Tome of Flaws: Descriptions of Addictions, Flaws and Phobias E (3.5e Sourcebook)
Easily Confused (Flaw)
Description: You are not sure of what is going on.
Effect: During the first round of every battle, you are confused, although you may decide before rolling to babble incoherently. For the purpose of this confusion, the nearest hostile creature is counted as the caster, and you may choose to babble incoherently instead of attacking the nearest creature. You take a −2 penalty on all saving throws against effects that would confuse you. You are also extremely vulnerable to trickery, taking a −5 penalty on Bluff and Sense Motive checks.
Easily Distracted (Flaw)
Description: "Where'd the other shipment of dru...OOH A BUTTERFLY!!"
Effect: You receive a -4 penalty on any saves to resist. This includes abilities like fascinate, distract, prismatic spray, color spray, hypnotism and hypnotic pattern, and any other effects that rely on capturing your attention. Additionally, you receive a -2 penalty to initiative rolls and a -4 penalty on concentration checks.
Easy Target (Flaw)
Description: When you are not at your best you are much easier to hit.
Effect: Your flat-footed AC and touch AC are no higher than 10 +1/2 Hit Dice. Additionally any temporary penalties you take to your AC (such as being stunned) is doubled.
EMP Vulnerable (Flaw)
Prerequisite: Construct type
Description: You're susceptible to EMP blasts.
Effect: Whenever you take electric damage equal to 10 + HD or greater, or whenever in direct contact or influence of a strong magnetic effect (such as industrial magnets or the effect of spells and powers like magnetic oscillation), you must make a Fortitude Save equal to the effect's save DC, or DC 15 + 1/2 HD, whichever is higher. If you fail the save, you are dazed. You can break free from the dazing effect by making a save attempt at the start of your turn each round. The dazing bypasses immunity to dazing.
A creature with ranks in the Knowledge (Xeno) or Program skill can take a standard action to reboot you, using their check result as your effective save against the dazing.
Special: If you become permanently immune to electric damage, you lose the benefit of this flaw.
Energy Dependent (Flaw)
Prerequisite: Construct type
Description: You depend on a limited energy supply; eventually, you will run out. Furthermore, sufficiently powerful blows can cause you to short out.
Effect: Your limited supply of energy forces you to 'sleep' for 8 hours each day, or half of that if you are plugged in an energy source. If you fail to recharge you become Staggered until you can recharge properly. You are also vulnerable to power failures, whenever a creature roll a natural 20 and confirm a critical hit against you (even if you are immune to critical hit) you become staggered for 1 round.
Additionally you need to maintain your power core, every year the single Fusion Cell within it must be replaced, which take around 5 minutes of work. If it not done you are constantly staggered until it is properly changed.
Special: The Staggered status inflicted by this flaw bypass immunity.
Energy Vulnerability (Flaw)
Description: You take extra damage from an energy type.
Effect: You gain energy vulnerability in an energy type (acid, cold, electricity, or fire), taking an additional 50% damage to the energy attack. Even resistances you pick up seem less effective; halve any resistances to the chosen element you gain. For example, if resist energy would give you 30 resistance, you only gain 15.
Special: If you ever become permanently immune to your chosen energy type you lose the benefits of the bonus feat gained via this flaw.
Ennui (Flaw)
Description: You are constantly bored, especially if your life isn't on the line. You may have resigned to a life of tedium, or perhaps you seek thrill in all it form.
Effect: You take a -2 penalty to AC and are At Bay from all hostile creatures you are currently engaged in combat with within 60 feet of you. This is not a fear-effect, it simply stem from you not taking the situation seriously. This end the moment a creature deal damage to you, at which point this flaw no longer applies to this creature. If you at least lose 20% of your hit points in an encounter the effect of this flaw are suppressed for the encounter.
Your ennui outside of thrilling situation make you unable to concentrate well on simple task, outside of life-threatening or otherwise interesting situations you cannot take 10 and take a -2 penalty to all skill checks.
Entomophobia (phobia)
Trigger: Insect swarm, or single insect of Small size or greater.
Effect: When encountering insects or insect like creatures, the character must make a Will Save equal to 10+ the insects combined HD.
The character must make a role every round they are in the presence of the insect(s) that they can see.
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 insects 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.
Equinophobia (Phobia)
Trigger: Horse-like animals and magical beasts such as horses and Pegasus.
Effect: When encountering horse-like animals, the character must make a Will Save equal to 10+ the horse-like HD.
Each round the character is in the presence of Horse/Horse-Like being 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 horse/horse-like beings 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.
Excessive Bleeding (Flaw)
Prerequisite: Must have blood.
Description: When you bleed, you bleed a lot.
Effect: If you take any piercing or slashing damage, you begin to bleed 1 hp each round, plus an additional hp at 5 HD and every five HD beyond. This bleeding lasts until you make a DC 15 Heal check as a standard action or you receive any amount of healing.
Effects which cause bleeding or drain blood are super effective. You take a -2 penalty on any saving throws against them.
For the purposes of bleed out, you count your Constitution 6 points lower than normal.
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