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zenanarchist
2010-10-15, 01:22 AM
Just a little thing I've put together that was suggested is placed here for critique. I'll be constantly adding new ones so check back regularly. If you have any to add or that you'd like to see, let me know! :smallsmile: Also, some of these flaws will differ from the regular. Additionally, I will add fluff, worry not. This is just the start of an ongoing concept.

Flaws

I think I'm going slightly mad...

Your inane babble hinders your social attempts to the extreme, however the impression this leaves on individuals is quite sensational when they are confronted by you.

You take -6 to Diplomacy, Bluff, and Sense Motive, but gain +2 to Intimidate.

Obsessive Compulsive Disorder

(Out of combat) you must repeat every mundane action you take twice.
(In combat) You gain a -4 to attack and AC if you switch opponents in melee unless your previous target is dead or incapacitated.

Manic

You take a -4 to Concentration, Craft, Decipher Script, All Knowledge skills and Profession.

Compulsive Liar By Zaydos

Whenever giving information you must make a DC 10 +1/2 ECL Will save to tell the truth. In addition you suffer a -4 on Bluff checks.

Itchy

You are constantly scratching and itching at what feels like insects on your skin. You have a 10% chance to fumble your weapon when striking. This becomes 20% if you can see some form of insect.


Hyper Thyroid By The Mentalist
You just burn a lot of energy

Anything that normally fatigues you exhausts you instead.


Magically Anorexic By The Mentalist

You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.


Gothic Behaviour By The Mentalist
The world is a dark place and it hits you a lot harder than most.

You can gain no morale bonuses (though you can get morale penalties) and your dim outlook tends to make people dislike you, you suffer a -4 to all Charisma based checks except Use Magic Device.

Travel Sickness

You take -2 to every check made for 4 hours after any mode of locomotion other than walking.

Irrational Fears

You take a -6 penalty to all checks made to resist fear effects. Additionally you lose any immunity to fear and cannot gain any immunities to feat in future.

Laliophobia

You encourage anyone and everyone around you to whisper only. Loud talkers more than freak you out.

Any time anyone speaks within 15ft of your person you take -4 to all social skills.

Giggling Madness

You take a -8 to all move silently checks

Obsession

You have a particular object that no one can touch...Ever. If anyone touches or damages this object in anyway you enter into a rage and must immediately attack that individual with a -4 to attack, +4 to damage and -2 AC

Agorophobia

Your years in asylums have taken their toll, you are comfortable only in doors. -2 to attack and AC when outdoors.

Claustrophobia

Whenever you are in a space less than 4 times wide, 4 times long, and twice as high as your combat space, you become panicked. A successful Will save DC 20 lowers the penalties to shaken.

Hydrophobia

If you are near a body of water, near a water caster, are covered in water or are somehow in contact with water you take -2 to saves and -4 to attacks.

The Voices By Psilulz

The character, whether through traumatic event, spontaneous development, or other means, has voices in his mind that speak only to him. They may be perceived as coming from a deity they may (or may not) revere, their own conscioussness, or some other source. Regardless, these voices sometimes tell the character what to do, and sometimes, they listen.

Character randomly must make a will save equal to 10+1/2 HD. Failure indicates that the character is confused (as the spell) for 1 minute. Each round during the confusion, the character may attempt another will saving throw with the same DC as the save they failed which caused the confusion. Success negates this effect. The DC of the will save increases by +1 for each consecutive successful save.

Multiple Personality Disorder

Concentration -2

Character must randomly make a will save equal to 10+1/2 HD. Failure indicates that they switch personalities. Succeeding means no change occurs. However each success adds +1 to the DC of the will save. A fail resets the DC.

Choose four of the below personalities that is part of a switch, if you take this flaw you must choose at least 2 personality that causes some form of penalty:

Brave: +2 to will saves
Scaredy cat: -4 to fear saves
Stoic: +2 to checks made to continue tiring activities
Silly: -4 to diplomacy checks
Hasty: +10 movement speed
Sluggish: -10 movement speed, -2 against saves made to resist sleep or fatigue
Murderous: +2 attack and damage, -4 AC
Curious: +2 spot and listen
Ignorant: -2 spot, listen and search

Roll a second will save to maintain any spells or effects that require concentration. Characters can suppress MPD with a successful autohypnosis check.

Imaginary Friend

You talk constantly to your imaginary friend, which sometimes causes you to slip up and say things you don't mean to let slip.

Bluff -4, Diplomacy -4

Specific Fright Syndrome

Choose one creature type from the favored enemies list. This creature scares the living daylights out of the character, so much so that in any encounter the character must always attempt to flee at up to double their base land speed. If they cannot flee, they cower. -4 attack, -4 dmg, +4 Insight bonus to AC (You are so scared and focus purely on the creature, so you notice every movement the creature makes). If there is more than one creature, these penalties increase by -1 for every creature of that type within 30ft. This flaw overrides any immunity to fear the character had or gains in future.

Achluophobia

Whenever you are in anything less than total daylight you take a -2 to all skill checks. This emphasizes your shaky hands, or your lack of concentration.

Gelotophobia

Any time you hear laughter, you take -2 penalty on all charisma checks for the following hour.

Hemophobia

When any blood is drawn within 30ft of your character fear takes hold and causes a -4 to all checks using physical attribute modifiers. Additionally, the character tries to avert their gaze by any means possible. Incurring a -2 to AC due to not seeing incoming attacks.

Hylophobia

Anytime the character is within 30ft of anything more than a single tree they enter into a panic. They now move at half their base land speed and incur -2 to attack, unless the character attacks the trees, in which they gain +10 to their movement speed and +4 to attack against all trees or treelike foes.

Kleptophobia

Your fear of stealing leaves you loud mouthed around thieves of any sort. Unlike other flaws, this flaw is partially applied to your team mate. They take a -4 penalty to sleight of hand checks. You yourself take a -4 penalty to sleight of hand checks and any bluff checks made to lie about stealing or theft.

Light hitter

All damage you deal is rolled as if you were two size categories smaller.

