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Flaws

Acrophobia
You are afraid of heights.
Prerequisite: None
Detriment: Whenever you are within five feet of the edge of a drop of fifteen feet or greater, make a will
save (D!"#! for every $" feet%. &f you fail, you will immediately attempt to get to solid ground, away for
the edge, taking the shortest route possi'le. &f no solid ground is availa'le, the (hara(ter will look for
something solid to gra', and remain there until they (an muster the (ourage to move again (Will save, D
$")! every two feet from the edge they are%. &f they (annot do either of these things, they will free*e, and
(annot move until they muster the (ourage to move again. (D $")! for every two feet from the edge%. &f
the (hara(ter is moving past the edge, at a run or fast walk, they (an avoid the will save entirely, provided
that the (ontinue moving, and are not distra(ted from their goal of solid ground.
&f a (hara(ter with +(ropho'ia is asked to (lim' over anything that is taller than ,"-, they must make a will
save (D !.# ! for every five feet%. &f they su((eed, they will singlemindedly (lim' the wall, not (hanging
dire(tion at all, nor paying attention to the world around them. &f they are distra(ted, they will free*e and
need to take the will save over again.
/enefit: 0ne additional feat. While an +(ropho'i( person is attempting to es(ape from the o'1e(t of their
fear, they gain a #! on all rolls while they are es(aping, provided that the rolls are (on(erned with es(aping.
Allergy:
Detriment: Whenever a (hara(ter with this flaw is e2posed to a parti(ular (ommon su'stan(e agreed upon
with the D3 (e.g. eating peanuts, inhaling pipeweed smoke, et(% , he is affli(ted as if 'y a poison. &n su(h a
(ase, he must make a D$" 4ort save, suffering initial and se(ondary damage of !d5 on. +s with poison,
if he passes the first saving throw, he still must make the se(ond, one minute later.
6pe(ial: this flaw may 'e taken multiple time, with the (hara(ter sele(ting a different su'stan(e ea(h time
Androphobia
You are afraid of men.
Prerequisite: Non)male
7ffe(t: + (hara(ter with this flaw must make a (harisma (he(k (D !8% every three minutes whenever they
are approa(hed 'y a man with either pea(eful intention or 1ust want to so(iali*e(though someone with the
intention of harm does not apply%. &f they fail the (he(k, they are una'le to speak. &f they fail 'y more than
!", they run away from the man as fast as possi'le.
&f they pass the (he(k, nothing happens, e2(ept they still refuse to talk to the man. 9he D of the (harisma
(he(k de(reases 'y ! ea(h time the (hara(ter passes it. +fter passing this (he(k 8 turns in a row, they are
now (omforta'le in the presen(e of this man. &f another man appears, they must 'egin the (he(ks again at
D !8.
&f there are multiple men, the (harisma (he(k D in(reases 'y , for ea(h man 'eyond the first.
/enefit: /onus 4eat
Ashy:
Detriment: +n ashy (hara(ter (onstantly has dry skin falling off of his 'ody, granting a #: skill (he(k 'onus
to anyone attempting to tra(k the (hara(ter. +lso he takes a )! penalty on all (harisma (he(ks when trying
to re(eive a positive response from other people.
Aquaphobia
You find water, parti(ularly deep water, frightening for an unknown reason.
Prerequisite: None
Detriment: &f an +quapho'i( (hara(ter is ever in water of more than seven feet in depth, they will need to
take a will save (D !:# ! for every three feet of depth.% &f they su((eed, they (an (ontinue swimming. &f
they fail, they will attempt to leave the water, as fast as possi'le, using the shortest route
&f an +quapho'i( (hara(ter is ever asked to enter water deeper than seven feet, they must make the same
will save they would if they were immersed. &f they su((eed, they (an enter the water. &f they fail, they will
refuse.
+quapho'i( (hara(ters are not usually afraid of shallow water, like puddles or 'aths, nor are they usually
afraid of glasses of water.
'enefits: #! feat. + (hara(ter with +quapho'ia trying to e2it water will gain a #! on all rolls to es(ape the
water.
Arcane Conundrum
Prerequisite: ;nome, ha !"#
7ffe(t: You may never use any spell)like a'ilities under any (ir(umstan(es. &n addition, you suffer )$
penalty on saving throws versus spells of the illusion s(hool.
Arcane Fatigue
Prerequisite: +'ility to (ast ar(ane spells
7ffe(t: Whenever you su((essfully (ast an ar(ane spell you must immediately make a 4ort save (D !" #
spell level%. 4ailure means that you 'e(ome fatigued. &f you are fatigued as a result of this flaw, it has no
further effe(t until that (ondition is removed.
Arcane Parasites
Prerequisites: +'ility to (ast ar(ane spells
7ffe(t: 7very ar(ane spell you (ast has the D to resist lowered 'y !. 9hese parasites (annot 'e removed 'y
any mortal mean, even 'y a miracle or wish.
Autophobia
Prerequisite: +ny non)evil
6ummary: You are afraid of 'eing alone.
7ffe(t: Whenever a (hara(ter is left alone after a short period of time (8 to !" minutes% they must make a
Will 6ave (D of $"% to avoid feeling symptoms of loneliness. 0n a su((essful save, they have (onquered
their fear for the time 'eing. 9he said (hara(ter must make a (he(k every ," minutes as of the start of 'eing
left alone thereafter and every ," minutes grants her a (umulative )! to her Will (he(k (either saved or not%.
+ (hara(ter that fails her (he(k will re(eive a new saving throw every ," minutes 'ut the a((umulated Will
penalty remains until she has 'een relieved 'y someone -familiar-. + (hara(ter-s Will save will not go 'elow
"#Wisdom modifier.
9he results of a failed save may vary from huddling in a fetal position in the (orner of a room, (rying, or
s(reaming out the names of your allies to (ome 'a(k and the like. + (hara(ter will stay in one pla(e until
she is relieved or saved her (he(k thus endangering her from animals<monsters in the wild and dungeons or
from unknown opportunist in an ur'an setting, she (an try to defend herself if she is in danger, 'ut she will
willingly go with someone who tries to help her out of her dilemma.
/enefit: /onus 4eat.

Beady Eyes
Prerequisite: Darkvision
7ffe(t: You do not have dark vision= instead you possess low)light vision. &n addition, you suffer a )$
penalty on 6ear(h and 6pot (he(ks.
Beastly
You have more in (ommon with 'easts than you do with your own ra(e.
Prerequisite: Wild empathy
7ffe(t: You are vulnera'le to the following list of spells that affe(t animals, as well as those whi(h affe(t
your won (reature type: animal trance, calm animals, charm animal, dominate animal, hide from animals,
and hold animal. +dditionally, you suffer a )$ penalty on a harisma)'ased skills e2(ept Disguise, >andle
+nimal, and ?se 3agi( Devise. +nyone o'serving your mannerisms who possesses the wild empathy (lass
a'ility (an re(ogni*e this flaw immediately.
Bibliophile
Prerequisite: @iterate
6ummary: You are una'le to resist reading.
Detriment: +ny time the (hara(ter sees a 'ook, s(roll, or any pie(e of printed material, they must make a
will save (D !.%. &f they fail, they will dedi(ate themselves to reading the material. &f the writing is in
another language, they will still attempt to read it.
+ (hara(ter with the /i'liophile 4law (annot go for more than two days without reading. &f they do, they
take a (umulative )! per two days on all mental tasks.
/enefit: + (hara(ter with the /i'liophile flaw (an read at quadruple the normal rate. 9hey (an determine
the gist (9reat all languages as mundane, even magi(al s(ript, and gain #: to De(ipher 6(ript (he(ks% of all
writings, even if they (annot read the language.
Bitch:
Detriment: + 'it(h takes a )$ on all (harisma 'ased (he(ks.
6pe(ial: although this flaw is not limited to female players, male (hara(ters would have to 'e e2(eptionally
ApoofyB.
Blind
You are 'lind.
Prerequisite: Your ra(e must have usa'le eyes.
6everity: 9here are four severity levels to the 'lind flaw.
6pe(ial: 9he 'lindness from this flaw (an not 'e (ured with anything even magi(. 9he D3 may rule that
magi( (an remove this 'lindness 'ut there should 'e a penalty for it, like the loss of the 'onus feats granted
from this flaw, et(.
/lind from /irth
Detriment: 9he (hara(ter (annot see and takes a C$ penalty on 6ear(h (he(ks. +ll (he(ks and a(tivities that
rely on vision (su(h as reading and 6pot (he(ks% automati(ally fail. +ll opponents are (onsidered to have
total (on(ealment ($8D miss (han(e% to the 'linded (hara(ter.
/enefit: #. @isten, /lind)4ight 4eat, /onus 4eat
/linded after /irth
Detriment: 9he (hara(ter (annot see and takes a C$ penalty to +rmor lass, moves at half speed, and takes
a C: penalty on 6ear(h (he(ks and on most 6trength) and De2terity) 'ased skill (he(ks. +ll (he(ks and
a(tivities that rely on vision (su(h as reading and 6pot (he(ks% automati(ally fail. +ll opponents are
(onsidered to have total (on(ealment (8"D miss (han(e% to the 'linded (hara(ter.
/enefit: #5 @isten, /lind)4ight 4eat, $ /onus 4eats
Ee(ently /linded
Detriment: 9he (hara(ter (annot see and takes a C$ penalty to +rmor lass, loses his De2terity 'onus to +
(if any%, moves at half speed, and takes a C: penalty on 6ear(h (he(ks and on most 6trength) and De2terity)
'ased skill (he(ks. +ll (he(ks and a(tivities that rely on vision (su(h as reading and 6pot (he(ks%
automati(ally fail. +ll opponents are (onsidered to have total (on(ealment (8"D miss (han(e% to the
'linded (hara(ter.
/enefit: #: @isten, , /onus 4eats
Partially /linded
Detriment: 9he (hara(ter (annot see and takes a C$ penalty to +rmor lass, moves at three)quarter speed.
+ll (he(ks and a(tivities that rely on vision (su(h as reading and 6pot (he(ks% have a )!" penalty. +ll
opponents are (onsidered to have partial (on(ealment ($8D miss (han(e% to the 'linded (hara(ter.
/enefit: #: @isten, /onus 4eat
Branded
Prerequisite: None
6ummary: You are a (riminal who fled their homeland to es(ape the law, 'ut they seem to find you anyway.
7ffe(t: /e(ause of what the (hara(ter has done in the past, they are always on the run from the law. +ny
time they enter a (ity, guards, paladins, and the like are on a (onstant sear(h for them, making no where
safe for the (hara(ter. 4rom 'eing e2perien(ed in always es(aping from the (aptivity of the law, they have
the opportunity to gain #$ on Escape Artist, Hide, Move Silently, Open Lock, and Sleight of Hand (he(ks.
6ta(king: 9his flaw may sta(k and the (hara(ter may (hoose other (riminal a(ts they have (ommitted,
raising their wanted level and the for(e of the law that is after them. ;ood for 'eing the most notorious in
all the land.
/enefit: /onus 4eat
Bravado
7ffe(t: You may not gain the 'enefit of any kind of dodge 'onuses to your +rmor lass. 6pells, items and
effe(ts that provide a dodge 'onus provide no 'enefit for you. You (annot use the withdraw a(tion.
Breed Envy
Prerequisite: ha $"#
6ummary: You are too (harming for your own good and people overly hate you for it.
7ffe(t: Whenever a (hara(ter intera(ts with an NP and the NP (an see the (hara(ter-s fa(e while 'eing
intera(ted with, the NP must make a Will 6ave (!" # !<$ hara(ter @evel # hara(ter ha 3odifier%. &f
the NP fails the Will 6ave, the NP automati(ally shows hostility and resentment rather than friendship
(automati(ally >ostile%.
/enefit: /onus 4eat
Breed Obsession
Prerequisite: ha $"#
6ummary: You are too (harming for your own good and people overly love you for it.
7ffe(t: Whenever a (hara(ter intera(ts with an NP and the NP (an see the (hara(ter-s fa(e while 'eing
intera(ted with, the NP must make a Will 6ave (!" # !<$ hara(ter @evel # ha 3odifier%. &f the NP
fails the Will 6ave, the NP automati(ally 'e(omes o'sessed with the (hara(ter and will do whatever it
takes to win the (hara(ter-s friendship))or more. 9he NP, 'eing so (harmed and over(ome 'y the
(hara(ter-s good looks, will even (ome to eliminating the (hara(ter-s traveling (ompanions if that-s what it
takes to win the (hara(ter-s devotion. 9he NP will also 'e (onsidered a stalker and will follow the
(hara(ter with varying distan(es 'etween themselves.
/enefit: /onus 4eat
Butterfingers:
Prerequisites: Eogue lvl. ! (or fast hero lvl !%
Detriment: )$ on all de2terity 'ased rogue or fast hero skills
Cautious
7ffe(t: You must spend twi(e as long performing any skill that requires an a(tion. You also suffer a )$ on all
initiative (he(ks.
Claustrophobia
Prerequisite: None
6ummary: You are afraid of tight spa(es.
7ffe(t: +ny time a (hara(ter is in a tight, en(losed spa(e they must su((eed a Will 6ave ('ase D of $"% to
avoid going insane. 9he tighter the spa(e, the D required to pass the save in(reases, up to a ma2imum of
D ,".
&f a (hara(ter fails the save, they will go 'allisti( and (ause lethal damage to any ad1a(ent
(hara(ters<monsters.
0n a su((essful save, the (hara(ter gains a #8 to all rolls that will aid the (hara(ter get out of the
predi(ament.
/enefit: /onus 4eat
Clumsiness
Prerequisite: None
6ummary: You have an unfortunate ha'it of dropping things, kno(king things over, tripping, loosing
something, and the like.
7ffe(t: 9wi(e per day, the D3 (an automati(ally make a (hara(ter fail any 6trength or De2terity 'ased
(he(ks at any (ru(ial moment. +dditionally, on(e per day the (hara(ter (ould drop their weapon in (om'at.
/enefit: /onus 4eat
Cold usceptibility:
Detriment: ): on all saves to resist (old effe(ts.
