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Feats

Anti Feats

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ANTI-FEATS

The anti-feat is a penalty that a character takes.  Sometimes called flaws, they disadvantage the character in some way that is then compensated for by the immediate taking of a standard feat.  The anti-feat and the feat taken as a result of the anti-feat must have some relation, which is ultimately allowed or not by the DM.

Anti-Feat

Prerequisite

Benefits

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

 

ANTI FEAT NAME

A description of how the feat works.

      Prerequisite:  Anything that a character needs to possess before acquiring this anti-feat.  This could include an ability score minimum, a level minimum, a racial requirement, a class requirement, etc. 

      Penalty:  How the anti-feat hinders a character.  Anti-feats cannot be taken multiple times by the same character.

      Normal:  This describes what characters have to do if they do not possess this anti-feat and wishes to attempt an action that the anti-feat hinders doing.

      Special:  Other facts that relate to this anti-feat.

      Possible Feat Connections:  Some feats that would naturally go with this anti-feat.

 

FAR SIGHTED

The character has poor vision that makes it difficult for him to see close.

      Prerequisite:  None. 

      Penalty:  A near-sighted character receives a -1 penalty to all melee attacks.  It costs the character double the skill points to take ranks in Literacy.  The character receives a -2 penalty to the following skill checks: Decipher Script, Forgery, Open Locks, and Search.

      Normal:  The character receives no penalties to melee attacks, can read without tools or aid, and receives no penalties to skill checks due to vision.

      Possible Feat Connections:  Far Shot.

 

FRAIL

The character is weak and not able to withstand physical adversity as normal.

      Prerequisite:  The character may not be a race which receives a bonus to Constituion

      Penalty:  A frail character receives a -2 penalty to Fortitude saving throws and receives one less hit point per level, to a minimum of 1.

      Normal:  The character receives no penalties to Fortitude saving throws or hit points.

      Possible Feat Connections:  Improved Initiative.

 

NEAR SIGHTED

The character has poor vision that makes it difficult for him to see at distance.

      Prerequisite:  Ability to see normally without racial penalties to sight. 

      Penalty:  A near-sighted character receives a -1 penalty to all ranged attacks.  In addition, penalties for range increments are doubled.  The character also receives a -1 penalty to spot checks and a range increment penalty for Spot checks is doubled.

      Normal:  The character receives no penalties to range attacks or to Spot checks at close range.

      Possible Feat Connections:  Blind-fighting.

 

NIGHT BLIND

The character has great trouble seeing at night.

      Prerequisite:  May not have low-light or darkvision. 

      Penalty:  A character that is night blind can only see half as far as normal at night or in lighting of a torch light or dimmer.  They receive a -2 penalty to the following skills at night or in lighting of a torch light or dimmer: Spot, Search.  They receive a -2 penalty to ranged attacks and range increment penalties to hit are doubled at night or in lighting of a torch light or dimmer.

      Normal:  The character receives no additional penalties to attacks or skill checks at night.

      Possible Feat Connections:  Stealthy.

 

SLUGGISH REFLEXES

The character's reactions are slow.

      Prerequisite:  The character may not be a race which receives a bonus to Dexterity. 

      Penalty:  A sluggish character receives a -2 penalty to Reflex saving throws and to Initiative.

      Normal:  The character receives no penalties to Reflex saving throws or Initiative.

      Possible Feat Connections:  Power Attack.

 

 

 

     

     

 

 

 

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