Runt: Version 2 By The Mentalist
You're a little fella

You are one size category smaller than normal you also suffer a -4 to all social skills from being bullied as a child

Fevered By The Mentalist
You get sick a lot

You take maximum damage from all ability damaging effects.

Technophobia
You are petrified of technology of any kind.

You take -2 to any weapon with complex parts and -4 on all craft checks. Additionally, you have a 50% chance to fumble a weapon that requires reloading. Even locks, traps and systems utilising pullies affect you. You take a -4 to attacks for half an hour after utilising or going within 5 feet of any technology.

Addicted

Choose something from the below list. You must either imbibe the item or perform the action every 3 hours at least. If you do not you take a -2 penalty to all social skills for each 3 hour interval you miss. This includes while you sleep.


Alcohol
Gambling (Dice, cards, betting etc)
Food
Water (Either swimming or being wet)
Fire (Watching or creating)
Music
Sex
Lying
Bathing/Washing
Drugs
Shopping
Strange Habit (Patting your head, pottery, digging a hole etc)
Pushing a button (Any button)
Saying a certain word
Dressing Nicely


I'll add more later.


Traits

Married By The Mentalist

You have a spouse back home, you want to get back to them
When affected by fear you treat it as one category higher
You gain a +1 to all saves

Dwarf at heart By The Mentalist
You're comfortable in heavy armor

You suffer no penalties to move speed in armor
You cannot ride any mount, (though wagons are allowed)

Cyclops By The Mentalist
You have one large eye instead of two smaller ones

You gain a +4 to spot checks
Opponents gain double flanking bonuses
(I decided not to give social penalties for freakishness because, well, there are things with 1 eye in D&D it's not going to be as odd as it is here)


Cliched By The Mentalist

You're really good at what you do, but people totally see it coming
You gain a +3 to any class skill
You suffer a -2 to all opposed rolls


Panic Button By The Mentalist
You freak out sometimes, it's good for you

You can Panic as a free action, this gives you a +2 bonus to any roll as two negative levels (after the action is resolved) these negative levels disappears after 8 hours of rest.

Double Muscled By The Mentalist
You have more muscle than is good for you

Your movement speed (all modes) is cut in half
You gain a +2 to any strength checks (Including bull-rushing, grappling and tripping).

Teleport Resistant By The Mentalist
Teleport spells don't like you, so you learned to run to keep up

You count as four creatures for all teleportation effects
You get a +10ft bonus to your move speed

Angry Drunk By The Mentalist

Whenever you become intoxicated you rage as a barbarian of your level, you must spend HD*10 gold a week to feed your addiction. Any week this money is not spent (or you lose access to alcohol) you gain a negative level, these levels can only be dispelled by drinking. You cannot die from these negative levels.

Magically Anorexic By The Mentalist

You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.
You gain the effects of a Ring of Sustenance as an Extraordinary ability

Cosmic Power By The Mentalist

"I can crack the world with a thought, what is it you do again?"
You gain +2 Caster Levels, but you've let the power go to your head... a lot. You cannot make any attack rolls (violence is beneath you) and you automatically take 10 on any rolls on which it's possible to do so (Your average is good enough) You take a -6 on all skills except Spellcraft and Knowledge (Arcana).

(The author has stated his concern that he is not entirely sure this is balanced...PEACH?)

Fevered By The Mentalist

You're sick and frail. This has helped your mind
You lose two points of con and suffer max damage from all diseases if you fail the save
You gain a +3 to all Craft and +3 to all Knowledge skills
(Voltaire)

Creature of thought By The Mentalist
Your efforts are mostly mental, your body has suffered

You gain a +1 to all Int, Wis, and Cha based skills
You suffer a -2 to all Str, Dex, and Con based checks. This trait may be taken multiple times.

Creature of action By The Mentalist
Your efforts are mostly physical, your mind has suffered

You gain a +1 to all Str, Dex, and Con based skills
You suffer a -2 to all Int, Wis, and Cha based checks. This trait may be taken multiple times.


Imaginary Friend by The Mentalist

You have an imaginary friend who is always with you, this gives you a -2 to all social checks but a +1 morale bonus on all attack rolls or skill checks (chosen at creation) This trait may be taken more than once but you cannot choose the same benefit twice.

Runt by The Mentalist
You were never very big, it makes you extremely angry

All of your weapon damage is 2 size categories lower you gain rage 3/day as a Barbarian (add to Barbarian levels, if any)

Booksmart

You are considered "trained" in all knowledge checks, however due to your long hours indoors you take -1 HP at each level

Grounded

You are far more comfortable at home on solid ground than anywhere else. You gain +1 to attack and +1 AC so long as you are on solid ground. However if you are not on solid ground you take -2 to AC.

Pyromaniac

If you have set a fire that caused property damage in the past 2 hours, you gain +2 morale bonus to attack and AC. However you take a permanent -4 to all social skills.

Cheater

You gain a +2 to bluff, however take a -2 to diplomacy and gather information checks. Also, you have a ten percent cumulative chance of attracting the attention of local guards/police for every two hours you spend in a big city.

Alcoholic

You can imbibe twice the usual amount of alcohol, however upon becoming intoxicated you take -10 to all social skills and enter into a small rage state. +1 str, +2 con, - 1 dex.

Horse Lord

You gain a +5 Ride and Handle Animal bonus. However your base land speed when not mounted is reduced by half. If you use anything other than a reach weapon or a bow while not mounted you take a -2 penalty.

Cold-Blooded By Monk Man
Damnit Roger, it's not that cold!

For whatever reason, your body temperature changes with the enviroment, making you more susceptible to temperature effects. This is especially prevalent in reptiles, but not all.
Benefit: Extra feat
Downside: You now have a Weakness to Frost and Fire, and take 50% more damage from Fire or Frost attacks. In addition, you have a -4 racial penalty in saves versus enviromental effects regarding temperature.

Daredevil By Monk Man
"Hey, Joe! What's the big deal with climbing into that active volcano while we're under attack from a horde of flying zombie monkeys?!"
"Yeah sorry about that, it just looked awesome."
"Dammit Joe."
You can't help but take crazy risks and do very very stupid things, as long as they look awesome.

