At any time during a character's adventuring career, you can choose to take a flaw from this list. If you take a flaw, you gain a free feat. Though you can take as many flaws as you would like, you do not gain any additional beneifts from taking multiple flaws. Flaws can be found in the 'Flaws' compendium.
Flaw | Summary |
---|---|
Claustrophobia* | Shaken while indoors. |
Clumsy Caster* | Cast spells at –1 caster level. |
Deep Wounds* | Magical healing only heals to 75%. |
Feeble | –2 on physical checks. |
Frail | –1 hp/level. |
Glory Hound* | –2 to AC until you kill an enemy. |
Meager Fortitude | –3 to Fort saves. |
Moron* | –4 on mental checks. |
Noncombatant | –2 on melee attacks. |
Pathetic | –2 to one ability score. |
Poor Reflexes | –3 on Reflex saves. |
Shaky | –2 on ranged attacks. |
Slow | Halve Base Speed. |
Stubborn Soul* | Magical healing 50% effective. |
Unreactive | –6 to initiative checks. |
Unskilled* | –2 skill ranks per level. |
Vulnerable | –1 to AC. |
Weak Will | –3 on Will saves. |
*Homebrew |
You are unathletic and uncoordinated.
Effect: You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.
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.
You are sickly and weak of stomach.
Effect: You take a -3 penalty on Fortitude saves.
You are relatively inept at melee combat.
Effect: You take a -2 penalty on all melee attack rolls.
Special: You cannot take this flaw if you are not proficient in martial melee weapons, or if your Strength score is lower than 12.
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 in an ability that does not affect your character significantly, nor if the total of your ability score modifiers is 8 or higher.
You often zig when you should have zagged.
Effect: You take a -3 penalty on Reflex saves.
You are relatively poor at ranged combat.
Effect: You take a -2 penalty on all ranged attack rolls.
Special: You cannot take this flaw if you are not proficient in martial ranged weapons, or if your Dexterity score is lower than 12.
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.
You are slow to react to danger.
Effect: You take a -6 penalty on initiative checks.
You are not good at defending yourself.
Effect: You take a -1 penalty to Armor Class.
You are highly suggestible and easily duped.
Effect: You take a –3 penalty on Will saves.
Small spaces scare you.
Effect: You are always considered shaken when indoors or underground.
You never seem to get your spells just right
Effect: Reduces the caster level of spells and spell-like abilities you cast by 1 (Minimum 1). You do not qualify to use wands or scrolls of a class's spell list until your caster level in that class is at least 2.
Special: You must have at least one level in a spellcasting class to qualify for this flaw.
Your wounds do not close easily, requiring more time to heal.
Effect: Magical healing can heal you to at most 75% of your maximum HP.
You will make your name known, even at the cost of your own safety.
Effect: At the begining of every combat encounter, you take a -2 penalty to AC. This penalty lasts until you personally drop an enemy below zero hit points in combat using a melee attack.
You are about as sharp as a hammer and smooth as sandpaper.
Effect: You take a -4 penalty on Intelligence-, Wisdom-, and Charisma-based ability checks and skill checks.
Magical healing does not treat your wounds as effectively as it should
Effect: You only receive 50% of the benefits from any healing spells cast on you.
Special: You must be able to be healed by positive energy
Others seem to pick up new skills much faster than you.
Effect: You gain 2 fewer skill ranks per level, and 8 fewer skill ranks at first level.
Special: You must gain at least 3 skill ranks per level to qualify for this flaw. If you take a level that would cause you to gain fewer than 1 skill ranks, you no longer qualify for this flaw and must retrain it.