GREED
While most heroic adventurers enjoy the rewards of their missions, your character covets the acquisition of new material possessions to an extremely unhealthy degree.
[2 Pts.]
The lure of wealth seems to draw a curtain down over your character’s better judgment. Any chance for easy money (heck, any chance for not-soeasy money, too) has your character wetting his lips, rubbing his hands together, and trying to think up some scheme (often quite ludicrous) whereby he can get away with said money.
In the presence of treasures, art objects, gems, coins, or other riches ripe for the plucking, your character throws caution to the wind and disregards warnings of dangers such as traps and curses. Your character is overly eager to explore new dungeon rooms and fiddle with strange dungeon appliances, no matter how many times his friends order him to be more cautious.
Curiously enough, once he’s got his hands on a new pile of cash, he tends to do with it as he pleases and thinks no more of it. It’s the acquisition of riches that sets his blood on fire, not the hoarding of them.
At the DM’s discretion, your character may be forced to make a Will Save against a moderate DC to successfully turn down a money-making opportunity unless pressing, life-or-death business is keeping him occupied.
Special: This flaw does not make the character a kleptomaniac. He suffers no compulsion to take things that are clearly owned by people he likes, fears, or respects.