Tome of Flaws: Descriptions of Addictions, Flaws and Phobias S (3.5e Sourcebook)
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Sadness (Flaw)
Prerequisite: Must be able to feel emotions.
Description: For a reason, you are eternally sad. Thus you lost your will to live.
Effect: You take a -1 penalty to all saving throws.
Scelerophobia (Phobia)
Trigger: Crime and Criminals
Effect: When encountering crime and those that participate in crime (thieves, assassins, etc.), the character must make a Will Save equal to 10+ their level.
Each round the character is in the presence of their Phobia 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.
Schizophrenic (Flaw)
Prerequisite: Cha +13, Int +13, Living creature with a discernible mind.
Description: Your personality changes, often vibrantly and unpredictably.
Effect: Anytime you are attempting to make a Charisma-based Check (Bluff, Diplomacy, Intimidate...), you must make a Will Save DC 10 + Character Level. The reason this is 10 + Character Level is because as you progress further, you age more and your mind has witnessed greater tragedies and horrors, leaving your mind scarred and fractured. If you succeed the Save, you continue about your business completely normal. However, depending how sever you fail the save you may have different consequences. These consequences stack. Should you fail, you may make a single Save once per Round to try and snap back into your normal mentality. If you fail your Save by a different amount, you now use your current degree. For example, if you failed initially by only 02, you may become oblivious to the fact you are walking knee-deep in thorn bushes. Failing the Save on your next Turn may result in a massive 16 and you suddenly and violently attack your Fighter. On your next Turn you fail, but only by 05, and you remain oblivious and Shaken, but you no longer feel the need to attack anyone near you. Failing the Save by:
01 - 04: You seem dislocated and confused. There is not a real "penalty" here, so much as you just seem to not be paying much attention to the world surrounding you.
05 - 09: You become Shaken until you succeed a Will Save DC 10 + CL; One Check may be made per Round after the initial fail.
10 - 14: You accidentally engage in an opposite Check, which your DM decides. For example, perhaps you are attempting to Bluff your way out of being questioned by a guard, and you accidentally Intimidate him instead. Additionally, your Alignment shifts by a single degree in the most ineffective method possible. For example, a Lawful Good person acts like a Lawful Evil or a Chaotic Good person for the duration of their Round. A bit of considered roleplaying may need to be established, but generally NPC reactions should be easy enough to understand. For example, if you are trying to beg a pardon by a King for your Fighter's drunken behavior last night and accidentally slip into a Chaotic Good mood, you may only add to your problems. For Neutral characters, the DM will decide which is the worse option.
15 - 19+: You become violent and make a single attack toward the closest living creature, regardless if it is a friend, a foe, or an innocent bystander. If there isn't anyone within your immediate vicinity (Your physical reach + 5'-step), you instead attack yourself. For example, a Medium Rogue may haul off and shank their Healer who is tending to a wound on his own leg. This would of course follow all combat-related rules; It would be considered an Attack of Opportunity, Flanking, and a Sneak Attack. Likewise, a Monk with a quarterstaff may step and strike with Reach at the guard your Bard is trying to negotiate with. Lastly, a lone Fighter who is trying to Intimidate his rival may end up snapping and striking himself with his own axe. Additionally, your Alignment shifts it's full class. A Lawful Good character becomes Chaotic Evil until a Will Save is completed. Again, you may make a single Save once per Round. Special: Feel free to add appropriate ideas for casting Spells.
Scoleciphobia (Phobia)
Trigger: Worms
Effect: When encountering worms and similar creatures, 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.
Seasickness (Flaw)
Description: You aren't good when Shaken or stirred.
Effect: If you are experiencing any bumpy situation which would call for a Concentration check (from riding a horse or being on an actual boat), you must make a Fortitude Save each round (DC 15 + 1/2 HD) or be sickened for 1 minute. If you fail the save while sickened, you become nauseated for 1 round.
As you are not good on your feet, you take a -8 penalty on your Balance checks.
Sensitive to Loud Noises (Flaw)
Prerequisite: A race that hears.
Description: You like things quiet.
Effect: Whenever you hear a very loud noise (such as an explosion, a rowdy crowd, a loud concert, a scream directly in your ear, etc.) you get a headache for the duration of the noise and 10 minutes after and act as if Shaken for the duration of the noise 5 rounds after, bypassing immunities to both. You may spend a standard action or a move action and a swift action to end the Shaken effect, even while the noise is still ongoing. Additionally you take +50% more Sonic damage.
Special: If for any reason you no longer suffer the effect of this flaw (for example by becoming permanently deaf) the next feat you would otherwise gain is skipped.
Shaky (Flaw)
Description: You are relatively poor at ranged combat.
Effect: You take a –2 penalty on all ranged attack rolls.
Shaky Resolves (Flaw)
Description: You don't want to die. Maybe you were not trained for battlefield action, maybe you are a massive coward. Either way your resolves quickly diminish when in combat.
