Tome of Flaws: Descriptions of Addictions, Flaws and Phobias L (3.5e Sourcebook)
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Light Vulnerability (Flaw)
Prerequisite: Any race without a pre-existing vulnerability to light.
Description: You are vulnerable to light, and take penalties or extra damage when exposed to it.
Effect: You gain light blindness. Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
You cannot benefit from any healing, natural or otherwise, nor can you relieve fatigue or exhaustion in light above shadowy illumination.
You cannot cast any spells with the [Light] descriptor. In addition when affected by a [Light] spell that deals extra damage or other effects to certain creatures (such as against vampires) you always take the worst result.
Special: Perhaps the blood of vampires run within you, or maybe you just sunburn really easily.
Lights Path (Substance Addiction)
Description: This green plant is dried and sold in pouches, similar to tobacco. As with tobacco, it is smoked, the exhaled smoke is a pale shade of silver. Once lit, it must be smoked for at least one round, and will take two rounds to take effect.
Initial Effect: The character gains 1d4 in Wisdom for two hours.
Secondary Effect: The character loses 1D4 in Strength for the two hours.
Side Effects: After the drug wears off, the character has a 1% chance to lose one Strength permanently.
Overdose: If the drug is taken more than once in a 24-hour period, they fall into a coma for 1d10 hours.
Addiction Rating: Medium.
Price: 10 Gold per dose.
Resistance DC: 10
Alchemy DC: 28
Trigger: Being yelled at.
Effect: When the character is being yelled at, they must make a Will Save with a DC check of 10 + the level of the character yelling at them or suffer from the following effects:
• Failure by more than 10 causes the character to cower in fear each round until they make a successful save.
• Failure by less than 10 but more than 5 causes the character to be panicked until they make a successful save.
• Failure by less than 5 causes the character to become Shaken until they make a successful save.
• A character that makes a successful save does not need to make another save.
Living Curse (Flaw)
Description: You are a curse.
Effect: Some part of you is a curse. When struck with dispel magic or in an area of antimagic, you become sickened for 3 rounds or until you leave the area. When affected by effects that remove or break curses (such as remove curse or break enchantment), you become nauseated for 1 round and then sickened for 3 rounds. Mage's disjunction on you also functions as disintegration of the same caster level.
Special: These negative effects bypass any special protection, resistances or immunities you otherwise might have.
Logo Narcissist (Flaw)
Prerequisite: Must be able to appreciate the significance of symbolism (Int score of 3 or higher).
Description: You have created some sort of symbol that represents you, and you absolutely must plaster it all over everything you make... even when it could bite you in the ass, such as by blowing your cover or making your creations easier to subvert (such as climbing a wall you've built or conjured).
Effect: When you take this flaw, you must design some sort of symbol that represents you. This symbol could be a letter from your name, a stylized depiction of your face, a symbol representing some ideal that you treasure... the details don't matter, they're totally up to you. What matters is that you have a pathological need to put this symbol on everything that you own — your home, your sword, your armor, your clothing, your vehicles, documents you write, envelopes you mail, everything. If you happen to have an army, then your army's uniform needs to include your symbol. If you have designated some area as your territory, you must put your symbol all over the landscape – whether it be putting it up on signposts, painting it on walls, carving it into trees, or chiseling it on mountains, you must see to it that at least one instance of your symbol can be seen from anywhere in your territory. Even affects you generate, such as spells that you cast, need to have your symbol; for instance, any wall of force you conjure will have your symbol on it, and all Symbol spells you cast (or other magical writings you generate, such as explosive runes and sepia snake sigil) must incorporate your symbol. Your symbol is applied to affects you generate as part of the process of generating those effects, so you don't have to go to any special lengths to, say, make a lightning bolt form the shape of your symbol, or chisel your symbol into a wall of iron that you conjure.
You can choose not to put your symbol on something; for instance, your symbol doesn't have to appear on spells that you cast. However, if you do not put your symbol on something that you could consider to be yours (or the symbol is later defaced or removed), and you are aware that your symbol is missing, you become surly and disheartened, taking a −1 penalty to attack rolls, saving throws, and checks for each instance of a missing symbol. These penalties stack with one another and do not go away until you have applied your symbol to the symbol-devoid article(s) or you no longer own them. (If you fail to put your symbol on something that exists for 1 round or less, such as an instantaneous effect, you only take a penalty for 1 round.) You do not have to put your symbol on something you couldn't possibly put a symbol on, or that it wouldn't stick to — for instance, you don't need to put your logo on a body of water (or similar medium that couldn't hold a symbol for any appreciable length of time), unless you happen to have some means of actually forcing your symbol into that medium.