Compulsive !ying
Two gems, 6 platinm pieces, and a strange vial of li!id lay in the treasre chest" #or party mem$er
!estions what it cold $e" %espite $eing a poisons e&pert, yo tell him, 'See the green tint( )t*s a greater
healing potion"' He thanks yo and takes a drink, then grgles in pain" #o only now reali+e what yo*ve
done"
Prerequisite: Non)lawful
6ummary: Your first instin(t is to tell a lie.
Detriment: You have a ). penalty on all Diploma(y (he(ks, refle(ting the fa(t that you seem very
untrustworthy. You may attempt a D $" Will save in order to redu(e this penalty to ): at the time of using
Diploma(y.
/enefit: 9he fa(t that you are su(h a (onfident liar gives you a #: 'onus on /luff (he(ks and a #$ 'onus to
6ense 3otive as you (an 'etter dete(t the lies of others.
6pe(ial: 0ne who is already a (ompulsive truthteller (annot take this flaw.
Compulsive "ruthtelling
You (annot stand telling a lie.
A

'%id yo and yor comrades steal this ring(' 'oomed the voi(e of the guard.
;auler tried to eke a lie out of his 'rain, 'ut he 'e(ame nervous.
'#es,' he said, hanging his head.
/eside him, his (ompanions shook their heads.
B

Prerequisite: Non)evil
Detriment: You have a ). penalty on all /luff (he(ks, refle(ting the fa(t that you find it nearly impossi'le to
use words in these situations. You may attempt a D $" Will save in order to redu(e this penalty to ): at the
time of /luffing. 9his penalty does not apply on (he(ks made to feint.
/enefit: 9he fa(t that you are so trustworthy gives you a #: 'onus on Diploma(y (he(ks and a #$ 'onus on
your @eadership s(ore, if you have one.
6pe(ial: 0ne who is already a (ompulsive liar (annot take this flaw.
Conceited
You 'elieve that you are 'etter then everyone else.
Prerequisite: None
7ffe(t: When the (hara(ter intera(ts with any intelligent (reature of any ra(e (in(luding su')ra(es% other
then their own= they take a )$ penalty to /luff, Diploma(y, Disguise, Perform, &ntimidate, and ;ather
&nformation. + Will save (D $"% suppresses the (hara(ters (on(eitedness towards others. 9his only works
on a target 'y target 'asis. &f the (hara(ter 'egins to intera(t with another NP, then another 6aving 9hrow
is ne(essary.
/enefit: #! /onus 4eat at level !.
Curious
Prerequisite: None
6ummary: You find it hard to resist inspe(ting something out of the ordinary.
7ffe(t: Whenever you en(ounter something out of the ordinary, you must make a Will 6ave (D $8% in
order to resist approa(hing the thing and inspe(ting it. 0n a failed Will 6ave, the (hara(ter is a sitting du(k
and suffers a )8 on all >ide, @isten, 6ear(h, 6pot, 9um'le, et (etera (and espe(ially Eefle2 6aves% for the
!d5 rounds of time spent inspe(ting.
/enefit: /onus 4eat
Curious (type &&%
7ffe(t: You suffer a )$ penalty on @isten and 6pot (he(ks. You also suffer a )$ penalty on initiative rolls.
/enefit: /onus 4eat
#aredevil
Prerequisite: None
6ummary: You only really feel alive when you-re staring death in the fa(e.(3;6 referen(eF%
7ffe(t: Your (hara(ter is addi(ted to the thrill of death)defying stunts, pushing themselves to the limit at
every availa'le opportunity. 3ake a Will 6ave (D $8% when your (hara(ter finds himself in a life)or)death
situation )) (om'at, (lim'ing a sheer (liff fa(e, et(. 0n a failed save, your (hara(ter (hooses the most
spe(ta(ular (and dangerous% (ourse of a(tion he (an take, whether it is ne(essary or not.
/enefit: /onus 4eat
#eadly trength
Prerequisite: 6tr $"#
6ummary: No matter what your (hara(ter-s intentions are, your atta(ks always (ause lethal damage... even
with your fists.
7ffe(t: Your (hara(ter-s strength is so great they simply (annot (ontrol themselves. 7ven a 1oking pun(h to
the arm (an (ause lethal damage. &f it is not your intention to (ause damage to someone, you must make a
Eefle2 6ave (D of $"% in order to stop yourself. &t is suggested, young warrior, to 1ust keep your hands in
your po(kets and don-t tou(h anything.
/enefit: /onus 4eat
#eaf
Prerequisite: None
6ummary: Your hearing is mu(h worse than normal. >owever there are two strains of this flaw, 6tone
Deafness and Partial Deafness.
7ffe(t: 9wo deviations of this flaw e2ist.
Stone %eafness, 9he affe(ted (hara(ter has the hearing a'ility of your average (arrot. (9his assumes that
the said (arrot is in no way magi(ally animated or im'ued with intelligen(e%. 6u(h a (hara(ter takes a ):
penalty on initiative (he(ks and automati(ally fails @isten (he(ks. You also have $"D (han(e of spell
failure when (asting spells with ver'al (omponents.
+nyone the (har(ter intera(ts with, or uses intera(tion skills on, must also posses the -6ign @anguage-
language or the Wanderer-s Diploma(y feat (6our(e: Player-s >and'ook &&% in order to (ommuni(ate
effe(tively.
-artial %eafness, hara(ters with partial deafness take a )$ penalty on initiative (he(ks and a ): on @isten
(he(ks. You also have !"D (han(e of spell failure when (asting spells with ver'al (omponents.
/enefit: 9he 'enefits vary for ea(h deviation.
Stone %eafness, -6ign @anguage- 'e(omes an automati( language for the (hara(ter if flaw is sele(ted on
(hara(ter sele(tion. 9hey are immune to any spell that utili*es sound (su(h as Wail of the /anshee% and gain
a #: (ompeten(e 'onus on 6ear(h and 6pot (he(ks. +ny on(entration (he(ks made to ignore noise
automati(ally su((eed. +lso, (hara(ter gains a 'onus feat.
-artial %eafness, + 'onus feat and a #$ (ompeten(e 'onus to 6pot and 6ear(h (he(ks and on(entration
(he(ks made to ignore distra(ting noise.
#eclines to $se %uivers:
Prerequisites: Profi(ien(y with a weapon that fires 'olts or arrows.
Detriment: 0'taining a missile 'e(omes a standard a(tion, and either add one rounds to the time it takes to
use a weapon or f a (hara(ter re(eives multiple atta(ks per round redu(e one of them.
#eclines to $se cabbards:
Prerequisite: Profi(ien(y with an edged weapon that would normally use a s(a''ard.
Detriment: Eetrieving a weapon 'e(omes a ha*ardous event. D !8 Eef save or take full weapon damage
on yourself. &f you take a full round to draw a weapon, you a granted a #: to your save, 'ut if it is
attempted using the Gui(k Draw feat, this save is make at a ):. &f the (hara(ter rolls a ! then they must
reroll. &f they roll ! again, then they s(ore a full (riti(al on themselves.
#elicate:
Detriment: When a (hara(ter takes this flaw, the 'ase num'er of hit points he gains at that level is halved,
rounded up (and modified 'y on as usual%. 9his (an never 'e more than ! from a d:, a $ from a d5, a ,
from a d., : from d!" or a 8 from a d!$ ( and, optionally these num'ers (an 'e taken as defaults%.
#isorgani&ed
Prerequisite: None
6ummary: You are disorgani*ed and (lutter seems to follow you where ever you go.
Detriment: When taking an o'1e(t out to hold during (om'at (e2. 6word, potion, (oin et(.% roll !d$". 0n a
roll resulting in a num'er a'ove a 8, taking the desired item out is a normal standard a(tion. >owever if
lower than a 8, the (hara(ter instead uses their standard a(tion to pull out a randomly de(ided undesired
item. 0n a (riti(al ! the (hara(ter drops all items into his square, other than the (lothing or armor equipped
to his person (/a(kpa(ks and things held in po(kets do not (ount as HequippedH.%
/enefit: 9here are various 'enefits that (an 'e given 'y taking this flaw. hose one:
+ 'onus feat
+ #8 to all diploma(y (he(ks for random things you (an offer them in e2(hange for their
(ooperation, that have no in game relevan(e (things that you never threw away out of negle(t%
hara(ters are now allowed to make 6leight of >and (he(ks with /luff skill (people think they are
1ust rummaging around for something% 'ut take a )!" penalty if it is a (ross (lass skill. 4or this,
make a 'luff (he(k against an opponent-s 6ense 3otive (he(k= if you su((eed, you treat it as
though you su((eeded using 6leight of >and.
#run'ard
/ut they sell 'eer hereF
Prerequisite: None
7ffe(t: +l(ohol is your +(hilles heel. When liquor is involved You 1ust (ant help yourself. /e(ause of this,
your (hara(ter always treats a fortitude save against al(ohol as a failure.
/enefit: #! 4eat
#warfism
6top (alling me shortFFF
Prerequisite: 3edium si*e (+sk D3 if you are of a different si*e%
7ffe(t: Your si*e is redu(ed to 6mall. You gain a #!
si*e 'onus to +, a #! si*e 'onus on atta(k rolls, and a
#: si*e 'onus on >ide (he(ks, 'ut you must use smaller
weapons than normal (reatures, and your lifting and
(arrying limits are three)quarters of those of 3edium)si*e
(hara(ters. Your 'ase speed is also redu(ed to $" ft.
/enefit: #! 4eat and a #: on disguise (he(ks when attempting to pretend to 'e a dwarf, gnome, or other
humanoid of small stature.
#ysle(ic:
Detriment: +ny time that a dysle2i( (hara(ter must read anything, they must make a D !" &nt (he(k. &f he
rolls a natural ! or fails this role 'y 8 of more he will a(tually derive in(orre(t information
Elven Pride of Arms
Prerequisite: 7lven /lood
7ffe(t: You suffer a ): penalty on atta(k rolls when using a weapon other than a longsword, rapier, 'ow
(long, short, or (omposite%, or any weapon with the elven name in the title. +tta(ks made while fighting
unarmed, tou(h atta(ks (in(luding ranged% or atta(ks made with natural weaponry also in(ur this penalty.
Epilepsy
Prerequisite: None
6ummary: When under stress, there is a (han(e you will sei*ure
6everity: +'sense, loni(, +toni(
+'sense
Detriment: 7very turn the (hara(ter is in a situation that is stressful, they must make a will save (D !.% to
avoid sei*uring. + (hara(ter having an +'sense sei*ure will -6pa(e out- 'e(oming un)responsive for ! turn.
/enifit: 0ne additional 4eat
loni(
Detriment: 7very turn the (hara(ter is in a situation that is stressful, they must make a will save (D !5% to
avoid sei*uring. + (hara(ter having a loni( sei*ure will twit(h un(ontrolla'ly, and will drop anything they
are holding. 9hey will automati(ally fail any physi(al test they were performing
/enefit: 0ne additional feat. + (hara(ter may (hoose, instead of gaining a feat, to gain #, to will saves, to
represent their mental dis(ipline.
+toni(
Detriment: 7very turn the (hara(ter is in a situation that is stressful, they must make a will save (D !:% to
avoid sei*uring. + (hara(ter having an +toni( sei*ure will drop anything held and fall prone
/enefit: 0ne additional feat. + (hara(ter with +toni( 7pilepsy may (hoose, instead of gaining a feat, to
gain #, to will saves, to represent their mental dis(ipline.
Estranged
/e(ause of what you have done your family, friends, neigh'ors, loved ones, and even your dog have (ome
to hate you.
Prerequisite: None
7ffe(t: You-ve done something horri'le. .eally horri'le. 6o mu(h so that your family has 'urnt the 'ridges
'etween you. Was it that one time where you got drunk and peed on the visiting kingI 0r may'e that one
time where you left a 'urning pile of 'at guano in front of the ar(hmage-s tower and, in a a(t of revenge, he
laun(hed fire'alls at your parent-s keep.
3ay'e it was that one in(ident with the goat.
Whatever the (ase may 'e, you are now alone in the world. You (an no longer rely on family and friends
for any outside assistan(e. Your name in the area<(ity<kingdom<plane is generally heard with disgust. 4or all
intents and purposes, your name is met with disgust, (ausing people within !""" miles of your home get to
roll a D !8 ;ather &nformation (he(k on you to figure out what you-ve done. &f su((essful, their attitude is
automati(ally shift to unfriendly with your party.
&n addition, Diploma(y D-s for you and anyone else who asso(iates with you are (hanged to the
following:
&nitial
+ttitude
New +ttitude
(D to
a(hieve%
>ostile ?nfriendly &ndifferent 4riendly
>elpf
ul
4anati(
>ostile @ess than :" :" 8" J" !"" ,""
?nfriendly @ess than !" !" ," 8" ." $:"
&ndifferent K @ess than $ $ ," 5" !."
4riendly K K @ess than $ $ :" !$"
>elpful K K K @ess than $ $ !""
9his is, of (ourse, depending on the individuals or leaders you are talking to. 6ome of them might have
tried it with a goat too...
/enefit: #! 4eat
6pe(ial: & find that people often like to take the 7stranged flaw 'ut give little in whi(h to support it. A3y
parents ki(ked me out of the houseB does not suffi(e. +n e2haustive and detailed 'a(k)story on why your
(hara(ter is an a'1e(t out(ast from his (hildhood friends, his (ommunity, and his family is required. +ll
those ties take a serious and dastardly (rime to sever. &f you are not willing to put in the time, that is okay
too, 1ust donLt take the flaw.
Family Curse
Prerequisite: None
6ummary: Your family (and now you% has inherited a (urse. 9he (urse (ould 'e life threatening.
7ffe(t: 6ele(t one of the options 'elow the /estow 0rse spell. +lternatives (an 'e dis(ussed with the D3,
'ut should 'e no stronger than the (urses listed 'elow.
9he (hara(ter looses )5 to any a'ility s(ore (minimum !%.
9he (hara(ter takes a ): penalty on atta(k rolls, saves, a'ility (he(ks, and skill (he(ks.
7a(h turn, the (hara(ter has a 8"D (han(e to a(t normally= otherwise it takes no a(tion
D3 Note: No spell (an remove this (urse. >owever, there is a way to. + quest is in order to 1ourney to a
shaman..or whatever..to get it removed with a ritual. You make up your own questF
/enefit: &f the (hara(ter takes a quest to remove his (urse and does so, depending on the situation, he gains
the following 'onuses 'ased off of the (urse he (hose first:
9he (hara(ter gains a #$ inherent 'onus to the a'ility s(ore he took a penalty on.
