Animal Magnetism (3.5e Flaw)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 14:51, 22 March 2021 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: Every flaw is either poorly defined, easily mitigated, lacking a meaningful effect, crippling to the point that no-one would take it, or similar to an existing feat on this wiki. This is a blanket maintenance tag for all the pages in this series.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance


Animal Magnetism[edit]

How does Snow White manage it? You don't even have to sing, and the critters still come running. OW! GET AWAY!!
Effect: Animals REALLY love you. Any creature with the animal type that comes within 60 feet of you will move adjacent to you and remain there, moving with you if you move. Affected animals stare at you, make noises to attract your attention, and try to nuzzle up against you until you manage to shoo them away. Shooing an animal away is a full-round action that provokes attacks of opportunity. A shooed animal retreats to a 30 foot distance and stares longingly at you, making pitiful noises for 1 minute before wandering off, dejected and heartbroken. Shooed animals are not attracted to you again for 24 hours. Needless to say, a character with this flaw takes a cumulative -1 circumstance penalty to all skill checks; attack rolls and saves (to a maximum of -10) for every animal adjacent to him, as the animals are extremely distracting. Below is a chart for determining how many animals are attracted to the character, to be rolled once every 4 hours or once per scene by the DM. Depending on the current environment, DMs are free to adjust the results as they see fit. Animals should be environment appropriate (for the most part).



Back to Main Page3.5e HomebrewCharacter OptionsFlaws


Suggested Random Animal Encounters
1d100 Animals Attracted
1-15 1d4 tiny animals or 1 small animal
16-30 1d8 tiny animals or 1d4 small animals
31-45 1d8 small animals
46-60 1d4 small animals or 1 medium animal
61-75 1d8 small animals or 1d4 medium animals
75-85 1d8 medium animals or 1-2 large animals
85-95 1d8 dire animals or 1d4 huge or larger animals
96-99 Any lower result, but the animals will attack any party members who get to close.
00 roll twice, combine results, ignore further rolls of 100


Back to Main Page3.5e HomebrewSourcebooks

Home of user-generated,
homebrew pages!


Advertisements: