Tome of Flaws: Descriptions of Addictions, Flaws and Phobias O (3.5e Sourcebook)
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Prerequisite: Dexterity 13 or lower
Description: Let's just say you enjoy a good feast. Ten times a day.
Effect: Your weight is the maximum possible value for your race. Half of your weight contributes towards your load. Normal armor, clothing and outfits do not fit you and must be custom-made for twice the normal cost.
Obsessive Revenge (Flaw)
Description: You really, really hate one particular group of people, who may or may not have wronged you in the past. You are restless when you don't make sure those bastard pay.
Effect: Choose a group present in the setting, you take penalties as if you had 1 negative levels (including attack rolls, saves, caster level, and so forth, but not hp and you can't die from these pseudo-negative levels) when not directly opposing this group (either in combat or out of combat). If you have not pursued your revenge for 24 hours you become fatigued (bypassing immunity to fatigue) as you become restless and uneasy.
Obvious Signature (Flaw)
Description: You place your signature symbol or mark everywhere, you just can't help it.
Effect: All of your crafted items, spells, and attacks leave a signature mark behind which is obvious to everyone. It may be carving a Z in a creature with your sword, having all your spells accompanied by screaming skulls and leaving behind white feathers, or all of your crafted gear is curiously bat-shaped. In any case witnessing these marks leaves no questions about who you actually are, breaking disguises and revealing you are responsible for the things in question. In addition you take a -6 penalty to Bluff checks for the purposes of acting, Disguise, and Perform Acting as you instinctively start making your sign everywhere.
If you have a special feat or class ability which gives you alternate egos or any sort, the signature can be associated with your alter ego rather than your base self.
Old Wound (Flaw)
Prerequisite: Must be able to feel pain.
Description: You have an old wound, be careful not to aggravate it.
Effect: You have an old wound which can become aggravated when subject to trauma. When subject to a critical hit (regardless if you are immune to critical hits or not) you are wracked with pain from your wound, taking a -4 penalty on attack rolls, AC, skill checks, and ability checks until you make a DC 15 Concentration or Heal check as a full attack action to settle the pain back down. Lastly you suffer a -2 penalty on saves against pain effects.
Prerequisite: A race with two arms normally.
Description: You only have one arm by birth or accident.
Effect: You only possess a single arm, hampering your ability to manipulate the world. Tasks which require two hands to perform automatically fail, and all other tasks which require the hands take a -2 penalty on their checks. For your bonus feat you may also select EinhanderPHB2, using other limbs to substitute for your "off hand".
Prerequisite: Must have two or more functional hands.
Description: You spent so much time working on one arm's strength that your other arm has suffered from lack-of-use.
Effect: You have one strong arm, which allows you to use two-handed weapons with one hand, but because your other arm is basically limp and has shrunken in size, you cannot wield any weapon with two-hands, and thus do not gain a bonus to strength from doing so. Furthermore, you suffer a -8 penalty on checks related to tasks that would require two hands (climbing, rope use, siege equipment, balance, ride, etc.).
Prerequisite: Your race must normally have two or more eyes.
Description: Through an accident or simple misfortune, you only have one eye.
Effect: You only have one eye, and as such have no depth perception. The Medium and Long ranges of all of your spells, powers, and similar abilities are only half as far as normal. Additionally, you halve the range increment of all ranged weapons you use.
Ooo Shiny (Flaw)
Description: You are easily distracted by valuable things.
Effect: When within 30 ft of glittery or shiny objects not in possession of yourself or your allies, you are dazzled. In addition, pick one particular shiny object or substance of at least semi-common nature, such as a handful of coinage, swords, mirrors, jewels, or similar. When in range of these items you must make a Will Save (DC 15 + 1/2 HD) or become fascinated for 5 rounds. If you are in the middle of combat, the DC drops by 5.
Special: If you are subject to compulsion (such as by suggestion) to acquire a shiny object, you take a -2 penalty on the save, or -5 if it’s the chosen favored shiny object.
Out of Shape (Flaw)
Description: You haven't worked out in a while, and your physical abilities suffer for it.
Effect: You suffer a -2 penalty to any physical score of your choice (Str, Dex, or Con)., and suffer from "Anti-Endurance", taking a -4 penalty on anything Endurance would apply to. You also become fatigued if you sleep in any armor. Lastly, choose one of the following from below:
• Overweight: You take movement penalties as if wearing heavy armor, and cannot use evasion and other abilities unable to be used in heavy armor.
• Tiring: After 3 rounds of any stressful situation, you are rendered Fatigued or Exhausted after 5 rounds, bypassing normal immunities. This fatigue is removed after 15 minutes of rest.
• Weakened: The -2 penalty to ability scores applies to all three physical ability scores instead.
Description: You lose even more spell schools than normal.
Effect: You lose two spell schools known, as a specialist wizard, but gain none of the benefits. You must maintain a caster level equal to 1/4th of your character level or lose the benefits of this flaw.
Prerequisite: You must weigh at least 50% more than what is the norm for your species, height, and build.
Description: You are very heavy set.
Effect: Due to your heavy weight, you are always encumbered, even when you carry no equipment, and you have overall poor physical fitness. You are treated as carrying a medium load even when your load is light, and you take a -4 penalty to all Constitution checks made to continue performing strenuous activities, like travel, running, or holding your breath.
Every time you are forced to make a skill check that applies armor check penalty, you must make a DC 10 Constitution check to avoid fatigue or exhaustion. The check DC increases by a cumulative +1 for every such skill check undertaken until at least one hour of uninterrupted rest resets it to 10.