9he (hara(ter gains a #! inherent 'onus to all atta(k rolls, saves, a'ility (he(ks, and skill (he(ks.
9he (hara(ter gains the /lind1fight feat.
Farsighted
Prerequisite: +'le to see
6ummary: You (annot see up (lose.
6everity: 3inor, 3oderate, 3a1or, omplete, 3agi(al
-&mportant Note:- 7very year or two, the (hara(ter may (hoose to in(rease the severity of their
farsightedness, up to omplete. When the severity is in(reased, 'oth detriment and 'enefit. 9his is repla(ed
'y the new severity-s detriments and 'enefits, whi(h do not sta(k.
3inor
Detriment: 9he (hara(ter-s vision is out of fo(us up to !- from their fa(e. 9hey must hold something at arms
length to read it, although they are still a'le to determine (olors and distin(t shapes. Details at that distan(e,
however, are 'lurred.
/enefit: None appli(a'le in game terms.
3oderate
Detriment: 9he (hara(ter-s vision is out of fo(us up to 8- from their fa(e. + (hara(ter with this (an read
large te2t at long distan(e, and while they (an still determine (olors and distin(t shapes, details are 'lurred.
/enefit: hara(ters with moderate farsightedness gain a #! to listen (he(ks
3a1or
Detriment: 9he (hara(ter-s vision is out of fo(us up to $"- away. + (hara(ter with this (annot read, 'ut (an
still determine details at that distan(e.
/enefit: + (hara(ter (an either (hoose to 'e a'le to read from $"- away, or gain a #$ on listen (he(ks.
omplete
Detriment: 9he (hara(ter has lost all fo(us. 7verything is 'lurred, and they (annot read, although they (an
make out distin(t shapes and (olors. >owever, if an o'1e(t is within !- of their fa(e, they only make out
shapes.
/enefit:#8 on listen (he(ks, or an e2tra feat.
3agi(al
Prerequisite: 3ust have at least ma1or farsightedness, and a magi(al attempt must have 'een made to
restore vision. 9his attempt must have failed.
Detriment: 9he huge e2posure to raw mana, often upwards of a hundred thaums, has rendered your rods
and (ones useless. You are 'lind.
/enefit: 9he (hara(ter gains a (onstant dete(t magi( spell on their person, and the spell always a(ts as
though the (hara(ter were o'serving a pla(e for three rounds, due to some magi( 'eing left 'ehind
residually. 9hey (an see a wireframe model of reality, marking angles and planes, 'y turning off the dete(t
magi( effe(t. 9his a'ility fails in anti)magi( fields
Fire usceptibility
Your (hara(ter is always unlu(ky with fire.
Detriment: + (hara(ter with this flaw suffers a ): penalty on saving throws versus magi(al and mundane
fire, al(hemists fire, attempts to keep from (at(hing on fire, and the like. +ny time that the (hara(ter is
dealing with fire ((ooking on a fire, sitting 'y a (ampfire, lighting a (igarette, et(% they need to make a
refle2 save (D !" # (hara(ter level% to avoid (at(hing on fire.
Foe pecialist
Prerequisite: 4avored enemy
7ffe(t: You suffer a )! penalty on atta(k rolls, /luff, 6ense 3otive, 6pot, and 6urvival (he(ks made against
(reatures of any kind that isnLt one of your favored enemies.
Forlorn
Prerequisite: a'ility to (all a familiar
7ffe(t: You lose the a'ility to (all a familiar.
Frail
Prerequisite: on !! or lower
7ffe(ts: Whenever you fail a 4ort save, you 'e(ome fatigued, in addition to any other effe(ts you might
suffer. 9his (ondition lasts until you get . hours of (omplete rest. 9his flaw applies only on(e to any given
sour(e that requires a 4ort save. 4ailing a 4ort save while fatigued (auses you to 'e(ome e2hausted.
Frea'ishly "all
+ (hara(ter with this flaw is super tall.
7ffe(t: + freakishly tall (hara(ter suffers a )! penalty to + and must have all of their non)magi(al (lothes,
shoes, and armor spe(ially made for them (#8"D (ost%
/enefit: /onus 4eat or alternatively, a freakishly tall (hara(ter (an (hoose to 'e a'le use weapons one si*e
(ategory larger, without penalty.
Free pirited
Prerequisite: haoti( +lignment
7ffe(t:
9he weight of any gear you (arry is (onsidered dou'le for the purpose of determining your load. &n
addition, any armor (he(k penalties you have are also dou'led (swim (he(ks are tripled%.
Fugly
+ person with this flaw is 4?;;&NL uglyF
7ffe(t: regardless of (harisma s(ore (e.g. Agood personalityA% a fugly (hara(ter is super ugly, (ausing them
to suffer a )$ on all (harisma)'ased skills. 9his penalty does not apply to inanimate o'1e(ts (ro'ots, et(.% or
'lind people (or over the phone for that matter. +lso, the (hara(ter suffers a ): to their (omeliness s(ore if
appli(a'le ('ut their s(ore is not to go 'elow !%.
/enefit: /onus 4eat
Fussy
7ffe(t: You 'e(ome si(kened (no saving throw allowed% upon ingestion of any sort of potion for the
duration of its effe(t. Potion with an instantaneous duration (ause you to 'e si(kened for a period of time
equal to the potionLs (aster level in minutes. You also suffer a ): penalty on all saving throws made against
ingested poisons.
)host*+arped
Your 'ody rea(ts strangely to (onta(t with ghosts and other in(orporeal (reatures, granting you some of
their disa'ilities for a short time.
Prerequisite: None
7ffe(t: 9he first time in an en(ounter when you take damage from an in(orporeal atta(k, you must make a
4ortitude save (D( !$#!<$ the (reature-s >D% or have a part of your 'ody 'e(ome in(orporeal. Eoll a d5 to
determine the effe(ted 'ody part: !)$ hands, ,): feet, or 8)5 'ody. &f your hands are effe(ted, you lose the
a'ility to manipulate o'1e(ts with them, 'ut you gain an in(orporeal tou(h atta(k that deals the same
damage as your unarmed strikes plus !<$ your harisma modifier. &f your feet are effe(ted your speed drops
to !" feet, 'ut you also gain the affe(ts of the 2eather 2all spell. &f your 'ody is effe(ted, you take a ):
penalty to +rmor lass against (orporeal atta(ks, 'ut gain a #: 'onus to +rmor lass against in(orporeal
atta(ks. No matter what the effe(t, it goes away after $d: rounds, after whi(h you are treated as staggered
for ! round.
/enefit: /onus 4eat
)lory ,ound
You have an insatia'le desire for glorious (om'at, fighting re(klessly to prove yourself.
Prerequisite: /ase atta(k 'onus #!
7ffe(t: You suffer a )$ penalty to + during (om'at to a single (omponent. 9his penalty does not apply if
the (om'at is against a single opponent.
)rudge -eeper
7ffe(t: &f you are damaged in (om'at, you suffer a )$ penalty on atta(k rolls, skill (he(ks, saving throws,
and a'ility (he(ks until you damage the foe who (aused you harm. 9his penalty does not apply if you
(annot dis(ern the sour(e of the atta(k. 9his penalty disappears when the (om'at ends.
)ullible
Prerequisite: None
6ummary: You 'elieve things, no matter how far fet(hed they seem.
7ffe(t: 9his (hara(ter will 'elieve anything easily and looses )8 on all 6ense 3otive rolls if they (annot
su((eed a Will 6ave (D $"%. &f they fail they must make 6ense 3otive (he(ks on anything that this
(hara(ter (ould 'e gulli'le on (+ppraise, /luff, Diploma(y, Disguise, ;ather &nformation, or &ntimidate
(he(ks%.
/enefit: /onus 4eat
)ynophobia
Prerequisites: Non)female
6ummary: You are afraid of women.
7ffe(t: + (hara(ter with this flaw must make a (harisma (he(k (D !8% every three minutes whenever they
are near a woman. &f they fail the (he(k, they are una'le to speak. &f they fail 'y more than !", they run
away from the woman as fast as possi'le.
&f they pass the (he(k, nothing happens, e2(ept they still refuse to talk to the woman. 9he D of the
(harisma (he(k de(reases 'y ! ea(h time the (hara(ter passes it. +fter passing this (he(k 8 turns in a row,
they are now (omforta'le in the presen(e of this woman. &f another woman appears, they must 'egin the
(he(ks again at D !8.
&f there are multiple women, the (harisma (he(k D in(reases 'y , for ea(h woman 'eyond the first.
/enefit: /onus 4eat
,atred
Prerequisite: 4avored enemy.
7ffe(t: You suffer a ): penalty to your + and on atta(k rolls and skill (he(ks whenever you are not
engaged in melee (om'at with a favored enemy and a favored enemy is (lose enough that you (ould
engage it.
,emophilia
You suffer from hemophilia. Your 'lood does not form (lots normally.
Prerequisite: None
6ummary: Your 'lood does not (lot (orre(tly.
7ffe(t: 7a(h time you take any 6lashing or Pier(ing damage, you must make a D !8 4ortitude save or
'egin taking 'leeding damage as though you were dying. You lose ! hit point ea(h round while you are
'leeding. You (annot sta'ili*e naturally or 'y resting. You (an treat yourself with a D !5 >eal (he(k, or
an ally (an treat you with a D !8 >eal (he(k. You also sta'ili*e instantly if you are healed for at least !
point of damage.
@ikewise, if 6lashing or Pier(ing damage puts you 'elow " >P, you have no (han(e of sta'ili*ing on your
own as a normal (hara(ter might.
/enefit: /onus feat.
,alf*Blood Outcast
You despise your nonhuman side.
Prerequisite: >alf elf or half or(
7ffe(t: You suffer a )$ penalty on all atta(k rolls, saving throws, and skill (he(ks when within line of sight
of an elf (if you are half elf% or or( (if you are half or(%.
,allucinations
Prerequisite: None
6ummary: You see things that aren-t really there.
6everity: >allu(inations have four severity levels: /enign, >elpful, Delusional, and Physi(al
/enign
#o see whisps in the edge of yor perception
Detriment: 9he (hara(ter takes a ), on all spot and listen (he(ks.
/enefit: ! e2tra feat during (hara(ter (reation.
>elpful
#o see things, $e they ghosts or gnomes or pink hippos, which point yo towards where yo need to go
Detriment:&f the (hara(ter is ever sear(hing for something, performing a look or spot (he(k, or doing
anything that requires (on(entration, they are distra(ted, and any atta(ks aimed at them are (al(ulated as
sneak atta(ks.
/enefit: /onus 4eat and the hallu(inations that the (hara(ter sees are manifestations of his su'(ons(ious
pointing something out, giving him a #: on all sear(h, tra(k, spot, and listen (he(ks.
Delusional
The things yo see are ro$st, very realistic, and almost indestigisa$le from reality
Detriment: 7very turn, roll a !d$". 0n a roll of a !5 or higher, you have a hallu(ination, whi(h (an 'e
dis'elieved 'y rolling a will save, with a D equal to the num'er rolled originally plus four. 9his should all
'e done 'y the D3, hidden from the player. &f the save is failed, he witnesses something that isn-t really
there, su(h as a go'lin running into the woods, a demon, or a tiny winged (hartreuse frog. 9his is not su(h a
pro'lem when other party mem'ers are there, 'e(ause they (an (he(k for themselves, 'ut when the player
is alone, it 'e(omes mu(h more of a pro'lem.
/enefit: /onus 4eat and if the player su((eeds in dis'elieving their own hallu(inations, they will also
dis'elieve any illusion spells in the area. on(ealment spells like invisi'ility will (ontinue to fun(tion, 'ut
the (hara(ter suffering from hallu(inations will 'e a'le to see them.
Physi(al
#or hallcinations are so real that they $ecome empowered with low levels of magic"
Detriment: 7very turn, the (hara(ter perform a (he(k as though they had Delusional hallu(inations. &f they
fail, roll another d$". 9here is a 8" per(ent (han(e that the hallu(inations will 'e 'enign, a(ting as though
they were delusional hallu(inations. 9he other fifty per(ent (han(e is that the hallu(inations will 'e
aggressive, atta(king the (hara(ter. 9he hallu(inations atta(k with fists, using the (hara(ters own stats to
determine hit and damage. + monk with physi(al hallu(inations will have hallu(inations that a(t as though
he were not a monk, striking instead as an untrained (hara(ter.
+ mage using a dete(t magi( spell will dete(t a shimmering field around a (hara(ter with physi(al
hallu(inations, and see a shimmering form of their hallu(inations.
/enefit: 9wo 'onus feats and if the (hara(ter su((eeds the will save to dis'elieve a physi(al hallu(ination,
they will still hallu(inate, 'ut their hallu(inations will 'e helpful, a(ting as an invisi'le servant spell (ast 'y
a first level mage.
,aphephobia
Prerequisite: None
6ummary: You a(tively avoid physi(al (onta(t.
Detriment: hara(ters with >aphepho'ia will re(oil instin(tively when tou(hed 'y another person,
interrupting su(h a(tions as 'andaging or laying of hands. 9hey must also make a will save (D !5% if they
try to tou(h anyone.
/enefit: ! additional feat. 9he (hara(ter (an (hoose, instead of the feat, to gain an additional #! to tou(h
+, representing the (hara(ters innate fear of (onta(t.
,aunted
/ooF
Prerequisite: none
7ffe(t: + (hara(ter with this flaw will find themselves (onstantly followed 'y a ghost. 9he ghost (an not 'e
gotten rid of, and will (all on the (hara(ter at inopportune moments (ie. when sleeping or in the middle of
'attle% 9he ghost (an not simply follow them for no reason, it might 'e someone they killed or with a
grudge against them, may'e they stole from their 'ody or distur'ed their -eternal- rest.