Benefit: You gain an extra feat.
Drawback: If presented with a challenge or a situation where you have choices of some kind, you must make a Will save (DC 15+1/2 your hit dice). If you fail, you must take the hardest possible choice or accept the challenge. You cannot be dissuaded of this course of action by anything short of enchantment magic controlling your actions directly (ie. dominate person and its kin).

Blindness By Monk Man
“Who… who said that?” You are blind as a bat.

Benefit: You gain two feats.
Drawback: You are Blinded. Any spell that you cast that has a target has a 50% chance of failure, unless you make a DC (10 + Spell Level + Target’s ranks in Move Silently) listen check, and then it has a 25% chance of failure.


Raw Sex Appeal By Monk Man
"Regular folks just ain't ready for the raw sex appeal I'd unleash into their grey, little lives." ~Tychus Findlay, Professional Sex Machine

Prerequisites: Charisma 15 or higher
Benefit: Extra feat.
Drawback: Your charisma score really does represent your physical appearance. The only problem is that your magnificent good looks are...unrefined. You wield your sexitude with all the finesse of a Pixie with the Titan Bloodline wielding a Gargantuan Warhammer.

Whenever you approach someone with a sexual orientation compatible with your gender in a non-hostile way, they must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or begin to foam rabidly at the mouth. This excess of saliva renders them incapable of coherently interacting with you socially. This distraction does not prevent spellcasting, although it does prevent them from doing business with you, and it certainly prevents you from using Diplomacy, Intimidate, or Bluff to meaningfully interact with them.

This rabid state of being wears off once you leave their presence, though will re-assert itself whenever you interact with them again during the next 24 hours (after that time has elapsed, a new check is called for).


Long Winded

You can talk and talk, talk and talk....and...talk and talk. You gain +5 to any checks made to continue doing exhausting activities, additionally you gain +4 to bluff checks (Simply because you don't let the other party get a word in edge wise to disagree or think). Additionally all your other charisma checks suffer a -2 penalty due to how annoying people find you.

Too much training By The Mentalist
You cannot critical with any weapon, however you gain pluses to hit and damage based on this table:

x2 gives +1 to hit and damage
x3 gives +2 to hit and damage
x4 gives +3 to hit and damage

19-20 increase previous table by 50%
18-20 increase previous table by 100%

(These tables can be extended by magic and feats so that a Keen Scimitar will give +3 to hit and damage +1 for the multiplier x350% for the threat range)

Feats

Master Stepper

Prerequisites

Dexterity 18, Combat Reflexes, Dodge, Mobility

You may take two five foot steps in one round or one ten foot step.

Normal: You may take one five foot step so long as you are not taking any other movement that turn.

Mind Force Lord

Prerequisites

Intelligence 14, Charisma 14, Point Blank Shot, Psionic Shot, the ability to manifest Crystal Shard or Energy Ray, Manifester level 5+

You may, when manifesting Crystal Shard or Energy Ray powers convert any damage done to the force type.

The_Admiral
2010-10-15, 01:29 AM
Can we have Ophidiophobia

zenanarchist
2010-10-15, 01:31 AM
Ask and you shall receive. See the last flaw added. Simply apply that to reptilian races or more specifically snakes. I added some more, so I was referring to Specific Fright Syndrome.

The Mentalist
2010-10-15, 01:43 AM
I want Giggling Madness and Gelotophobia. That'd be fun.

zenanarchist
2010-10-15, 01:50 AM
I want Giggling Madness and Gelotophobia. That'd be fun.

....That would be awesome to roleplay actually.

AHAHAHA..... AHHHHH!!!!!! HAHAHAHA ....AHHHHHHHH!!! :smalleek: PLEASE, someone stop this terrible cycle of horror hilarity!!!

*Wizard casts silence*

Mad man mouths Thank you!!

Ajadea
2010-10-15, 01:54 AM
I think I'm going slightly mad...

You take -2 to all diplomacy checks due to your inane babble.


More penalties. Probably -4 to Diplomacy, Bluff, and Sense Motive, +2 to Intimidate, or something.



Claustrophobia

Whenever you are in a space smaller than 20 cubic meters you must first try and escape if you can, if you cannot you take -4 to all attacks.


This is phrased rather awkwardly. Perhaps something like "Whenever you are in a space less than 4 times wide, 4 times long, and twice as high as your combat space, you become panicked. A successful Will DC Whatever save lowers the penalties to shaken.

zenanarchist
2010-10-15, 01:57 AM
More penalties. Probably -4 to Diplomacy, Bluff, and Sense Motive, +2 to Intimidate, or something.



This is phrased rather awkwardly. Perhaps something like "Whenever you are in a space less than 4 times wide, 4 times long, and twice as high as your combat space, you become panicked. A successful Will DC Whatever save lowers the penalties to shaken.

Both done. The second almost word for word.

The Mentalist
2010-10-15, 01:58 AM
I'm thinking on a Barbarian going into Frenzied Berzerker.

"AHHHHHHHHH HAHAHAHA HAHAHA RAWR!"

"Is he scared, happy, or angry?"

"Option D, all of the above"

More seriously, I think that "I think I'm going slightly mad..." is too weak a penalty for a flaw. Imaginary Friend has the same issue I think.

However, Off your idea:

Imaginary Friend (Trait)

You have an imaginary friend who is always with you, this gives you a -2 to all social checks but a +1 morale bonus on all attack rolls or skill checks (chosen at creation) This trait may be taken more than once.

zenanarchist
2010-10-15, 02:05 AM
I'm thinking on a Barbarian going into Frenzied Berzerker.

"AHHHHHHHHH HAHAHAHA HAHAHA RAWR!"

"Is he scared, happy, or angry?"

"Option D, all of the above"

More seriously, I think that "I think I'm going slightly mad..." is too weak a penalty for a flaw. Imaginary Friend has the same issue I think.

Fixed. I think.


However, Off your idea:

Imaginary Friend (Trait)

You have an imaginary friend who is always with you, this gives you a -2 to all social checks but a +1 morale bonus on all attack rolls or skill checks (chosen at creation) This trait may be taken more than once.

