Tome of Flaws: Descriptions of Addictions, Flaws and Phobias G (3.5e Sourcebook)

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Garbledegoop (Flaw)

Description: Due to a habit of rambling, thick accent, or just a fat tongue, your words tends to geut mickkins apu n'oote ven b'oendarestude...

Effect: When you speak any message more than 5 words long, you have a 20% of speaking gibberish, losing the meaning of anything you say this round. If you cast a spell with vocal components, it has a 20% chance to be affected by misspell.


Gearworn Curse (Flaw)

Prerequisite: Corporeal

Description: You can't put things down.

Effect: After 2 rounds, any gear/inanimate object you wear or wield cannot be put down or taken off due to a deep-rooted curse. A remove curse spell cast on the held item allows you to drop or remove it within 1 minute before your curse reasserts a hold on it. The curse only applies to items that weigh less than your light load, thankfully. Carried gear that isn't worn or wielded isn't affected by this curse.

Special: You cannot become immune to curses. If you become incorporeal, you lose the access to the granted feat until you qualify again.


Gephyrophobia (Phobia)

Trigger: Crossing bridges and tunnels.

Effect: When attempting to cross bridges or tunnels, the character must make a Will Save equal to 10+ their level.

Each round the character is in the presence of their Phobia they must make a Will Save and it is increased by one each round.

If they fail their save, they suffer from the following effects:

The first time they fail their check they become Shaken.

The second time they fail their check, they become Frightened.

The third time they fail their check, they become Panicked.

A character that is no longer in the presence of their Phobia can make a DC check based off their last failed roll to remove the effects of the Phobia. They can only make this roll once every ten minutes.


Glass Jaw (Flaw)

Prerequisite: Cannot be immune to critical hits by virtue of type or subtype.

Description: When you're hit hard, you're hit REALLY hard.

Effect: Opponents gain a +6 bonus to confirm critical hits against you. In addition sneak attacks against you deal an additional +1 damage per die.


Gloryhound (Flaw)

Description: You want glory, prestige or maybe just a real good fight. A gloryhound will typically risk everything for the glory of a challenge. You may be virtuous or wicked but the call of glory truly captures your heart.

Effect: You are unable to take the Withdraw action and you are Shaken for 1 round after you disengage from melee with any opponent you did not defeat. Your thirst for glory makes you accept challenge ability (such as a Sublime Samurai's Challenge) unless the challenge would force you to act against your nature. Whenever someone issue a reasonable challenge (that is not an ability) you must make DC 15 Will Save or must accept it, you only need to do this once per particular challenge.

Special: Additionally you are more vulnerable to being provoked; you take a -4 penalty on saving throws, checks, or DC made to resist being provoked by ability such as the Goad feat.


Glue (Substance Addiction)

Description: This yellowish paste is rubbed on the hands of the user. It is derived from a mold that is found under rocks in temperate forests. Once rubbed over the palm and fingers, the drug takes effect in 10 turns.

Initial Effect: The drug causes the users hands to remain in fists until the drug wares off in 4 hours. They are unable to ungrasp their fingers from clinched fists.

Secondary Effect: None.

Side Effects: After the drug wears off, their Str and Con suffer 2 damage for the next hour.

Overdose: None.

Delivery: Skin Contact.

Addiction Rating: Low.

Price: 1 Silver per dose.

Resistance DC: 30

Alchemy DC: 25


Go Last (Flaw)

Prerequisite: Dex 15

Description: You don't take the initiative.

Effect: Your initiative is always the lowest Initiative -1.


Gold Metal (Phobia)

Trigger: If you touch gold you become Shaken until you can no longer see the item.

Effect: You cannot handle gold; it will consume your will if you do.

If they do not leave the presence of the gold, every round they must make an additional roll with an increase at +1 per round they are near the gold (within 30 feet).

If they fail their save, they suffer from the following effects:

The first time they fail their check they become Shaken.

The second time they fail their check, they become Frightened.

The third time they fail their check, they become Panicked.

A character that is no longer near gold can make a DC check based off their last failed roll to remove the effects of the Phobia. They can only make this roll once every ten minutes.


Graceless Aging (Flaw)

Prerequisite: Must be Middle Age or older for your race, must be a race with ability score adjustments for age.

Description: Age penalties, no age bonuses

Effect: You do not gain bonuses to your mental ability scores for any increases to your age category.

Special: If you gain a class feature that negates aging adjustments (Such as the Monk's "Timeless Body"), you lose the benefits of the feat granted by this flaw.


Gullible (Flaw)

Description: You are so extremely gullible. I mean, the town guard did say the only way to save the world was to bring him a beer, and the barkeeper did say the price of a beer was 20 gold, and the money changer DID say a platinum was worth two golds. They can't be wrong, right?

Effect: You take a −2 penalty to Sense Motive checks, and whenever a non-hostile creature successfully uses Bluff to make you do something, you are compelled to do it as the suggestion spell (with the same restriction). You are allowed a Will Save (DC equal to 10 + 1/2 bluffer's HD + bluffer's Charisma modifier). This is an extraordinary effect. You do not need to carry out any order which is contrary to your nature even if they are not obviously harmful. If you succeed on the save or the original Sense Motive check, you are immune to the effect of this flaw against that creature for 24 hours. If the creature attempts to make you do something outright suicidal, or if the task had a very, very clear negative effect, you are immune to the effect of this flaw against that creature forevermore.


Gynophobia (Phobia)

Trigger: Female humanoids

Effect: When encountering a female humanoid, the character must make a Will Save equal to 10+ the female humanoids HD or suffer they suffer from their Phobia.

Each round the character is in the presence of female humanoid they must make a Will Save and it is increased by one each round.

If they fail their save, they suffer from the following effects:

The first time they fail their check they become Shaken.

The second time they fail their check, they become Frightened.

The third time they fail their check, they become Panicked.

A character that is no longer in the presence of a female humanoid can make a DC check based off their last failed roll to remove the effects of the Phobia. They can only make this roll once every ten minutes.


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