/enefit: 'onus feat or a quest to make the ghost helpful
,aunted .type //0
Prerequisite: +'ility to (ast spells
7ffe(t: 6pontaneous noises sometimes arise in your immediate vi(inity. 9hese noises are (ompletely out of
your (ontrol and (an not 'e used to (ommuni(ate or distra(t other (reatures. 9hese sounds (ease when you
are un(ons(ious, petrified, asleep, or dead. You suffer a ): penalty on all @isten and 3ove 6ilently skill
(he(ks
,eirloom
Prerequisite: None
6ummary: You refuse to repla(e a (ertain item 'e(ause it is pre(ious to you= it item has 'een passed down
from generation to generation within your family. 9he item has a spe(ifi( name within your family and may
'e a normal or e2oti( item with (ertain 'enefits that only mem'ers within the family may unlo(k.
Detriment: + (hara(ter with the >eirloom flaw will always (hoose to use the heirloom over any other
(hoi(es, either it 'e a weapon, armor, magi(al item, or a do(ument (or something of the like%.
9he (hara(ter also does not like it when anyone outside the family intera(ts with the heirloom and must
make a Will 6ave (D of $"#(onditional #! for how 'adly they treat the heirloom%% to avoid (ausing
harm to them. +nyone within the family doesn-t require the Will 6ave when they intera(t with the item. +
failed save of ! (ould result in the taking 'a(k of the item and<or (ausing lethal damage. +ny other failed
roll results in the owner wanting<asking<taking the item 'a(k. + su((essful save results in the owner is
(omforta'le with how they are intera(ting with the heirloom.
&f the (hara(ters heirloom gets lost or stolen, the (hara(ter will instantly freak out, go on a rampage, and
immediately urge his party to go on a quest to find it 'a(k.
Eegardless, the (hara(ter (an still use other weapons, 'ut the >eirloom will usually 'e their first (hoi(e
weapon.
/enefit: + (hara(ter with the >eirloom flaw either gains:
#$ on atta(k and damage rolls 0E dou'le threat range if it is a weapon
#, to armor (lass if it is a pie(e of armor
Dou'le effe(tiveness<duration if it is a magi(al item
0ther items, su(h as the do(ument, are good for quests and usually have some part in a great
adventure, usually unknown to the owner until a later date.
,emeralopia (Day /lindness%
Prerequisite: None
6ummary: You (annot see in daylight.
Detriment: 9reat /right illumination as shadowy light.
/enefit: ! additional feat. 9he (hara(ter (an (hoose, instead of the feat, to treat dark illumination as normal
lighting

,orndog
You have the li'ido of a !, year old 'oy.
7ffe(t: Your (hara(ter flirts, and tried to sedu(e every mem'er of the opposite (or sameI% se2. 7very minute
(ten rounds% during (om'at, your (hara(ter must make a Will save to avoid spending a full round flirting
with any mem'ers of the opposite se2 (or sameI%, generally targeting the one with the highest (omeliness
or (harisma s(ore. 9he W&@@ save is !8 # the targets (harisma or (omeliness modifier (whi(hever is
higher%. &f your (hara(terLs life is in immediate peril, then this is lowered to 8# the targets (harisma or
(omeliness modifier (again, whi(hever is higher%.
/enefit: /onus 4eat
,ot Flashes
Prerequisite: 3iddle)aged female
7ffe(t: 0n(e per hour, typi(ally at the most in(onvenient time during that hour, the menopausal woman
must make a D !8 4ortitude save. 4ailure means that the (hara(ter suffers a )$ penalty on all atta(ks,
saving throws, and skill (he(ks for ,d5 rounds. 9his save is modified 'y the armor (he(k penalty= 'y )$ if it
is warmer than ."degrees 4ahrenheit= and 'y #: if it is 'elow free*ing.
,unchbac'
9he player has a deformed spinal (olumn that (reates a
re(ogni*a'le AhumpB on the 'a(k.
Penalty: 9his mutation (auses a slight redu(tion in
movement, redu(ing the playerLs ground speed 'y a third
(rounded up%.
/enefit: /onus 4eat
,unted
3e have $een wronged $efore, $t not like this" 4ot in the likes of what this person has done" ) say pon
yo, my faithfl minions that this inslt will not go npnished" ) want to know all a$ot this person" ) want
to know where he eats" ) want to know where he sleeps" ) want to know who he knows" .est assred that he
will $e fond and he will $e dealt with most accordingly"
6omeone is always hunting you and one day they will find you.
Prerequisite: None
7ffe(t: You-ve upset a ma1or power in your area<(ity<kingdom<plane and they are after 'lood: your 'lood.
3ay'e, if you-re lu(ky, they will spare your (ompanions of your fate...may'e. Eegardless, you will 'e
hunted and 'rought to 1usti(e. 0f (ourse, one-s 'rand of 1usti(e has always 'een a su'1e(tive term.
4or the remainder of the (ampaign, your (hara(ter will 'e hunted for and (eventually% found. >ow this
effe(ts the party is up to the D3.
/enefits: #! 4eat
6pe(ial: 9his flaw requires some time and effort from the player using it. 9he player will have to (ome up
with a 'a(k story of what his<her P has done to this group and why they want him<her. 6pe(ifi( details as
to what this group is and what they are a'out (an 'e worked out with the D3. 7verything else (i.e. when,
where, and how they strike% will 'e left up to the D3.
9his flaw also allows the D3 to have fun making the player paranoid. Perhaps that 4ort save he made
when he drank that mead was a truly a 4ort save against a deadly poison. 3ay'e a random spot (he(k here
and there to put him on edge. 9he more effort put in 'y the D3, the more you ensure that the player didn-t
1ust get a free feat.
9his flaw also doesn-t limit the P-s fate to death. +fter all, there as so many worse things out there.
+s stated 'efore, this flaw requires time and effort from 'oth the player and the D3. &f neither are willing
to put the effort required for it, 1ust don-t take the flaw.
,ypersensitive
You are a little sensitive
7ffe(t: hypersensitive (hara(ters will almost always retreat if they are surrounded 'y e2treme (old (MJ"
degrees%, heat (NO8 degrees%, loud noises (su(h as lots of gun fire%, or smelly su'stan(es. &f they (an not
retreat, then the (hara(ter will suffer a )$ penalty to all atta(ks , saving throws, and skill (he(ks.
/diocy
What-s a Hflaw-I
Prerequisites: &nt .)
7ffe(t: + (hara(ter with this feat gets a )$ on all int)'ased skills(e2(ept sear(h%. + parado2(ie & know what i
don-t know% would make the (hara(ter wonder for !d: rounds 'efore giving up understanding the parado2.
6pe(ial: /onus 4eat or #$ on 6tr or De2
/11$2E*3"E1 AB2O41A!/"3 51inor6
9he (hara(ter has a diminished resistan(e to disease due
to a mutated immune system. 3utations (an vary from
a depleted white 'lood (ell (ount (preventing a(tivity
against foreign viral infe(tion% to kidney atrophy (redu(ing
the 'odyLs a'ility to purify its system%.
Penalty: 9his (hara(ter makes 4ortitude (he(ks against
diseases at ):.
/enefit: /onus 4eat
/mpatient
The $ody was hnched over an altar at the far end of the room, motionless" The 5elmairan called for his
companions to $e silent as he delved into the rooms shadows for a stealthy ent11
*Oh $y the gods6*, 7edakai yelled in a flstered voice, pshing the Tiefling nin8a aside and making his way
to the altar in a hrry, his hand emitting a deep prple energy" Sch an impatient 3arlock6
6ummary: >urry upF
Prerequisite: None
7ffe(t: You were 'orn with the ina'ility to wait, whether it 'e severe or minute, you are (onstantly at war
with time. While others might seek to take something slow and (arefully, you would mu(h rather see the
(onsequen(es qui(kly 'y rushing into the situation head on.
9here are three (hoi(es you (an take:
!. )$ to 'oth 3ove 6ilent and >ide (he(ks.
$. 7ntire party gains a )! penalty on all 3ove 6ilent<>ide rolls.
,. 7very time a party mem'er rolls a move silent (he(k, you must roll a will save (D !"%, if you fail you
a'ruptly stand and anyone in the room is alerted to your presen(e.
/enefits: 'onus feat
6pe(ial: You must roleplay your (hara(ter a((ordingly, while you may play it to any severity you wish, you
must at least 'e slightly impatient, otherwise you are ineligi'le.
/mplacable
Prerequisite: /ase atta(k 'onus #!
7ffe(t: &f you move out of melee (om'at for any reason, you suffer a )$ penalty on all atta(k rolls, skill
(he(ks, and saving throws for ! hour.
/nattentive
Prerequisite: None
6ummary: Your mind wanders from thought to thought instantly and it messes up your (on(entration in the
heat of 'attle.
7ffe(t: 9he (hara(ter is (onsidered 4lat)footed on any 'attle the (hara(ter does not start themselves for the
first round of (om'at. +lso, the (hara(ter suffers a ): penalty to &nitiative 'ut it (annot go 'elow *ero.
/enefit: /onus 4eat
/ncompetent
9his person (an-t 'e trusted to do any thing, save sa'otaging the enemy
Prerequisite: wisdom !" or 'elow
7ffe(t: 9his (hara(ter (an never get it right, they ordered soup, he gives them salad, they wanted ti(kets to a
laker-s game, he gives them a lake, he takes a ): on doing anything he-s told to do.
/enefit: /onus feat. &f he (an (onvin(e the enemy he is a friend, his idio(y is now 9>7&E pro'lem.
/ndividual
7ffe(t: You suffer a )$ penalty on all atta(k rolls made using weapons that you have not personally (rafted.
&n addition, the armor (he(k penalty of any suit of armor you wear that you did not (raft in(reases 'y #!.
/ndecisive
7ffe(t: your (hara(ter suffers a ): on all &nitiative (he(ks.
/nsane
Perhaps youLre 1ust a little off or may'e your 1ust 'at shit (ra*yF
7ffe(t: You suffer a ): to your Wisdom s(ore and have moments of periodi( madness (see 7pisodes Eules
'elow%. You may grow your 'eard and nails out ( human nail and 'ite atta(ks do d$ damage and have a
(riti(al range of !O)$"<2:. 9hey are treated as natural weapons, and if you are insane you may 'e
(onsidered profi(ient with them%. &f you are ever (ured of your profi(ien(y you lose all 'enefits of this feat
(though any insights gained may 'e written down ahead of time%.
7pisodes Eules: 7very day you role a D5. 0n a roll of ! you will have the possi'ility of a psy(hoti(
episode that day. 9hen every hour you roll a d: on a ! your episode happens in that hour. When entering
(om'at or during any diplomati( en(ounter, if you have not had your episode for the day, roll a d. ea(h
round. 0n a ! you have an episode during the en(ounter, on an . you have an episode immediately
following that en(ounter.
7pisodes: Eoll dD and then follow those instru(tions)
!), hara(ter faints ((an 'e awakened 'y vigorous a(tion taking ! round= thereafter,
(hara(ter is shaken until duration e2pires%. Duration: dDminutes
,)Jhara(ter s(reams un(ontrolla'ly and is una'le to speak a(tual words.
Duration: d$" minutes
J)!! hara(ter 'reaks into hysteri(al emotional out'urst (roll a d5: !), rying, :)5
@aughing%. hara(ter (an 'arely speak 'etween out'ursts. Duration: d$"
minutes
!$)!J hara(ter 'a''les in(oherently. annot speak normally for the duration (talking
(onstantly even while sleeping% Duration: dD minutes
!.)$! hara(ter is partially (atatoni(. >e la(ks any will to do anything, 'ut (an 'e told to do tasks.
>e (an only take a standard a(tion ea(h round. )$ to + and refle2 saves Duration: d$"
hours
$$)$: hara(ter 'egins atta(king an ally, 'elieving them to 'e the enemy, using any weapon at
hand or his 'are fists if unarmed. 9his only last one round.
$:)$J hara(ter runs away from the party as fast as they (an. Duration: d!" rounds
$.),! hara(ter gripped with e(hopra2ia or e(holalia (saying or doing whatever those
near'y say or do%. 9he nearest P7E60N, ally or not. Duration: d. rounds
,$) ,O 9he (hara(ter gains a deviant appetite, and attempts to eat something
strange: (oins, paper, paper money, 'uttons, (orpses, paper (lips, 'ullets,
hair, mar'les, small ro(ks, et(. (Eoll a d5: !)$ Player on EightPs (hoi(e,
,) : Player on @eftPs (hoi(e, 8 PlayerPs (hoi(e, 5 D3Ps (hoi(e% Duration:
d$" rounds
:"):8 hara(ter 'e(omes homi(idal, atta(king someone in the room, regardless of
danger posed. (Eoll a d5: !)$ Player on EightPs (hoi(e, ,): Player on @eftPs
(hoi(e, 8 PlayerPs (hoi(e, 5 D3Ps (hoi(e% 9hey use any weapon at their disposal
to kill this person. Duration: d5 rounds
:5):J hara(ter falls into a stupor (assumes fetal position, o'livious to events around
her%. 9reat as prone, and you are denied your de2terity 'onus to your +.
Duration: d$" rounds
:.)8! hara(ter 'e(omes deathly afraid of something or someone in the room. (roll a d:: !)
Players (hoi(e, $)Player to the leftLs (hoi(e, ,)Player to the rightLs (hoi(e, :)D3Ls (hoi(e%. 9his
(auses the (hara(ter to run away if possi'le (D !8 Will save%. &f they make
their save then the (hara(ter remains in the area 'ut takes a )$ on all d$" rolls
while in it is in view. &f the (hara(ter fails their save, 'ut is una'le to get away from
it, they have a further episode (roll again for psy(hoti( episode. Duration: d$" hours
8$)85 hara(ter will not answer to their own name, instead asking to 'e (alled 'y another name.
(Eoll d5: !)$ Player on the EightPs (hoi(e, $): Player on the @eftPs (hoi(e, 8
PlayerPs (hoi(e, 5 D3Ps (hoi(e% +fter this episode, the (hara(ter has no memory of
asking to 'e (alled 'y another name, and thinks the other (hara(ters are odd.
Duration: $dD hours (yes this (an go on for days%
8J)5! hara(ter will not answer any questions asked of them. &nstead, they reply 'y either stating
A+ lady never tells and a gentleman never asks.B or simply repeats the question
they were asked. Duration dD minutes.
