Additional Flaws
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| Dishonest Face |
For Variant Character Building rules, flaws were introduced. Here are additional flaws and their associated penalties.
Unless otherwise noted, all penalties are untyped.
Flaws
Absentminded Magician
You struggle to keep your spells organized in your mind.
Penalty: Each day, you fail to prepare 1d4 randomly determined spells from your available spell slots.
Angry Drunk
Alcohol brings out your aggression.
Penalty: While intoxicated, you must succeed on a DC 10 Will save each hour or attempt to start a physical confrontation.
Arcane Fatigue
Your body struggles to handle magical strain.
Penalty: Each time you cast a spell, you must make a Fortitude save (DC 10 + spell level). Failure results in becoming fatigued.
Bad with Animals
Animals instinctively distrust you.
Penalty: –2 on Handle Animal and Ride checks.
Boorish
Your manner is abrasive and off-putting.
Penalty: –2 on Bluff, Diplomacy, Gather Information, Intimidate, and Disguise checks.
Blood Obsession
A race or type of creature wronged you in the past, and you seek vengeance.
Penalty: –2 on Diplomacy checks and –2 Charisma.
Bloodlust
You instinctively escalate violence.
Penalty: –2 on Diplomacy, Gather Information, and Concentration checks, and –2 Charisma.
Benefit: +1 on Intimidate checks.
Cautious
You act slowly and deliberately.
Penalty: Performing any skill that normally requires an action takes twice as long. You also take a –2 penalty on Initiative checks.
Clanless
You have been rejected by your people.
Penalty: You take a –5 penalty on reaction rolls when interacting with members of your birth race.
Code of Honor
You follow a strict personal code.
Penalty: You must adhere to a defined code of conduct. Violating this code may result in penalties determined by the DM.
Cowardice
You fear for your life.
Penalty: –4 on saving throws against fear effects.
Curious
You are easily distracted by new things.
Penalty: –2 on Listen, Spot, and Initiative checks.
Cursed
A powerful curse afflicts you.
Penalty: The nature and effects of the curse are determined by the DM.
Delicate
Your body is fragile.
Penalty: –2 natural armor bonus to AC.
Delusional
You believe something that is not true.
Penalty: –1 Wisdom and –1 Charisma.
Disease Prone
You are highly susceptible to illness.
Penalty: –5 on saving throws against disease, and disease incubation times are always minimum.
Dishonest Face
You appear untrustworthy.
Penalty: –2 on Bluff and Diplomacy checks.
Disquieting Hallucinations
You perceive things that are not there.
Penalty: –2 on Spot, Search, and Listen checks, and –4 on Concentration checks.
Evil Aura
You radiate an aura of evil regardless of alignment.
Penalty: You always detect as evil to spells and effects. Moral alignment remains unchanged.
Exiled
You have been cast out from your community.
Penalty: Social penalties and restrictions are determined by the DM.
Gullible
You are easily deceived.
Penalty: –2 on saving throws against enchantment and illusion effects, and –4 on Sense Motive checks.
Hemophiliac
You bleed excessively from wounds.
Penalty: When damaged by a slashing or piercing weapon, you take 1d4 bleed damage per round until treated. A DC 15 Heal check or magical healing stops the bleeding.
Ignorant
You lack awareness and understanding.
Penalty: –2 on all Wisdom-based skill checks.
Indecisive
You hesitate under pressure.
Penalty: –2 on Initiative checks.
Lack of Empathy
You struggle to understand others’ emotions.
Penalty: –2 Charisma.
Landlubber
You are uncomfortable at sea.
Penalty: –2 on all rolls while at sea.
Lightning Rod
You attract electrical energy.
Penalty: You take +25% damage from electricity effects.
Multiple Personalities
You possess several distinct personalities.
Penalty: You have 2d4 personalities, each with its own character sheet (mental ability scores, skills, feats, etc.). Physical ability scores remain the same. Under stress (DM-determined), there is a 25% chance you switch to a randomly determined personality.
Mute
You cannot speak.
Penalty: You cannot speak or use verbal components when casting spells.
Naive
You lack experience and sound judgment.
Penalty: You are prone to poor decisions in unfamiliar situations. This MUST be roleplayed in character without going over the top.
No Criticals
You lack precision in combat.
Penalty: You cannot score critical hits, even on a natural 20.
Nonlethal Spells
Your magic lacks lethal force.
Penalty: All damaging spells deal nonlethal damage only.
Not a Morning Person
You are slow to start the day.
Penalty: You are fatigued for 1 hour after waking.
Obsequious
You are excessively submissive.
Penalty: You tend to defer to others, especially authority figures.
Outrageous Beliefs
You hold strong, irrational beliefs.
Penalty: –2 Charisma.
Overconfident
You overestimate your abilities.
Penalty: –1 Wisdom and –1 Charisma.
Paranoid
You trust no one.
Penalty: –2 Charisma.
Phobia
You have an overwhelming fear.
Penalty: You become shaken while exposed to the source of your fear.
Proselytizer
You are a fervent religious advocate.
Penalty: –1 Charisma, –2 Reputation.
Psychotic
You experience violent compulsions.
Penalty: You must attempt to kill a member of your race once per month unless you succeed on a DC 15 Will save.
Reckless Fighter
You leave yourself open in combat.
Penalty: –1 to Armor Class.
Reincarnation Flashbacks
You are distracted by memories of a past life.
Penalty: –1 Wisdom and –2 on Concentration checks.
Reincarnation Nightmares
You are plagued by visions during sleep.
Penalty: You are fatigued for 1 hour after waking.
Religious Fanatic
You are obsessed with your faith.
Penalty: +3 on Knowledge (religion) checks, –2 Charisma.
Scorned
You are disliked within your community.
Penalty: –3 to your Reputation score.
Self-Doubt
Your confidence falters at critical moments.
Penalty: Each time you make a roll, there is a 10% chance you take a –2 penalty on that roll.
Sexual Being
Your body requires regular intimacy.
Penalty: You take a –1 penalty on all rolls per week without engaging in sexual activity.
Slow
You move more slowly than others.
Penalty: Your base land speed is reduced by 5 feet.
Too Cute
You are perceived as harmless or unserious.
Penalty: –2 on Intimidate and Disguise checks.
Wanders Off
You lose focus during downtime.
Penalty: Whenever you rest, you must succeed on a DC 15 Will save or wander in a random direction for 2d10 rounds at normal speed.
Wicked
You are perceived as inherently malevolent.
Penalty: Your subtype is treated as Evil, and you detect as evil for all spells and effects, regardless of your actual alignment.

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