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View Full Version : D&D 3.x Other 10 new Flaws and 10 new Traits / PEACH



Jon_Dahl
2016-05-16, 08:32 AM
TRAITS

Devoted to Weapon Training

Your devotion to train to fight exceeds what is considered normal.

Benefit
+1 to attack and damage with manufactured weapons in which you are proficient.

Drawback
Choose two skills that are class skills for one of the classes in which you have levels. You may not choose Profession. Those skills are never class skills for you regardless of class.

Special
Your class levels must always equal your base attack bonus. Otherwise, you lose this trait permanently.

Roleplaying ideas
You should train with weapons whenever and wherever possible, either alone or with a partner.

Dirty Fighting
You fight in a dirty, unprofessional and unsporting way. Your fighting style makes it sure that you lose respect of people.

Benefit
At your option, Instead of inflicting critical damage, you can cause penalty equal to your weapons critical multiplier to your opponent’s attacks until the end of the next round.

Drawback
Non-chaotic individuals (with Intelligence score of 3 or higher) who witness you fighting (whether or not you use the benefit) shift their attitude one step towards negative, but not to Hostile. This is done only once per individual. Chaotic individuals can also react poorly depending on their sense of honor.

Roleplaying Ideas
Characters with this trait are typically nasty, badmouthed and have very little honor.

Special
You cannot select this trait if you are Lawful and/or honorable.

Eunuch since Childhood

You were emasculated (your penis and testicles were removed) when you were are child.

Benefit
Immune to effects that affect sexuality. +1 bonus to saving throws against charm effects.

Drawback
Even though falsetto can be regarded important in singing, a grown man with a little boy’s voice can be amusing. -2 penalty to intimidate checks.

Special
Restricted to male characters from races whose males have testicles.

Funny walk

The character has unusual way of walking (or running) which can make his or her movement difficult to predict.

Benefit
+1 to bluff checks when using the feint action.

Drawback
You look funny when you walk and run.

Pure Melee Training

You have never trained to use ranged weapons.

Benefit
Choose any melee weapon, even an exotic melee weapon. You gain a proficiency for that weapon.

Drawback
You lose proficiency in all ranged weapons.

Special
You may not choose this trait if you have any penalties to ranged weapon attacks from flaws or traits.

Mild schizophrenia

You have a mild form of schizophrenia. You can appear dangerously crazy but your mind has weak points that can be exploited. Your condition is so harmless that in cannot be magically healed.

Benefit
+1 to intimidate checks

Drawback
-1 penalty on Will saves

Special
Can be combined with the Schizophrenia flaw.


Pervert

The character has a disturbing and potentially dangerous sexual desire that occupies his and her thoughts on a daily basis.

Benefit
+1 bonus to move silently checks

Drawback
The character is obsessive about his or her perversion and unwilling to have normal sexual desires. The way the perversion is played must not be disruptive to other players.

Phobia

You have a mild phobia towards something common (heights, creatures with vermin subtype, sea) or a moderate phobia towards something uncommon (pregnancy, spiders, monsters with more than one head). Your fear makes you more empathetic.

Benefit
+2 to sense motive.

Drawback
You try to avoid what you fear. In case of a mild phobia, there are no game mechanical factors. You feel scared when forced to face what he or she fears. In case of a moderate phobia, you receive -1 morale penalty to all attack rolls and saving throws when faced with what you fear.


Sleepwalking

You walk around in your sleep.

Benefit
When under magical sleep, there is a 20% chance that the character will remain standing and will be considered dazed and sleeping (dazed precedes sleeping) rather than helpless and sleeping. Thereafter there is 50% chance every round that the character has to make a move action to move around. The player can move the character freely, but the movement has to be natural. Therefore, 5-ft. step or any other special movement action are not allowed.

Drawback
Every night, for 30 minutes, you walk around the immediate area (100 ft. radius) when you sleep. There is 20% chance that you will try to move silently and at half speed. If someone wakes you up, your character does not gain the benefits of a full night’s rest.

Special
Only characters that can sleep can take this trait.

Strange Accent

The character comes from a remote place where the people have a peculiar accent (both in Common and in racial language, if any) that makes speech difficult to understand. Despite having left his or her hometown, the accent is impossible to shake. However, your accent goes great when it comes to singing some of the less common songs.
Benefit
+1 to Perform (singing)

Drawback
-1 to all Charisma-based roll in which the character has to speak (including Perform (oratory)).


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FLAWS

Death Wish – The character has a no-retreat-no-surrender policy.

Effect
Trying to back down from fights in which there is at least some feasible possibility of winning is not permissible. This flaw has no effect on character’s willingness to initiate or join combat.

Family to support – The characters has dependents.