5$) 55 9he (hara(ter goes to the nearest wall and attempts to find a door, where one (learly does
not e2ist, repeating A>mmmmQ 9here used to 'e a door hereQ.B Duration: d:
rounds
5J)J$ 9he (hara(ter has a (onversation with an inanimate o'1e(t, doing nothing else in the
meantime. (Eoll d5: !)$ Player on the EightPs (hoi(e, $): Player on the @eftPs
(hoi(e, 8 PlayerPs (hoi(e, 5 D3Ps (hoi(e% Duration: d5 rounds
J,)J. 9he (hara(ter 'elieves that they have 'een Divinely inspired to do some task, and 'elieves
themselves to 'e invin(i'le until that task is (ompleted. AWePre on a mission
from ;od.B During this period of inspired over (onfiden(e, the insane person will
atta(k the most powerful enemy present, rush into danger, enter 'urning 'uildings, dive
off (liffs, drive at e2(essive speeds, start fights with (riminals, and generally run into the
line of danger. >owever, their madness ena'les them to over(ome great o'sta(les,
granting them DE!"<), a #!" on 4ort 6aves, and resistan(e !" to fire, a(id, ele(tri(ity, and
soni( energy damage. 9his is an 72traordinary a'ility. Duration: d$" hours
JO).! 9he (hara(ter hallu(inates something. 9hey re(eive a D!5 Will save to dis'elieve it
(though it still remains% it is (ompletely at the (ontrol of whoever de(ides what it
is. ;eneral hallu(inations in(lude: Dragons, magi( mis(hievous one)dimensional
imps, angels, demons, dead team mates from the past, imagining one o'1e(t is another
(su(h as a (ane is a sword%, seeing demon heads on your team mates, et(. (Eoll a d5: !)$
Player on EightPs (hoi(e, ,): Player on @eftPs (hoi(e, 8 PlayerPs (hoi(e, 5 D3Ps
(hoi(e%
.$).5 9he (hara(ter goes into a psy(hoti( rage and atta(ks someone or
60379>&N; (players (hoi(e or the first person to atta(k them%. During this rage they
gain #5 6trength, #. onstitution, #5 De2terity, and are a'le to shake off massive
damage (granting them DE5<)%. During this time they are una'le to do any task that
requires thought (in(luding spells and 4R powers%, and will no stop atta(king who ever
they (hose until they are dead (either party% or the rage ends. 9he do however repeat the
same phrase over and over while atta(king (Eoll d5: !)$ Player on the EightPs (hoi(e, $):
Player on the @eftPs (hoi(e, 8 PlayerPs (hoi(e, 5 D3Ps (hoi(e%. +fter this rage they
fatigued for d. rounds. Duration: ,d:# 8 rounds
.J)O! 9he (hara(ter may pla(e a A3ad 3ans urseB on a person as a supernatural a'ility (as
'estow (urse%. 6ee alternative (urses 'elow. (9o determine the su'1e(t and terms
of the (urse, roll (individually% a d5: !)$ Player on the EightPs (hoi(e, $): Player on
the @eftPs (hoi(e, 8 PlayerPs (hoi(e, 5 D3Ps (hoi(e% +lternatively, the (urse (ould
'e AwastedB (ursing an o'1e(t (over whi(h the spell has no affe(t%. 9his (urse lasts
until the (hara(ter de(ides to lift it.
O$)!"" 9he (hara(ter does something else (ra*y (playerLs (hoi(e%. 9his may in(lude trying to
marry an animal, making outrageous (laims (whi(h will display as truth under a
lie dete(tion test or similar effe(t%, (laiming to 'e some rein(arnated histori(al
figure, stealing something random, a(ting without regard to safety, swearing randomly,
a(ting strange (like a dog,a monkey, or a tree%, gaining a strange pho'ia (see any of the
other flaws (on(erning pho'ias%, pyromania (see pyromania flaw%, or any num'er of
other effe(ts. +lternatively, you may (hoose something from the list a'ove. Duration:
Players hoi(e
/enefits: You gain $ /onus 4eats and may use +ugury as a supernatural a'ility ,<day and gain 9rue 6eeing
as the spell as an 72traordinary +'ility (e2(ept for when it (omes your own hallu(inations, for 'oth effe(ts,
use your (hara(ter level as your (aster level%. +lso, you may use your (harisma modifier on all Will saves if
it is advantageous to do so, and , times per day may use your harisma 3odifier on &nt or Wis 'ased skills
if it is advantageous to do so.
/nsomniac
7ffe(t: &n order to get a full night of rest you must su((eed at a D !8 4ort save. &f you are sleeping and a
distur'an(e wakes you during the night, you must make an additional save (D !8% to return to sleep. &f
you fail the 4ortitude save you are fatigued when you rise in the morning. &f you are fatigued when you try
to sleep, you gain a #$ 'onus on your save. &f you are e2hausted you gain a #5 'onus. omforta'le
(onditions, su(h as those found in most inns, grant you a #: 'onus on this save. Poor (onditions, su(h as
sleeping on the ground or in armor, give you a ): penalty on this save. 7ven if you sleep poorly, you may
prepare ar(ane spells as normal after . hours of fitful rest.
7er'
You-re pretty mu(h 1ust an all)around 1erk when it (omes to (onversation.
Prerequisite: Not shy
7ffe(t
Saries depending on alignment:
;ood: You try to 'e polite and friendly in (onversation, 'ut you are ta(tless, and sometimes you 1ust (an-t
help throwing in an offensive H1okeH. '0ertainly, #or Highness" )t wold $e or pleasre to destroy the
Orc encampment for yo" )t sholdn*t $e too mch of a pro$lem11after all, those Orcs coldn*t possi$ly
smell any worse than yo6 AAHHHAHAHAHAHAHAHAHAHA6'
You re(eive a ): penalty on all Diploma(y and ;ather &nformation (he(ks.
7vil: You are outright hostile and mean in (onversation. '3hat*s the matter, #or Stpidness( Too mch of
an impotent wank to take care of those pny Orcs yorself, so yo have to send some 'e&penda$le' street
rchins to do yor dirty work for yo( )s that it('
You re(eive a )5 penalty on all Diploma(y and ;ather &nformation (he(ks. 4urthermore, every time you fail
a Diploma(y or ;ather &nformation (he(k, the NPs that you were intera(ting with lower their attitudes
toward you 'y one level.
Neutral: You may (hoose whether you want this flaw to affe(t you as though you were ;ood or as though
you were 7vil. >owever, on(e you make the (hoi(e, you must sti(k with it))you (annot swit(h unless your
alignment (hanges.
/enefit
Saries depending on alignment:
;ood: /onus feat.
7vil: /onus feat and a #: (ompeten(e 'onus to all &ntimidate (he(ks.
Neutral: Whi(hever effe(t you (hose in the H7ffe(tH se(tion, you re(eive the (orresponding 'enefit.
6pe(ial
You must roleplay your (hara(ter a((ordingly.
Terk is in(ompati'le with 6hy.
7umps to Conclusions
Prerequisite: None
6ummary: You give your 'est, 'ut you feel that it 1ust isn-t good enough.
7ffe(t: +ny time a (hara(ter fails a skill (he(k, he will instantly give up hope and they will not try again
until the following day. >e (on(ludes that he 1ust simply doesn-t have it in himself to (omplete the task.
/enefit: /onus 4eat
-leptomania
Prerequisite: None
6ummary: You find yourself strangely attra(ted to (ertain o'1e(ts (usually valua'le ones%.
Detriment: +ny time the (hara(ter sees a shiny o'1e(t, they must make a will save, D determined 'y the
shininess of the item. &f they fail, they must attempt to steal the item, regardless of whose it is, where it is,
or even if someone is wearing it. 9o them, there is only them and the item.
3etal 6hininess (Will D%
Pure 6ilver .
Pure opper O
Pure Uin( !"
9itanium !!
9ungsten !$
/ron*e !,
6teel !:
;old !8
White ;old !5
+damantine !.
Platinum $"
3ithril $$
Dusty )$
Polished #$
&ridium oating #:
;ems #$
0'vious magi(al en(hantment #8
Eare #$
?nique #:
/enefit: 0ne additional feat.
!alophobia
Prerequisite: None
6ummary: You are afraid of speaking. You aren-t mute, 'ut speaking holds a deep, in'uilt fear in you.
Detriment: Whenever the (hara(ter attempts to speak, sing, or (ast a spell with a ver'al (omponent, make a
will save (D !$# every five people within hearing distan(e of the (hara(ter%. &f the (hara(ter su((eeds,
they may speak normally. &f they fail, they will free*e up, and (annot speak.
/enefit: 0ne additional feat.
!echerous
Prerequisite: None
6ummary: You have an irresisti'le urge to pursue the sins of the flesh.
7ffe(t: Whenever a (hara(ter sees a 'eautiful mem'er of a preferred gender, the (hara(ter must su((eed on
a Will 6ave (D of !8 # NPs harisma 3odifier% to avoid approa(hing them and trying to sedu(e them.
/eing the le(herous filth they are, a )8 modifier is applied on all (harisma 'ased rolls while trying to sedu(e
their new a(quaintan(es.
/enefit: /onus 4eat
!ight ensitivity
Prerequisite: Darkvision
7ffe(ts: You 'e(ome da**led in 'right sunlight or within the radius of a daylight spell. + da**led (reature
takes a )! penalty on atta(k rolls, sear(h (he(ks, and spot (he(ks.
!ightweight
Prerequisite: on !, or lower, You may not 'e 0'ese
7ffe(t: You have half the 'ase weight of a normal (hara(ter of your ra(e. >eight and weight modifiers are
added normally. You suffer a ): penalty when making or resisting 'ull rushes, grapples, overruns, or trip
atta(ks. You gain no atta(k 'onus when you (harge, 'ut you suffer the )$ + penalty and take dou'le
damage from weapons set against (harges you make.
!oner
Prerequisite: +'ility to summon a familiar or animal (ompanion.
7ffe(t You lose the a'ility to summon a familiar or gain and an animal (ompanion. You never gain the
a'ility to gain a spe(ial (ompanion of any sort.
!ovestruc'
You love someone with your whole heart and it shows when they-re not around.
Prerequisite: None
6ummary: + @ovestru(k (hara(ter-s mind is fo(used on their lover a'ove all else. When the (hara(ters-
lover is with them, they are as happy as (an 'e= they are at the top of their game. >owever, if their lover
isn-t with them, they (annot think (learly nor perform properly. 9his resulting in penalties to the (hara(ter-s
performan(e.
7ffe(t: hara(ters with the @ovestru(k flaw strive to stay with their lover at all times. &t is very unlikely to
see them separate from their lover. &f 'y some (han(e a (hara(ter with this flaw and their lover have 'een
separated from ea(h other, the (hara(ter takes a penalty (!d: # !<$ harisma /onus% to all rolls and saves,
unless they su((eed a Will 6ave (D of $8%. 0n the plus side, as long as their lover is within seeing<hearing
distan(e (or if the (hara(ter knows their lover-s 7R+9 lo(ation% the (hara(ter does not take penalties to
any roll or save. >owever, it is their greatest desire to 'e as hasty as possi'le in returning to their lover.
&f the (hara(ters- lover dies or is otherwise in(apa(itated, the (hara(ter take penalties (!d: # harisma
/onus, ma2 !"% to all rolls and saves until their lover is resurre(ted. 9he (hara(ter may (hoose to take
revenge, flee with their lover to get their lover treated, or possi'ly even (ommit sui(ide. Despite the a'ove,
the resurre(tion and aid of the lover is the (hara(ters- first and only priority at this point.
/enefit: /onus 4eat
1agic Addiction
Prerequisite: +'le to use magi(
6ummary: Your magi( is more powerful 'ut you must (ast magi( at least every :. hours or you will go
insane.
Detriment: &f you don-t (ast magi( you go insane.(as in the $nd edition +DVD D3s guide pg. .,%
/enefit: Your spells are more powerful so they last longer(d: rounds%.
1agical Fascination
7ffe(t: You suffer a )$ penalty on atta(k rolls and skill (he(ks when in sight of a visi'le magi(al effe(t with
a duration greater than instantaneous.
1agical ,ydrophobia
Prerequisite: None
6ummary: Your 'ody re1e(ts water.
Detriment: Whenever the (hara(ter (omes in (onta(t with water, they will su'limate into a silverish mist,
taking one point of damage for every turn they are e2posed to water. &f they are totally immersed, they take
four points of damage per turn.
/enefit: hara(ters with magi(al hydropho'ia do not thirst, or require water at all. 9hey (an (hoose to
either gain an additional feat, or gain the a'ility to dete(t water within ,"-, and foretell rain up to four hours
in advan(e. + magi(al >ydropho'e may, later on, (hoose to spend ! feat to gain the a'ility to repel water.
9o repel water, the (hara(ter must make a (on(entration (he(k. &f they su((eed, water will 'e stopped 5H
away from them, forming a dry 'u''le. While the (hara(ter is repelling water, they (annot (ast spells, or
perform other a(tions that require (on(entration.
1agical Overload
Prerequisite: +'ility to (ast spells
7ffe(t: You must use one spell slot of your highest spell level to (ast or prepare a spell of a lower level.
1erciful
Prerequisite: None
6ummary: 3any times you don-t have it in your heart to kill.
7ffe(t: Whenever a (hara(ter is in (om'at and has the opportunity to deliver a final 'low, the (hara(ter
must make a Will 6ave (D of $"% in order to su((essfully kill the opponent. &f the (hara(ter fails the Will
6ave, they must end their a(tions and not strike<kill the opponent. 9his may result in an +tta(k of
0pportunity.
9he (hara(ter may also interrupt a fellow ally (if they fail a Will 6ave of D !8% if they are no more than
8ft (in other words, standing ne2t to them% when their ally has the (han(e to deliver the final 'low. 9his
may result in an +tta(k of 0pportunity.
/enefit: /onus 4eat
1etal Allergy
Prerequisite: None
6ummary: Your 'ody re1e(ts metal.
Detriment: Whenever the (hara(ter (omes in (onta(t with metal, they will 'reak out in a rash, taking a
minus one on their (om'at rolls. &t takes : turns for the rashes to fade.
/enefit: 0ne additional feat.
1ethodical 1agical 1ethods
Prerequisites: a'ility to (ast spells
7ffe(t: You are (onsidered flat footed with an effe(tive De2 of " ()8 to +% on any round in whi(h you (ast
a spell. You may not (ast spells defensively,
1isled
You sometimes do random a(ts opposite of your alignment.
