Tome of Flaws:Descriptions of Addictions, Flaws and Phobias T (3.5e Sourcebook)
Taking it Easy (Flaw)
Description: The weaklings do not deserve your full strength, you prefer to play with them and only reveal your true strength when facing a worthy foe.
Effect: As long as you are above half hit point hit point you take a -1 penalty to attack rolls, opposed ability check, skill checks, caster level of spells that do not target only yourself and DCs.
Special: If you are dealt at least half your remaining hit points in damage in a single attack or you are brought down below half hit point by a creature in a single fight, the creature become a 'worthy foe'. Other circumstances (up to the DM) can also make a creature a worthy foe. You do not take the penalties of this flaw against worthy foes.
Temper Tantrum (Flaw)
Description: You have a bad temper and have a tendency to throw hissy fits.
Effect: Whenever you miss an attack roll or are dealt damage you become irate and fall under all penalties and none of the benefits of a Barbarian's rage for 1 minute. You may still perform actions which normally cannot be performed while raging, but with a -4 penalty. You may calm yourself as a move action.
Select one semi-common circumstance which also causes this effect in or out of combat (such as being ignored or denied something, failing a certain skill check). This also causes you to become enraged as above but you cannot calm yourself.
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.
Tentacular Mist (Substance Addiction)
Description: Tentacular Mist is a drug derived from Displacer Beasts organs. It is made by combining certain organs of the beast with various herbs and spices. It allows the character to gains Displacement like a Displacer Beast for 1D4 hours.
Initial Effect: Displacement (Su): A light-bending glamor continuously surrounds the character, making them difficult to surmise their true location. Any melee or ranged attack directed at them has a 50% miss chance unless the attacker can locate them by some means other than sight. A true seeing effect allows the user to see the character’s position, but see invisibility has no effect. Secondary Effect: The character must make a Will Save when taking the drug DC 15. If they fail the save, everything is displaced for the duration of the drug’s effects.
Side Effects: After the drug wears off, the character is partially blind for the next 1D4 hours.
Overdose: If the drug is taken more than once in a 24-hour period, everything is displaced for the duration of the drug’s effects.
Delivery: Eaten
Addiction Rating: High
Price: 8 Silver per dose.
Resistance DC: 20
Alchemy DC: 20
Terrible Tumbler (Flaw)
Description: Kids roll down hills gracefully; you flail like a dying fish.
Effect: You can never make a Jump or Tumble check to avoid falling damage, nor can you choose to take non-lethal falling damage by deliberately jumping. In addition, you take a -2 penalty to Jump checks and Tumble checks.
The Barkening (Flaw)
Prerequisite: Must have one ability which Concentration is applied to (such as spells, certain talents or skills).
Description: You are cursed by the God of Dogs. The barking will never end.
Effect: You are constantly under the effect of an incurable curse of cacophonous chorus, in the form of barking dogs. You always hear them, just around the corner, in the walls, under the ground, IN YOUR MIND!
Special: You gain +1 attack and damage against canines.
Theophobia (Phobia)
Trigger: The Divine.
Effect: When encountering divine beings, 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.
Tourette syndrome (Flaw)
Description: Your character has Tourette syndrome.
Effect: You have physical and vocal tics. Whilst you can suppress the urges for most of the time, sometimes you must find release at inopportune moments. You take a -4 penalty to Move Silently and Balance checks. Your arcane spell failure chance for spells with somatic, verbal, or material components increases by 10%.
TrapLover (Flaw)
Description: If you see a Trap you have the urge to set it off.
Effect: You take a -4 penalty to Disable Device checks. If you are within 30' of a trap you know about, you are Shaken until you personally trigger the trap or the trap can no longer be seen by you.
Traumatic Flashback (Flaw)
Description: You've had something traumatic happen to you, and every so often it comes back to haunt you.
Effect: Whenever you first enter a stressful situation, you must make a Will Save DC 15 + 1/2 HD. On a failed save, you are rendered Shaken (even if you would otherwise be immune) and must make another save. If you succeed on the second save you are simply Shaken for the duration of the encounter or for 1 minute. On a failed save, you begin to hallucinate and act as if both Shaken and confused (again bypassing immunities) until the end of the encounter + 3 rounds, or until snapped out of it. Another creature within reach can snap you out of your confused state as a standard action, giving you another Will Save to reduce it down to the Shaken effect and negate the confusion. Treat results of "attack the caster" as acting normally, but forced to take aggressive action if possible.
In addition, choose one particular semi-common event, creature, or object. When exposed to this triggering substance you must make a save as if you entered a stressful situation. Even on a successful save you are treated as stressed, and so cannot take 10 on skill checks while in line of sight to the trigger.
Special: While in your confused state, you are immune to further mental manipulation via charms and compulsions.
Triskaidekaphobia (Phobia)
Trigger: Rolling a natural 13.
Effect: When the character rolls a natural 1 or 13, they fumble.
Troll Spit (Substance Addiction)
Description: This thick, greenish paste is the distilled troll blood with opiates. Initial Effect: User heals 1 hit point per round for 2d4 rounds.
Secondary Effect: The character will start to feel an increasing amount of pain after the initial effect wears off. They will begin to lose 2 hit points per round for 2d8 rounds. If the character is brought to 0 hit points, they collapse and stop taking damage from Troll Spit.
Side Effects: Feelings of intense rage last for 1d4 hours.
Overdose: If more than one dose is taken in a 24-hour period, the user immediately falls unconscious for 1d4 hours (Fort DC 18 negates).
Delivery: Eaten.
Addiction Rating: Extreme.
Price: 5 Silver per dose.
Resistance DC: 15
Alchemy DC: 15
True Form (Flaw)
Prerequisite: Shapechanger Subtype
Description: You have one true form, maybe because of a curse or plain forgetfulness you always revert to it subconsciously.
Effect: Whenever you take on another shape you need to maintain it as a move or swift action in stressful situation. Outside of stressful situation you will always revert to your natural form within 1 minutes unless you succeed a DC 15 Control Shape check, if you succeed it revert in 1d4x10 minutes instead. The change is barely perceptible and thus is often not noticed.
This flaw applies to ability like Alternate Form, Change Shape, [Polymorph] spells or other spells or ability which change your appearance, such as effects which replicate the effect of alter self or disguise self for instances. It does not apply to effect which add to your appearance, such as using a spell to grow wings, but it will revert any cosmetic change such a spell bring.
Two Left Feet (Flaw)
Prerequisite: Two Feet and Legs
Description: You trip up over your own legs.
Effect: Whenever you move more than half your movement speed, you have a 20% chance of simply falling prone instead. In addition, you cannot run, and you take a -10 penalty to balance and perform (dance) checks.
Trypophobia (Phobia)
Trigger: Small Holes.
Effect: When encountering small holes (on 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.
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