
McDaygo |

So I want to introduce an old blind cartomancer. Like not even the gimmick. His eyes when open are hallowed out. Was going to make him bald but have 3 eyes tattooed on him. One one his forehead, one on the palm of each hand.
Here is where I am torn. I want him to be blind but I want him to be able to see as well either via blindsight or blind sense. Was going to have the tattoos grant this.

VoodistMonk |
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You could give them the Mutant Eye magic trait, which gives you a literal third eye on your forehead... of course, this eye would remain closed, and have an open eye tattooed over its eyelids.
From here, you could just give them something like the Blinded Blade Style/Blinded Master feat chain... even as bonus feats, if you want.
I am too lazy to research magic items or tattoos or permenant spells that may grant these effects right meow, but I may look into later.

Wonderstell |
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Hand's Sight might give you what you want. Blinded Master does grant blindsight but it's a fairly huge feat investment and will RAW only work during combat as you can't enter a style outside of it (yes, dumb).

VoodistMonk |

Demonic Implants are permenant, and could be put in place of the Mutant Eye on your forehead...
Baleful Eye
Source Pathfinder #74: Sword of Valor pg. 72
Aura faint transmutation [evil]; CL 5th
Slot none; Price 7,000 gp; Weight 1 lb.
Description
This engorged, discolored orb can only be implanted after plucking out the recipient’s own eye, causing blindness and making the recipient permanently dazzled until the baleful eye is implanted. While engrafted, the recipient can use the baleful eye to cast charm person (DC 11), doom (DC 11), and see invisibility once per day each as spell-like abilities. In addition, the grafted creature gains a +2 bonus on saving throws against effects that cause blindness or dazzling, or against illusions that depend on sight.
Construction
Requirements Craft Wondrous Item, blindness/deafness, charm person, doom, see invisibility; Cost 3,500 gp
Fleshcrafting is permenant when grafted, only the elixir has a temporary duration...
Antennae
Source Horror Adventures pg. 167, Pathfinder #16: Endless Night pg. 63
Price 70,000 gp; Elixir Price 1,250 gp
Saving Throw DC 20; Slot eyes; Temporary Duration 10 minutes
The subject's eyes are replaced by antennae that sprout from its eye sockets. The creature gains blindsight to a range of 30 feet.
Penalty: The subject is blinded.
Creation Requirements
Cost 35,000 gp
Fleshwarper, Craft (alchemy) 15 ranks; Heal DC 25; Elixir Cost 625 gp
Between these and the aforementioned Possessed Hand/Hand's Sight feat(s), you could probably make it work. I'm sure there are more ways to do it, but I'm lazy.