Prerequisite: ;ood<7vil
6ummary: + Hmali(iousH or Hangeli(H (hara(ter sometimes dou'ts what their doing is right, and therefore
'e(omes (onfused through even their own a(tions. + (hara(ter of any evil or good alignment will have the
(han(e, through their dou'ts, to 'etray their alignment for a time and trek the negative side of their
am'itions with great effe(t, mostly 'e(ause it is new to them and they want to get the most out of it they
(an 'efore reverting to their former selves.
7ffe(t: 7very on(e in a while during play, a (hara(ter with the 3isled 4law will 'e tempted into doing
something that goes against their (ondu(t and am'itions. 7very time the (hara(ter is tempted, they will
make a Will 6ave (D of !"%. &f they su((eed the save, they will shun the a(tions they were (onsidering
doing and go a'out 'eing their true alignment. >owever, if they fail the Will 6ave, they will give into their
temptations and 'e(ome the opposite of what they are.. +n e2ample of a fail might 'e the @awful ;ood
Paladin terrori*ing a town and killing for no reason nor purpose. 0r the haoti( 7vil 6or(erer using his
magi( to save those in dire need, even if it means risking his own life.
+ true (hange in morality. + (hara(ter with the 3isled 4law may gain respe(t<hate of NPs through their
suppressed personality when it shows. 3ost often, the (hara(ter regrets what they did 'ut it (annot 'e
helped, and it is (ertain that their other personality will appear again and sooner than they-d want.
/enefit: /onus 4eat
1issing ,and
Prerequisite: mem'er of a ra(e that generally has two hands
7ffe(t: you have only one hand, and the missing hand is repla(ed 'y a hook.
tats for ,oo':
+ hook is a simple melee weapon atta(hed in pla(e of a
missing hand or forearm. 9he prostheti( 'egins at the el'ow
or wrist.
/enefit: + hook partially repla(es the fun(tion of its
'iologi(al (ounterpart. &t allows limited manipulation, and
any a(tion that requires two hands is done at a C: penalty.
+ hook (an 'e treated as a simple weapon in an e2ternal
weapon mount (see page !O8 of d9: 2tre%. 4or purposes of damage, it is equivalent to a knife.
9ype: 72ternal.
@o(ation: 0ne arm per arm repla(ed.
>ardness<>it Points: :<,.
/enefit: /onus 4eat
1issing !eg
Prerequisite: mem'er of 'ipedal ra(e
7ffe(t: you only have one leg, and your missing leg is repla(ed 'y a peg leg (or similar atta(hment%.
tats for Peg !eg:
+ peg leg is a simple (rut(h atta(hed in pla(e of a missing
foot or (alf. 9he prostheti( 'egins anypla(e at or 'elow the
knee.
/enefit: + peg leg partially repla(es the fun(tion of its
'iologi(al (ounterpart. &t allows only limited speed, redu(ing
the re(ipientLs 'ase land speed 'y 8 feet (as opposed to the
more serious speed restri(tion imposed 'y having no leg%.
9he re(ipient takes a C$ penalty on any skill (he(k involving
his legs (in(luding /alan(e, lim' and 9um'le%, and (an run
at only his 'ase speed W,.
9ype: 72ternal.
@o(ation: 0ne leg per leg repla(ed.
>ardness<>it Points: ,<!".
/enefit: /onus 4eat
6pe(ial: You may take this feat twi(e, for 'oth legs. 9he effe(ts sta(k.
1oney Problems
Prerequisite: None
6ummary: You have some strange pro'lems when it (omes to money.
7ffe(t: 9here are , su')divisions to this flaw. 9hey are as follows:
Tight1wad: You refuse to spend your own money at almost all times and try to get your traveling
(ompanions to 'uy your things for you. You must make a Will 6ave (D of !8% to avoid 'uying things your
self. 0n a su((essful roll, you gain #, on all harisma 'ased (he(ks to persuade your (ompanions to 'uy
stuff for you. 0n a failed roll, you loose ), on all harisma 'ased (he(ks and still try to persuade them 0E
'uy the items yourself.
Hole1in1yor1-ocket: Whenever you (ome into a large amount of money, you must make a Will 6ave (D
of $8% in order to avoid spending your money whenever you have the opportunity to. You will +@W+Y6
'uy something when you get the (han(e.
;reedy: Whenever you have the opportunity to, you will try to a((umulate as mu(h money as possi'le on a
failed Will 6ave (D of $8% even if it means stealing it.
/enefit: /onus 4eat
1ultiple Personality #isorder
You have more than one personality.
Prerequisite: Wis. !$#, more than one weapon
7ffe(t: 7very round, roll a d!". 0n a roll of a !", your (hara(ter swit(hes personalities to his<her alternate
and must draw their other personalities favoured weapon and (ontinue to fight with it. You (an not roll
again (to swit(h 'a(k% for , rounds.
/enefit: You gain #$ on 'luff, diploma(y, and intimidate, you (an take an e2tra feat, or gain #$ ha. &n
addition, out of 'attle, you (an swit(h freely 'etween your true and alternate selves to (reate an effe(t
similar to an -+lter 6elf- spell
6pe(ial: You (an take this flaw more than on(e, provided you have enough weapons. 7a(h time, you gain
another personality. 7a(h personality is atta(hed to a different num'er on the d!", (ounting down. 9he first
personality swit(hes on the !", the se(ond on the O, et(.
2arcolepsy
Prerequisite: None
6ummary: Whenever you need to fight, you fall asleep.
7ffe(t: When ever you enter a 'attle, the (hara(ter must have a Will 6ave (D of !8% to avoid falling
asleep. &f they do fall asleep, they will stay asleep for !d, rounds or until distur'ed. 4or every round they
are awake in 'attle, they must su((eed another Will 6ave (D of !8% to keep from falling asleep.
+dditionally, if however the (hara(ter fails on the Will 6ave, whenever they wake up their >it Di(e will
have restored ($ X rounds they were asleep%. +ll sleep spells su((eed against this (hara(ter unless they are
immune to it.
9o, however, avoid falling asleep it is suggested that the (hara(ter have large amounts of sugar or (affeine
in their 'odies.
/enefit: /onus 4eat
2earsighted
Prerequisite: +'le to see
6ummary: You (annot see far away.
6everity: 3inor, 3oderate, 3a1or, omplete, 3agi(al
-&mportant Note:- 7very year or two, the (hara(ter may (hoose to in(rease the severity of their
nearsightedness, up to omplete. When the severity is in(reased, 'oth detriment and 'enefit. 9his is
repla(ed 'y the new severity-s detriments and 'enefits, whi(h do not sta(k.
3inor
Detriment: 9he (hara(ter vision loses fo(us $8- away, and gradually 'lurs further. 9hey (an still determine
distin(t shapes and (olors, 'ut not details
/enefit: None appli(a'le in game terms.
3oderate
Detriment: 9he (hara(ter-s vision loses fo(us ten feet away. + (hara(ter with this (an read large te2t at long
distan(e, and while they (an still determine (olors and distin(t shapes, details are 'lurred.
/enefit: hara(ters with moderate nearsightedness gain a #! to listen (he(ks
3a1or
Detriment: 9he (hara(ter-s vision loses fo(us up to !- away. + (hara(ter with this (annot determine distin(t
details at !"- of distan(e, 'ut they (an still see shapes.
/enefit: ;ain a #$ on listen (he(ks. + (hara(ter may (hoose to e2tend the distan(e whi(h they (an
determine distin(t details to $"- at the (ost of the listen (he(k.
omplete
Detriment: 9he (hara(ter has lost all fo(us. 7verything is 'lurred, and they (annot read, although they (an
make out distin(t shapes and (olors. >owever, if an o'1e(t is more than five feet away, they will only see a
shape, with no details.
/enefit:#8 on listen (he(ks, or an e2tra feat.
3agi(al
Prerequisite: 3ust have at least ma1or nearsightedness, and a magi(al attempt must have 'een made to
restore vision. 9his attempt must have failed.
Detriment: 9he huge e2posure to raw mana, often upwards of a hundred thaums, has rendered your rods
and (ones useless. You are 'lind.
/enefit: 9he (hara(ter gains a (onstant dete(t magi( spell on their person, and the spell always a(ts as
though the (hara(ter were o'serving a pla(e for three rounds, due to some magi( 'eing left 'ehind
residually. 9hey (an see a wireframe model of reality, marking angles and planes, 'y turning off the dete(t
magi( effe(t. 9his a'ility fails in anti)magi( fields
2ecrophilia
Prerequisite: None
6ummary: You 'e(ome aroused 'y the dead.
7ffe(t: While in the presen(e of any dead or undead (reature of a physiology similar to your own, you take
a )$ penalty on (on(entration (he(ks and all intelligen(e, (harisma, and wisdom 'ased skills. 9he (hara(ter
must also make a Will 6ave (D of !" # reature @evel% to avoid getting down and dirty with the (orpse.
/enefit: /onus 4eat
2ecrophobia
Prerequisite: 3ust 'e alive
6ummary: You have a fear of the dead and dead things.
7ffe(t: +ny time a (hara(ter is in (om'at with an undead (reature, they must make a Will 6ave (D of $"%
to stay in the 'attle, otherwise they must take refuge out of harms way at a minimm of 8" ft. >owever,
every round the (hara(ter must pass another Will 6ave (D of !8% to stay in the 'attle.
9he (hara(ter also refuses to stand (lose to any lifeless (orpse or anything asso(iated with death (e.g,
(offins% at a minimm of $"ft. 9hey may 'e for(ed or tri(ked to get (lose 'y an ally or some other for(e.
/enefit: /onus 4eat
2ight Blindness
Prerequisite: None
6ummary: Your night vision is horri'le due to a 'irth defe(t.
7ffe(t: + (hara(ter takes dou'le the normal penalties within darkness (onditions. + (hara(ter-s
darkvision<low)light vision is now (ut in half (if they have it%.
/enefit: /onus 4eat
2umeral Obliviousness
You (annot understand what num'ers or sym'ols are for and why they are used.
Prerequisite: Non)Wi*ard
7ffe(t: You don-t have the a'ility to read num'ers or sym'ols and (annot remem'er what they are if
someone tells you. You may e2plain, H&t looked kind of like a tall sti(k, and it had this pointy thing on one
end.H, that-s a J. &f you are e2plained what the num'er or sym'ol is then you get (onfused. You don-t
understand what num'ers measure and the 'asis of Hmore gold is 'etter to haveH. You may get (onvin(ed to
pay a lot of gold for a 'asi( item due to your la(k of measurement skills.
/enefit: /onus feat.
2yctalopia
Prerequisite: None
6ummary: You (annot see in the dark.
Detriment: 9reat shadowy lighting as dark lighting
/enefit: 0ne additional feat. + (hara(ter (an (hoose to gain an additional #$ to listen (he(ks instead of the
e2tra feat.
2yctophobia
You are afraid of the dark
Prerequisite: No natural Darkvision
7ffe(t: Ny(topho'ia is the fear of the dark. You refuse to enter dark pla(es without light and must make a
Will save D !" to do so. When in an area of shadowy illumination, you take a penalty of )! to all atta(k
rolls, skill (he(ks, and saving throws= in an area of full darkness, you take a penalty of )$ instead.
9he fear of the dark is heightened 'y imagination: a stuffed toy may appear a monster in the dark. When in
shadowy illumination or darkness, all spells with the shadow des(riptor intera(t with you as if they were
$"D more real.
/enefit: /onus feat, 6tealthy feat
Obese
@et-s 1ust say you en1oy a good feast. 9en times a day.
Prerequisite: De2 !:) (if the de2terity s(ore rises afterwards, the 'enefits and detriments of this flaw still
apply%
Detriment: +n o'ese (hara(ter is dou'le the weight rolled on the random height and weight ta'les. 9his
seriously effe(ts their a'ilities to do physi(al tasks.
9he (hara(ter gets a )$ armor (he(k penalty as granted 'y their natural armor. 9hey also (ount as always
wearing heavy armor with at least a medium load for purposes of movement and fatigue. You pay dou'le
(ost for armor, 'ut not any magi(al enhan(ements the armor may have. +lso the armor weighs twi(e as
mu(h. &f you are small or smaller you lose ): of any si*e 'onus granted 'y your si*e.
/enefit: +n o'ese (hara(ter gains a #, 'onus to fortitude saves and ! e2tra feat.
Obsessive
Prerequisite: None
6ummary: You have an unhealthy o'session with something.
7ffe(t: +t (hara(ter (reation, a (hara(ter must (hoose a parti(ular thing to 'e o'sessed over, whether it 'e
swords, a monster, gems, gold, or whatever.
Whenever a (hara(ter is (lose to the thing they are o'sessed with they must make a Will 6ave (D !O% to
avoid approa(hing the thing and intera(ting with it. 9his (an get very annoying with the (hara(ter-s
traveling (ompanions, and when they attempt to drag the (hara(ter away from whatever they-re ogling over
they must make a ;rapple (he(k and the o'sessed (hara(ter must make a Eefle2 save to avoid 'eing
dragged away. Seriosly, how rde6
/enefit: /onus 4eat dealing with what they are o'sessed with.
Overconfident
Prerequisite: None
6ummary: You 'elieve that nothing is 'eyond your a'ility. You (an do it all. &f you want to take on a Eed
Dragon solo, you-d 'elieve you-d win. No dou'ts. 6eriously.
7ffe(t: &f the (hara(ter is ever (hallenged to a 'rave (not foolish% a(t or to 'attle, they must make a will
save D $8 to 'a(k down.
&f the (hara(ter fails the (hallenge, they lose )$ on all rolls and (he(ks due to personal em'arrassment. 9his
penalty is (umulative and will last until they sleep it off.
/enefit: /onus 4eat. You gain a #$ morale 'onus to rolls in 'attles where you fight on your own.
Overresearched
Prerequisites: Ynow 8# @anguages. 9ruespeak and +r(ane 3agi( (ount as languages for this purpose.
6ummary: You think too mu(h a'out what you-re saying, and you tend to mi2 languages 'e(ause of it.. You
used to think knowledge was everything. Now it-s your everything. You su'(ons(iously think over every
single word you say, in every language you know. &t-s a lot of work for you, 'ut people 'arely noti(e it.
