Flaws

From LiMaWiki

Jump to: navigation, search

"I am sorry to inform you that my time here has come to an end. Life goes on and I simply don't have the time to participate in this hobby any longer. It's been a wonderful 4 years here and I'd like to thank your for that. As for my material, use it however you like. This is for real and I'm not coming back. Goodbye and have fun." - Szatany

These flaws were formerly maintained by Szatany and I have copied them here to be maintained, updated, and added to. Feel free to contribute in any way you wish, so long as you follow the guidelines.

Guidelines


Here are a few general guidelines about flaw creation from From Unearthed Arcana. You can create new flaws, but be careful; Flaws can unbalance your game. When creating flaws, keep a few issues in mind:

  1. A flaw must have numeric effect on a character's specific capabilities. Flaws with primarily roleplaying or story effects have unpredictable effects on game balance.
  2. Flaws are generally bigger in magnitude than feats. That's because players always choose flaws that have the least impact on their characters, while taking feats that have the most. For example, while a feat affecting skills grants +2 bonus on two skills, its counterpart flaw might impose a -4 penalty on two skills.
  3. A flaw must have a meaningful effect regardless of character class or role. That way, a player can't reduce the flaw's importance through multiclasssing. For instance, a flaw that only affects spellcasters might seem reasonable - but for nonspellcaster characters, the flaw likely proves meaningless. Even if you restrict the selection of such feats to characters of specific classes, a player can easily select a spellcasting class at 1st level, choose to flaws that apply to spellcasters, gain the bonus feats, multiclass into a nonspellcasting class at 2nd level and thereafter proceed as a primarily nonspellcasting character. The player has sacrificed a level to gain two bonus feats, a tradeoff that appeals to some players.
  4. Similarily, a flaw that penalizes a character's Charisma-based skill checks only has a significant impact on the party spokesperson - the quiet fighter or barbarian likely won't feel any impact from the penalties.
    1. It's preveiling problem, so I'll put the advice here:
      • Do not use charisma-related penalties as trait or flaw's effects (unless its a trait and the benefits are also socially oriented).Its related to point 4, but there seems to be quite a number of people that skip it
  5. This one is mine: Whatever you do, try to keep it simple. This is a game first and foremost, not reality simulator, and if you make a flaw that takes 15 lines and is hard to read no one will use it. And the point of posting new flaws here is for people to use them. So, in conclusion, KISS (keep it simple stupid).

[edit] Official Flaws

[edit] Unearthed Arcana

Feeble

You are unathletic and uncoordinated.

Effect: You take a –2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

Frail

You are thin and weak of frame.

Effect: Subtract 1 from the number of hit points you gain at each level. This fl aw can reduce the number of hit points you gain to 0 (but not below).

Special: You must have a Constitution of 4 or higher to take this flaw.

Inattentive

You are particularly unaware of your surroundings.

Effect: You take a –4 penalty on Listen checks and Spot checks.

Meager Fortitude

You are sickly and weak of stomach.

Effect: You take a –3 penalty on Fortitude saves.

Murky-Eyed

Your vision is obscured.

Effect: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.

Noncombatant

You are relatively inept at melee combat.

Effect: You take a –2 penalty on all melee attack rolls.

Pathetic

You are weaker in an attribute than you should be.

Effect: Reduce one of your ability scores by 2.

Special: You cannot take this fl aw if the total of your ability modifiers is 8 or higher.

Poor Reflexes

You often zig when you should have zagged.

Effect: You take a –3 penalty on Refl ex saves.

Shaky

You are relatively poor at ranged combat.

Effect: You take a –2 penalty on all ranged attack rolls.

Slow

You move exceptionally slowly.

Effect: Your base land speed is halved (round down to the nearest 5-foot interval).

Special: You must have a base land speed of at least 20 feet to take this flaw.

Unreactive

You are slow to react to danger.

Effect: You take a –6 penalty on initiative checks.

Vulnerable

You are not good at defending yourself.

Effect: You take a –1 penalty to Armor Class.

Weak Will

You are highly suggestible and easily duped.

Effect: You take a –3 penalty on Will saves.

[edit] Custom Flaws

Docile to Magic

You are very vulnerable to magic.

