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FULL METAL ZERO

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LPJ9990

3.5 SYSTEM COMPATIBLE

PROTOTYPE:

BLIND MASTER

Requires the use of the d20 Modern


Roleplaying Game, published by Wizards of the Coast, Inc.

They say that what doesnt kill you makes you


stronger, the Blind Master proves this saying true.
While he or she may not have working eyes, the
Blind Master can perform feats that are unmatched
by sighted martial artists. His martial training does
more than allow him to cope with his blindness, it
allows the Blind Master to turn disadvantage into
advantage. In the midst of battle, your eyes can
play tricks on you. The mind can become confused
by what it sees. In the heat of the moment, you
may ignore what your other senses tell you.
Darkness, smoke and dust can become tremendous

obstacles. This is not a problem for the Blind


Master, an expert martial artist who has learned to
fight without eyes.

PROFILE OF a Blind
Master

This character is an excellent melee combatant who


makes surprisingly effective use of rudimentary
fighting techniques. Relying only on sound, smell
and touch, a Blind Master can detect opponents

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prototype: Blind Master

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that other characters miss. Many fighters use tricks


and feints to fool an opponent. The Blind Master is
unaffected by these ploys because they utilize visual
misdirection. Not only can a Blind Master move
and fight as well as a sighted person, over time his
develops a keen awareness of his surroundings that
far exceeds that of people who are crippled by their
dependence on sight. In combat, a Blind Master will
attempt to gain the advantage by fighting in total
darkness or otherwise interfering with his opponents
ability to see.
A Blind Master can be a reclusive martial arts teacher,
a wandering vigilante or a secret operative. He may
be seeking nothing more than enlightenment and the
perfection of his art, or he may be motivated by material gain, a quest for vengeance or maybe he just has
something to prove. Many people seek out Blind
Masters as exotic bodyguards, inconspicuous agents
or personal combat instructors. Blind Masters are not
solitary people by nature and they usually enjoy the
company of others. For this reason you will often find
a Blind Master who has adopted a certain group
of people as companions, students, or just people to
protect and look after. However, it is not completely
unheard of for a Blind Master to live the life of a
recluse. Such people value their independence and
privacy and they are the basis for the stereotypical
old man on the mountain we see in many kung fu
movies.
A Blind Master might be a martial artist who has gone
blind due to age, disease or misadventure, or he may
be a blind person who has taken to martial arts in
order to boost his independence and self-confidence.
The techniques used to fight without visual senses are
difficult to learn and often they can only be taught
by another blind master. Some enterprising students
have tried to mimic this style by wearing blind folds
for extended periods of time but, as of yet, none have
succeeded.

Requirements

To qualify to become a Blind Master, a character must


fulfill the following criteria:
Base Attack Bonus: +3
Skills: Listen 6 ranks.
Feats: Archaic Melee Weapon Proficiency, BlindFight, Combat Martial Arts.
Special: The character must have been blind for at
least 1 year. A blind character suffers the following
penalties; He has a 50% chance to miss in combat.
Furthermore, a blind character has an effective

Dexterity of 3, along with a -4 penalty on the use of


Strength-based and Dexterity based skills. This -4
penalty also applied to Search checks and other skill
checks for which the DM deems that sight is important. He cant make Spot checks or perform any other
activity (such as reading) that requires vision. A blind
character can only move half his normal speed and is
always treated as if he were moving in total darkness.

Class Information

The following information pertains to the Blind Master


advanced class.
Hit Die: 1d10

Action Points

6 + one-half character level, rounded down, every time


the Blind Master attains a new level in this class.

Class Skills

The Blind Masters class skills (and the key ability for
each skill) are:
Balance (Dex), Climb (Str), Concentration (Con),
Craft (writing) (Int), Escape Artist (Dex), Gather
Information (Cha), Intimidate (Cha), Jump (Str),
Knowledge (any) (Int), Listen (Wis), Move Silently
(Dex), Profession (Wis), Read/Write Language (none),
Sense Motive (Wis), Speak Language (none), Survival
(Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 5 + Intelligence Modifier.

