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Flaws II

Robert W. Thomson

INTRODUCTION

Players Options: Flaws introduced flaws to the Pathfinder Roleplaying Game, helping players create richer, more
colorful characters. Later Players Options: [Race] releases
added more flaws to the selection, specifically focused
on those races. As was said in the introduction for the
first flaws release, not every hero is a paragon of virtue,
of whole physical and moral cloth. Presented here are
yet more flaws for players to choose from, allowing
more variety in character creation.
This release also includes new class flaws flaws
designed only to be taken by members of that character
class. There is one for each of the core classes, and while
these flaws are intended specifically for those character
classes, a GM could decide to open them up to members of any character class.

TAKING FLAWS

Flaws can only be taken at 1st level during character


creation, and a character can have no more than two
flaws. Each flaw taken grants either 3 bonus skill points
or one bonus feat. If a character takes two flaws, he
can only receive one bonus feat, so the other flaw must
grant the bonus skill points. A character cannot take
two flaws that have the same buy-off requirements (see
below).
Flaws cannot be taken after 1st level, but the GM
certainly can assign a flaw to character if the character
is being portrayed in a specific way. A GM should not
do this lightly, however, and should let the player know
why he is assigning the flaw. If a flaw is assigned, the
character receives 3 bonus skill points immediately. Assigned flaws never grant bonus feats.

PORTRAYING FLAWS

Flaws should not be taken just for a bonus feat or a few


extra skill points. A character saddled with one or two
flaws should suffer the consequences, and they should
not be overlooked by the player or the GM. Each flaw
brings specific penalties incurred for the flaw. Beyond
the mechanical penalties, though, a flaw should be portrayed whenever it would naturally arise. For instance,
a character who is Obsessive should be portrayed as
such by the player, and not just take the mechanical
penalty that comes with the flaw and never mention it.
The point of the flaws is to add color and fun. At the
same time, a player should not take it as carte blanche
to curse up a storm just because his character has the

Foul-mouthed flaw. This can easily be portrayed by the


player saying something like, Kain begins swearing
loudly in Dwarven.

BUYING OFF FLAWS

In heroic fantasy, if a character doesnt simply learn to


accept and live with his flaws, he usually overcomes
them in some fashion. The description for each flaw
includes the specific information necessary to buy off
the flaw and remove the penalty usually by taking a
specific feat or putting a certain number of skill points
into a skill. Some require the character to be targeted by
a specific spell, such as remove curse or remove disease.
In no case can a flaw be bought off prior to 3rd level,
and some require the character to be higher level than
that. This reflects the struggles of dealing with and overcoming flaws common to fantasy heroes.
A character does not have to buy off their flaws if the
player enjoys the flavor the flaw brings to the roleplaying experience. If they meet the requirements for
buying off the flaw (for example, putting their ability
score point increase from leveling up into Constitution,
which buys off a number of flaws) but elect not to buy
off the flaw, they must keep the flaw for life. They cannot decide later that they are tired of the flaw and want
to retroactively buy it off. A flaw can only be bought off
when the requirements for doing so are first reached; a
character cannot increase Constitution at 4th level, elect
not to buy off the flaw, and then attempt to buy it off
with another point increase to Constitution at 8th level.
No two flaws are alike, in penalties or in how they
are bought off. While we have taken care to balance the
flaws against feats and class or racial abilities, some flaws
provide greater or harsher penalties than others. No
attempt was made to keep all flaws balanced against one
another. A player should carefully consider the penalties
incurred by taking a flaw and the difficulty in buying
off the flaw, and all flaws taken should be cleared by
your GM.