Effect: You take a -2 penalty on all saving throws against spells and spell-like effects.

Poster: Szatany

Bad Wounds

Due to strange twist of fate, your body became immune to magic. Healing magic.

Effect:You are unaffected by spells that remove hit point damage.

Poster: Szatany

Breaker

You break equipment more often than would seem to be normal.

Effect: All weapons and items in your hands has their hardness and hitpoints halved for purposes of determining if they break when you are using them.

Poster: Cruhand

Coward

Combat scares the s**t out of you!

Effect: At the beginning of your each round in combat, roll d%. If you roll below 1-25, you are shaken for that round. At the first round of the combat you are always shaken, and if you roll 1-25 during that round, you are frightened instead.

Special: You cannot take this flaw if you are resistant or immune to fear. If you gain resistance or immunity to fear, this flaw still affects you (it overrides immunity to fear).

Poster: Szatany

Dull mind

In your early lifetime you hadn’t learned much. Not anything of importance, at least.

Effect: You don’t get the normal 4 times skill points at first level. Instead you gain only your class skill points + Int. modifier just as if you had gained if you had leveled up a non 1st level in your class.

Poster: Bronzebeard

Easily Charmed

You succumb easily to mind control.

Effect: You gain -6 penalty on saving throws against mind-affecting spells and effects.

Poster: Cruhand

Enhancement Allergy

Your body and mind does not attune well to magic.

Effect: Whenever your ability score is increased by enhancement bonus, the bonus is halved.

Poster: Szatany

Epileptic

From time to time, under great stress, you suffer from epileptic seizures.

Effect: If you are in a stressful situation (such as combat) you must make a Will Save at DC 10 or have an epileptic seizure (you are unable to do anything, and are helpless). The seizure lasts for 2d10 minutes and when it is over you become fatigued.

Poster: Cruhand

Fear the Reaper

The gods want your soul for some (may be unknown) reason. Once they get you, there will be no return.

Effect: You cannot be brought back to life by any means short of divine intervention.

Poster: Szatany

Fragile

Your body is more vulnerable to damage and has many weak spots.

Effect: When creature attacking you rolls natural 20 on attack roll, it scores critical threat without a need of confirming it.

Poster: Szatany

Friendslayer

When in combat, you don't really care if you hit your foes, or friends.

Effect: When attacking into a melee (either by ranged weapon or spell, or in some cases a melee weapon (when you are able to threaten the square of your friend(s)) containing one or more of your friends there is a 15% chance you hit your friends instead (+5% for each friend in addition to the first)

Special: A miss would be a miss, but a natural 1 (a fumble-threat) should be rerolled, if the second result is also a miss, then you instead deal a critical hit to a friend you are able to threat in any way.

Poster: Cruhand

Hampered

You move slowly, due to limping or any other reason.

Effect: You get a -4 penalty to all Climb, Jump and Tumble checks and your base movement speed is reduced as if you were wearing heavy armor. If a character is already wearing heavy armor or load, he cannot move.

Poster: Cruhand

Hemophilia

You suffer from bleeding disorder, which means you blood does not clot easily.

Effect: You do not stabilize automatically. Healing spells remove damage normally, but you only have 50% to stabilize when under effect of such spell.

Special: You cannot take this flaw if you have fast healing or regeneration. If you gain fast healing or regenration ability, those and hemophilia cancel eachother as long as they are both in effect.

Poster: Szatany

Loud and Rough

Effect: You get a -4 penalty to Hide and Move Siltenly checks and a -2 penalty to Diplomacy and Gather Information checks.

Special: At the DM's discretion, a character with this flaw may attract attention of inhabitants of area the character currently travels through (the character talks loudly, steps on almost any twig on the path etc). This may cause increase chance of encounter (both hostile and not).

Poster: Cruhand

Magic Drain

Most magic items wont work on you.

Effect: There is a chance that any magic items you use are rendered useless and powerless. (The magic item should be allowed a saving throw to avoid this. The item uses the same saving throw bonuses for all types (2+one half caster level)) The DC for the magic item saving throw should be 10+Character Level+Charisma modifier. As for potions and scrolls, there should be a 50% chance (at least) that the effect of the potion/scroll will not work.