Class Features

The following features pertain to the Blind Master


advanced class:

Fighting Senses

At 1st level the Blind Master develops specialized


fighting techniques that make use of his non-visual
senses. The characters ability to sense things around
him means that he can move using his full speed as
long as he is traveling over level terrain that is free
of obstacles. A character with this ability may use
his full Dexterity and does not suffer the standard -4
penalty on Strength-based and Dexterity based skills.
This ability also allows the Blind Master to make
attacks at opponents within 10 feet of him as normal,
negating the 50% chance to miss that is associated
with blindness. Attacks made against opponents who
are more than 10 feet away incur penalties as normal.
The distance at which a Blind Master can attack an
opponent normally increases to 20 ft. at 4th level.
This distance increases to 30 ft. at 7th level.

Blind Master
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Special
Fighting Senses (10 feet)
Optional Talent A
Bonus Feat
Fighting Senses (20 feet)
Optional Talent B
Bonus Feat
Fighting Senses (30 feet)
Optional Talent C
Bonus Feat
Sense Weakness

Because the Blind Master cannot see, he is immune to


fighting tricks that fool an opponents eyes. Attempts
to use the Bluff skill to feint against the Blind Master
automatically fail. Likewise, the skill Hide has no
effect on the Blind Master.

Optional Talent A

Cane Fighter

A Blind Master with this talent uses his familiarity


with canes and walking sticks to give him an edge in
hand to hand combat. The Blind Master adds a bonus
equal to his level in this class to all attacks made with
a club, metal baton or sword cane.

Evasion

Intensive Study

With this talent a Blind Master has learned to adapt


effortlessly to his blindness and can now utilize
skills that require sight without suffering penalties. A
character with this talent can make a Computer Use
check using a standard keyboard and monitor; typing
from memory without the need to look at the screen.
Likewise he can make a Repair check to fix a machine
by touch alone, or even make a Search check to find
hidden items using non-visual senses.

Hyper Awareness

A Blind Master with this talent is completely in tune


with the sound, smell, and feel of his surrounding. As
a result, he is especially gifted as sensing danger. The
character receives a +3 bonus on all Listen skill rolls
and a +2 bonus on Initiative checks.

Bonus Feat

At 3rd, 6th, and 9th levels, the Blind Master gets a


bonus feat. The bonus feat must be selected from the
following list, and the character must meet all the
prerequisites of the feat to select it.
Acrobatic, Advanced Combat Martial Arts, Agile
Riposte, Armor Proficiency (light), Athletic, Combat
Reflexes, Dodge, Harmless Cripple, Heroic Surge,
Human Animal, Hyper Acrobatic, Improved Combat
Martial Arts, Renown, Running Blind, Smell of Fear.

Optional Talent B

At 5th level the Blind Master may select either Chi


Strike, Chi Defense or Body Hardening.

Chi Strike

With this talent a Blind Master learns to channel his


inner strength into powerful blows. By spending
1 action point, a Blind Master gets to double his
Strength bonus as applied to the damage of his next
melee attack. The Blind Master must declare that he is
using this ability before making his attack roll.

Chi Defense

With this talent a Blind Master learns to dodge and


parry with incredible speed. By spending 1 action
point, a Blind Master gains a temporary +4 dodge
bonus to Defense. This bonus lasts a number of
rounds equal to the Blind Masters Wisdom score.

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If the Blind Master is exposed to any effect that


normally allows a character to attempt a Reflex saving
throw for half damage (such as getting caught in a
grenade blast), the Blind Master suffers no damage if
he makes a successful saving throw. Evasion can only
be used when wearing light armor or no armor.

Reputation
Bonus
+2
+2
+2
+3
+3
+3
+3
+4
+4
+5

page: 3

At 2nd level the Blind Master may select either Cane


Fighter, Evasion, Intensive Study or Hyper Awareness.

Defense
Bonus
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

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Level
1
2
3
4
5
6
7
8
9
10

Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5

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prototype: Blind Master

Body Hardening

With this talent a Blind Master gains the ability to


harden his body against attacks. By spending 1 action
point, the Blind Master temporarily gains a number of
points of damage reduction equal to his Constitution
modifier. This damage reduction effects the damage
from all attacks made against the Blind Master for 1
round.

Optional Talent C

At 8th level Blind Master may select either Blindsight


or Blind Rage.