Effect
Double upkeep cost per month. The family members should inherit the character’s possession. If possible, the family members take all the gear and donate none to PCs or cohorts. The family members cannot offer any practical help to an active adventurer; they can roll heal checks (+1 skill modifier) at best.

Fumble Master – You can fail at anything. And badly.

Effect
Whenever you roll 1d20 and there is a clear change of success and failure, a natural roll of 1 means that you fail. The failure should be something relatively moderate and nothing deadly, unless failing itself in that situation is deadly.

Infamous – High-level characters only. You are widely known as a bad person. If Unearthed Arcana’s Honor is used, your Honor score will be -20. You cannot clear your name by correcting past misdeeds or by influencing people. What is done is done.

Effect
About 10% of the local people and about 5% of the people of your culture know about your infamy. They do not recognize your face, but know your general description and full name. The infamy should be widespread so the whole culture in which you live knows about your infamy. The usual initial attitude should be Unfriendly when you are recognized and the word will most likely spread around so the aforementioned 10% chance will fluctuate during gameplay.

Special
You must be at 11th level or higher to take this flaw.

Magic Allergy –You are supernaturally allergic to magic.

Effect
You are unable to use magic items, touch a spellbook and cast spells. Doing any of the aforementioned actions them will cause 1d4 Constitution damage to character and make him/her fatigued for 1d4 days. You will have a bad rash and a mildly bloated face, but these are only a cosmetic effects related to the Constitution damage.
In addition, you receive -4 penalty to saving throws against spells and spell-like effects.

Special
This flaw entitles the character to two bonus feats, not just one.

Midget – You are abnormally small.

Effect
You are one size class smaller. In addition, your land movement receives -10 ft penalty (minimum 10 ft.) and you receive -2 penalty to Strength and Dexterity. The change in size should not incur more penalties to attributes.

Unlucky –You are naturally unlucky.

Effect
You cannot take any Luck feats or feats that are similar in effect.
Your automatic failure chances are doubled. This means that a natural 1 or 2 is always a failure when you roll attack rolls or saving throws and both rolls must have equal effect in the game. An equal effect means that a natural 1 and 2 on saving throw may cause damage to exposed items and if fumble charts are used, a natural 1 and 2 will have equal effects.


Schizophrenia –
You have a serious mental illness that blurs the line between real and unreal.

Effect
Up to once per session, the DM can request you to roll a Will save vs. DC 15. Success means that you have a brief (up to one minute) hallucination that has no negative effect. Failure means that the character has a severe hallucination that will expose you and/or people around the character to danger. This severe hallucination lasts up to one hour. In any case, you are convinced that the hallucinations are real and there is no way to convince the character otherwise.

The condition can be healed like any mental illness, but it will reoccur within 1d4+1 months. When it reoccurs, the DM is encouraged to make the first severe hallucination particularly dangerous for everyone. You will always use any means necessary to avoid curing his schizophrenia, as long as they do not violate your alignment.

Note to players: The most common type of schizophrenia is the paranoid schizophrenia, so playing the character in a paranoid way is recommended. Characters with schizophrenia have a tendency towards chaotic alignments.


Snorer – You snore loudly and heavily.

Drawback
Hearing the snoring requires a Listen DC -10. Other characters can sleep in the presence of the snorer without a penalty, but it will uncomfortable.

Please note that a pseudo-Medieval fantasy world does not have any remedies against snoring. Any attempt to cure the snoring with a Wish or a Miracle will prevent the character from sleeping, because sleeping and snoring are so closely connected. Without being able to sleep, death will occur in two weeks, unless snoring is restored with another Wish or a Miracle.

Troublesome Relative – You have a close relative whom you love very much (regardless of your alignment and personality). This relative is problematic in some way.

Effect
You create the relative, although normally game mechanic information is not needed. Only minimal information about the age, gender, personality and the reason why the relative is problematic should be enough (no more than 50 words). The DM is free to use the relative in the game and make him or her problematic for you, but not on daily basis. You must always blindly love the relative and place value on his or her life, regardless of the circumstances.

Weak heart – You were born with an unusually weak heart, which cannot be healed by magical means, since the heart is naturally the way it is.

Effect
When you are first created, the DM rolls 1d100 in secret. On a roll of 1, you will have a heart attack (described below) or a similar cardiac problem in the next battle or when under severe physical or mental strain. After that, the roll will be repeated once per month. If the monthly roll is 1, the DM can choose any moment when a heart attack occurs within the current month. On a roll of 2 or more or after having a heart attack, you will not have another heart attack until next month.

Heart attack is a Constitution check vs. DC 20. On a successful roll, you will be dazed, prone and sickened for 15 minutes while clutching his or her chest. On a failed roll, you die (death effect).

Special
Only characters with normal hearts can have this flaw.