Your mind is in (onstant turmoil over words.
Detriment: When (asting spells, or talking (in(luding 9ruespeak%, it takes more time to get the words out, as
you need to over)think ea(h sylla'le. 9his (an 'e ignored with a D $8 on(entration (he(k. +dd 8 to the
D for ea(h time per day you attempt to override over)thinking.
&f the (asting time is usually a swift a(tion, it is now a standard a(tion. &f it was a standard a(tion, it
'e(omes a 4ull round a(tion. &f it was a 4ull round +(tion, it now takes two rounds. +s a general rule of
thum' for longer (asting times, dou'le them.
+dditionally, if you are 0verresear(hed, you have pro'lems talking in only one language at on(e, and so
take a )$ on all /luff, Diploma(y, and ;ather &nformation (he(ks, as well as any other (he(k involving
speaking. +n 0verresear(hed person does not in(ur this penalty when dealing with another 0verresear(hed
person, and only a )! if the other person knows every language that the 0verresear(hed person does. +n
0verresear(hed person also has pro'lems giving ver'al (ommands, su(h as to a ommanded ?ndead, or to
a ;olem, and so must su((eed on a D !8 (on(entration (he(k, with a (umulative #$ to the D ea(h time
per day they attempt to give (ommands in only one language.
+n 0verresear(hed-s native tounge is ;ar'lespeak.
&f you are 0verresear(hed you must su((eed on a D $" will (he(k at the 'eginning of ea(h week or
tum'le into a gi''ering despair, 'eing una'le to speak e2(ept in ;ar'lespeak. +t the end of any week in
whi(h you have failed you must make the (he(k again to prevent staying in this state. While in a gi''ering
despair, you (annot speak de(iphera'ly in any language other than ;ar'lespeak, and so (annot give
(ommands or speak at all, other than in ;ar'lespeak. You automati(ally fail all (he(ks asso(iated with
speaking (Diploma(y, /luff, et(.%. &f you attempt to (ast any spells with ver'al (omponents, you have an
.8D (han(e of ;i''ering instead. +fter gi''ering on(e, you (an (hoose to gi''er intentionally. +n attempt
to use 9ruespeak will always result in gi''ering. ;i''ering (6u%: You 'egin a (onstant gi''ering as a full
round a(tion. +ll (reatures (other than ;i''ering 3outhers and the (aster% within a 5")foot spread must
su((eed on a D !8 Will save or 'e affe(ted as though 'y a (onfusion spell for !d: rounds. 9his is a soni(
mind)affe(ting (ompulsion effe(t. + (reature that su((essfully saves (annot 'e affe(ted 'y the same
gi''ering for $: hours. You (annot suppress this a'ility, meaning enemy and ally alike may 'e(ome
(onfused.
/enefits: /eing that you (hose your words so (arefully, +r(ane spells, /ard spells, and 9ruespeak (ome
easier, although slower, to you.
+r(ane: +r(ane spells you (ast gain a #8 to the saving throw to resist them, and if they require a ranged
tou(h atta(k gain a #8 to that as well.
/ardi( 6pells: &n(rease all numeri( varia'les 'y three for 'ardi( spells you (ast. 4or e2ample, the " level
ommon Ynowledge would give a #: insight 'onus insted of a #!.
9ruespeak: +s truespeak is nothing 'ut pi(king your words (arefully, 9ruespeakers gain a #8 (ompeten(e
'onus to all 9ruespeak (he(ks.
Overwhelming Empathy
Prerequisite: None
6ummary: You feel others pain.
Detriment: When a (hara(ter in your party within 8" ft.is damaged for $ or more points you may take a
Will save(D!J% with only half your modifier, if you fail or don-t try, prevent $ damage to that (hara(ter
and take , damage yourself. 9his damage does not trigger the 0verwhelming 7mpathy of another (hara(ter
in the party, should they have the flaw.
When a (hara(ter in your party within 8" ft.is >ealed for $ or more points you may take a Will save(D!J%
with only half your modifier, if you fail or don-t try, prevent $ healing to that (hara(ter and heal ! damage
to yourself.
/enefit: #!.8 >P per (hara(ter level(round down%, and take an e2tra feat.
Penguinphobia
+lso known as sphenis(ipho'ia, You have an a'solute fear of penguins.
Prerequisite: None
7ffe(t: &f you see any penguins, D $" vs fear if su((essful you are shaken. &f P fails 'y more than 8 P
must run the opposite dire(tion and attempt in any way possi'le to 'reak line of sight.
&f a P sees anything that remotely looks like a penguin, D !", or shaken. &f (ornered 'y a penguin (a(tual
penguin% for more than , rounds P gets a D !8 4ortitude save or a(ts like they have 'een affe(ted 'y
insanity for $: hours.
/enefit: ! feat
Perversion
You have a 'ad ha'it of saying the most inappropriate things at the worst times.
Prerequisite: (haoti(
7ffe(t: When a (hara(ter takes this flaw they find themselves for(ed to say the most inappropriate things
when around important offi(ials, in 'attle, and espe(ially in the 'ar. 9he (hara(ter makes a will save (D
!8 # harisma modifier% every , rounds of a 'attle or every 8 or so minutes when dealing with NP-s, if
the (hara(ter fails they say something se2ual, inappropriate, or 1ust plain disgusting. 9his provokes enemies
into atta(king the pervert. +ny enemy within $" feet of the perverted (hara(ter must now have the urge to
atta(k the pervert for his a(tions and 'e(ause of how disgusted they are, they take )! to atta(ks against the
(hara(ter. &f the (hara(ter is dealing with NP-s then they are allowed a will save to see if they (an resist
the (hara(ters inappropriateness (Will D !" # (hara(ters ha mod%. &f the NP fails the save and are
indifferent, they are now unfriendly. &f unfriendly it takes $ failed (he(ks (they don-t have to 'e in a row,
they (an 'e anywhere 'etween a hour apart% to make them hostile towards the pervert.
72ample: 9he adventurers approa(hed the go'lin war (amp with (aution, 'ut 1ust then the fighter stood up
and yelled to them H-mon, &-ll take all your puny little sti(ks and (ra(k them in half. WhyI u* mines
'igger than yoursFH Tust as the fighter finished he raised his great sword in the air and (harged into 'attle.
9he wi*ard looked to the (leri( and said with a smile HYeah, & 'et he-s (ompensating for something down
'elow.H 9he 'attle ended and the fighter looked at his wounds= his arm 'leeding from the go'lins spear. 9he
(leri( stood up and 'egan to walk towards him groping the air with a grin on his fa(e H-mon man, let me
tou(h you in all the right pla(es. @et me make you feel 'etter with my magi( hands.H
/enefit: /onus 4eat and a hilariously dirty (hara(ter
Perverted
Your (hara(ter has an infalli'le tenden(y to stare where they shouldn-t
Prerequisite: None
7ffe(t: Your (hara(ter when entering (onversation will tend to look at the most inappropriate areas of the
opposite se2 (or same se2%(for women, lower, for men, higher% making them e2tremely hard to talk to and
(at(h there attention as their minds are in different pla(es. 9here is two things that happen 'e(ause of this.
9hey must make a D !8 will save in order to avoid staring and if they don-t, they re(eive a )$ to
diploma(y, 'luff, intimidate, sense motive (he(ks with the person of the opposite se2 and 'egin staring
inappropriately. 9hey have the a'ility to try and 'reak this stare every round at a D !8 will save. &f the
other person noti(es (D !8 spot (he(k and this only applies to (hara(ters with sight% then they reali*e that
the (hara(ter is staring inappropriately and they re(eive a further )$ to diploma(y and 'luff (he(ks as well
as some (omment su(h as H>ey, &-m up hereH or H&f you want, we (ould get together later...H &n the (ase of
this (and 'y this it means rare (ases% not all (omments need 'e unfriendly, espe(ially if the other person is
le(herous. >owever if the person 'eing stared at fails their spot (he(k, the pervert (an usually play it off as
a 'luff (he(k su(h as HYou had a 'ug on your legH or H9hat-s a really ni(e shirtH, 'ut they re(ieve a )$ to that
(he(k.
(4rom what &-ve e2perien(ed in game play this is great for humor, however, if you-re the type of D3 that
doesn-t remem'er to throw this at your P-s don-t let them take this.%
/enefit: You re(eive a 'onus feat.
Phantom par's
Prerequisite: +'ility to (ast spells.
7ffe(t: you spontaneously emit 'ursts of (olored light. 9hese lights are (ompletely out of your (ontrol and
(annot 'e used as a light sour(e. 9hey only (ease when you are un(ons(ious, petrified, asleep, or dead. You
suffer a ): penalty on all >ide and 6pot (he(ks.
Pran'ster
you have undenia'le urges to play pra(ti(al 1okes upon all.
Prerequisite: haoti(.
7ffe(t: When a (hara(ter takes this flaw they find themselves for(ed to play pranks when around important
offi(ials, in 'attle, and espe(ially in the 'ar. 9he (hara(ter makes a will save (D !8 # harisma modifier%
when dealing with NP-s, if the (hara(ter fails they will play a prank. at this point the player must roll a dD
to determine the severity of the prank.
severity: "!)!O 1oke at person-s e2pense $"),O simple lesser prank :")8O simple greater prank 5")JO minor
prank .")OO ma1or prank !"" epi( prank
/enefit: /onus 4eat and e2tremely entertaining Eole playing hilarity
Pre8udice .against others0
Prerequisite: None
7ffe(t: Your (hara(ter is a /igot, and is unreasona'ly pre1udi(ed against a parti(ular
ra(e<religion<organi*ation (e2amples in(lude: Tews, hristians, &rish, /la(ks, 3agi(al reatures,
anadians, 3em'ers of the &+, poli(e offi(ers, spell (asters, Eepu'li(ans, Demo(rats, poor people, the
mentally handi(apped, aliens, ro'ots, et(. &t does not in(lude groups or individuals that deserve
(ondemnation, su(h as demons, (ultists, terrorists, (riminals, flesh)eating ro'ots, giant spiders, mad
s(ientists, (hild molesters, undead, or similar ilk%. ?nless dealing with other likeminded individuals, NPs
(or other PPs% will not trust your (hara(ter so harisma related a'ilities (other than intimidate% suffer a )5
when used on NPs (or other PPs% and NPs (or other PPs% attitudes are one step worse (P>/ J$%. 9his
in(reases to a #!" when dealing with people who are of the pre1udi(ed ra(e<religion<affiliation<et(.
/enefit: You may have an additional feat. 9his feat may 'e taken multiple times (granting an additional feat
ea(h time% 'ut the (hara(ter must sele(t a new group to 'e pre1udi(ed against for ea(h e2tra feat.
6pe(ial: You must have a reason (however stupid% for your pre1udi(e. Your (hara(ter must 'e 'latantly
pre1udi(ed to gain the 'enefits of this flaw.
Pride
Prerequisite: None
6ummary: No matter the odds, you refuse to retreat from 'attle due to your overwhelming pride and honor.
7ffe(t: + (hara(ter will refuse to retreat from 'attle no matter what the odds. 9he (hara(ter will always
fight to the death and is always on the front line of 'attle, not at all afraid to get hit.
&n e2treme (onditions, the (hara(ter (an make a Will 6ave (D of $8% to negate the flaw and flee from
'attle. >owever, the (hara(ter feels guilty for diso'eying their H(ode of (ondu(tH and hen(eforth loose !d:
to all rolls and saves until the following day. &f the (hara(ter is for(ed to flee, either 'y a spell or an ally,
they will take )$ on all rolls and saves until the following day.
/enefit: /onus 4eat dealing with (om'at or leadership.
Pyromania
Du(king the falling (inders, the group dove from the stru(ture and into the fountain in the (ourtyard. 9he
shouts of the fire)fighters (ould 'e heard on the other side of the stru(ture, 'ut as the group surfa(ed it
'e(ame (lear that the 'uilding (ould not 'e saved. +s most of their num'er wat(hed the roof fall in, sending
showers of sparks in all dire(tions, the fighter gra''ed the rogue 'y the hair as the halfling attempted to
sneak away and held him at eye)level, glaring straight into his fa(e. HNew party rule. Ne2t time we need to
resear(h something at a li'rary, we tie Dakar up first.H
9he entire group nodded in unison.
Prerequisite
Non)lawful. /urning things down is generally frowned upon 'y the law.
6ummary
You like setting things on fire and wat(hing them 'urn.
Detriment
You (an-t 'e trusted with fire. &f you have some sort of ignition sour(e (mat(hes, flint and tinder, any kind
of fire spell%, and you (ome a(ross something that-s 1ust 'egging to 'e lit (old wooden house, wagon of
gunpowder, a li'rary, a (at%, you must make a Will 6ave (!:#D!" for the o'1e(t-s supposed spe(ta(ularity
when lit, &.7. how 'ig an e2plosion it-ll make. + woodpile would rate something akin to a !, whereas a giant
keg of lamp oil or the aforementioned wagon of gunpowder might 'e something like a !"%. &f passed, you
may (ontinue on, 'ut with an additional )! to all su'sequent Will 6aves until away from the o'1e(t. &f the
(he(k is failed, you will repeatedly attempt to ignite it until you-re either arrested or it 'urns.
/enefit
0ne additional feat. hara(ters with pyromania are a((limated to heat, sin(e they seem to (ause so mu(h of
it, and as thus do not take damage from natural heat (sunlight, deserts, vol(ani( a(tivity%. 9hey still take
damage from magi(al heat.
6pe(ial
9his flaw (annot 'e taken if the player is already pyropho'i(.
Pyrophobia
Prerequisite: None
6ummary: You have an unnatural fear of fire.
Detriment: Whenever a (hara(ter with pyropho'ia (omes within five feet of fire, they must take a Will save
(D !:#, for every additional fire within five feet of the (hara(ter%. &f they su((eed, they take a )! on their
rolls while in the area of the fire. &f they fail, they must leave, as soon as possi'le. &f they (annot flee, they
will attempt to e2tinguish the fire. &f they (annot do this, they will free*e, una'le to move unless they make
another Will save.
/enefit: ! additional feat. hara(ters with pyropho'ia are a((limated to (old, sin(e they do not use fire for
warmth, and thus take no detriments from natural (olds (Eain, 6now, Wind%. 9hey are still affe(ted 'y
magi(al (old.