Blindsight

With this talent a character gains an almost supernatural awareness of his environment. Using nonvisual
senses, such as sensitivity to vibrations, scent, and
acute hearing, the Blind Master fights and maneuvers
as well as any sighted creature. This ability has a
range of 30 feet. The Blind Master does not have to
make Listen checks to detect creatures within range of
his blind sight ability.

Blind Rage

The Blind Master channels the frustration he feels


from fighting against an opponent he cant see and
turns it into a burst of savage strength. Once per
day, the Blind Master can fly into a frenzy. During
a frenzy the character gains a +4 bonus to Strength
and a +4 bonus to Constitution. Because he is less
concerned about his own safety during a frenzy, the
Blind Master suffers a -2 penalty to his Defense.

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Sense Weakness

At 10th level a Blind Masters develops the amazing


ability to pick up on non-visual clues that a sighted
person is not sensitive enough to detect. This awareness makes it possible for him to deliberately strike
at a persons vital organs with pinpoint accuracy.
Every time the Blind Master spends 1 action point to
improve the result of an attack roll, he also inflicts an
additional 2d6 points of damage.

NEW FEATS
Ears on the Street

For some reason you have been accepted by street


people, local delinquents and small time hustlers. This
eclectic group looks up to you and helps you with
information.
Prerequisite: Charisma 15, Trustworthy

Benefit: You receive a +4 circumstance bonus on any


Gather Information or Knowledge (streetwise) checks
made in an area in which you live or frequently visit.

Harmless Cripple

You known how to feign helplessness in order to


surprise your foes and lull people into a false sense of
security.
Prerequisite: Must have an obvious disability. Faking
a disability effectively requires a Disguise check (DC
15) or a Perform (acting) check (DC 12).
Benefit: You receive a +4 bonus on all Bluff and
Gather Information checks. Because most opponents
will not view you as a threat, you can catch them
unaware. By making a successful Bluff check (DC
12) against an opposed Sense Motive check, you can
catch an enemy or enemy by surprise. Unaware characters do not get to act during the surprise round and
lose their Dexterity bonus to Defense (they are flatfooted).

Human Animal

You can track people down like a bloodhound, relying


on the senses of smell and taste to lead you
Prerequisite: Track, Survival 4 ranks.
Benefit: You can follow a person or creatures trail
using your sense of smell. This ability grants you a
+6 competence bonus on Survival checks used to find
tracks or follow them. This bonus is reduced to +2 in
a heavily populated urban or industrial environment.

Hyper Acrobatic

You have dedicated much of your life to gymnastics


or a similar sport and you reap the benefits of this
training.
Prerequisite: Acrobatic, Dexterity 15
Benefit: You receive a +2 bonus to all Jump and
Tumble skill checks. This bonus stacks with the bonus
provide by the feat Acrobatic, for a combined bonus of
+4.
Special: Remember that the Tumble skill cannot be
used untrained.

Running Blind

You can move unhindered in total darkness, even if the


terrain is cluttered with obstacles.
Prerequisite: Blind-Fight, Wisdom 13

Special: Darkness and poor visibility in general


reduces to half of normal. Characters with the feat
Blind-Fight have their speed reduced to three-quarters
of normal.

Smell of Fear

You can use your non-visual senses to determine


someones emotional state.
Prerequisite: Wisdom 15
Benefit: Your ability to read a persons nonvisual
emotional signals grants you a +2 circumstance bonus
on all Intimidate and Sense Motive checks. This
ability will not work if you are more than 10 feet from
the subject or for some reason are unable to hear and
smell as normal.

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Benefit: You take no penalty to speed for moving in


total darkness or otherwise unable to see. Your movement is not affected by obstacles, rough terrain or
loose objects.

Written by David Caffee

page: 5

All mechanics on all pages is Open Game Content as


defined by the Open Gaming License. See page 6 for
more information.

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abcdSKIJINKIPITINKIPITabcdIBNSOPOSP]O P E N G A M E L I C E N S E V E R S I O N 1 . 0 A KIPITINh
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
John D. Rateliff, Thomas Reid, James Wyatt, based on original material
by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2004, Wizards
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Prototype: Blind Master, Copyright 2007, Louis Porter Jr. Design, Inc.