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

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Callous Variant (Flaw)

Description: You are insensitive to others' feelings, sometimes outright trampling them without notice.

Effect: You take a -4 penalty to all Sense Motive and Diplomacy checks.


Catoptrophobia (Phobia)

Trigger: Mirrors

Effect: When encountering mirrors and other reflective surfaces, the character must make a Will Save equal to 10+ their level.

Each round the character is in the presence of their Phobia (animals, spells, natural effects and the like) 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.


Chivalrous (Flaw)

Description: Whether due to a vow or natural inclination, you do not fight women.

Effect: You may not attack (or aid another in attacking) a female of your race. Furthermore, you take a -4 penalty to attacks against female humanoids of any sort.


Chivalrous Courtesy (Flaw)

Prerequisite: Good or Lawful Alignment

Description: You despise raising your hand against those of the opposite gender.

Effect: -4 on attack against creatures of obviously opposite gender.


City Slicker (Flaw)

Prerequisite: Survival as a class skill

Description: You suffer from a lack of experience in the wilds.

Effect: -4 to Handle Animal, Knowledge (nature) and Survival checks.


Claustrophobia (Phobia)

Trigger: Enclosed space with surfaces 10 ft. or less on two or more sides of you or a ceiling of 10 ft. or less above you.

Effect: When the character is in a tight space, they make a Will Save equal to 10+ their level. They must make this roll for each ten minutes that they are in the tight space. If they fail their roll, they suffer 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 Shaken, Frightened or Panicked character can roll a Will Save to remove the effect, if they are no longer in a tight space. They can only make this roll once every ten minutes.


Clinically Depressed Robot (Flaw)

Prerequisite: Construct type, Intelligence 18+

Description: You are a construct that has an intense depression beyond that of any human, because you have an intelligence beyond that of any human.

Effect: You receive a -10 penalty to gather information checks, a -5 penalty to ride and handle animal checks, and automatic rolls of 1 on bluff checks, diplomacy checks, disguise checks to act in character, intimidate checks, and perform checks. The diplomacy and gather information penalties do not apply against other constructs with this flaw.

Additionally, you are susceptible to morale effects, but only if they impose a penalty rather than a bonus; your perpetual state of self-pity can only ever get worse. However, you do receive any morale bonus that would affect you due to learning the final message from a creator deity to his creation.


Clumsiness (Flaw)

Prerequisite: Your race must have functional eyes and limbs.

Description: You have terrible coordination between your eyes and limbs.

Effect: You take a -4 competence penalty to all Climb, Craft, Balance, Jump, Perform, Psicraft, Spellcraft, Move Silently, Tumble, Use Magic Device and Use Psionic Device skill checks.


Clumsy Build (Flaw)

Description: "Oops. Uh... I can pay for that."

Effect: Clumsy Build causes you to count as a creature one size larger ONLY when it would be Disadvantageous to do so. For example: a medium creature with this flaw would take -1 size penalty to AC, -1 to attacks, -4 to Stealth, must pay for large sized armor (though he still only wields weapons sized for a medium creature), have trouble squeezing through narrower passageways, need a huge or larger mounts for riding, etc. Special: A character who takes the Clumsy Build flaw cannot have Powerful Build.


Code of Arms (flaw)

Description: You hesitate to attack unarmed opponents.

Effect: -4 on attack rolls against creatures not armed with a melee/ranged weapon. This is negated if the creature has a natural attack.


Coimetrophobia (Phobia)

Trigger: Cemeteries and Tombs

Effect: When encountering cemeteries or tombs, the character must make a Will Save equal to 10+ their level.

Each round the character is in the presence of their Phobia (animals, spells, natural effects and the like) 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.


Cold-Blooded (Flaw)

Description: You were raised in the arctic and cannot tolerate heat.

Effect: You automatically fail all Fortitude Saves made to overcome the effects of high temperatures. Fire-based effects deal an additional 2 points of fire damage to you, per die of damage if applicable.


Combat Anxiety (Flaw)

Prerequisite: Must not have immunity against fear effects.

Description: You can't handle the pressure of combat.

Effect: Whenever threatened by 2 or more foes, characters with combat anxiety must make a Will Save roll with a DC of 20. If they fail this check, they will be unable to fight normally. They may still fight defensively if they are cornered, but must otherwise either flee or fully defend themselves. They are not affected by fear by this flaw and can be made Frightened normally.


Combustible (Flaw)

Description: In short, when the material that you are comprised is exposed to a very high temperature it violently combusts in the form of a dramatic explosion. You have learned to like rather cool places as a result.

Effect: If the PC touches flame for longer than one round (including magical flame), or is damaged by a powerful shock (dragon's breath, call lightning, etc. - any shock dealing capable of dealing 2d6 damage or more) you burst into flames. If these flames persist for more rounds than your Constitution modifier, you violently explode, dealing 10d6 damage to yourself and everything in a 15 foot sphere around you. Also, you may not ever gain fire resistance or immunity.


