BLIND OLD CANNIBAL MAN KUNG FU "Self-interest makes some people blind, and others sharp-sighted." Long, long ago a monk named Fung Sheng Wu Chi found a terrible secret: that he could extend his life forever if he were willing to personally kill someone in combat, and then ritualistically devour him. He thought very long and hard on this. He could extend his life permanently, and perfect his martial arts, passing it on to others. Perhaps even creating a dynasty. But there was a price to pay. He would be required to leave behind both his morality and a part of himself. To become disabled in exchange for long life. He chose his eyes, and has adapted to living without them by being able to sense others via their Ki. He has met only a small handful of others he has taught his art to.
BECOMING AN OLD MAN If you're a pissed off, bitter old blind man who hates the world and has some martial skill you just need to be willing to eat someone to join.
ENTRY REQUIREMENTS Skills: Bluff 8 ranks, Concentration 8 ranks, Listen 8 ranks
Feats: Deafening Slap, Kung Fu Mystic
Special: Must be blind man suffering old age in order to be accepted for training, must also be willing to eat people. Optionally you can use Mutable Age and Mutable Gender toqualify.
Alignment: Must be Evil
Mutations: Enhanced Senses (Blindsight), Natural Weapon (Bite)
Class Skills The Old Man's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 6 + int
Hit Dice: d6
[b] BAB Fort Ref Will Abilities[/b]
1. +1 +0 +2 +2 Enhanced Blindsight, Monk
2. +2 +0 +3 +3 Teeth of Doom
3. +3 +1 +3 +3 Master of Defense
4. +4 +1 +4 +4 Enhanced Blindsight
5. +5 +1 +4 +4 Teeth of Doom
6. +6 +2 +5 +5 Master of Defense
7. +7 +2 +5 +5 Enhanced Blindsight
8. +8 +2 +6 +6 Teeth of Doom
9. +9 +3 +6 +6 Master of Defense
10.+10 +3 +7 +7 Digest Knowledge
Weapon Proficiencies: A Blind Old Man gains proficiency with one Exotic Weapon, usually ranged.
Monk: Your Chaos Monk and Blind Old Cannibal Man Levels stack for purposes of determining your Unarmed Strike damage and AC Bonus.
Enhanced Blindsight (Ex): At 1st Level your Blindsight increases to 45'.
At 4th Level your Blindsight increases to 60'
At 7th Level you gain a +2 Insight Bonus on AC against anything within range of your Blindsight.
Extend Life (Ex): At 2nd Level you have given up your sight for learning other ways to see, and have proven yourself enough to learn the rituals for long life. To perform the ritual you must kill an opponent in personal combat (said opponent must be of your species, and at least 1 HD). Once this is done you ritually prepare and eat the body (this takes approximately 4 hours). Once you perform the ritual and devour the necessary bits, you gain the following: Regeneration 1, +1 Profane Bonus to AC, +1 Profane Bonus to Saving Throws, and a +1 Bonus to Attack rolls for 24 hours. It also negates all physical attribute penalties due to old age for 1 year, during which time you are immune to aging effects.
At 5th Level you gain enhanced benefits by performing the ritual. You become immune to aging effects and penalties due to old age for 5 years. The Bonuses gained increase to +2 and last for 5 days as opposed to 24 hours (Regeneration increases to 2 hp per round as well). Optionally if you are at 0 hp or less you may simply eat portions of an opponent as a Full Round Action to activate the Regeneration long enough to heal to full hp (doesn't last more than 1 hour if you continue to take damage for some reason).
At 8th Level a successful ritual means you become immune to aging effects and penalties due to old age for 15 years. The Bonuses gained increase to +3 and last for 15 days as opposed to 24 hours (Regeneration increases to 3 hp per round as well). During that 15 day period you are immune to Death Effects as well.
Master of Defense (Ex): At 3rd, 6th, and 9th Levels you get one ability from the following list:
Vicious Defense (Prerequisite Feat: Deadly Defense): You may use the Deadly Defense Feat with any weapon now, and if the opponent is within range of your Blindsight you do an additional +2d6 damage.
Quick Defense (Prerequisite Feat: Improved Initiative): You gain any Bonus you have to Initiative Checks as an Insight Bonus to your AC.