Special: A character needs at least 10 in Charisma to take this flaw. Also, at the DM's discretion this flaw can be extended to contain spells as well (both beneficial and harmful), but then it might be helpful in some situations.

Poster: Cruhand

Misfortunate

You lack natural resistances to outside effects.

Effect: You take a -1 penalty on all saving throws.

Poster: Szatany

One-Eyed

Where one of your eyes should be, there is only empty dark eyesocket.

Effect: Halve all range increments of ranged weapons you use. Also any "within 30 feet" effects are cut in half such as the range granted from the Point Blank Shot feat.

Special: At the DM's discretion, this flaw might grant bonuses or penalties to some Charisma-based skills. Since you have empty eyesocket from birth, spells like regeneration don't recover your missing eye (spells don't remove birth defects).

Poster: Cruhand

Pain Intolerant

You have a low pain threshold.

Effect: Whenever you take damage you must undergo a Fortitude Save with DC one half the damage taken or fall unconscious.

Poster: Cruhand

Rabid

You are a half-crazed, feral killing machine.

Effect: Whenever in combat, you must always attack opponents with melee weapons (even bare hands) if possible.

Poster: Szatany

Reflexes against Magic

Your body is innately resistant to magic, even beneficial one.

Effect: You cannot voluntarily lower your saving throw when affected by spells.

Poster: Szatany

Selective Digestion

You don't benefit from potion magic.

Prerequisite: Ability to drink magic potions.

Effect: Potions (but not oils) and other eadible magic items have no effect on you. This flaw does not protect you from digestable poisons in any form.

Poster: abraham

Sickly

You are very vulnerable to illnesses.

Effect: You gain a -6 penalty on saving throws against disease and poison.

Special: You cannot take this flaw if you are immune or resistant to disease or poison. If you have this flaw, you do not gain any feats, class abilities, spells or effects that grant disease or poison immunity (but not resistance).

Poster: Szatany

Sleepyhead

You need more sleep that a normal person to function normally.

Effect: You must sleep full 12 hours without interruption, or you are fatigued for the next day. If such fatigue is removed magically, its only supressed for 1d10 minutes.

Special: You cannot take this flaw if you don't have to sleep or are immune to sleep spells and effects. If you become immune, you fall in permanent coma.

Poster: Szatany

Slow Healer

Effect: Hit points and wounds heal at a slower rate. (Halve the hit points gained from any kind of rest. If wounds are used in your campaign, healing rate of these will also halve.)

Poster: Cruhand

Slow Learner

You have problem with learning new things.

Effect: You gain half the number of skill points at each level except 1st.

Special: You cannot take this flaw if you gain 2 or less skill points per level (which includes human bonus points and bonus points from Int score).

Poster: Szatany

Small Frame

You are small and slender for your race.

Effect: You are treated as one size smaller for the purposes of carrying capacity, grappling, bull rushing, tripping, and overrunning.

Poster: Szatany

Stiff Fingers

You have clumsy hands and your fingers stiff easily.

Effect: You suffer –2 penalty to all craft, disable device, escape artist, forgery, open lock, sleight of hand, and use rope checks. In addition, you suffer 10% arcane spell failure when casting spells with somatic component, -2 penalty on attack rolls with thrown weapons and bows, and whenever an opponent attempts to disarm you, he gains +2 bonus on that attempt.

Poster: Szatany

Unaccustomed to Combat

You have hard time coordinating your moves and actions in combat.

Effect: You cannot take 5-foot steps when performing any other action in the same round.

Poster: Szatany

Undecided

You cannot make up your mind when it comes to alignment.

Effect: Whatever your alignment is, when you are under effect of spell or ability which effects depend on your alignment, your alignment changes in regard to this spell or ability in such way that it is least advantageous to you. For example, if you are lawful good and a paladin uses detect evil ability on you, your alignment registers as lawful evil for that ability. If, at the same time, a cleric affects you with dictum spell, you are treated as chaotic good for the purpose of that spell.

Poster: Szatany

Vulnerable to Cold

You are particularly vulnerable to cold and frost.

