Losing an Eye

BV210

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Is there a rule anywhere that states the effect on a PC should they lose an eye? I figure there may be some sort of penalty on some skills (Search, Spot).

I ask as my PCs are going to possibly run afoul of the "Murderous Mask" trap in Fantasy Flight's "Traps & Treachery" in the not too distant future. (Mwa-ha-ha-ha) I've had that book for years and have never used any of the traps in it yet.
 

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Check the Favored of Gruumsh (or whatever it's called) PrC in Sword and Fist (and perhaps also in Complete Warrior). They have to pull out an eye as part of the entry requirements.
 

Dungeon Master's Guide, pages 66-67, Chapter 3: Running the Game. The exact page may be different in the 3.5 DMG, though.

This is near the alternate rules for massive damage thresholds and whatnot. Under "Damage to Specific Areas", it gives a description of some stuff and then, on the next page, has a table listing damaged locations and what rolls are penalized as a result of such damage. There's an entry for "one eye," and it mentions that damage to both eyes blinds the character, of course. Look through the rest of the text under Damage to Specific Areas to see what the penalty is (I didn't bother checking that before I put my book away).
 


James McMurray said:
Check the Favored of Gruumsh (or whatever it's called) PrC in Sword and Fist (and perhaps also in Complete Warrior). They have to pull out an eye as part of the entry requirements.

It's the Eye of Gruumsh.

Due to the way D+D is so fuzzy about facing, I don't think that losing an eye should have much of a penalty for spot checks. The game assumes you're always looking around. I would, however, increase the cumulative penalty for range increments (probably to -4/increment) to account for the loss of depth perception.
 

DMG 3.0 p. 66-67: "Variant: Damage to Specific Areas" suggests -2 to penalty to the following:

Spot, Search, Appraise, Alchemy, Forgery, Decipher Script, Open Lock, Disable Device, Craft, Read Lips, Scry, Sense Motive, and Spellcraft checks; Wilderness Lore checks (for tracking); initiative checks; Dexterity checks; Reflex saving throws.
 

Delta, thanks for the info. In the 3.5 DMG it's on page 27. I knew someone on these boards could point me in the right direction.
 


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