Karthica Traits and Flaws (Karthica Supplement)
All of the following rules are entirely optional and not necessary for this campaign setting. However, I thought I would include the non-standard rules that I have used specifically for my own Karthica campaign.
TRAITS
Large pupils: gain low-light vision to 60 feet, but become blinded for one round if you move from an area of darkness to full light (i.e. daylight)
Disfigured: +2 intimidation, -2 charm
Squat: +2 to resist being knocked down, but -2 to jump checks
Impulsive: +2 initiative, must succeed on a DC-15 concentration check to delay an action
Voracious: The character can eat twice as much as a normal individual
Strong Metabolic Response: The player must resist any non-magical biological effects, whether he wants to or not. He gets a +4 on his throw.
Lucky: May add +1 to a single roll per session
Large hands: +1 unarmed damage, -1 to dexterity for manipulating fine objects (e.g. a lockpick), +1 to hand strength checks
Far-sighted: +2 spot, -2 search
Near-sighted: +2 search, -2 spot
Mental fortress: +4 to resist persuasion, -4 to persuade
Kleptomaniac: +4 sleight-of-hand, must DC-12 will check to avoid trying to steal an object of great monetary or personal value
Plain: +4 to disguise and to move unnoticed, but -1 charisma
Sleeping giant: -2 strength outside of combat, +1 strength in combat
Aggressive: +1 attack bonus, -1 AC
Defensive: +1 AC, -1 attack bonus
Cautious: Reflex save to avoid being flat-footed, +2 to notice a trap or ambush, -5 speed
FLAWS
Forgetful: -2 to remember a piece of information
Poor eyesight: -2 to sight
Poor hearing: -2 to listen
Heavy-footed: -2 to move silently
Stinking: -2 to charm when within 5 feet of other individual
Distracted: -2 to initiative
Narcoleptic: on an initiative roll of 1, you must test fortitude (DC-12) or fall asleep
Alcoholic: you are an incurable alcoholic
Phobia: You have a phobia. Must check or be shaken/afraid.
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