Effect: You take half again as much (+50%) damage as normal from cold attacks, regardless or whether a saving throw is allowed, or if the save is a success or failure. If you are already vulnerable to cold, damage increases to +100%.

Special: You cannot take this flaw if you have cold immunity or cold resistance. If you have this flaw, you are immune to any feats, class abilities, spells or effects that grant cold resistance or immunity.

Poster: Szatany

Vulnerable to Electricity

You are particularly vulnerable to electricity and lightnings.

Effect: You take half again as much (+50%) damage as normal from electricity attacks, regardless or whether a saving throw is allowed, or if the save is a success or failure. If you are already vulnerable to electricity , damage increases to +100%.

Special: You cannot take this flaw if you have electricity immunity or electricity resistance. If you have this flaw, you are immune to any feats, class abilities, spells or effects that grant electricity resistance or immunity.

Poster: Szatany

Vulnerable to Fire

You are particularly vulnerable to fire and heat.

Effect: You take half again as much (+50%) damage as normal from fire attacks, regardless or whether a saving throw is allowed, or if the save is a success or failure. If you are already vulnerable to fire, damage increases to +100%.

Special: You cannot take this flaw if you have fire immunity or fire resistance. If you have this flaw, you are immune to any feats, class abilities, spells or effects that grant fire resistance or immunity.

Poster: Szatany

Dwarf without Heritage [Racial]

You weren't raised by dwarves and lack their cultural knowledge.

Prerequisite: Dwarf (PHB dwarf).

Effect: You do not have stonecunning, +1 racial bonus to attack rolls against orcs and goblinoids, +4 dodge bonus against giants, +2 on appraise and craft checks. You do not automatically know dwarven language.

Poster: Szatany

Elf without Heritage [Racial]

You weren't raised by elves and lack their cultural knowledge.

Prerequisite: Elf (PHB elf).

Effect: You are not gain elven weapon proficiencies, you don't automatically know elven language, and you have no favored class.

Poster: Szatany

Narrow [Racial]

You are less adaptable that most humans.

Prerequisite: Human.

Effect: You do not gain bonus human skill points per level.

Poster: Szatany

Addiction

You are addicted to some substance.

Effect: This will vary according to the substance addicted to, but mostly if the character does not get his daily satisfaction of substance abuse, he will get penalties to most actions, and will also be fretful and irritable. The penalties should be cumulative. (one day without substance -2 to all actions, two days without substance -4, three days without -8 etc. where at one point the character would be rendered useless). The addiction/substance should be either uncommon, illegal or severe, and the use of it might in itself impose some penalties to the character - i.e. dulled senses from smoking weeds, or consuming alcohols.

Poster: Cruhand

Allergy

You are allergic to a common substance. If exposed to what you are allergic to, your eyes start to water and your nose runs (or you get the effects of a nettle rash whichever is appropriate)

Effect: If exposed to the substance you are allergic to, you get a -2 penalty to all actions (including attacks), and an additional -2 to any action requiring heavy concentration.

Special: The type of allergy should be at the player's choice, with the DM allowing/disallowing the player's choice. The substance should be common, and it MUST be something that the character is likely to bump into once in a while. (An allergy to metal might for instance cause severe problems for any fighter)

Poster: Cruhand

Mute

You cannot speak, or shout or make verbal noises of any kind.

Effect: Any communication must be non-verbal. You cannot cast spells with a verbal component.

Poster: Cruhand

Pyromaniac

You have an irrational attraction to fire. You like to watch it burn, smell the smoke, feel the heat.

Effect: You will set fires whenever possible, and occasionally feel the urge to set a fire without reason. If you want to resist the urge for setting a fire you must make a Will save DC 10+1 for each time you have resisted setting a fire since the last time.

Special: This might also paralyze the character, since he is so fascinated and obsessed by the fire that he can do nothing but watch and enjoy as it spreads. DM's discretion or a WILL save DC 15 for this.

Poster: Cruhand

Split Personality

You have from one to three additional personalities. Your physical attributes does not change, but your non-physical abilities might all be different.

Effect: You choose from one to three additional personalities. Each personality gain experience separately. Alignment and level may vary among the personalities. You must decide alongside the DM what triggers the switch.