Compatibility with the Pathfinder Roleplaying Game


requires the Pathfinder Roleplaying Game from Paizo
Inc.. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game. Paizo
Inc. does not guarantee compatibility, and does not
endorse this product

FLAW DESCRIPTIONS

The following format is used for all flaw descriptions:


Flaw Name: This is the name of the flaw and a short
first-person description of the flaw.
Penalty: This is a third-person description of the flaw
with mechanical and story penalties. Many flaws require
the character to make a Will or Fortitude save to temporarily overcome their effects or suffer only partial effects.
Any penalties to skill checks, ability checks, attacks,
damage or saving throws are circumstance penalties, unless otherwise noted.
Buying Off the Flaw: This is what is required to
buy off the penalty for the flaw. In some cases such
as with the Albino flaw physical characteristics are
not changed, but the penalties go away as the character
learns to deal with the complications of the flaw. As
noted earlier, no flaw can be bought off before 3rd level,
and most require the character to be 4th to 5th level.
If the buy off includes the phrase The character must
take the [feat name] feat no earlier than [ X ] level, the
character can still take the feat prior to that level, but
the flaw penalty does not go away until the stated level is
reached.

FLAWS
Addict
Anger
Call of the Wild
Competitive
Cursed
Deranged
Feeble
Heretic
Inner Turmoil
Lucky Weapon
Peace Through Art
Phobia
Squeamish
Taboo-Ridden
Unnatural

Ancient Orthodoxy
Arrogant
Center of Attention
Cruel
Debtor
Frail
Flirtatious
Honorbound
Lovelorn
Obsessive
Peevish
Pugnacious
Sticky Fingers
Tower-Bound
Vain

Addict

You have a minor, moderate, or major addiction to


some substance. The addiction functions as described in
the Pathfinder Roleplaying Game: GameMastery Guide.
Choose one of the substances described in that book as
the substance you are addicted to (or a similar substance
from another source approved by your GM). If you have
a major addiction, this flaw counts as two flaws (providing you with both a bonus feat as well as 3 bonus skill
points). You may not take a second flaw if you have a
major addiction. Taking Addict as a major addiction is
an exception to the rule that prevents you from taking
two flaws with the same buy off requirements.
Penalty: Addiction has specific penalties described in
the Pathfinder Roleplaying Game: GameMastery Guide,
all of which function similarly to diseases. In addition,
the substance the character is addicted to have specific
penalties and effects. Refer to the source containing the
substance the character is addicted to for those penalties
and effects.
Finally, at the start of play, the character must purchase at least one dose of the substance they are addicted
to as part of their starting equipment. The character
must make this purchase before any other purchases. If
the character does not have enough coins to make this
purchase, the character must apply half the normal starting gold towards the purchase and are in debt to some
criminal (individual or organization) for the remainder
of the cost of the substance.
Buying Off the Flaw: Details for curing addiction
are in the Pathfinder Roleplaying Game: GameMastery
Guide, however a character that takes the Addict flaw
may not cure their addiction either via a cure disease
spell or through successful saving throws prior to 3rd
level (for minor addictions), 4th level (for moderate addictions), or 5th level (for major addictions). In attempt
earlier than this always results in failure.

Ancient Orthodoxy (Druid)

You must be a druid to take this flaw. You follow not


only the ways of nature, but the ways of the most ancient druids. You cannot use any metal objects, tools,
weapons, or armor and you find it difficult to get along
with civilized folk.
Penalty: In addition to being forbidden to use any
type of metal object, tool, weapon, or armor, the character suffers a -3 penalty to all Charisma-based skills when
dealing with so-called civilized folk. If the character is
forced to use metal of any type for any reason, the pen-

alty increases to -5 for 24 hours.


Buying Off the Flaw: The skill penalty can be
bought off by taking the Skill Focus (Diplomacy) feat
and be the recipient of an atonement spell no earlier than
5th level.

Anger

You have serious anger issues. Whatever the cause of


your constant anger a rough childhood, death of a
loved one, betrayal by a friend or lover, or some other
origin it is not something you can get over easily and it
makes it difficult for your to make rational decisions and
colors interactions with almost everyone you meet.
Penalty: The character suffers a -2 penalty to all Intelligence checks and to Diplomacy checks. Note that the
penalty to Intelligence checks only applies to a Intelligence ability checks and not to other Intelligence-based
skill checks.
In addition, the character can never parlay or negotiate
for more than 1 round. Any parlay or negotiation that
lasts longer than 1 round results in the character immediately acting in an aggressive manner.
Buying Off the Flaw: The character must take the
Improved Iron Will feat no earlier than 5th level.

