remove blindness/deafness which is the cheapest option to remove the effect (all my characters have it in potion form for 750gp), Heal is only a last resort if the cleric hasnt prepared a lower level spell that can remove the condition (although heal does work)

Contributor

Heck, even permanency isn't permanent in the sense that you're talking about, in that it can be dispelled.

Death isn't permanent in this game, so it's no surprise that blindness needn't be, under the right conditions (those conditions being the magical healing Caderyn ably outlined).


Anything that's permanent "for real" will have a disclaimer regarding wishes and miracles. If you don't see that disclaimer, permanent just means an indefinite duration.


16th level casters being able to laugh at monks? In Pathfinder? Surely you jest.


Considering it's a level 3 spell, this is more a case of 4th level casters laughing at 16th level Monks.


Now, now, let's not jump into unreasonable hyperbole here. You need to be a 5th-level caster to cast Remove Blindness/Deafness. Now the game is balanced.


Thanks folks. Don't worry the 20 level casters won't be laughing at my Zen Master dwarf monk. He has a +5 Composite Long Bow which has a 37 to attacks before haste or Point Blank. The bow obviously also can apply his Stunning Fists (fort 35) special abilities because the GM said I could take this feat a second time to apply special abilities like Quivering Palm, blindness, paralyze, etc. The monk threatens within 15' with Greater Snap Shot. And to cap everything off Perfect Strike allows me three D20 rolls for that first important hit with my longbow.

I also took Reflect Spells feat, wearing a ring of blink, and got back SR 25 with Alternate Racial Trait: Magic Resistance. The monks AC is : 52, touch 39, FF 46. Saves: Fort 26, 24, 30.

I'm hoping he will last in the Arena fight more than a few rounds!

I will post here how well he does in the fight this upcoming Saturday morning.


Monkplayer wrote:

Thanks folks. Don't worry the 20 level casters won't be laughing at my Zen Master dwarf monk. He has a +5 Composite Long Bow which has a 37 to attacks before haste or Point Blank. The bow obviously also can apply his Stunning Fists (fort 35) special abilities because the GM said I could take this feat a second time to apply special abilities like Quivering Palm, blindness, paralyze, etc. The monk threatens within 15' with Greater Snap Shot. And to cap everything off Perfect Strike allows me three D20 rolls for that first important hit with my longbow.

I also took Reflect Spells feat, wearing a ring of blink, and got back SR 25 with Alternate Racial Trait: Magic Resistance. The monks AC is : 52, touch 39, FF 46. Saves: Fort 26, 24, 30.

I'm hoping he will last in the Arena fight more than a few rounds!

I will post here how well he does in the fight this upcoming Saturday morning.

How do you plan to get past fickle winds?


Its an arena fight. I'm hoping they"re aren't any wind problems like last time. Do you have any suggestions? I also have Trick Shot which ignores total concealment or total cover. I wonder if this would have an effect on fickle winds? I certainly don't want to ask the GM prior to tonights session and give him any new ideas!

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