Special: The mental abilities (Wis, Int and Cha) might vary from each personality (thus altering skills/saves etc). The class and behavior might vary etc. This should be worked out between the player and DM in unison.

Poster: Cruhand

Wrath of God

You have earned the disfavor of a particular god, demi-god or equally powerful entity.

Effect: Will naturally vary according to what god this is. It might involve constantly being bothered by followers of the god, or having strange luck when using skills/spells involving in any way the gods portfolio etc.

Special: Unless the player has some really good ideas, this should be left entirely up to the DM. What god is it, why, and what happens.

Poster: Cruhand

Annoying

You really get on people's nerves.

Effect: Any time an NPC or animal's attitude towards you worsens due to a failed Diplomacy or wild empathy check, it worsens by two steps (going from indifferent to hostile, for example).

Posted by flyingmoose

Mad

You are a tad mentally unbalanced.

Effect: You suffer a -2 to all wisdom and charisma based skill and ability checks.

Posted by Greyseed

Missing Eye

You only have one functional eye. The other is disfigured, missing or otherwise nonfunctional.

Effect: You take a -2 on spot and search and disguise checks. You also take a -4 for each range increment a target is away.

Special: You may take this flaw up to two times (which means you are blind). Since you have one eye from birth, spells like regeneration don't recover your eye (spells don't remove birth defects).

Posted by Greyseed

Slow Reflexes

You are slow to respond to sudden changes.

Effect: You suffer -4 to initiative and –2 to reflex saves.

Posted by Grundax

Shallow Veins

Your veins are shallow and visible through the skin.

Effect: Whenever a creature with a slashing or piercing weapon attacks you, it has its threat range doubled (20 becomes 19-20, 19-20 becomes 17-20 etc.). This effect stacks with the keen ability and any similar effect.

Special: You cannot take this flaw if you are immune to critical hits. If you become immune to critical hits, you loose benefit of the feat granted by this flaw.

Posted by Hammerhead

Bleeder

You continue to bleed after taking wounds until you stabilize.

Effect: After taking damage from any source, at the end of each round (starting with the round in which the character took damage), roll d% to see whether you become stable. You have a 10% chance to become stable. If you do not, you lose 1 hit point.

Special: You may not take this flaw if you have Fast Healing or Regeneration, nor are you affected by Fast Healing or Regeneration from any source.

Posted by Harliquinn

Easily Distracted

You are easily distracted when performing long tasks.

Effect: You may never take 10 on any skill check.

Special: You may not take this flaw if you do not gain at least 4 skill points per level from your highest class.

Posted by Harliquinn

Easily Winded

You become staggered easily in stressful situations.

Effect: You become staggered when your nonlethal damage equals one-half your current hit points. When your nonlethal damage is less than one-half your current hit points you are no longer staggered.

Posted by Harliquinn

No Will to Live

You die more easily than others.

Effect: You are disabled and dying from -1 to -4 hit points and die if you reach -5 hit points.

Special: Any special abilities you have that normally remain in effect until -9 hit points remain until -5 hit points instead.

Posted by Harliquinn

Panicky

You are easily frightened.

Effect: You take a -4 penalty on saving throws against fear effects. When fear causes you to be Shaken, you are instead Frightened. When fear causes you to be Frightened, you are instead Panicked.

Special: You cannot take this flaw if you are immune to the effects of fear.

Posted by Harliquinn

Shallow Magic

Your spells lack the power to penetrate most spell resistance.

Effect: You get a -3 penalty on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance

Special: You must be a spellcaster to take this flaw. You cannot take this flaw if you already have Spell Penetration or Greater Spell Penetration. You cannot take the Weak Magic flaw.

Posted by Harliquinn

Slow to React

You have trouble reacting quickly to combat situations.

Effect: You are considered flat-footed until you have taken two turns in a combat. You always lose your Dexterity bonus to AC when flat-footed even if another ability would prevent the loss.

Posted by Harliquinn

Unfit

You have trouble performing extended tasks.

Effect: You incur a -8 penalty on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you cannot sleep in any armor without becoming fatigued.