Effect: You take a -2 penalty on saving throws against [fear]-effects and whenever you are in a stressful situation, take damage or fail a ability or skill check which may result in harm you become Shaken for 1 round. Additionally if you have a near-death experience (such as almost falling in lava or other assured death) or are reduced below 25% hit points you take a single daunt level, if you have a number of daunt level equal to your level you become Frightened instead of Staggered.
Special: The Daunt and fear-effect inflicted by this flaw bypasses immunities.
Short Attention Span (Flaw)
Description: Your mind always switches from one thought to the other and it messes up your foc... oh look a penny!
Effect: A character suffers a cumulative -2 penalty any time they re-attempt a skill check they have already failed.
Special: Only skills with a Try Again entry are affected by this flaw, and not all skill checks with this entry allow retries.
Short Temper (Flaw)
Description: You get enraged easily, going berserk whenever you suffer damage.
Effect: Whenever you suffer damage, you become enraged. Whilst enraged, you take a -2 penalty to Armor Class and cannot make Intelligence, Wisdom or Charisma-based skill checks. You will stay in this enraged state for 1d4 rounds or until the thing that caused them damage is defeated.
Special: Even if you take damage while in this state, or have taken damage from multiple sources, the original target remains the focus of your rage until the duration expires. Once the duration expires or the original target is killed, this flaw can be triggered again.
Silver Eyes (Substance Addiction)
Description: This mixture of herbs from ancient forests is an elven concoction and is not addictive to elves. The herbs need to be chewed for at least one turn and will take two turns to take effect.
Initial Effect: Gives the user darkvision for 2 hours.
Secondary Effect: None.
Side Effects: After the drug wears off, the users sight it blurry for 1d4 hours.
Overdose: Each dose taken within 8 hours increases blurry sight side effect for 4 hours.
If the drug is accidentally swallowed, the character has a 1% chance of getting blurred vision permanently. This is rolled each hour for the next 24 hours.
Delivery: Chewed.
Addiction Rating: Medium.
Price: 1 Silver per dose.
Resistance DC: 10
Alchemy DC: 20
Siminion (Substance Addiction)
Description: This thick, gray paste is the ground up body of an Intellect Devourer. Once eaten, it takes an hour for the drug to take effect.
Initial Effect: The character gains 1d6 in Intelligence for two hours.
Secondary Effect: The character becomes immobile for two hours.
Side Effects: After the drug wears off, the character has a 1% chance to lose one Intelligence permanently.
Overdose: None.
Delivery: Eaten.
Addiction Rating: Low.
Price: 1 Silver per dose.
Resistance DC: 15
Alchemy DC: 12
Skinny Dipper (Flaw)
Description: You like to swim with no clothes on.
Effect: Your armor check penalty for swimming is 4 worse than normal, even for armors that normally do not confer a penalty.
If you can see calm water of a depth at least half your height, that does not appear to contain any dangers, you are compelled to skinny dip: You are Shaken until you are either in the water wearing neither armor nor clothes, or can no longer see the water.
Slightly Hands (Flaw)
Prerequisite: Must have hands.
Description: You have tiny baby hands! Let's all laugh at you!
Effect: You have tiny delicate hands for your size. You take a -2 penalty on Strength and use weapons sized for a creature one size smaller than normal.
Special: Turns out having small hands is useful for a few things. In addition to the bonus feat you gain a +2 bonus on Dexterity skill checks relating to the use of your hands, such as Escape Artist, Use Rope, and appropriately Sleight of Hand.
Slow (Flaw)
Description: You move exceptionally slowly.
Effect: Your base land speed is halved (round down to the nearest 5-foot interval).
Slow Recovery (Flaw)
Prerequisite: Must have a Con score.
Description: You don't spring back from injuries quickly.
Effect: You do not heal naturally from rest, and effects which would heal you instead heal you at half the rate. You benefit from normal healing in long term care rather than double healing rate.
Special: Though you don't heal well, you don't bleed out well either. You automatically stabilize if dropped below 0 hp, and you are considered to have a Con modifier +3 higher for the purposes of bleed out.
Smelly (Flaw)
Prerequisite: A corporeal body.
Description: You smell, awful.
Effect: You have a persistent body odor that does not go away, even after washing.
You have a -1 to all Hide and similar skills due to your smell.
When being tracked by smell, there is a +5 bonus to the tracker in finding your scent
In addition, your Charisma is lowered by one.
Speak Your Mind (Flaw)
Description: You can't think your mental powers properly with your mouth shut.
Effect: If you try to manifest a power without talking about it in a normal voice or louder, there's a 50% chance that the power will fail, wasting all resources expended to manifest it.
You also get a -4 penalty to Bluff checks, because you can't help blurting things out occasionally.
Spectral Haunting (Flaw)
Description: Either through a bad experience or too many ghost stories, you became extremely afraid of incorporeal undead.