I like....Should I change the title and make this a traits and flaws homebrew thread? lol

The Mentalist
2010-10-15, 02:07 AM
It's up to you. if you do I'll put serious effort into making more. That was just off the top of my head.

zenanarchist
2010-10-15, 02:08 AM
Well if you come up with anything I'll throw your name on next to it (same goes for anyone suggesting anything). :smallsmile:

The Mentalist
2010-10-15, 02:14 AM
How about?

(pulls OoTS reference)

Edition change (Flaw)
All damage you deal is rolled 1 die size lower (1d8->1d6->1d4)

Edition change (Trait)
You got the shaft in the 3.5 update, it makes you angry
All of your weapon damage is 2 size categories lower you gain rage 3/day as a Barbarian (add to Barbarian levels, if any)

zenanarchist
2010-10-15, 02:17 AM
How about?

(pulls OoTS reference)

Edition change (Flaw)
All damage you deal is rolled 1 die size lower (1d8->1d6->1d4)

Edition change (Trait)
You got the shaft in the 3.5 update, it makes you angry
All of your weapon damage is 2 size categories lower you gain rage 3/day as a Barbarian (add to Barbarian levels, if any)

lol added but with (Comedic) next to their title so anyone not wanting a humour campaign can skip over them.

The Mentalist
2010-10-15, 02:26 AM
I think that the title could be changed and they'd come out the same.


Light hitter (Flaw)
All damage you deal is rolled 1 die size lower (1d8->1d6->1d4)

Runt (Trait)
You were never very big, it makes you angry
All of your weapon damage is 2 size categories lower you gain rage 3/day as a Barbarian (add to Barbarian levels, if any)

zenanarchist
2010-10-15, 02:50 AM
I think that the title could be changed and they'd come out the same.


Light hitter (Flaw)
All damage you deal is rolled 1 die size lower (1d8->1d6->1d4)

Runt (Trait)
You were never very big, it makes you angry
All of your weapon damage is 2 size categories lower you gain rage 3/day as a Barbarian (add to Barbarian levels, if any)

Win! Changed!!!

Iferus
2010-10-15, 04:16 AM
I think Manic should be defined a bit better, and MPD should carry a bit more of a penalty. Double the penalties on Scaridy Cat and Silly, and add a global penalty. Something like this: Every other round in combat, the character must make a will save to change to a one of his personalities (randomly determined). Changing personalities is a swift action. Roll a second will save to maintain any spells or effects that require concentration.


Edit: You can allow characters to suppress MPD with a successful autohypnosis check.

The Mentalist
2010-10-15, 04:34 AM
Another batch of flaws/traits

Runt (Flaw)
Your HD is one size smaller than usual (d4s become d3)

Runt: Version 2 (Trait)
You're a little fella
You are one size category smaller than normal you also suffer a -4 to all social skills from being bullied as a child

Panic Button (Trait)
You freak out sometimes, it's good for you
You can Panic as a free action, this gives you a +2 bonus to any roll as well as a negative level (after the action is resolved) this negative level disappears after 8 hours of rest.

Double Muscled (Trait)
You have more muscle than is good for you
Your movement speed (all modes) is cut in half
You gain a +2 to strength
(I'm thinking of doing this and other genetic mutations as templates)

Fevered (Trait)
You're sick and frail. This has helped your mind
You lose two points of con and suffer max damage from all diseases if you fail the save
You gain a +6 to all Craft and Knowledge skills
(Voltaire)

Fevered (Flaw)
You get sick a lot
You take maximum damage from all ability damaging effects.

Married (Trait)
You have a spouse back home, you want to get back to them
When affected by fear you treat it as one category higher
You gain a +1 to all saves

Married (Flaw)
You suffer a -1 penalty to all skills per month away from a city (chosen at creation)

Dwarf at heart (Trait)
You're comfortable in heavy armor
You suffer no penalties to move speed in armor
You cannot ride any mount, (though wagons are allowed)

Cyclops (Trait)
You have one large eye instead of two smaller ones
You gain a +8 to spot checks
Opponents gain double flanking bonuses
(I decided not to give social penalties for freakishness because, well, there are things with 1 eye in D&D it's not going to be as odd as it is here)


Cliched (Trait)
You're really good at what you do, but people totally see it coming
You gain a +3 to any class skill
You suffer a -2 to all opposed rolls
Special: This trait may be taken multiple times; it's effects stack

zenanarchist
2010-10-15, 05:34 AM
Loved them all.

Iferus, I implemented your suggestions :smallsmile:

The Mentalist
2010-10-15, 06:42 AM
And here come more.

Teleport Resistant (Trait)
Teleport spells don't like you, so you learned to run to keep up
You count as four creatures for all teleportation effects
You get a +10ft bonus to your move speed and can run x5 you move speed (x6 with run)

Hyper Thyroid (Flaw)
You just burn a lot of energy
Anything that normally fatigues you exhausts you instead

Angry Drunk (Trait)
Whenever you become intoxicated you rage as a barbarian of your level, you must spend HD*10 gold a week to feed your addiction. Any week this money is not spent (or you lose access to alcohol) you gain a negative level, these levels can only be dispelled by drinking. You cannot die from these negative levels.

Magically Anorexic (Flaw)
You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.

Magically Anorexic (Trait)
You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.
You gain the effects of a Ring of Sustenance as an Extraordinary ability

COSMIC POWER! (Trait)
"I can crack the world with a thought, what is it you do again?"
You gain +2 Caster Levels, but you've let the power go to your head... a lot. You cannot make any attack rolls (violence is beneath you) and you automatically take 10 on any rolls on which it's possible to do so (Your average is good enough) You take a -8 on all skills except Spellcraft and Knowledge (Arcana).
(I'm not entirely sure this is balanced)

Goth (Flaw)
The world is dark and it makes you sad
You can gain no morale bonuses (though you can get morale penalties) and your dim outlook tends to make people dislike you, you suffer a -4 to all Charisma based checks except Use Magic Device

Destructive Effort (Trait)
You only have so much skill in a day
You may spend a free action to gain a +2 bonus to any roll, after the action is resolved you take a -3 penalty to the roll you gained the bonus on for the next 8 hours

Too much training (Trait)
You cannot critical with any weapon, however you gain pluses to hit and damage based on this table

x2 +1 to hit and damage
x3 +2 to hit and damage
x4 +3 to hit and damage

19-20 increase previous table by 50%
18-20 increase previous table by 100%

(These tables can be extended by magic and feats so that a Keen Scimitar will give +3 to hit and damage +1 for the multiplier x350% for the threat range)

zenanarchist
2010-10-15, 06:56 AM
And here come more.

