Magnetic (3.5e Flaw)
From D&D Wiki
You become magnetic. Everything metal that comes within 5 sq ft of you attracts to you.
Prerequisite: You must be wholly or partially made of a ferromagnetic material such as iron or steel.
Effect: Attacks made against you with a metal weapon have a +2 bonus to the attack roll. Metal-tipped weapons such as arrows or spears have a +1 bonus to the attack roll.
Roleplaying Ideas: You are Magnetic and this supernatural ability may scare opponents away.