%uadrimurfractiphobia
You are terrified of the fourth wall 'eing 'roken.
Prerequisite: None
7ffe(t: Whenever you or anyone else say something not immediately related to the game you are playing,
you must make a D !8 Will save to avoid falling prone and (owering until some'ody other than yourself
finds a way for whatever is said to 'e in(orporated into the game (no matter how ridi(ulous or ar'itrary%.
You must (ower for at least one full round.
/enefit: /onus feat.
72ample: You had 1ust (ast 3agi( 3issile into the darkness, when someone in the other room asks where
the heetos are. You fail your will save and therefore fall and (ower until the D3 says that it was a ko'old
whose sna(k you 1ust 'lasted who said it, rather than someone in the other room.
%uarter Elf
7lven 'lood is not parti(ularly strong in your veins and its features are 'arely noti(ea'le.
Prerequisites: >alf)7lf
7ffe(ts: You are not immune to sleep spells and do not gain a ra(ial 'onus on saving throws against
en(hantment spells or effe(ts. You are not (onsidered to have elven 'lood.
4eincarnated 1isfortune
9hings in this life remind you of things from your last, and these things make you sad.
Prerequisite: None
7ffe(t: 4rom time to time, the (hara(ter sees something that reminds him of his former lives. +t the start of
every en(ounter, there is a 8D (han(e that he noti(es something that (auses him to re(all his past. &f this
happens, he takes no a(tion for ! round and thereafter takes a )$ morale penalty on all atta(ks and skills
until the en(ounter is resolved.
/enefit: /onus 4eat
4estricted orcery
Prerequisite: a'ility to (ast spells without preparation
7ffe(t: hoose two s(hools of magi( to 'e your restri(ted s(hools. &n addition, you may not use wands or
s(rolls that (ast spells form these s(hools. Divination (an not 'e one of the (hosen s(hools.
e( Addict
Prerequisite: None
6ummary: You truly 'elieve that if you don-t use it, it-ll fall off.
7ffe(t: + (hara(ter (onstantly seeks to have se2ual inter(ourse with others of their type or other types in the
(ase of inter)spe(ies 'reeding. When a (hara(ter (omes a(ross a 'eautiful mem'er of a preferred gender
(who has a harisma /onus whi(h mat(hes or 'eats their own (harisma s(ore%, they must make a Will 6ave
(D of !8 # attra(tive persons (harisma 'onus%. &f su((essful, the (hara(ter 'e(omes horny, taking a )!
morale penalty to all atta(ks and (he(ks for one hour. &f they fail, they have no (hoi(e 'ut to get down and
dirty and give it the 'est that they got. &f they see the mem'er of the preferred gender wearing little or no
(lothing, the D required in(reases 'y 8 and the penalties in(rease 'y )!. &f the mem'er of the preferred
gender is doing strenuous a(tivity that (ould 'e seen as se2ual, su(h as 'ending over to (lean a ta'le,
'oun(ing up and down, or sweating heavily, the D required in(reases 'y 8 and the penalties in(rease 'y
)!. 9hese in(reases sta(k.
9he (hara(ter must (ontinue to make Will 6aves 'efore every a(tion they do while in the presen(e of the
(reature that turns them on.
/enefit: /onus 4eat
ha'y
Prerequisite: None
6ummary: Your aim is hardly ever perfe(t, 'e it from nerve damage, nervousness, or 1ust the plain ina'ility
to keep still.
7ffe(t: Your (hara(ter suffers )8 penalty on all ranged atta(k rolls. 9his flaw (an 'e (ountered if you are
well an(hored and steady 'y, let-s say, laying on the ground on your stoma(h.
/enefit: /onus 4eat
hort Attention pan
Prerequisite: None
6ummary: Your mind always swit(hes from one thought to the other and it messes up your fo(... oh look a
pennyF
7ffe(t: + (hara(ter suffers a )$ penalty any time they try to make the same (he(k more than on(e in a row.
9he penalty will sta(k on ea(h other, making the penalty for the ne2t (he(k ):, )5, ). and so on. 9his also
applies on making 4ull)Eound a(ti... you have really pretty eyes you know thatI
/enefit: /onus 4eat (hehehe feet are funny%
hort of Breath
Prerequisite: on !, or lower
7ffe(t: Whenever you make a strength (he(k, and (onstitution (he(k to (ontinue running, or use the skills
(lim', 1ump, or swim you must make a 4ort save at the same D as the skill or a'ility (he(k. &f you fail this
save you 'e(ome fatigued. Doing something else that would normally (ause fatigue e2hausts an already
fatigued (hara(ter.
hort "emper
Prerequisite: None
6ummary: You get enraged easily, going 'erserk whenever you suffer damage.
7ffe(t: Whenever a (hara(ter suffers damage, they must make a Will 6ave (D of !8#! per two (hara(ter
levels% in order to avoid 'e(oming enraged.
&f the (hara(ter fails the will save, they take a )$ penalty to +rmor lass. 9he (hara(ter (annot use any ha,
De2, or &nt 'ased skills (e2(ept /alan(e, 7s(ape +rtist, &ntimidate, and Eide%, the (on(entration skill, or any
a'ilities that require patien(e or (on(entration. You (annot (ast spells or a(tivate magi( items that require a
(ommand word, a spell trigger (su(h as a wand%, or spell (ompletion (su(h as a s(roll%. You (an use any feat
you possess e2(ept om'at 72pertise, item (reation feats, and metamagi( feats 9hey will stay in their
enraged state for !d:#(onstitution 3odifier% rounds or until the thing that (aused them damage is dead.
+dditionally, if the (hara(ter has the rage (lass a'ility and has a daily use left they must go into a rage as an
immediate a(tion.
/enefit: /onus 4eat or one additional daily use of rage a'ility if a (hara(ter already has it as a (lass feature.
hy
Prerequisite: None
6ummary: You are afraid to intera(t with people. You are afraid to intera(t with ! or more of the following
(lassifi(ations of groups: a'solutely everyone, people outside their friends or family, people with authority,
people they are not familiar with, and<or large groups of people. 0r some other diverse (om'ination of
persons. 9he (hara(ter will try to avoid any so(ial dealings with any of so(ial groups a'ove they
spe(ifi(ally (hose.
7ffe(t: Whenever a (hara(ter is dealing with any of the so(ial groups they (hose, they suffer a ): penalty on
all (he(ks (on(erning so(ial dealings. &f they are the (enter of attention, they suffer a ). penalty on all
(he(ks (on(erning so(ial dealings. %on*t e&pect them to $e making any speeches any time soon6
/enefit: /onus 4eat
ic'ly
9he (hara(ter has a defi(ien(y in adrenaline produ(tion
(perhaps due to a diminished or atrophied adrenal gland%,
and as a result, (annot make use of this reservoir of
strength and stamina in dire straits.
Penalty: 9he (hara(ter suffers C$ to all 4ortitude saves.
6pe(ial: 0ptionally, a player may take a C$ to Eefle2
saves instead.
Benefit: Bonus Feat
'ul'er
You are not prepared to stand fa(e to fa(e with your foes.
7ffe(t: You must make a D!8 will save or 'e(ome shaken whenever a foe engages you in melee. 9his
penalty takes effe(t as soon as an enemy atta(ks you while you are within its threatened area. You re(over
from your fear as soon as you not within an area threatened 'y foes.
leeping #isorder
Prerequisite: None
6ummary: You are either a light sleeper or a heavy sleeper... or something else...
7ffe(t: 9here are : su')divisions to this flaw, they are as follows:
Light Sleeper: You (an never get enough sleep and every time you get a full night-s rest you >it Di(e never
re(harges properly. &t is always !d(Your >it di(e% away from ma2imum.
Heavy Sleeper: &t-s a real 'urden for others to wake you up and opposing (hara(ters must make a W+Y7)
9>7)>7@@)?P (he(k in order to wake you up, otherwise you will sleep through anything. Whenever you
do finally wake up, your >it Di(e is always re(harged.
4ightmares: You more often than not always have nightmares when you sleep and suffer the same effe(t as
a @ight 6leeper, however you also suffer )! to all onstitution (he(ks for that day unless you make a Will
6ave (D $8%. 0n a su((essful save, your nightmares won-t haunt your mind for the day.
)nsomnia: You don-t really sleep all that mu(h and suffer the same effe(t as a @ight 6leeper, however you
also suffer )$ on all Eefle2 6aves for that day.
/enefit: /onus 4eat
low ,ealing
Prerequisite: on !, or lower
7ffe(t: You do not normally re(over hit points or temporary a'ility damage through natural healing. &f you
undergo (omplete 'ed rest for a full day, you mar re(over either ! hit point or ! point of temporary a'ility
damage. &n addition, any (on1uration (healing% spell works only at half its (aster level.
tal'ing !over
Prerequisite: None
6ummary: 4or some reason, a former lover or spouse seeks to either (laim you 'a(k or get revenge.
7ffe(t: 9he former lovers are quite persistent and will find you somehow, someway, and sometime soon. &t
may 'e (ommon to have some (lose en(ounters with the (hara(ter-s former lover. 3ost often the (hara(ter
seeks to flee 'efore they are found. 9o do so, the (hara(ter must 'e sneaky and qui(k in order to avoid any
and all en(ounters with their stalker.
Detriment: )8 on all harisma 'ased (he(ks (e2(luding %isgise% when the (hara(ter-s former lover is
within seeing<hearing distan(e.
/enefit: /onus 4eat
tubby Fingers
Prerequisite: Dwarf, gnome, or other short ra(e (or you suffer from dwarfism Zsee Dwarfism 4law[%
7ffe(t: You suffer a ): penalty on all atta(k rolls made when you use a light or one)handed weapon (natural
weapons and unarmed atta(ks do not in(ur this penalty%. &n addition you suffer a ): penalty on all Disa'le
Devi(e, 0pen @o(k, 6leight of >and, and ?se Eope (he(ks.
tutter
Prerequisite: None
6ummary: You 1ust (an-t to get your words out...
7ffe(t: +s it takes the (hara(ter a 'it of time to get the words out, they loose ): on all /lff, %iplomacy,
-erform <Oratory= and other general speaking (he(ks that would require a lot of words to (omplete the
(hara(ter-s senten(e, otherwise the (hara(ter is perfe(tly fine with getting out short, simple senten(es.
/enefit: /onus 4eat
"errain pecialist
Prerequisite: 9ra(k, wild empathy
7ffe(t: hoose one terrain type (aquati(, desert, forest, hills, marsh, mountain, or plains%. 9hat is your home
terrain, in whi(h you are most (omforta'le. &n all other terrains you suffer a )$ penalty on all wild empathy
(he(ks, as well as on 6ear(h or 6urvival (he(ks made to tra(k. You may only use your (amouflage and hide
in plain sight a'ilities in your (hosen terrain.
/enefit: /onus 4eat
"est ub8ect
7ffe(t: hoose thereof the following s(hools: (on1uration, en(hantment, evo(ation, illusion, ne(roman(y,
and transmutation. Your saving throws made against spells and spell)like a'ilities from these s(hools suffer
a )$ penalty.
/enefit: /onus 4eat
"roglodyte
@ives in a (ave.
Prerequisite: None
7ffe(t: You find loud noises, 'right lights and other people a'solutely terrifyingF )!d!" to everything
involving (harisma.
/enefit: Darkvision and #! to all 6pot and @isten (he(ks.
"witchy
Prerequisite: De2 !8#
6ummary: Your lim's twit(h periodi(ally.
6everity: 9wit(h has three severity levels: Nervous, 6tartle, and 6pasm
Nervous
Detriment: +ny De2terity 'ased rolls take a )$ modifier unless a su((essful will save (D !O% is made.
/enefit: ! e2tra feat during (hara(ter (reation.
6tartle
Detriment: &f the (hara(ter takes a listen or spot (he(k, and dete(ts something, the (hara(ter must take a
will save (D $"% to avoid startling, whi(h (onsumes a standard a(tion. &f the (hara(ter ever hears a loud or
une2pe(ted noise, he must take a will save as well.
/enefit: &f the (hara(ter is su'1e(t to a sneak atta(k, he will automati(ally (ounter with whatever weapon he
his holding.
6pasm
Detriment: 7very turn the (hara(ter is in a stressful situation, roll a !d5. 0n a roll of a : or higher, the
(hara(ter will spasm. 9he (hara(ter automati(ally fails whatever task he was performing, and must make a
refle2 save to avoid dropping whatever is in his hands.
/enefit: +ny (reature within melee distan(e of the spasming (hara(ter is su'1e(t to a hit with the weapon in
hand. 9he (hara(ter-s strength s(ore is (onsidered to 'e four higher than normal while the (hara(ter is
spasming. 9he (hara(ter (an e2(hange the strength 'onus for an additional feat.
+himsical
You de(ide to do things simply 'e(ause you feel like it...
Prerequisite: +ny (haoti(
7ffe(t: you take a ): to wisdom 'ased skill (he(ks.
/enefit: Your (harisma s(ore permanently in(reases 'y $.
6pe(ial: you may take this feat multiple times, itLs effe(ts sta(k.
+ild
Prerequisite: 6urvival ! rank
7ffe(t: Whenever you are entangled, pinned, or 'ound, you immediately 'e(ome pani(ked. Your fear is
alleviated ! round after you are free of all 'onds. 6pells and effe(ts that remove fear do not prevent this
effe(t.
/enefit: /onus 4eat
+orst !uc'
You seem to always fall short at the worst possi'le moment, right when it matters most.
Prerequisite: None
7ffe(t: 0n(e per game session, you automati(ally fail a d$" roll of the D3-s (hoosing. 9here is no way to
reverse this de(ision, and you must a((ept the (onsequen(es. 9he D3, however, (annot make you fail a
di(e roll that will dire(tly lead to your death (e.g. (annot automati(ally fail a save vs death or 'alan(e (he(k
that will drop you into a deep (avern.% >owever, indirect and other people-s deaths are always wel(ome...
/enefit: #! 4eat
6pe(ial: &f using a system that allows +(tion Points or some variant of the type, the player (an spend a
point to push 'a(k the effe(t. Doing this, however, does not eliminate it, it 1ust delays the inevita'le. &t-s
'est to 1ust take your li(ks right away than to let it fester.

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