Of course, putting your symbol on everything has its disadvantages. The main disadvantage is that it is absolutely, positively not subtle or discreet. When you've got a symbol and put it all over everything, it is blatantly obvious where you've been and what you consider to be yours. As such, you can't really disguise your operations as something clandestine and harmless, especially not if you're well-known as someone who makes trouble. Furthermore, how you choose to put your symbol on things might affect their functionality — potentially in a way that your enemies might find helpful. A glowing arcane mark, for instance, would be very difficult to sneak around with, especially in the dark, and would also be detectable by detect magic as well. A lightning bolt made to form your symbol would have its range reduced by the gyrations, and so would be less effective at long range. A symbol carved into a wall or cliff face would slightly undermine its structural integrity (which might make it a little easier to smash through), and the carved-out symbol would also serve as a handhold, making the wall easier to climb. (This is not good when you're making a wall that should not be easy to climb, such as a wall of force.)
Effect: When encountering halflings and other small folk of similaur size (not dwarves), 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.
Description: For you, talking is not a free action.
Effect: You are far too wordy for your own good, and even a simple point you make is lost among a sea of rambling. Talking (beyond base grunts and similar vocalizations) is a move action for you. Spells with verbal components require a move action to be spent (swift action and immediate action spells are unaffected). Without taking the move action, you ramble on without saying anything.
In addition, any diplomacy checks to improve mood take twice as long as normal.
Lost Past (Flaw)
Description: You've lost your memory, and with it your experience suffers.
Effect: You effectively always suffer from one negative level which you cannot be immune to or remove. You take a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and one effective level or Hit Die (whenever level is used in a die roll or calculation, minimum 1). You also lose one spell slot of the highest level you can cast (or enough power points for the highest level power you can manifest). You do not lose 5 hp, nor to you lose spells or powers known like a normal negative level. This negative level can't kill you, so you won't die immediately starting at 1st level.
Special: Your fragmented flashes of memory sometimes well up in your briefly. You may make untrained skill checks as if you were trained. In addition you are immune to effects which cause further memory loss, such as the effect of the waters of Lethe or some uses of modify memory. This is in addition to the bonus feat gained from this flaw.
Description: You are loud in some fashion: Perhaps you can't help but speak your thoughts aloud, or maybe you are heavy-footed.
Effect: You suffer a -2 penalty to Move Silently and Hide skill checks.
Description: You are a loud, obnoxious, boisterous and compulsive talker.
Effect: -4 on all Diplomacy and Move Silently checks.
Love of Nature (Flaw)
Description: You do not wish harm upon any natural creature
Effect: When attacking a creature with the animal, plant, or vermin type, you may only make attacks that deal nonlethal damage.
Description: You love someone with your whole heart and it shows when they're not around.
Effect: Nominate one other player character to be lovestruck with. If you are further than 60' away from your lover, or if your lover is at 0 hit points or less, you are Shaken. In addition, such is your sympathy with your lover, that if he or she is sickened, nauseated, fatigued or exhausted, you also suffer from that condition.
Description: You like to gamble and have a hard time walking away from it.
Effect: When you see gambling of any kind occurring, you feel the need to join. You can make a Will Save with a DC of 10 + 1 per gold that you have on you to resist the urge.
If you start gambling, you can stop if you make a Will Save with a DC of 20 +1 per gold you have on you. If you double the amount of gold that you have on you, you can stop gambling with a Will Save with a DC of 10 +1 for each HD you have.
Description: You are easily manipulated by people you are attracted to, this can lead to some pretty embarrassing situations.
Effect: Upon taking this flaw, choose a sex, creature of that sex and with a similar body shape to yours gain several advantages against you. You take a -1 penalty on attack roll and AC against creatures of the chosen sex. You also take a -4 penalty on saving throws against a Bard's fascinate ability, if the bard match your chosen sex.
Out of combat you are vulnerable to flirt, in social situation a creature of the chosen sex may make a Charisma check (DC 12 + your own Wisdom or Charisma modifier, whichever is worse). If it succeeds you behave as a charmed toward the charmer for the entire interaction and 10 minutes thereafter. You gain a +4 bonus on opposed Charisma checks if the creature attempt to make you do actions that you would normally not do. The charm breaks if the creature attempts to make you do any action against your nature, harmful or suicidal action or become hostile toward you. If the creature break the charm because of it action you cannot be charmed by the same creature again. If the creatures fails it check it must not retry until 24 hours passed.
If a creature of the chosen sex has the Too Hot trait gain a +4 bonus on all Charisma checks and skill check against you.
Special: If you select both sex this flaw may grant bonus feats of up to High balance range.