Arrogant

You vastly overestimate your own capabilities and place


excessive importance on your own personal achievements, and you have a distinct lack of humility. You are
always ready to take credit for group accomplishments,
and rarely back down from a challenge.
Penalty: The character suffers a -2 penalty to all Diplomacy checks and to Wisdom checks.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Wisdom
and take the Skill Focus (Diplomacy) feat.

Call of the Wild (Ranger)

You must be a ranger to take this flaw. You prefer


the outdoors and nature- even dank dungeons- to the
oppressive civilization of towns. You fidget in palace
throne rooms and sulk in a corner in the local bar, until
you can be free again.
Penalty: The character suffers -2 to all skill checks in a
civilized urban setting.
Buying Off the Flaw: The character must put 5 skill
ranks into the Knowledge (local) skill.

Center of Attention

You feel like the world revolves around you, and that
everyone should always pay attention to you, what you
have to say, and the things you do. When they dont, you
can get very upset.
Penalty: The character takes a -2 penalty to Diplomacy as well as a -2 penalty to Stealth (its hard to stay quiet
or hide or when you want everyone to pay attention to
you!).
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Wisdom.

Competitive

You turn everything into a competition, even when others are not trying to compete with you. Whether its to
see who can kill the most enemies, find the most traps,
recover the most gold, or steal the most kisses from the
barmaid, you are always competing with everyone else.
Penalty: The character suffers a -2 penalty to all Bluff,
Diplomacy, Intimidate, and Perform checks.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Wisdom
and take the Persuasive feat no earlier than 4th level.

Cruel

You are exceptionally cruel and mean. You say hurtful,


insulting things to everyone, including your friends and
family.
Penalty: The character suffers a -4 penalty to all
Diplomacy checks, as well as to any other skill or ability checks made as part of a social interaction, except for
Intimidate.
Buying Off the Flaw: The character must take Skill
Focus (Diplomacy) no earlier than 3rd level.

Cursed

You have been cursed, either from birth or possibly only


just recently. Pick a curse or roll randomly from the
list below:
Clumsy (You apparently have two left feet and frequently stumble and fall)
Marked (You have a large red birthmark that covers
at least half of your face and neck)
Milky Eye (One of your eyes is covered with a milky
film)
Sickly (You are constantly ill and weak)

Unlucky (You seem to always have the worst luck


possible)
Withered Arm (One of your arms is withered and
practically useless)

Penalty: The character suffers a specific penalty noted

in parentheses after the curse in the list below.

Clumsy (-4 penalty to Acrobatics, Climb, and Perform (Dance) checks, and Stealth checks related to
moving silently)
Marked (-4 penalty to Diplomacy, Disguise, and all
Perform checks)
Milky Eye (-4 penalty to Perception checks, -4 to
ranged attacks, vision range is halved)
Sickly (-4 penalty to Constitution and -2 penalty to
Fortitude saves against diseases and poisons)
Unlucky (Roll twice for all attacks, saving throws,
ability checks, and skill checks, taking the worst of
the two results)
Withered Arm (-6 penalty to Strength, withered arm
has an effective Strength of 1, cannot wield weapons
that require two hands to use (including bows)).

Buying Off the Flaw: The character must be the


recipient of a remove curse spell no earlier than 5th level.
If the character is the recipient of a remove curse prior
to 5th level, the spell only removes any curses bestowed
after game play began.

Debtor

You are in a great deal of debt to someone a merchant,


a family member, or a criminal.
Penalty: When the character determines starting gold,
that amount plus another 900 gp are considered to be
the characters debt. Note that the character does NOT
receive the extra 900 gp of the debt to purchase starting equipment. After purchasing starting equipment,
subtract all gold left over. The actual coins the character
starts with is 2d10 silver pieces. The character suffers
a -3 penalty to Diplomacy checks when dealing with
the individual that loaned the coins, or to any of that
individuals employees or minions. Some folks familiar
with the individual that loaned the character coins may
refuse to do business with the character. If the debt is
not repaid in a specific amount of time (which should be
long enough to allow the character to progress to at least
3rd level), the individual that loaned the coins may put a
bounty on the characters head.

