Malfunctioning Limbs (3.5e Flaw)
| |||||||||
Rate this article Discuss this article |
Malfunctioning Limbs
You have limbs which can malfunction when you are heavily damaged or take a serious hit.
Prerequisite: Construct or Undead
Effect: If you are heavily damaged your limbs are prone to malfunctions, whenever you are brought below 60% of your maximum hit point and once again at below 30% a random limb malfunction. If the attack was against a specific limb (such as a called shot, at the GM's discretion) it disable the targeted limb instead. A natural 20 on attack roll which confirm also cause one of your limb to malfunction, even if you are immune to critical hit.
If one of your arm malfunction it goes limp, it cannot be used to perform skills or wield weapon and any weapon it held is dropped. You also suffer a 10% arcane spell failure on any spell with somatic component, this affect even divine spells. If both arms goes limp you cannot use spells or ability which require somatic component.
If one of your leg malfunction it jitters and break, cutting your speed in half. You also take a -4 penalty against checks made to forcibly move you. If both legs malfunction you lose your land speed and fall prone, you can still crawl.
If you are healed past 60% and 30% you do not regain the use of your limb, on the flip side you do not lose another limb if you cross the threshold again until you are fully repaired. You recover the use of your limbs after healing back to full hit point and taking a full-round action to properly reconnect with your limbs.
Benefit: Any bonus feat for which you meet the prerequisites.
Back to Main Page → 3.5e Homebrew → Character Options → Flaws
Leziadv |
---|
Author | Leziad + |
Flaw Grants | Any bonus feat for which you meet the prerequisites. + |
Identifier | 3.5e Flaw + |
Rating | Undiscussed + |
Summary | You have limbs which can malfunction when you are heavily damaged or take a serious hit. + |
Title | Malfunctioning Limbs + |