Exotic Weapon Master (Prerequisite Feat: Exotic Weapon Proficiency) When using this Exotic Weapon inside the range of your Blindsight you gain an Insight Bonus on Attack and Damage rolls equal to your Wisdom Modifier.
Fire Master (Prerequisite Feat: Grenadier) When using Grenade Weapons you ignore the targets Hardness if it is within range of your Blindsight.
Master of Opportunity (Prerequisite Feat: Combat Reflexes) You may now make more than one Attack of Opportunity per round against the same target if it continues to provoke them.
Defensive Pimping (Prerequisite Feat: Stunning Fist) You may now deliver a Stunning Fist Attack as a melee touch attack. If delivered as an Attack of Opportunity against a moving opponent, he immediately stops and loses all further movement this round.
Digest Knowledge (Ex): At 10th Level when performing the Extend Life ritual you also gain some of the abilities of your victim. You may choose to gain any 1 of the choices from the list below, and you retain the bonus for as long as you are under the Extend Life ritual. You can only have bonuses from one victim at a time, if the Extend Life ritual is performed while you're still under the effects of a previous Extend Life ritual you pick new bonuses from the new victim and lose the old bonuses.
- Choose three skills. You may treat yourself as if you had ranks equal to the number of ranks the victim had in that skill, and in addition you gain any racial bonuses to that skill the victim possessed (if any).
- Choose any two feats your opponent had that you do not (you do not need to qualify for these feats).
- Choose any one Extraordinary class feature of 4th level or lower that the victim had (does not include spellcasting/manifesting/binding/maneuvers/etc.) and gain it as the victim had it, including all choices the victim made. Class features that grant bonus feats cannot be chosen. (For example: If you gain a class feature from a 10th level Ranger you can gain three favored enemies using the choices that ranger had made, Wild Empathy, or an Animal Companion using the same animal companion choice the ranger had made.)
PLAYING A BLIND OLD MAN You remember many of the secrets of the world. Secrets that cannot afford to be lost. Fortunately you've found a way to live forever by devouring the young. Needless to say the young do not find this a happy circumstance, but fuck 'em you deserve this more than they do.
Combat: Old Blind Men tend to specialize in defensive fighting, simply avoiding or blocking whatever their opponent does till they get within range. Many often become skilled in grenade weapons to convince opponents to come closer on the assumption you won't use explosives if they get up close. And of course once you get close, they do baaaad things...
Advancement: The Blind Old Men each tend to specialize in some sort of fighting style remembered from their younger days. Aside from their obsession with maintaining their own lives, they are martial arts historians doing their best to preserve knowledge of the various esoteric forms that would otherwise die out.
Resources: The Blind Old Men are a pretty tight knit group. Mess with one of them and you mess with all of them.
BLIND OLD MEN IN THE WORLD "Never trust old people." Most Blind Old Men are retired from active life. Few know of their existence, and unless you happen to be one of their patrons they actively kill anyone who knows of or can identify them. But for the occasional mission of assassination or annual feeding you remain hidden from the world.
Daily Life: Much of your time is spent practicing your art to perfection, researching odd subjects, and looking for helpers you can trust. The rituals allowing you potential immortality require you to be blind, so someone is needed to read for you.
Notables:
Organizations: The Blind Old Men are a fairly small cult, and while they sometimes hire out as enforcers for repressive governments or other entities they consider their employers to be beneath them secretly.
NPC Reaction NPC's think you're a harmless old man, unless they know the truth. Then they run from you and advise others to do the same.
BLIND OLD MEN IN THE GAME This class assumes one of your PC's is a cannibal, meaning if there are good members of the party he'd best be good at keeping secrets.
Adaptation: This could easily be done as horror or humor. Well dark humor anyway.
Encounters: PC's will rarely encounter a Blind Old Man unless he intends they be victims, or they're in his path while he's looking for a victim/assassination target.
Sample Encounter EL 12: The PC's are eating rice and orange chicken when a blind old man walks in and kills the waiter with a toothed basket on a chain. "Was that the one armed boxer?"
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC BLIND OLD MEN Hit Die: d6
Skills Points at Each Level : 6 + int
Master of Defense Beginning at 23rd Level and every three Levels thereafter you may choose a new ability.
Bonus Feats: The Epic Blind Old Man gains a Bonus Feat every 3 levels higher than 20th