Many a warrior has been rendered helpless by the hampering of a vital sense in battle. Darkness, silence, even (for some creatures) the inability to scent enemies, can spell death for the average combatant. A cunning fighter hones his ability to combat enemies using more than one sense.
The senseless killers take this ideal one step further. One by one, they give up their senses in combat, honing those remaining -- only to learn to do without them as well. Not quite an order, they are a loose association, existing in many places for the mutual help and training of those who wish to fight as they do. The name is merely black humour... for the most part.
Many senseless killers are monks, as the senseless killer's skills mesh well with the monk's drive for perfection. An equal number are fighters, although they are perhaps less likely to pursue the class to its conclusion. Rangers are often too tied to their senses to follow this path, while wizards, sorcerers, druids and clerics gain little. Rogues may find that the class covers a weakness -- the inability to sneak attack concealed enemies -- but at the cost of their strengths.
Base Attack Bonus
Must be possessed of the five senses of sight, hearing, touch, taste and smell. Must receive training from another senseless killer to gain each level of the class.
The senseless killer's class skills (and the key ability for each skill) are Concentration (Con), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (dance) (Cha), Search (Int) and Spot (Wis).
Skill Points at Each Level
2 + Int modifier.
Table: The Senseless Killer
1|+1|+2|+2|+0|Fight without sight
2|+2|+3|+3|+0|Fight without sound, blind sneak attack +1d6
3|+3|+3|+3|+1|Fight without touch
4|+4|+4|+4|+1|Fight without scent, blind sneak attack +2d6
5|+5|+4|+4|+1|Sense without senses[/table]
Fight without sight: Whenever a senseless killer is blinded, he gains blindsense 30ft.
A senseless killer need not be permanently blind to benefit from this ability, although the most dedicated members of the class do put out their eyes. Others merely use a good-quality blindfold; comfortable and effective ones are available wherever senseless killers gather for 2gp.
This blindsense relies on hearing.
Fight without sound (Ex): Whenever a senseless killer of 2nd level is deafened as well as blind, he gains blindsight 20ft. With this ability, a senseless killer does not take penalties on Initiative checks or risk spell failure due to deafness.
The senseless killers peddle top-notch, durable earplug wax to each other, 3gp for enough wax to make a pair that will last indefinitely. Alternatively, some senseless killers permanently deafen themselves.
This blindsight relies on feeling vibrations.
Blind sneak attack (Ex): At 2nd level, a senseless killer gains the ability to sneak attack creatures with concealment for +1d6 additional damage. At 4th level, the extra damage increases to +2d6. The sneak attack has a 25% chance of missing a vulnerable point and failing to deal additional damage, regardless of the senseless killer's normal miss chance on attacks against concealed creatures. This ability otherwise functions as the rogue's sneak attack ability.
Fight without touch (Ex): Whenever a senseless killer of 3rd level is denied his sense of touch, as well as being blind and deaf, he gains the scent special ability. He also gains the ability to touch creatures that cannot be touched -- that is, incorporeal creatures. Locating such a creature is problematic, since they have no scent, but if they come into contact with the senseless killer, he may make a Wisdom check (DC 15) to sense the creature and make an attack of opportunity against it.
Certain drugs completely deaden the sense of touch to suit this ability. A dose that lasts eight hours can be obtained for 8gp. Taking five doses together will permanently kill a creature's sense of touch. Senseless killers generally choose to fail the save (DC 10) against this drug, which is distinctly bitter and must be ingested. (They may lower any resistance or immunity to poison gained from other class features.)
Fight without scent (Su): Whenever a senseless killer of 4th level or higher is denied his senses of taste and smell, as well as all previously listed senses, he gains the supernatural ability to detect all creatures within 60 ft. and to pinpoint creatures within 30ft. This ability functions regardless of incorporeality, but solid obstacles (1 ft. of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft. of wood or dirt) provide concealment as normal.
This is a supernatural ability, and does not normally function within an antimagic field. A senseless killer outside an antimagic field perceives the field as a blank area. A senseless killer within an antimagic field may make a Concentration check (DC 20) each round to maintain the effect and perceive creatures in or out of the antimagic field.
Senseless killers sell a variant of the drug for deadening touch, to kill taste and scent as well. The price is 10gp per dose. Senseless killers have also invented a complicated form of communication through dance, to communicate with other senseless killers who have reached this degree of proficiency.
Sense without senses (Su): A senseless killer of 5th level has a much more refined ability to detect his surroundings. As well as locating creatures, he can now sense their exact motions, appearances, sounds, scents, and so on. He may treat all ranks in Spot and Listen as if they were ranks in a Sense skill. Make a Sense check as an opposed roll to any use of Disguise, Move Silently, or Hide (but remember that only some barriers now provide concealment against a senseless killer).
Prerequisites: Blind sneak attack +1d6, sneak attack +2d6
Benefit: When making a blind sneak attack, you may deal an additional +2d6 damage granted by your normal sneak attack ability.
Special: You may take this feat more than once. Each time you take it, the additional damage granted by this feat increases by +2d6, up to a maximum of your normal sneak attack amount. Thus, a character with blind sneak attack +2d6 and sneak attack +6d6 could take this feat three times and deal +8d6 on a successful blind sneak attack.