Animal Magnetism (3.5e Flaw)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Animal Magnetism
How does Snow White manage it? You don't even have to sing, and the critters still come running. OW! GET AWAY!!
Effect: Animals REALLY love you. Any creature with the animal type that comes within 60 feet of you will move adjacent to you and remain there, moving with you if you move. Affected animals stare at you, make noises to attract your attention, and try to nuzzle up against you until you manage to shoo them away. Shooing an animal away is a full-round action that provokes attacks of opportunity. A shooed animal retreats to a 30 foot distance and stares longingly at you, making pitiful noises for 1 minute before wandering off, dejected and heartbroken. Shooed animals are not attracted to you again for 24 hours. Needless to say, a character with this flaw takes a cumulative -1 circumstance penalty to all skill checks, attack rolls and saves (to a maximum of -10) for every animal adjacent to him, as the animals are extremely distracting.
Below is a chart for determining how many animals are attracted to the character, to be rolled once every 4 hours or once per scene by the DM. Depending on the current environment, DMs are free to adjust the results as they see fit. Animals should be environment appropriate (for the most part).
Benefit: Any bonus feat for which you meet the prerequisites.
D% roll | Animals Attracted |
---|---|
1-15 | 1d4 tiny animals, 1 small animal |
16-30 | 1d8 tiny animals, 1d4 small animals |
31-45 | 1d8 small animals |
46-60 | 1d4 small animals, 1 medium animal |
61-75 | 1d8 small animals, 1d4 medium animals |
75-85 | 1d8 medium animals, 1-2 large animals |
85-95 | 1d8 dire animals OR 1d4 huge or larger animals |
96-99 | Any lower result, but add a dangerous template, such as biohazard |
100 | roll twice, combine results, ignore further rolls of 100 |
Back to Main Page → 3.5e Homebrew → Character Options → Flaws