Buying Off the Flaw: The character must return to


the individual owed and pay off any remaining debt, and
also succeed on an opposed Diplomacy check against
the individual. The individual should have at least a +10
bonus to Diplomacy.

Deranged

You are not quite all there mentally. Others describe you
as having lost contact with reality. Your condition could
have been present your entire life or could be something
relatively new.
Penalty: The character suffers a -4 penalty to Intelligence and Wisdom and a further -4 penalty to all
Wisdom checks and Will saves.
Buying Off the Flaw: The character must be the
recipient of a remove curse and a remove disease spell no
earlier than 5th level. The spells must be cast in either
order in subsequent rounds. Any remove curse or remove disease spell cast on the character prior to 5th level
only removes any curses or diseases acquired since game
play began, not the deranged flaw.

Feeble

Whether from illness or injury, you are very physically


weak. You could have been feeble from birth, or perhaps
you had a relatively recent accident or illness.
Penalty: The character suffers a -6 penalty to
Strength.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Strength
and be the recipient of a greater restoration spell.

Flirtatious

You are constantly flirting with people. You most often flirt with people of your preferred sex, but when
you need or want information, or youre just in a good
mood, youve been known to flirt with anyone of any
sex. You dont necessarily intend to follow through on
your flirtations its just an automatic response when
in social situations, a response that not everyone finds
funny or attractive.
Penalty: The character suffers a -3 penalty to all skill
checks in social situations. This reflects that, though
the person the character is immediately interacting
with might not be upset by the flirtations, someone else
nearby possibly even fellow party members could be.
Buying Off the Flaw: The character must invest 5
skill points in the Sense Motive skill.

Frail

Its not as though a puff of wind would blow you over,


but why take any chances? Keep in the back where it is
safe.
Penalty: Whenever the character takes maximum
damage from a weapon attack, or more than half his
maximum hit points from a spell or area effect, he must
make a Fortitude saving throw equal to 10 plus the CR
of the monster, trap or effect that dealt the damage.
Failure means the character is staggered and sickened for
a number of rounds equal to the CR of the monster, trap
or effect.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Constitution and be the recipient of a greater restoration spell.

Heretic (Cleric)

You must be a cleric to take this flaw. Your beliefs about


your gods teachings run at least partially counter to the official position of the church.
Penalty: The character suffers a -3 penalty to all
Diplomacy checks when dealing with other members of
your religion who are not also heretics. In addition, the
character is wanted by the more conservative members of
the characters faith, who wish to try the character on a
charge of heresy.
Buying Off the Flaw: The character must turn
themselves in to an official of the church and succeed
on an opposed Diplomacy check against a person of
high official importance and pay a 1000-4000 gp fine
or bribe. The official should have at least a +10 bonus in
Diplomacy to oppose the character with. The characters
-3 penalty still applies to this roll.

Honorbound (Paladin)

You must be a paladin to take this flaw. You are honest,


loyal, and honorable to a fault. You absolutely will not
compromise your honor for any reason, even if it would
save your own life or the lives of others.
Penalty: The character will not willingly do anything
to compromise their honor or loyalty. In order to tell a
lie (even a little white lie) or to do anything else that
would compromise the characters honor, the character
must make a Will save with a DC equal to 10 + the
characters Charisma bonus + the characters level. Failing the save means the character will not go against their
honor. Making the save means the character can lie or
other compromise personal honor, but doing so leaves

the character with the shaken condition for 1d4 hours.


Buying Off the Flaw: The character must take the
Deceitful feat no earlier than 5th level. Doing so does
not mean the character becomes deceitful, but that the
character recognizes that sometimes deception is the best
method for achieving even some goodly goals.

Inner Turmoil (Monk)

You must be a monk to take this flaw. True inner peace


and contemplation of the universe has always been just
out of your grasp, due to deep, secret doubts you bear.
You fear that this nagging doubt will someday be your
undoing, and lead you into ruin and chaos.
Penalty: The character loses the level 1 bonus to Will
saves that monks receive, though subsequent bonuses are
received normally, as the character rises in levels.
Buying Off the Flaw: The character must put 3
ranks into Knowledge (religion), and knowingly perform
a chaotic act- and receive an atonement spell for doing so,
even if he must obtain it while not receiving the benefits
of the monk class.

