Blinded
The creature cannot see. It is effectively operating in total darkness regardless of the actual light level.
Effects
- –2 penalty to AC and loses its Dexterity bonus to AC (if any).
- –4 penalty on most Strength- and Dexterity-based skill checks, and on opposed Perception checks.
- All checks and activities that rely on vision — including sight-based Perception checks and reading — automatically fail.
- All opponents are considered to have total concealment (50% miss chance) from the blinded creature.
- Must make a DC 10 Acrobatics check to move faster than half speed; failure causes the creature to fall prone.
- Opponents do not gain the normal +2 bonus to attack rolls against a blinded creature, because the creature also cannot detect them normally — both sides are impaired. However, attackers who can see the blinded creature still benefit from it losing its Dex bonus to AC.
Ending the Condition
- Magical blindness (e.g., from blindness/deafness) is typically ended by remove blindness/deafness or dispel magic.
- Physical blindness from damage or conditions usually ends when the underlying cause is healed.
- Temporary blindness (such as from a color spray or blindness spell) ends when its duration expires.
Related Conditions
- Dazzled — a weaker vision impairment; –1 on attacks and sight-based Perception only.
- Flat-Footed — blinded creatures also lose their Dex bonus to AC, effectively making them flat-footed against all attacks.
- Prone — result of a failed Acrobatics check while moving at full speed when blinded.
Common Sources
The blindness/deafness spell; color spray and blindness effects; the Blinding Critical feat; gaze attacks from certain monsters; glitterdust; darkness or supernatural darkness that a creature's vision cannot penetrate.