Teleport Resistant (Trait)
Teleport spells don't like you, so you learned to run to keep up
You count as four creatures for all teleportation effects
You get a +10ft bonus to your move speed and can run x5 you move speed (x6 with run)

Hyper Thyroid (Flaw)
You just burn a lot of energy
Anything that normally fatigues you exhausts you instead

Angry Drunk (Trait)
Whenever you become intoxicated you rage as a barbarian of your level, you must spend HD*10 gold a week to feed your addiction. Any week this money is not spent (or you lose access to alcohol) you gain a negative level, these levels can only be dispelled by drinking. You cannot die from these negative levels.

Magically Anorexic (Flaw)
You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.

Magically Anorexic (Trait)
You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.
You gain the effects of a Ring of Sustenance as an Extraordinary ability

COSMIC POWER! (Trait)
"I can crack the world with a thought, what is it you do again?"
You gain +2 Caster Levels, but you've let the power go to your head... a lot. You cannot make any attack rolls (violence is beneath you) and you automatically take 10 on any rolls on which it's possible to do so (Your average is good enough) You take a -8 on all skills except Spellcraft and Knowledge (Arcana).
(I'm not entirely sure this is balanced)

Goth (Flaw)
The world is dark and it makes you sad
You can gain no morale bonuses (though you can get morale penalties) and your dim outlook tends to make people dislike you, you suffer a -4 to all Charisma based checks except Use Magic Device

Exceeelllleennnnt. So it's easier for me to copy/paste. Put (F) or (T) at the end of the trait or flaw so I can easily copy/paste and credit your name to them! Good work though.

The Mentalist
2010-10-15, 07:05 AM
Can do. I added another with an edit.

zenanarchist
2010-10-15, 07:09 AM
Added....Wow...This list is getting longer than I ever imagined it to be 2 hours ago.

The Mentalist
2010-10-15, 07:14 AM
What are you thinking on the balance for some of them?

zenanarchist
2010-10-15, 07:22 AM
I think some of them are over powered...and some are underpowered.

E.G Cosmic Power...Yeah, probably overpowered.

But that's my issue with the SRD flaws and feats...They're all too middle ground. I mean sometimes you're playing a high powered campaign...Sometimes you're roleplaying a character so much you want them to be bad at something.

That's where under powered and overpowered feats come in. I don't think there's any set rule that says every flaw has to be middle of the road.

Some of them are pretty funny though. And some are really flavourful (they'd help make great character concepts) Well...that's if I'm being modest. :smallamused: I think we've done okay for a collaborative effort!

Zaydos
2010-10-15, 07:25 AM
I'd make OCD give you a penalty if you switch targets as opposed to a flat "you cannot" and also clarify what happens with area of effect attacks.

Manic is actually worse than other flaws (well before you take into account that melee pretty much ignores all those skills already); make it a -4 to Concentration, Craft, Decipher Script, Knowledge and Profession.

Itchy is strictly worse than several flaws (Bestial Instinct, Shaky, Non-Combatant), I'd suggest make it a 10% chance of fumbling and 20% with a bug present.

Irrational Fear needs a worse penalty; either make it a -6 and have a caveat you lose any immunity to fear you'd have or make it cause you to treat fear as one category worse (shaken becomes frightened, frightened becomes panicked, panicked is panicked) and also make be unable to gain immunity to fear.

Imaginary Friend: Should be -4 bluff and diplomacy; not -4 and -2.

Specific Fright Syndrome: Make it one creature type as they can pick some obscure humanoid subtype (and there are some) as written right now. Also make it be they are automatically frightened ignoring any immunity to fear they may have (frightened already forces you to flee as fast as possible and cower if you cannot).

Kleptophobia should again be -4 to Sleight of Hand and Bluff to lie about stealing and even then might not be bad enough because even rogues usually doesn't need to make sleight of hand.

Light Hitter: should probably be -2 size categories.

Runt is strictly better than Frail (it's in the SRD); or at least for wizards. Just use Frail.

Runt v2 is a little better...

Technophobia is a strictly less damaging than Shaky as the only complex weapons are crossbows.

Addicted: half the addictions don't do anything relevant game mechanically; that's not good.

One thing to remember about flaws is that while flavor is good, it's only because they have a game mechanic penalty, worse than the bonus from the equivalent feat, that they are equal to gaining a feat of your choice.

If they lack such a penalty, throw a minor/circumstantial bonus on and make them a trait.

Will look over traits later, but not now.

The Mentalist
2010-10-15, 07:27 AM
I managed to completely forget about Frail.

zenanarchist
2010-10-15, 07:43 AM
Fixed almost everything.

Also thing to remember with Addiction is that the character has to do it EVERY 3 hours. Thus if they're woken by enemies after 6 hours of sleep...They are at a -4 penalty over everyone else.

Runt version 1 is deleted. Version 2 stayed.

Zaydos
2010-10-15, 07:46 AM
Also thing to remember with Addiction is that the character has to do it EVERY 3 hours. Thus if they're woken by enemies after 6 hours of sleep...They are at a -4 penalty over everyone else.


Lying, Music, Strange Habit and Saying a Certain Word maybe one or two others are fixed in 6 seconds, though. Which is still a problem.

The Mentalist
2010-10-15, 07:51 AM
Lying, Music, Strange Habit and Saying a Certain Word maybe one or two others are fixed in 6 seconds, though. Which is still a problem.