Special: You cannot take this flaw if you have the Endurance feat. You gain no benefit from the Endurance feat if you have this flaw.

Posted by Harliquinn

Weak Magic

Your spells are easier to resist than normal.

Effect: Subtract 1 from the Difficulty Class for all saving throws against spells or spell-like abilities you cast.

Special: You must be a spellcaster to take this flaw. You cannot take the Shallow Magic flaw.

Posted by Harliquinn

Amnesia

You don't know jack.

Effect:Get out two blank character sheets, pass one to your DM and name a race and class. Your DM will create the character for you from the whole cloth. You are free to pick your alignment and physical appearance (in addition to the aforementioned race and class). Your DM should tell you what your mental scores are (Intelligence and Wisdom), but you'll have to figure the rest out during game play. "Your past will come back to haunt you one day."

Posted by hiryuu

Bad Back

You have a lingering back problem and can't carry much.

Effect: A character with this flaw is treated as he had Strength score 4 points lesser for the purpose of determining encumbrance and unless the character sleeps on a masterwork bedroll and in no armor, he must succeed at a Fort save (DC 10) when waking up or be fatigued for the following day and he does not count rested for preparing spells.

Posted by Keebler

Chronic Illness

You are always sick.

Effect: A character with this flaw must make a fort save DC 15 at the end of each week or catch a minor disease. This disease is similar to the cold (sneezing, coughing, trouble sleeping) and causes 2 Wisdom and Strength damage a day. The character also suffers a -2 penalty to saving thwors against diseases. If the character becomes immune to disease, he is still affected by this flaw.

Posted by Keebler

Magically Inept

The control of magic eludes you.

Effect: A character with this flaw cannot use any magic item that requires consious use. This includes all command word items and all items that require an action to use (even the various tomes). This does not include magic items that are used automatically like rings of protection or magic weapons. A character cannot cast spells or use spell-like abilities.

Credulous

You have an unshakable belief that there is goodness in every person.

Effect: You take a -6 on all sense motive checks and take a -4 penalty on saves versus Enchantment (charm) spells and effects.

Special: You must have a wisdom score of at least 8 in order to take this flaw.

Posted by Levism84

Weary Warrior

You have seen too much senseless violence in your life, and combat only disheartens you further.

Effect: You suffer a -4 penalty on initiative checks and after any combat you are fatigued for 1d6 hours. (This fatigue is a self-produced mind-effect that cannot be remedied by use of magic or items.)

Posted by Levism84

Scarred Memory

You have had a very tragic or traumatic event occur in your life that has left you scarred emotionally (possibly even physically). This leaves you distanced from others and ever fearful that you will have to relive the nightmares you survived.

Effect: You take a -2 penalty on all diplomacy and intimidate checks and take a -4 penalty on will saves versus fear effects related to your tragic incident.

Special: You should work with your DM on detailing your tragic episode and defining what would be considered a fear related to your incident. This has the potential to be a great role-playing tool, but only adds as much as the player puts into it.

Posted by Levism84

Scar of Truth [Racial]

You have a scar or deformity caused by powerful magic (possibly a curse) that doesn't disappear when you change shape.

Prerequisite: Shapechanger Subtype

Effect: You do not recieve the +10 bonus on disguise checks when using a racial ability to alter form or polymorph. You also recieve a -2 penalty to Bluff and Diplomacy checks.

Posted by Magus Gar Kan

Afraid of the Dark

You fear the darkness.

Effect: You are shaken in normal moonlight (includes torch or lamplight), frightened in near darkness (moonless night or very dark room), and panicked in total darkness (magic darkness or dungeon depths).

Posted by MattMart

Claustrophobic

You can't stand enclosed spaces.

Effect: You gain a -4 to all graple checks. When you are pinned you become paniced. When indoors you have a -2 to all charisma based skill checks. When indoors and you cannot see the exit, the penalty increases to -4. When you do not know where the exit is you gain a -2 to all dex based skills and ability checks. When you know that the exit is blocked(in a cell or trapped by a cave in) you become paniced. When underground or in a windowless area, you are considered shaken. These effects are cumulative.

Posted by MattMart

Slow to Draw

You always fumble for your weapons.

