Flaws for Surviving Death

Whenever a character dies from hit point loss or magic that does not utterly destroy the character, the character is able to survive death. However, the penalty for doing so is randomly receiving one flaw from the standard list below. If the character dies by a means applicable from one of the bonus lists provided, then those flaws are added to the available flaws as one of the random possibilities.

Standard Flaws



Blathering Your brush with death has left you with little care regarding the volume of your speech, your tendency to endlessly complain, and the crudeness of your persona. You receive a -4 penalty on Hide and Move Silently checks and a -2 penalty on Diplomacy and Gather Information checks.
Coward Combat terrifies you. At the beginning of each round of combat, roll d%. A result of 1-25% means you are shaken for that round. If you begin combat already shaken due to some other effect, then you become frightened on a result of 1-25%. Special: If you are immune to fear effects, the only result of this flaw is the loss of immunity to fear effects. Bonuses you grant against fear still apply to others (and yourself).
Easily Distracted Your attention span has been reduced to the point where even the slightest distraction gets your attention. You may no longer take 10 on skill checks.
Epileptic Your return from the brink of death has left you susceptible to seizures. Any stressful situation (such as combat) requires a DC 10 Will save, or you fall to the ground helpless in seizures lasting for 2d10 rounds. This effect may only occur once per encounter.
Fear the Reaper Ancient gods have become interested in your soul, and only divine intervention can return you to life after falling victim to death.
Inattentive You find it harder to concentrate on your surroundings. You receive a -4 penalty on Spot and Listen checks.
Mentally Unbalanced Your brush with death has left you a bit crazy. You receive a -2 penalty on all Wisdom-based and Charisma-based skills and ability checks.
Misfortunate You left some of your natural resistances behind from your near death experience. You now receive a -1 penalty on all saving throws.
Murky-Eyed Your vision has clouded causing difficulties with concealed enemies. Whenever you attack an enemy with a miss chance due to concealment, roll twice and any roll resulting in a miss applies to the attack. Special: This flaw cancels the benefit provided by the Blind-Fighting feat if you have that feat, and no other penalty is conferred upon you.
Noncombatant You’ve lost some of your martial prowess from your near death. You now take a -2 penalty on all melee attack rolls.
Pathetic Your injuries have made you weaker in one area than you anticipated. Permanently reduce one of your primary attributes by 2.
Shaky Your coordination with ranged weapons has been affected in a negative manner. You now take a -2 penalty on all ranged attack rolls.
Shallow Veins Your veins are now closer to the surface of your flesh and visible to foes. The critical range of all slashing weapons are doubled against you for melee attacks. Special: If you are immune to critical hits, the only result of this flaw is the loss of your immunity when facing slashing weapons.
Shattered Beliefs What you believe has been shaken to its very core. Although your alignment does not change, your alignment always registers as the most unfavorable result possible when affected by spells, spell-like abilities, or other effects that are dependent on your alignment. For example, your alignment is always treated as lawful for purposes of Chaos Hammer spells and always chaotic for purposes of being affected by Dictum spells.
Sickly You are now prone to illness. You receive a -6 penalty on all saving throws versus disease or poison. Special: If you are immune to disease or poison, the only result of this flaw is the loss of such immunity. Any bonuses you grant against disease or poison still apply to others (and yourself).
Sleep Deprived Due to nightmares and bad dreams of your near death, you now require a full 12 hours of rest instead of the normal 8 hours. Preparation of spells and similarly prepared abilities normally taking 8 hours now require 12 hours.
Slow You can’t help but move much slower now. Your base land speed is permanently reduced by 5 feet.
Unreactive You simply can’t react as fast as you used to. You now take a -6 penalty on all initiative rolls.
Vulnerable You have lost some ability to defend yourself. You now take a -1 penalty on AC.
Weak Will Using your strong will to keep yourself alive drained your focus for other purposes. You now take a -3 on all Will saves.