Effect: You are At Bay toward any incorporeal undead you are aware of (or any imagined incorporeal undead). You are At Bay toward places that are typically thought haunted, such as a graveyard at night, an old abandoned mansion or tomb.
Spectrophobia (Phobia)
Trigger: Ghosts
Effect: When encountering ghosts and similar creatures, 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.
Splinter Sate (Substance Addiction)
Description: This vile drug is rare and hard to find. It is made from the heart of a Treant. It is ground into a powder and mixed with fermented herbs. The drug causes the character to feel as though they are free from responsibility and relieves stresses that they have had for the duration of the drug. 1 dose last 24 hours and takes about 1d4 turns to take effect.
Initial Effect: Calms the character down from stressful events.
Secondary Effect: Character under a rage effect is calmed and does not suffer the usual effects when their Rage ends.
Side Effects: When the effect ends, the character has a 10% chance of permanently losing a point in Wisdom.
Overdose: If the drug is taken more than once in a 24-hour period, the character loses one Wisdom permanently and is truck dumbfounded for the duration of the drug.
Delivery: Chewed for 1d4 rounds.
Addiction Rating: Medium.
Price: 10 Gold per dose.
Resistance DC: 10
Alchemy DC: 25
Squeamish (Flaw)
Description: You really don't want to touch gross and dirty things...
Effect: You are rather squeamish around gross and dirty things. When encountered with a "dirty" environment such as a sewer, or a "dirty" creature as most Oozes and Undead, you become Shaken. If you are forced to get into contact with such an environment or creature for longer than 1 round of exposure unprotected you must make a Will Save (DC 15 + 1/2 HD) or become Frightened until you are no longer in contact with the object of your terror. That means you go Frightened when grappled by horrible ooze. Effects bypass immunities. Other creatures (like Otyughs) may also apply.
Special: You really like things clean. It may just be a tidy room, or perhaps you go all out and try to purify everything before you even touch things.
Stiff (Flaw)
Description: Your joints are not very flexible.
Effect: Your base land speed is 5 feet less. You suffer a -2 penalty to Balance, Climb, Disable Device, Jump, Move Silently, Ride, Swim, and Tumble.
Stone at Night (Flaw)
Prerequisite: Must have a corporeal body.
Description: After sunset, you become stone until dawn.
Effect: As soon as the sun dips completely below the horizon (regardless of whether you can see it or not), you transform into a statue as though affected by the flesh to stone spell. The effect cannot be reversed or dismissed by any means until the sun rises again, nor does immunity to shapechange prevent the change. The only upside is that while in this state you regenerate previous hit point damage at a rate of 1 hp per minute, and you heal 1 point of ability damage every two hours. You do not regenerate any damage taken while a statue. This replaces your body's need for sleep (if your body requires sleep), though this flaw does not grant immunity to sleep effects.
In the case of interplanar travel to a place without a day/night cycle, such as a "timeless" plane, your body will still automatically become stone for 8 consecutive hours every 24 hours. In either case, if you cannot see the sun, you are instinctively aware of the onset of your condition approximately five minutes before the transformation occurs.
Stubborn Pride (Flaw)
Description: You refuse to withdraw from battle under any circumstances.
Effect: If you engage a creature, you must continue to battle that creature until the encounter ends or the creature is defeated or flees, even if it would be tactically sound to withdraw to help an ally or retreat from a losing battle. You can only withdraw by making a successful Will Save, DC 15 + 1/2 your HD. If you succeed you may withdraw or change targets, but take a -2 penalty to attack rolls, damage, saves, and skill checks until the end of the encounter out of shame.
Stutter (Flaw)
Prerequisite: Ability to talk.
Description: You stutter when stressed or uncertain of people’s reactions.
Effect: Your stuttering gets in the way of regular speech. You need to roll a Will Save with a DC of 20 to not stutter when speaking in stressful situations.
When stuttering, you think your Cha score is impacted by -5, when in fact it is not affected.
Substance Abuse (Flaw)
Description: You (used to) depend on alcohol/drugs to make it through the day, and it shows.
Effect: You suffer a -1 penalty to your Wisdom Ability Score, and a -1 penalty to your Intelligence Ability Score for every 3 Character Levels. Roll on the Substance Addictions Chart to determine the substance.
Sunblind (Flaw)
Description: You have difficulty functioning in direct sunlight due to your sensitive eyes.
Effect: Whilst in natural sunlight, you have light sensitivity. You suffer a -2 penalty to attack rolls, Reflex Saves and AC.
Surgical Scars (Flaw)
Prerequisite: 3 or more grafts that have been removed.
Description: The removal of many grafts has left your body weakened and scared.
Effect: You receive a -2 on all strength and strength-based skill checks.
Susceptible (Flaw)
Prerequisite: High Mana World
Description: As per Susceptible (3.5e Condition), but permanent.
Effect: You are always treated as being Susceptible. If an effect would otherwise make you Susceptible, the penalties of this feat are doubled. Should you become immune to susceptibility, the penalties of this flaw are not negated.
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