Effect: it is a full round action to draw a weapon. In addition, when using a bow, it may only be fired once per round.

Posted by MattMart

Small Hands

You must wield smaller sized weapons.

Effect: You are concidered to be one size catagory smaller than you really are when determining weapon encumbrance. For Example: a medium creature with small hands must wield small weapons. A small creature must wield tiny weapons.

Posted by MattMart

Criticalless Adventurer

You have a very hard time finding a critical spot.

Effect: You only make a critical hit at a natural 20, and must make 2 confirm rolls instead of 1.

Posted by Morloth

Murky Look

You have some strange look in your eyes, and people don't trust you.

Effect: When buying an item, you'll have to pay 50% more than the actual costs. You get an -4 penalty on the following skills: Gather information, Diplomacy, Intimidate and bluff.

Posted by Morloth

One Handed

You only have one hand, the other was lost due a birth accident.

Effect: You only have 1 hand to carry either a Shield or a Single-handed weapon.

Special: Creatures with more than 2 hands (or other limbs they can use to hold either a shield or a weapon) cannot take this flaw. Since you have one hand from birth, spells like regeneration don't recover your hand (spells don't remove birth defects).

Posted by Morloth

Soft Brains

Your brains are very soft, every time you take a hard blow you black out!

Effect: Whenever you take damage from a bludgeoning weapon or take subdual damage, you have 50% chance of being stunned for 1 round per 5 damage taken.

Special: You can't avoid being stunned in any way, no spell nor special ability can supress stunning effect. Your brains need to reconfigure itself, without any help.

Posted by Morloth

Overweight

No matter the reason or what you try to do, your character cannot maintain a balanced weight.

Penalty: On any and all checks you make covered by the Endurance feat, the increase applied to the DC for each time interval is +2, not +1; your character's heavier by 40 lbs. (50 lbs. for half-orcs, 25 lbs. for halflings), and you always apply this weight against your load.

Roleplaying Hints: Your character either does not care, is apathetic, or, more probably, has a sore spot about his extra weight.

Posted by RaspK FOG

Therianthropic Fear

Due to a fear of any therianthropic creatures, you rely too heavily on silvered weapons.

Effect: When you use a weapon that isn't made from silver, you suffer a -2 penalty to attack and damage rolls.

Posted by Raxor

Blind Devotion

Prerequisite: Ability to cast divine spells. You are so sure in the rightness of your god (or other source of divine power) that you refuse to use any magic item from other faiths.

Effect: You cannot use magic items crafted by magical artisans who do not share your faith. This extends to any type of magic item, including armor, weapons, and potions. You also cannot use magic items crafted by your companions unless they worship the same god as you. The Use Magic Device skill is prohibited for you, and you cannot put ranks into it. If at any time you use a magic item crafted by a person of a different faith, whether willingly or under duress, or if you put ranks into the Use Magic Device skill, you lose access to your spells and all other spell-like and supernatural features of your class. You must seek out a capable member of your faith for atonement.

Special: The oaths this feat represents may vary from faith to faith. Some may allow the use of items of arcane origin, or they may disallow only items from rival faiths. Some more stringent oaths may also forbid accepting spells cast on you by members of other faiths.

Posted by SaddestPleasure

Cloistered

You've lived in a monastery all your life and have little experience in the ways of the outside world.

Prerequisite: Member of a religious or monastic order.

Effect: You take a -4 penalty on all Profession, Sense Motive, and Survival checks.

Posted by SaddestPleasure

Fear of Water

You have an abiding fear of deep water and drowning.

Effect: You take a -4 penalty on Swim checks. In addition, when on a boat, bridge, a ledge over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep (such as if you were bull-rushed off a ledge into water), you immediately become panicked. Spells and effects that remove fear do not affect either the shaken condition or the panicked condition.

Posted by SaddestPleasure

Impatient

You have a short attention span and tend to rush things.

Effect: You take a -3 penalty on all Concentration, Craft, Disable Device, Forgery, Move Silently, Open Lock, and Search checks.

Posted by SaddestPleasure

Inept

You are terrible at using any skill untrained.