Bonus List: Death by Magic (Damage)



Bad Wounds You somehow received an unnatural, partial immunity to healing spells. The amount of hit points healed by spells of the healing subschool are halved. (This has no effect on healing subschool spells that do not heal hit point loss.)
Fractured Skeleton The magical damage you received irrevocably altered your physiology creating a much weaker frame. You are now treated as one size category smaller for purposes of carrying capacity, grappling, bull rushing, tripping, and overrunning.
Frail The magical damage lingering in your body has left you less hardy. From now on, you receive 1 less hit point than normal when gaining a level. This may reduce your hit point gain to 0.
Shallow Magic The magic resulting in your death has harmed your confidence in your abilities. You now receive a -3 penalty on all caster level checks to overcome Spell Resistance or to dispel magical effects.
Slow to Act The magical damage to your body has left you less likely to act as quickly. You now receive a -4 penalty on Initiative checks and a -2 penalty on Reflex saves.

Bonus List: Death by Magic (Death Effects & Other)



Docile to Magic You have become more susceptible to spells and spell-like effects. You now receive a -2 penalty on all saving throws versus spells and spell-like effects.
Easily Charmed Your mind has now lost some of its defense against magic. You now receive a -6 penalty on all saving throws versus mind-affecting spells and effects. Special: If you are immune to mind-affecting spells and effects, the only result of this flaw is the loss of immunity to such spells and effects. Bonuses you grant against such effects still apply to others (and yourself).
Enhancement Allergy You have gained an unfortunate mild allergy to enhancing magic that interferes with its benefits. All magical enhancement bonuses granted to you are now halved, rounding down.
Magic Ineptitude Your brush with death has stripped you of almost all knowledge for using magical equipment. All Use Magic Device checks receive +10 to the difficulty, and activating any magic item is a full-round action that provokes attacks of opportunity.
Magical Indigestion Your body has been stripped of the ability to process magical substances. You no longer receive benefit from any consumable magic items such as potions or food provided by a heroes feast spell.

Bonus List: Death by Physical Combat

Feeble Your near death experience has left you physically marred. You now receive a -2 penalty on all Strength-based, Dexterity-based, and Constitution-based ability and skill checks.
Fragile Your body has become more fragile and its weak spots can easily be exploited. Physical attacks with a natural 20 result against you are automatically critical hits without the need of a confirming roll. Special: If you are immune to critical hits, the only result of this flaw is the loss of your immunity.
Hampered Your return from the brink of death has left you hampered when wearing armor. All armor check penalties are doubled, and your movement is reduced to 0 when wearing heavy armor or carrying a heavy load. Special: This flaw can only apply to characters with proficiency in light armor or greater.
Hemophilia Your body has lost the ability to stop bleeding. It is impossible for your character to stabilize naturally when dying, and healing spells have only a 50% chance to stabilize you when dying.
Meager Fortitude Your ability to shrug off effects to your body has been weakened. You now receive a -3 penalty on all Fortitude saves.
Pain Intolerant Your fear of inability to take pain may leave you unconscious. Every time you take damage in melee combat, you must succeed at a Fortitude save with a DC equal to half the damage dealt. If you fail, you take non-lethal damage equal to your current hit point total.
Poor Defenses Your near death from combat has left you unable to defend yourself as well. You now remain flat-footed until your second round of combat, and no class ability or benefit can prevent you from losing your Dex bonus while flat-footed as would occur under normal circumstances in combat such as feinting or versus invisible opponents.
Reckless Combat You have become extraordinarily reckless in melee combat when around allies. Whenever you are attacking a creature in melee combat and you also potentially threaten an ally adjacent to that creature, roll d%. On a result of 1-15%, your next attack roll is against the adjacent ally.
Slow Learner You received a head injury that makes things much more difficult to learn. Your skill points gained per level are now reduced to half with a minimum of 1 skill point gained per level.
Weak Stomach Your last memory of bleeding out before near death has left you with a weak stomach. Whenever you become sickened, you instead become nauseated. Whenever you become nauseated, you instead become dazed for the same duration unless you succeed at a DC 10 Fortitude each round to remain only nauseated.

Flaws for Surviving Death

A Faerunian Tale AzraelDM