Character Flaws

A player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the Dungeon Master specifically allows it (for examples of times when doing this might be appropriate, see Character Traits). Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to.

Flaw Descriptions

Each of the flaws described here has a specific game effect. Some flaws can only be taken by a character who meets a special requirement.

  • Feeble

You are unathletic and uncoordinated.
Effect: You take a −2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

  • Frail

You are thin and weak of frame.
Effect: Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below).
Special: You must have a Constitution of 4 or higher to take this flaw.

  • Inattentive

You are particularly unaware of your surroundings.
Effect: You take a −4 penalty on Listen checks and Spot checks.

  • Meager Fortitude

You are sickly and weak of stomach.
Effect: You take a −3 penalty on Fortitude saves.

  • Murky-Eyed

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

  • Noncombatant

You are relatively inept at melee combat.
Effect: You take a −2 penalty on all melee attack rolls.

  • Pathetic

You are weaker in an attribute than you should be.
Effect: Reduce one of your ability scores by 2.
Special: You cannot take this flaw if the total of your ability modifiers is 8 or higher.

  • Poor Reflexes

You often zig when you should have zagged.
Effect: You take a −3 penalty on Reflex saves.

  • Shaky

You are relatively poor at ranged combat.
Effect: You take a −2 penalty on all ranged attack rolls.

  • Slow

You move exceptionally slowly.
Effect: Your base land speed is halved (round down to the nearest 5-foot interval).
Special: You must have a base land speed of at least 20 feet to take this flaw.

  • Unreactive

You are slow to react to danger.
Effect: You take a −6 penalty on initiative checks.

  • Vulnerable

You are not good at defending yourself.
Effect: You take a −1 penalty to Armor Class.

  • Weak Will

You are highly suggestible and easily duped.
Effect: You take a −3 penalty on Will saves.

Character Flaws

Sandsea (working title) Neapolitan