Blindness Curse (Apath)

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Unofficial rules compendium

Blindness

You are blind to the material world, but you can see the fantastic and supernatural.

You permanently suffer the blinded condition. You have adjusted to your condition to the point where you take no penalty on Armor Class and most skill checks. You must still make a DC 10 Acrobatics skill check to move faster than half speed; if you fail this check you fall prone. You take a -4 penalty on Perception checks and all checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance). You can automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against a creature pinpointed in this way. You gain a limited blindsight (30 ft.) (as the creature ability) that can only see fey, outsiders, undead, ethereal, and invisible creatures. You gain Blind-Fight as a bonus feat.

At 5th level, your ability to pinpoint creatures that fail at Stealth extends to 60 ft. and your blindsight can see aberrations, constructs, fey, magical beasts, monstrous humanoids, outsiders, plant creatures, undead, astral, ethereal, and invisible creatures. All spells you cast benefit from the Ectoplasmic Spell metamagic feat, with no increase in casting time or effective spell level.

At 10th level, your blindsight extends to 60 ft. and you can affect incorporeal and ethereal creatures as if they were material.

At 15th level your blindsight can see any type of creature, but you still cannot see inanimate objects.

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