How about adding a line that "5(10? 30?) minutes must be spent performing this behavior for penalties to be removed"

Zaydos
2010-10-15, 08:03 AM
How about adding a line that "5(10? 30?) minutes must be spent performing this behavior for penalties to be removed"

Some of these (saying the same word for 5/10/30 minutes straight) become rather weird then. For the others that actually is a better way to make it work. Personally I'd suggest splitting it into multiple flaws each with their own effect (alcoholism, drug addiction, compulsive liar, compulsive gambler) with their own penalties.

zenanarchist
2010-10-15, 08:06 AM
Lying, Music, Strange Habit and Saying a Certain Word maybe one or two others are fixed in 6 seconds, though. Which is still a problem.

True


How about adding a line that "5(10? 30?) minutes must be spent performing this behavior for penalties to be removed"

Fixed....Almost.

"The character must spend at least two hours of every day doing this".

The Mentalist
2010-10-15, 08:07 AM
Some of these (saying the same word for 5/10/30 minutes straight) become rather weird then. For the others that actually is a better way to make it work. Personally I'd suggest splitting it into multiple flaws each with their own effect (alcoholism, drug addiction, compulsive liar, compulsive gambler) with their own penalties.

The fluff would be getting back into using the word. Not saying it constantly but reintegrating it into your vocabulary.

I do agree that splitting it could be a good thing though.

Zaydos
2010-10-15, 08:14 AM
Compulsive Liar

Effect: Whenever giving information you must make a DC 10 +1/2 ECL Will save to tell the truth. In addition you suffer a -4 on Bluff checks.

zenanarchist
2010-10-15, 08:17 AM
Compulsive Liar

Effect: Whenever giving information you must make a DC 10 +1/2 ECL Will save to tell the truth. In addition you suffer a -4 on Bluff checks.

That's added. The addiction flaw may be taken out if I get enough suggestions regarding effects for the addictions.

Zaydos
2010-10-15, 08:48 AM
Traits

Married By The Mentalist

You have a spouse back home, you want to get back to them
When affected by fear you treat it as one category higher
You gain a +1 to all saves

Dwarf at heart By The Mentalist
You're comfortable in heavy armor

You suffer no penalties to move speed in armor
You cannot ride any mount, (though wagons are allowed)

Look good, I especially like Married.



Cyclops By The Mentalist
You have one large eye instead of two smaller ones

You gain a +8 to spot checks
Opponents gain double flanking bonuses
(I decided not to give social penalties for freakishness because, well, there are things with 1 eye in D&D it's not going to be as odd as it is here)

Should probably only be a +4 to Spot checks from a balance point of view (from a fluff normally cyclopedia in D&D gives penalties to spot as it destroys your depth perception).



Cliched By The Mentalist

You're really good at what you do, but people totally see it coming
You gain a +3 to any class skill
You suffer a -2 to all opposed rolls
Special: This trait may be taken multiple times; it's effects stack


Don't make it stackable, or at least not the bonus (that just makes it Diplomancer fodder), otherwise ouch, -2 to hide, move silently, bluff, sense motive, forgery, all special combat maneuvers, some spot and some listen checks, and I'm probably leaving some out).



Panic Button By The Mentalist
You freak out sometimes, it's good for you

You can Panic as a free action, this gives you a +2 bonus to any roll as well as a negative level (after the action is resolved) this negative level disappears after 8 hours of rest.


Completely under your control means this is purely a benefit, or at least only a penalty if you decide that in that circumstance it's worth it for the +2.



Double Muscled By The Mentalist
You have more muscle than is good for you

Your movement speed (all modes) is cut in half
You gain a +2 to strength


Too strong; -10-ft movement (-1/3rd) is worth Improved Toughness (a bad feat) with one trait already (the name escapes me at the moment). +2 Strength is much better than that.



Teleport Resistant By The Mentalist
Teleport spells don't like you, so you learned to run to keep up
You count as four creatures for all teleportation effects
You get a +10ft bonus to your move speed and can run x5 you move speed (x6 with run)


I'd remove the bonus to running speed.



Angry Drunk By The Mentalist

Whenever you become intoxicated you rage as a barbarian of your level, you must spend HD*10 gold a week to feed your addiction. Any week this money is not spent (or you lose access to alcohol) you gain a negative level, these levels can only be dispelled by drinking. You cannot die from these negative levels.

I like this one, especially for a drunken master.


Magically Anorexic By The Mentalist

You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.
You gain the effects of a Ring of Sustenance as an Extraordinary ability

Cosmic Power By The Mentalist

"I can crack the world with a thought, what is it you do again?"
You gain +2 Caster Levels, but you've let the power go to your head... a lot. You cannot make any attack rolls (violence is beneath you) and you automatically take 10 on any rolls on which it's possible to do so (Your average is good enough) You take a -8 on all skills except Spellcraft and Knowledge (Arcana).

(The author has stated his concern that he is not entirely sure this is balanced...PEACH?)

This might be able to be abused, but I think the penalties are worse than the benefits (which is how traits are normally balanced). CL boosts are useful (Holy Word) but already available enough that giving up Enervation, Orb of X, and all other attack rolls that require attack rolls, as well as a -8 on most checks is too steep a penalty for me to take it.



Fevered By The Mentalist

You're sick and frail. This has helped your mind
You lose two points of con and suffer max damage from all diseases if you fail the save
You gain a +6 to all Craft and Knowledge skills
(Voltaire)


I like this one; might want to reduce the bonus to Knowledge though.



Imaginary Friend by The Mentalist

You have an imaginary friend who is always with you, this gives you a -2 to all social checks but a +1 morale bonus on all attack rolls or skill checks (chosen at creation) This trait may be taken more than once

I'd specify you can't choose the same benefit twice; I don't think that was the original intent but +2 to attack rolls is definitely much better for a fighter than -4 to social checks is bad.



Runt by The Mentalist
You were never very big, it makes you extremely angry

All of your weapon damage is 2 size categories lower you gain rage 3/day as a Barbarian (add to Barbarian levels, if any)

I like this one.



Booksmart

You are considered "trained" in all knowledge checks, however due to your long hours indoors you take -2 HP at each level and -1 strength.

Jack of All Trades is a feat, requires Lv 6 and gives you training in all skills; just make it -1 hp/level without the strength modification (which should be an even number anyway).



