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

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Reckless Fighter (Flaw)

Description: Your fighting style has a particular and dangerous flaw, whenever you attack you leave yourself open for counterattack. Perhaps this is because of your own impatience, a purposeful flaw impacted by a cruel master or simply a voluntary high risk high reward combat style.

Effect: Whenever you make an attack you take a cumulative -1 penalty to AC until the start of your next turn. If you cast a spell you cannot cast defensively.


Reincarnated Misfortune (Flaw)

Prerequisite: Must have been affected by Reincarnate, or some other means of reincarnation

Description: Things in this life remind you of things from your last, and these things make you sad.

Effect: From time to time, the character sees something that reminds him of his former lives. At the start of every encounter, there is a 25% chance that he notices something that causes him to recall his past. If this happens, he is dazed for 1 round and thereafter is Shaken until the encounter is resolved.


Reincarnation Misfortune (Flaw)

Description: Reincarnation does strange things when used on you.

Effect: Before rolling for what race the character comes back as, there is a 1 in 4 chance that the character comes back as an animal instead. If they become an animal, they maintain all their intelligence and experiences as if they were a brought back with a normal resurrection spell. Use the Reincarnation Creature Chart to determine the animal that they come back as:

Reincarnation Creature Chart
Roll Animal
01-02: Alligator/Crocodile
03-04: Ape
05-06: Baboon
07-08: Badger
09-10: Bat
11-12: Bear
13-14: Bird
15-16: Bison
17-18: Boar
19-20: Camel
21-22: Cat
23-24: Cheetah
25-26: Cow
27-28: Crab
29-30: Deer
31-32: Dog
33-34: Donkey
35-36: Eagle
37-38: Elephant
39-40: Fish (Aquatic Only)
41-42: Fox
43-44: Hawk
45-46: Horse
47-48: Hyena
49-50: Leopard
51-52: Lion
53-54: Lizard
55-56: Manta Ray (Aquatic Only)
57-58: Mongoose
59-60: Monkey
61-62: Mouse/Rat
63-64: Mule/Pony
65-66: Octopus (Aquatic Only)
67-68: Owl
69-70: Porpoise(Aquatic Only)
71-72: Rabbit
73-74: Raven
75-76: Rhinoceros
77-78: Shark (Aquatic Only)
79-80: Sheep
81-82: Snake
83-84: Squid
85-86: Squirrel
87-88: Tiger
89-90: Toad
91-92: Turtle
93-94: Weasel
95-96: Whale (Aquatic Only)
97-98: Wolf
99-100: Wolverine


Ridiculous Hat (Flaw)

Prerequisite: Must be able to wear an hat.

Description: You have a ridiculous hat, no one take you seriously.

Effect: You are constantly wearing a ridiculous hat; the hat cannot be removed much like a Privacy Hat. The hat causes you to take a take a -4 penalty on all Charisma-based skill checks, the penalty is doubled on Intimidate checks. In combat and in stressful situation the hat is extremely encumbering, you take a -1 penalty to AC and attack rolls.

Ridiculous Voice (Flaw)

Prerequisite: Must be able to speak.

Description: You have a really dumb voice; this is not good for you.

Effect: You have a ridiculous voice; this causes creatures to not take you seriously and it tend to ruin your disguises. You take a -4 penalty on all Charisma-based check and an additional -4 on Intimidate checks and cannot use it to demoralize a creature in combat. Additionally any creature which heard your voice gain a noncumulative +1 to attack and damage roll against you.

Rigor Mortis (Flaw)

Prerequisite: Corporeal Undead Type.

Description: Your transformation into an undead did not reverse the effect of Rigor Mortis. Leading you to be extremely stuff and undexterous.

Effect: You take a -4 penalty to Dexterity and your movement speed is reduced by 10 ft (minimum of 5 ft).


Rotted Limbs (Flaw)

Prerequisite: Undead type or the Regeneration special quality.

Description: You fall to pieces at the worst possible moment.

Effect: Any time you engage in vigorous action (casting a spell with somatic components, using a skill that requires concentration or physical activity, running (but not normal movement), attacking, etc.), there is a 25% chance that one of the limbs you are using for the action falls off. If multiple limbs are in use, roll randomly to determine which limb falls off. You must spend a full-round action to grab and reattach the fallen limb to yourself, which must be in the same square as you. This provokes an attack of opportunity. You lose complete control of a severed limb until it is reattached. Your hand continues to grip whatever it was holding when your arm fell off. A severed leg requires a DC 15 balance check to remain standing, bestows a -4 circumstance penalty on Reflex Saves, halves your movement speed, and prevents you from using the run action.

Special: If you have some supernatural ability to control your limbs such as the Remote Limbs feat, you lose the benefits of this flaw.


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