Lovelorn

There are some that claim that there is someone for


everyone, but there is only one true love for each person.
If one has pledged their love and been rejected, it can
leave a scar that may never be healed, leaving behind a
heart of stone.
Penalty: The character may not marry, inherit, be left
goods, or engage in repartee with the gender that they
are attracted to. Though these conditions may apply
in certain circumstances, in game terms this means the
character suffers a -2 penalty to Diplomacy and Sense
Motive with their attracted gender, as well as Knowledge
(local); morale bonuses other than rage are 1 less than
they normally would be.
Buying Off the Flaw: The character must fall in love
again. The circumstances must be extraordinary, including a successful Diplomacy and Sense Motive check, and
the purchase of a ring worth 5,000 gp. This can happen
at or after 3rd level, not before.

Lucky Weapon (Fighter)

You must be a fighter to take this flaw. You believe that


one of your weapons is lucky and that ill will come
to you if you do not use it exclusively. You have been
known to stroke and polish it excessively.
Penalty: The character suffers -1 to hit with any

weapon other than his lucky weapon


Buying Off the Flaw: The character must take
Weapon Focus in any weapon other than his lucky
weapon no earlier than 5th level.

Obsessive

Once you set your mind on something, you find it very


hard to focus on anything else or any other task.
Penalty: Whenever the character commits to a task,
project, or quest, any time that the character is forced to
do anything that is not somehow related to the primary
task the character suffers a 2 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks, and
ability checks until the character is able to get back on
task
Buying Off the Flaw: The character must invest 3
skill points in Alertness and take the Iron Will feat no
earlier than 3rd level.

Peace Through Art (Bard)

You must be a bard to take this flaw. You believe that


you, personally, can bring peace to a fractured world
through the power of your artistic expression. Ultimately, all will come to see that we are all really the same, as
we all perceive and love art, music, dance, what have
you- dont we?
Penalty: The character suffers a -1 penalty to all damage rolls, be they from weapons, spells, or abilities. They
may attack in any way they wish, but the character cannot use the full power of any given attack.
Buying Off the Flaw: The character must inflict 50
hit points worth of damage, which includes killing at
least 5 creatures, slain in battle and/or hostility. Their art
will forevermore afterward be colored by this fall from
innocence...

Peevish

You are temperamental, obstinate, and easily annoyed.


Penalty: Whenever something does not go the characters way (such as failing a save, critical confirmation
roll, concentration check, or rolling a natural 1), the
characters nature begins to show. From that point on,
until the end of the encounter or event, the character
suffers a -2 penalty to all ability and skill checks.
Buying Off the Flaw: The character must take the
Skill Focus (Sense Motive) or Endurance feat no earlier
than 3rd level.

Phobia

You have an unnatural fear of something. Pick or roll


randomly from the list below:
Aichmophobia (fear of knives and other sharp objects)
Ailurophobia (fear of cats and other felines)
Anthropophobia (fear of people)
Arachnophobia (fear of spiders)
Bogyphobia (fear of goblinoids)
Dracophobia (fear of dragons)
Equinophobia (fear of horses)
Metallophobia (fear of metal)
Pyrophobia (fear of fire)
Rhabdophobia (fear of magic and specifically spellcasters)
Penalty: Whenever presented with the source of the
phobia, the target must make a DC 17 Will save or be
frightened as long as the phobia-inducer is within visual
range (with a successful save, the character will only be
shaken). A frightened character will try to get as far away
from the source of the phobia as possible. If the source
of the phobia moves within 5 feet of the character, even
in a non-threatening manner, the character must make
another Will save or be left cowering (with a successful
save, the character will only be frightened) as long as the
source remains in that close proximity.
Buying Off the Flaw: The character must take the
Improved Iron Will feat and be the target of a heroism
spell no earlier than 5th level. If the character benefits
from a heroism spell prior to 5th level, the spell functions as normal, but does not remove the flaw penalties.