Grounded

You are far more comfortable at home on solid ground than anywhere else. You gain +1 to attack and AC so long as you are on solid ground. However if you are not on solid ground you take -2 to attack and -4 to AC.

Too good at low levels. I'd make it a +1 dodge bonus to AC on the ground, and a -1 to attacks and -2 to AC when not on solid ground.



Pyromaniac

If you have set a fire that caused property damage in the past 2 hours, you gain +2 morale bonus to attack and AC. However you take a permanent -4 to all social skills and suffer -1 to charisma from burn scars.

I'd remove the penalty to Charisma from burn scars; a good pyromaniac doesn't get burnt (also odd number ability score modifiers do funky things).


Cheater

You gain a +4 to bluff, however take a -4 to diplomacy and gather information checks. Also, you have a ten percent cumulative chance of attracting the attention of local guards/police for every two hours you spend in a big city.

Reduce the bonus and penalty; actually this already exists as Dishonest (from the SRD) which is +1 to Bluff, -2 to Diplomacy.



Alcoholic

You can imbibe twice the usual amount of alcohol, however upon becoming intoxicated you take -10 to all social skills and enter into a small rage state. +1 str, -2 con, + 1 dex.

I like the Mad Drunk one better. Also drunken rage should still give a Dex penalty not a Dex bonus.



Saddle Born

You gain a +5 Ride and Handle Animal bonus. However your base land speed when not mounted is reduced by half. If you use anything other than a reach weapon or a bow while not mounted you take a -2 penalty.

There already is a trait named Saddle Born.


And out of time; will be back in 15 to 20 for the rest.

Edit:
Long Winded has too big of modifiers, and not letting anyone else get a word in edge-wise doesn't make people like you (which is what Diplomacy does) so the modifiers aren't well placed.

Too Much Training:
I like it, not sure I completely trust it, and must point out that it makes battle-axe better than longsword (+1 to hit and damage compared to +2 to hit and damage). Also at low levels it's a flat increase to average damage per round.

The Mentalist
2010-10-15, 09:08 AM
Cyclops: Scientifically, having one eye doesn't destroy depth perception and having a larger lens means better visibility. I'm hesitant to reduce it to +4, it may be because the games I play tend to have a lot of flanking.

Cliched: I forgot Diplomacy wasn't an opposed roll. (I play with opposed diplomacy hose rules, very handy)

Panic Button: You're right there, I may make it a feat though I'll up the bonus if I do

Double Muscled: How about a bonus to all Str related checks instead?

Teleport Resistant: Sounds good.

Cosmic Power: I considered making it DCs but I was worried that might go too far the other way.

Fevered: How about a +3 to all (There's a flavor I'm going for there)

Imaginary Friend: Morale bonuses don't stack if I recall correctly.

Too much training: I think that I'll need to play test it and fine tune numbers, possibly make it scaling with level.

Zaydos
2010-10-15, 09:17 AM
Cyclops: Scientifically, having one eye doesn't destroy depth perception and having a larger lens means better visibility. I'm hesitant to reduce it to +4, it may be because the games I play tend to have a lot of flanking.

I love using flanking for monsters myself; I also know that an intelligently ran party can avoid flanking 9 times out of 10. Also it is a circumstantial -2 to AC, compared to a flaw (Vulnerable) that is -1 to AC always and considered one of the flaws you take without any real penalty. And with human's we do lose depth perception (bifocal vision), other creatures don't always; the depth perception is what Wizards and Paizo have used with one-eyed flaws before.


Cliched: I forgot Diplomacy wasn't an opposed roll. (I play with opposed diplomacy hose rules, very handy)

Yeah it makes sense for Diplomacy to be opposed :smallsigh:


Panic Button: You're right there, I may make it a feat though I'll up the bonus if I do

Double Muscled: How about a bonus to all Str related checks instead?

Sounds good; still a +1 or 2 to bull rush, trip, disarm, etc but -15-ft speed should balance that.



Teleport Resistant: Sounds good.

Cosmic Power: I considered making it DCs but I was worried that might go too far the other way.

That would be. I'm pretty sure I can think of mid and high level builds that would love this as is, but still feel the burn which is what a trait is supposed to do.



Fevered: How about a +3 to all (There's a flavor I'm going for there)


That sounds fairly good for the penalty. It's a few bonus skill focus feats for a hit to Con. I can see myself taking that and not cackling for glee as I make DC 20 Knowledge checks on a 2 at Lv 1.



Imaginary Friend: Morale bonuses don't stack if I recall correctly.


They don't, but many abilities that grant a typed bonus and can be taken multiple times increase the bonus; those that don't normally specify they do not.


Too much training: I think that I'll need to play test it and fine tune numbers, possibly make it scaling with level.

Agreed, I really like the idea there, though.

The Mentalist
2010-10-15, 09:25 AM
I love using flanking for monsters myself; I also know that an intelligently ran party can avoid flanking 9 times out of 10. Also it is a circumstantial -2 to AC, compared to a flaw (Vulnerable) that is -1 to AC always and considered one of the flaws you take without any real penalty. And with human's we do lose depth perception (bifocal vision), other creatures don't always; the depth perception is what Wizards and Paizo have used with one-eyed flaws before.



Yeah. I suppose I should either add another penalty or drop the bonus to +6 at the highest.

The Mentalist
2010-10-15, 09:33 AM
Creature of thought (Trait)
Your efforts are mostly mental, your body has suffered
You gain a +1 to all Int, Wis, and Cha based skills
You suffer a -2 to all Str, Dex, and Con based checks

Creature of action (Trait)
Your efforts are mostly physical, your mind has suffered
You gain a +1 to all Str, Dex, and Con based skills
You suffer a -2 to all Int, Wis, and Cha based checks

These may be taken multiple times.

Zaydos
2010-10-15, 09:47 AM
I'd make it +1 and -2 personally, the penalty is enough to hurt but the bonus is still enough to make you take it instead of it works for your character (dang Concentration being Con based and actually important for psions).

Edit: On that note even if you do decide to take my suggestion and nerf it I need to have my DM check it out. It fits my character so well and I was looking for a 2nd trait. Although Fevered also fits...