Command Word (Flaw)

Prerequisite: Must have living construct or construct type.

Description: You have a secret command word, known to yourself and your creator, that forces you do the bidding of whoever speaks it.

Effect: When someone speaks your command word, they can order you as per the suggestion spell (8th level caster), but without the need to sound reasonable or convincing. You can never be ordered to directly kill or harm your creator, yourself or the person who spoke your command word. Only one person can speak your command word at a time, in a group the first person to say it gains control and maintains control for the duration of the effect.

Special: You are constantly aware of your command word and are free to tell it to anyone. Additionally, the detect thoughts spell, or any similar effect, can detect this word as it is constantly in your surface thoughts.


Command Word (Flaw)

Prerequisite: Living Construct, Construct or cursed.

Description: You have a command word that controls you; everyone who knows the command word has control over your actions.

Effect: When someone speaks your command word, he can direct an order to you. Treat this as a Suggestion spell (8th level caster, no save).


Constant Depression (Flaw)

Description: Perhaps your heart broke, maybe something real bad happened in your past or perhaps your dream just flew you by. You are depressed, which make you sluggish and your morale tend to be low.

Effect: Your constant depression make you sluggish, you take a -2 penalty to your AC and all your speeds are reduced by 5 feet. You halves any morale bonus you receive as well as their duration.


Corruptible (Flaw)

Prerequisite: Any non-good alignment.

Description: The character is easily led astray, even to the potentially fatal detriment of other party members.

Effect: You take a -4 penalty to Will Saves against mind-affecting and compulsion effects. Furthermore, you are not granted additional saves when confronted with a suggestion that might conflict with your ethics or morals, nor do spells automatically fail when if you are compelled to harm something or someone, such as with the suggestion spell.


Coughing Fit (Flaw)

Description: You keep coughing, which is highly disruptive for surviving as an adventurer.

Effect: Whenever you attempt to speak (be it from talking, vocal components, or other events), you have a 15% chance that you will enter a coughing fit. For 1d4 rounds, you are staggered and unable to speak as you keep coughing. If you roll a 4, roll again. If you have rolled another 4, you are nauseated instead of staggered. Both effects bypass normal immunities.

This also takes place whenever you need to hold your breath, lose your breath (such as from the stolen breath spell), and whenever you initially become fatigued or exhausted, as you are forced to catch your breath and may start coughing. If you were holding your breath, this will cause you to inhale.


Coulrophobia (Phobia)

Trigger: Clowns

Effect: When encountering Clowns, Jesters and like characters, the character must make a Will Save equal to 10+ their level. Each round the character is in the presence of their Phobia (animals, spells, natural effects and the like) 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.


Coward (Flaw)

Prerequisite: Must not be immune to fear.

Description: You are susceptible to fear.

Effect: You have a -6 penalty on all saves against fear effects. Even if you succeed on such a save, you are still Shaken for 1 round.

Special: If the effect would normally leave you Shaken on a successful save, then you become Frightened, instead. If the effect would normally leave you Frightened on a successful save, you become panicked. This flaw overrides any class features, such as a Paladin's aura of courage, should they come into conflict.


Crazy-Eyed (Flaw)

Prerequisite: Must have at least one eye.

Description: You look like you are about to kill someone.

Effect: You suffer a -2 to your Cha based rolls.

NPCs don't trust you, they don’t want to talk to you, and they just don't want to die.

All lower level friendly NPCs will attempt to avoid you in social settings. If you interact with them they are Shaken if they fail a Will Save with a DC of 10+your current level.

Special: You gain a +2 to Intimidate, as long as they can see your eyes.


Crippled (Flaw)

Prerequisite: Must be from a race with a move speed.

Description: You cannot walk and doing physical activities is borderline impossible.

Effect: You do not have a move speed and cannot gain one, although you can benefits from a wheelchair. You may still move through spell, powers and whatnot. In any case taking any physical action end your turn after the action resolve, be it to move, cast a spell with somatic components, attack or etc.


Cryophobia (Phobia)

Trigger: Cold

Effect: When encountering cold or ice (including creatures, objects, ect.), the character must make a Will Save equal to 10+ their level.

Each round the character is in the presence of their Phobia (animals, spells, natural effects and the like) 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.


Cursed in Sin (Flaw)

Description: Because of your actions and the action of your ancestors, you became gravely cursed; the mark of your imperfection is apparent, the divine shun you, and you are harder to bring back from the dead.

Effect: You have a mark somewhere visible on your body that behaves like the one given by the brand heretic [evil] spell that never heals (this includes the hit point loss). You take a −4 penalty on all Charisma checks against creatures that see your mark assuming they can recognize it (DC 12 Knowledge (The Plans) check). Additionally, the Gods themselves shun you; you take a −2 penalty on all saving throw against [Evil] spells and gain spell resistance 11 + character level, but this spell resistance only applies against divine spells that are beneficial to you and cannot be voluntarily lowered.

Whenever you die, you are sent to a lower plane, no matter your actual alignment. You can still be raised from the dead as normal.



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