Pugnacious

Something inside you makes it impossible for you to


back down from a challenge or a fight. This is not to say
you accept all random challenges, but anytime someone
makes a serious challenge to your skills, you take them
on.
Penalty: Whenever someone threatens or challenges
to character to a fight or battle, or challenges to match
wits or prove their skills, the character must make a Will
save with a DC equal to 10 + the challengers character
level. Failing the save means the character must accept
the challenge on the spot without thinking it through.
If the save is successful, the character thinks it through
before accepting or declining.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Wisdom

and take both the Alertness and Iron Will feats (in either
order), with the second feat being taken no earlier than
5th level.

Squeamish

You are easily sickened at the sight of blood and gore.


Penalty: Whenever anyone within sight of the character takes bleed damage, suffere a critical hit or contract
a disease from an attack, the character must make a
Fort save with a DC equal to 10 + the attackers CR. If
the save is failed, the character becomes sickened, and
remains sickened for the remainder of the combat.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Constitution and take the Iron Constitution feat no earlier
than 3rd level.

Sticky Fingers (Rogue)

You must be a rogue to take this flaw. You cannot resist


taking trinkets and coins that are displayed in front of
you. That golden skull on the pedestal would look so
good in your backpack...
Penalty: The character must attempt to use Sleight of
Hand to steal something equal to his level x 10 gp every
day, or be shaken until he does. Having a complicit
victim does not work.
Buying Off the Flaw: The character must put an
advancement ability point into his Wisdom at one of the
appropriate levels.

Taboo-Ridden (Barbarian)

You must be a barbarian to take this flaw. As with most


of your people, mystical dreams and omens portend that
you must avoid certain unnatural things, as they will
cause you to run the risk of polluting your soul.
Penalty: To use or handle a magic item that has some
visible ability (like a potion or wondrous item, but not
like a magic weapon- unless it has special abilities) the
character must make a Will save with a DC equal to 10
plus the items caster level of creation.
Buying Off the Flaw: The character must put 5
ranks in Knowledge (arcana).

Tower-Bound (Wizard)

You must be a wizard to take this flaw. You studied


tomes in dusty libraries and did experiments in high
tower rooms from an early age, never emerging into the

out-of-doors. Adventuring is such a bothersome way to


explore the world...
Penalty: The character suffers a -5 penalty to movement, and -2 to Perception when not in a functional,
occupied building or structure.
Buying Off the Flaw: The character must take either
Martial Weapon Proficiency or Light Armor Proficiency
no earlier than 5th level, to indicate his dedication to the
dungeon/wilderness-plundering profession.

Unnatural (Sorcerer)

Your connection to the bloodline that drives your power


overwhelms your daily life and makes you off-putting to
your companions, as you talk to yourself, see colors no
one else can, and giggle inappropriately.
Penalty: The character cannot use the Aid Another
action, and suffers a -2 penalty to Diplomacy checks.
Buying Off the Flaw: The character must forgo
the bonus spell that she would normally receive at 5th
level, in order to squelch the seductive calls of their alien
blood. If they do not do so at 5th level, they will be
forever unnatural.

Vain

You are extremely egotistical. In your mind no one is


better looking than you and no one is better at whatever
you do than you are.
Penalty: The character suffers a -2 penalty to all
Wisdom-based skill checks when directly interacting
with others, with the penalty jumping to -4 specifically
for Sense Motive checks.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Wisdom
and take the Skill Focus (Diplomacy) feat no earlier than
3rd level.

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License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open
Game Content.
5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant
the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright
holders name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does

not constitute a challenge to the ownership of that Product Identity. The


owner of any Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You
may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination
of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make
it enforceable.
15. COPYRIGHT NOTICE
Open Game License v1.0a. Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by
E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
Author: Jason Bulmahn., based on material by Jonathan Tweet, Monte
Cook, and Skip Williams
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc; Authors:
Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill
Webb; Based on original content from TSR.
Players Options: Flaws. Copyright 2011, 4 Winds Fantasy Gaming; Author
Sean OConnor.
Flaws II, Copyright 2013, Purple Duck Games. Author Robert W. Thomson.

Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder


Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://
paizo.com/pathfinderRPG/compatibility for more information on
the compatibility license.