Extreme Boredom (3.5e Flaw)
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 Extreme Boredom
When nothing interesting is happening, you fall asleep.
Prerequisite: No Sleeping Disorder, not an elf (ie you sleep, not trance)
Effect: Whenever the party is alone you must make a Will Save (DC 20) or fall asleep (this includes any NPCs or special character's that may temporarily be traveling with your party), in a noisy or crowded place (like a city) you may stay awake for 1d4 hours then you must make a Will Save (DC 15) or fall asleep because you have become accustomed to your surroundings. Should you succeed your will save you may stay awake for 1d4 hour(s) or until you choose to sleep anyway. Members of the party can wake you up by succeeding a shout check (DC10), or by hitting you. For every 4 hours you sleep you recover one forth of your total hp.
Note: You are not woken up by members of the party dragging/carrying you, nor by them talking at a normal volume.
If the party is within a 120ft proximity of anything living (average wildlife/NPCs don't count unless they are hostile) or just out of the ordinary, you instantly wake up (even if it hasn't been detected yet). While this makes you an excellent night watchmen and all-around warning beacon for your party, it leaves you susceptible to theft and practical jokes from other members of the party.
Note: When you wake up you only know what woke you if you make the necessary spot/listen check(s) as determined by the DM, unless it's obvious.
Only take this flaw if you think your DM will honor it, lousy DMs wont say you wake up before monsters ambush the party, even though they should.
This flaw isn't recommended if you are the largest/heaviest member of the party, as you must be dragged or carried most of the time. This flaw also isn't suggested for magic-users because it makes things far too complex when recharging spells.
Benefit: Bonus feat, immunity to sleep effects such as the spells Sleep, Symbol of Sleep, and Lullaby. You can also sleep in medium or heavy armor without getting fatigued.