The Mentalist
2010-10-15, 09:52 AM
I'd make it +1 and -2 personally, the penalty is enough to hurt but the bonus is still enough to make you take it instead of it works for your character (dang Concentration being Con based and actually important for psions).

+1/-2 and stackable could be fun (stackable to a point of course, maybe max 5)

Zaydos
2010-10-15, 09:53 AM
+1/-2 and stackable could be fun (stackable to a point of course, maybe max 5)

That and traits as written (won't say RAW since they're a variant to begin with) you can only have 2. And even +2/-4 is still tempting (if I was a wizard I'd go for that, a psion not quite).

Edit: Just remembered the physical one also increases Bull Rush and Trip; +2/-4 for a fighter etc is actually a really big boost.

The Mentalist
2010-10-15, 09:57 AM
Edit: Just remembered the physical one also increases Bull Rush and Trip; +2/-4 for a fighter etc is actually a really big boost.

I should probably change it skills for the bonus and checks for the penalty then

Zaydos
2010-10-15, 10:04 AM
I should probably change it skills for the bonus and checks for the penalty then

Yeah, that would work. Even just non-stacking would probably work (in general bonuses actually become more important as they stack, while penalties become less so as you're going to fail regardless; only reason I wouldn't take the mental version twice on the character I'm tinkering with now is because he does need Concentration a fair bit so -2 hurts, and -4 is a bit more than he can stand for what is essentially icing).

monkman
2010-10-15, 03:48 PM
Cold-Blooded
Cold-Blooded (Flaw)
Damnit Roger, it's not that cold!

For whatever reason, your body temperature changes with the enviroment, making you more suseptible to temperature effects. This is especially prevalent in reptiles, but not all.
Benefit: Extra feat
Downside: You now have a Weakness to Frost and Fire, and take 50% more damage from Fire or Frost attacks. In addition, you have a -4 racial penalty in saves versus enviromental effects regarding temperature.

I've had this one in mind for a while. Obviously, it's listed on the creature entry that reptilian humanoids are all cold-blooded, but that doesn't mean they automatically have this.

Dare-Devil
Daredevil [Flaw]
"Hey, Joe! What's the big deal with climbing into that active volcano while we're under attack from a horde of flying zombie monkeys?!"
"Yeah sorry about that, it just looked awesome."
"Dammit Joe."
You can't help but take crazy risks and do very very stupid things, as long as they look awesome.
Benefit: You gain an extra feat.
Drawback: If presented with a challenge or a situation where you have choices of some kind, you must make a Will save (DC 15+1/2 your hit dice). If you fail, you must take the hardest possible choice or accept the challenge. You cannot be dissuaded of this course of action by anything short of enchantment magic controlling your actions directly (ie. dominate person and its kin).

Blindness
Blindness [Flaw]
“Who… who said that?”

You are blind as a bat.
Benefit: You gain two feats.
Drawback: You are Blinded. Any spell that you cast that has a target has a 50% chance of failure, unless you make a DC (10 + Spell Level + Target’s ranks in Move Silently) listen check, and then it has a 25% chance of failure.
Raw Sex Appeal

Raw Sex Appeal [Flaw]
"Regular folks just ain't ready for the raw sex appeal I'd unleash into their grey, little lives." ~Tychus Findlay, Professional Sex Machine
Prerequisites: Charisma 15 or higher
Benefit: Extra feat.
Drawback: Your charisma score really does represent your physical appearance. The only problem is that your magnificent good looks are...unrefined. You wield your sexitude with all the finesse of a Pixie with the Titan Bloodline wielding a Gargantuan Warhammer.

Whenever you approach someone with a sexual orientation compatible with your gender in a non-hostile way, they must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or begin to foam rabidly at the mouth. This excess of saliva renders them incapable of coherently interacting with you socially. This distraction does not prevent spellcasting, although it does prevent them from doing business with you, and it certainly prevents you from using Diplomacy, Intimidate, or Bluff to meaningfully interact with them.

This rabid state of being wears off once you leave their presence, though will re-assert itself whenever you interact with them again during the next 24 hours (after that time has elapsed, a new check is called for).[/SPOILER]
some flaws people made, use them if you wish

zenanarchist
2010-10-15, 06:05 PM
I'm gonna have to work on putting all of those in today. As well as editing Zaydos' meticulous PEACHing.

So a request! I might put this in the first post but:

Can the formatting of flaws and feats be:

Name (in bold) Name of creator (regular font)
Fluff (in italics)
Mechanical benefit/penalties (regular font)
(T) or (Fl) or (Fe) in regular font.

Will make the list a lot easier to compile. But thanks for all the awesome contributions and help so far.

EDIT: PHEWWWWW think I got all of them..... If I missed anything let me know.

Pyre_Born
2010-10-18, 01:59 AM
Don't know how balanced this would be, but I got the idea from the Married (Trait). Enjoy :smallwink:

Ball and Chain (Fl) Pyre_Born
Let's be honest, the only reason you're adventuring is to get away from your significant other. So why would you rush through your adventure?
Effect: Because of your urge to avoid your significant other, you have a harder time finding reason to finish your current journey. Whenever making you try to finish your quest (any social skill check made to further the quest) you must succeed on a Will save (DC 10 + Class level) or intentionally fail the check so as to prolong the journey.

Ball and Chain [Version 2] (Fl) Pyre_Born
Let's be honest, the only reason you're adventuring is to get away from your significant other. So why would you rush through your adventure?
Effect: Because of your urge to get away from your significant other, you make rash decisions that often lead you into danger. Whenever you have more than one choice on how to accomplish your goal, you must succeed on a Will save (DC 10 + Class Level) or automatically choose the most difficult and dangerous choice.

(Note: Both of these are definitely comedic. The first version is to stay away from home as long as possible, even if it means jail [fail a diplomacy or bluff against town guard?]. Version 2 is for characters that do everything in their power to get away, even if it means possible death. I chose DC 10+Class Level to show that as you level and gain more freedom, it's harder for you to go somewhere you don't want.)

Peace,
Pyre