Character Flaws (DnD Variant Rule)
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[edit] In the King's Court of Waterdeep
"You're the adventuring Group?"
"Ye-yes s-s-s-sir," said the mage standing before him. The king surveyed the group critically. There were all the elements here of a good adventuring group. But something was off.
Their Cleric, who seemed to be battle hardened, has the most meticulously cleaned robes the king had ever seen, and he noticed the man compulsively cleaning his glasses, even though they were spotless.
Their druid seemed to be hopelessly removed and able to be distracted by even the slightest dust mote. The King assumed this was standard druid behavior, but most of the druids he had encountered were more...grounded.
Their warrior was constantly twitching, eyes flying from one wall to the other, as though he expected them to close in on him.
There was another man, who the King assumed was their rogue, was staring at him, with a hungry sheen in his eyes.
And of course, there was the mage, who seemed to be unable to make it through a sentence without stuttering.
"Then you know your job?"
"Of-of cou-ourse sir. We will happily do i-" The mage was interrupted as the rogue rushed forward, shoving him out of the way, before he took a flying leap at the king.
"Shiny!"
[edit] Character Flaws
Let's face it: we can't all be perfect, and people don't enter the adventuring profession because they're normal. But yet, fantasy is full of perfectly formed, mentally sound individuals saving the world while the incompetent world watches. That's not accurate, and if life teaches us anything, it's that the more perfect an individual seems, the more they're screwed up on the inside.
Everyone has their little ticks, and these things often make you stronger.
[edit] Choosing flaws
Flaws are chosen during character creation, or gained by traumatic events.
They are counted in the same section as feats, although it does not cost a feat point to gain them.
A character may begin the game with a maximum of 2 flaws, and can only gain more with the consent of the DM.
[edit] Reading a Flaw Entry
Flaws read like Feats, with a few differences.
Name: The name of the flaw.
Prerequisites: Some flaws have requirements.
Summary: Basic summary of the flaw.
Severity: A few flaws, such as OCD or Kleptomania, have differing levels of severity. Each severity level is listed separately with its own detriments and benefits.
Detriments: What makes this is a flaw.
Benefits: Character benefits to compensate for this flaw.
[edit] Twitchy
Prerequisite: Dex 15+
Summary: Your limbs twitch periodically.
Severity: Twitch has three severity levels: Nervous, Startle, and Spasm
[edit] Nervous
Detriment: Any Dexterity based rolls take a -2 modifier unless a successful will save (DC 19) is made.
Benefit: 1 extra feat during character creation.
[edit] Startle
Detriment: If the character takes a listen or spot check, and detects something, the character must take a will save (DC 20) to avoid startling, which consumes a standard action. If the character ever hears a loud or unexpected noise, he must take a will save as well.
Benefit: If the character is subject to a sneak attack, he will automatically counter with whatever weapon he his holding.
[edit] Spasm
Detriment: Every turn the character is in a stressful situation, roll a 1d6. On a roll of a 4 or higher, the character will spasm. The character automatically fails whatever task he was performing, and must make a reflex save to avoid dropping whatever is in his hands.
Benefit: Any creature within melee distance of the spasming character is subject to a hit with the weapon in hand. The character's strength score is considered to be four higher than normal while the character is spasming. The character can exchange the strength bonus for an additional feat.
Please see DnD Flaws for a complete list of the Homebrew flaws on D&D Wiki.
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