Difference between revisions of "Glasses (3.5e Trait)"
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Glasses
You have glasses.
Benefit: Your glasses make you look smart, but the real benefit is eye protection. You are immune to effects which would effect the eyes and would require line of effect (such as throwing sand in one's face, or a blindness/deafness spell's blinding effect. You can peer over them as a free action, taking the penalties of not wearing your glasses (see below) but allowing you to avert your eyes without taking a miss chance, or actually avert your eyes entirely and only suffer a 20% miss chance while being immune to the gaze... so long as they are not in your zone of clear vision, that is.
Drawback: You can lose your glasses, in which case you can only see clearly within 30 ft (if near-sighted) or beyond 30 ft (if far-sighted), chosen on obtaining this trait. In places you cannot see clearly, you take a -6 penalty on Spot checks for every 10 ft. You take a -4 penalty on ranged attacks outside of your zone of clear vision. You can still make out the position, but not detail, or creatures not trying to hide. Your glasses can get knocked off if you are jostled violently; if you are bull rushed, knocked prone, grappled, or engaged in other forced movement you must make a Reflex save (DC equal to 10 + ability modifier used in effect (if any) or have your glasses knocked off.
Special: You can still wear magical items in the face slot, and can enhance your glasses as a magical item. As a mundane item, glasses have hardness 5 and 5 hp, and replacements cost 50 gp. Your first pair are free.
Roleplaying Ideas: You may be very protective of your glasses.
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