Effect: Your total bonus to skills in which you have no ranks is treated as zero. Ability bonuses, racial bonuses, class bonuses, synergy bonuses, competence bonuses, and other bonuses do not apply to skills you use untrained. The only bonus you may apply to untrained skills is a luck bonus. Penalties work as normal. For example, a level 1 druid with 16 Wisdom would normally have a +5 modifier to Survival when untrained (+3 from high Wisdom and +2 from class). The same druid with the inept flaw would be treated as having a bonus of +0. If her Wisdom dropped to 8, she would have a total modifier to Survival checks equal to -1. If she took at least 1 rank in Survival, she would receive the a +6 bonus to her Survival skill checks as normal (1 rank +3 Wis +2 class).

Posted by SaddestPleasure

Yearning for Death

You are living on borrowed time, and know it.

Effect: You take a -3 penalty to saves versus death effects and a -3 penalty to Fortitude saves versus death by massive damage. If using the standard stabilization rules, you have only a 5% chance to stabilize on your own. If using Fortitude-based stabilization rules, you take a -3 penalty on Fortitude saves to stabilize or avoid death.

Posted by SaddestPleasure

Insane

You are ravaged by mental illness.

Effect: You suffer from one indefinite insanity (chosen from table 6-11 in unearthed arcana, page 201.

Special: This insanity cannot be removed by any means.

Posted by simen_88

Snappy

You can break quite easily when under pressure.

Effect: When in a stressful situation (heated argument, close to battle, surrounded be foes in battle, et.c, handled by the DM) you must make a DC 10 will save or act as if effected by lesser confusion. The DC is 12 if you are fatigued.

Posted by simen_88

Accelerated Aging

You suffer from a disease that causes you to age faster than normal (think Progeria as a real world example, but not so bad).

Effect: You start off with the penalties associated with being middle aged, but none of the benefits. Also, cut your lifespan in half and halve the time it takes to reach your next level of aging (A middle aged human with AA has their middle age at 17.5, old at 26.5, venerable at 35, and death at +1d20 years).

Posted by the Horc

Hot Tempered

You find it hard to resist the urge to fight when you are wronged or insulted.

Effect: You get -4 to Diplomacy checks. Whenever you are gravely insulted, you must roll a Will check. Failure means you attack the last person to insult you, by any and best useful means possible (casting spells if you're a wizard, using weapons if you're a fighter, etc.)

Posted by The Law

Jinxed

For one reason or another, the normally impartial forces of fate hate you.

Effects: Once a day, the DM may force you to reroll one die roll, after it is rolled, but before the results are announced. Use the new value, even if it's better than the original roll. The DM should be as vindictive about this as possible.

Posted by Vanigo

Ghost Among the Living

Your exposure to negative energy has left you vulnerable to certain positive energy effects.

Prerequisites: Ability to channel negative energy OR must have lost one or more levels to energy drain; cannot be undead.

Effects: You are treated as undead when targeted by smite evil and the spells detect evil, detect undead, and consecrate, and you can be turned as if you were undead, but not rebuked, commanded, or destroyed. You take 1 point of damage whenever you come into contact with holy water, or 1d4 damage if splashed with a vial of holy water. Other positive energy effects (such as cure spells) affect you normally, and you are still harmed by negative energy effects (such as inflict spells).

Special: If you take this flaw and later become undead, you lose the flaw and the bonus feat it grants you. If you are subsequently restored to life, you regain both the flaw and the bonus feat.

Posted by Agent Rasp

Lost Soul

You are no longer properly anchored to your home plane.

Prerequisite: Must have been subjected to at least one spell or effect involving dimensional storage, planar travel, or returning from the dead.

Effect: You gain the extraplanar subtype even when on your home plane. If affected by a spell that would normally send you to your home plane, such as banishment or dismissal, you are instead sent to the nearest transitive plane (Astral, Ethereal, or Shadow).

Low Hurl Factor

You are easily grossed out.

Effect: Whenever you would normally be sickened, you are nauseated instead. Whenever you would normally be nauseated, you must make a successful Will save against DC 15, or become unconscious.

Bad at Skills

Effect: Take -5 penalty on all skill checks. t

Personal tools