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Effect: You take a –4 penalty on Listen checks and Spot checks.

CHARACTER FLAWS
Meager Fortitude
Flaws are like the flip side of feats. Whereas a feat enables a You are sickly and weak of stomach.
character to be better than normal at performing a task (or even Effect: You take a –3 penalty on Fortitude saves.
to do something that normal characters can’t), a flaw restricts a
character’s capabilities or imposes a penalty of some sort. Murky-Eyed
Your vision is obscured.
A player may select up to two flaws when creating a character.
Effect: In combat, every time you attack an opponent that
After 1st level, a character cannot take on additional flaws unless
has concealment, roll your miss chance twice. If either or both
the DM specifically allows it (for examples of times when doing

CHAPTER 3

CHARACTERS

results indicate that you miss, your attack fails.

BUILDING

this might be appropriate, see Character Traits, above). Each flaw


a player selects entitles his character to a bonus feat. In other
Noncombatant
words, when you create a character, if you select two flaws, you
You are relatively inept at melee combat.
can also take two bonus feats beyond those your character would
Effect: You take a –2 penalty on all melee attack rolls.
be normally entitled to.
Unlike traits (see above), flaws are entirely negative in their Pathetic
impact on a character’s capabilities. You are weaker in an attribute than you should be.
Effect: Reduce one of your ability scores by 2.
FLAW DESCRIPTIONS Special: You cannot take this flaw if the total of your ability
Each of the flaws described here has a specific game effect. modifiers is 8 or higher.
Some flaws can only be taken by a character who meets a special
requirement. Poor Reflexes
You often zig when you should have zagged.
Feeble
Effect: You take a –3 penalty on Reflex saves.
You are unathletic and uncoordinated.
Effect: You take a –2 penalty on Strength-, Dexterity-, and
Constitution-based ability checks and skill checks.
Shaky
You are relatively poor at ranged combat.
Effect: You take a –2 penalty on all ranged attack rolls.
Frail
You are thin and weak of frame. Slow
Effect: Subtract 1 from the number of hit points you gain at You move exceptionally slowly.
each level. This flaw can reduce the number of hit points you Effect: Your base land speed is halved (round down to the
gain to 0 (but not below). nearest 5-foot interval).
Special: You must have a Constitution of 4 or higher to take Special: You must have a base land speed of at least 20 feet to
this flaw. take this flaw.

Inattentive Unreactive
You are particularly unaware of your surroundings. You are slow to react to danger.
Effect: You take a –6 penalty on initiative checks.
Vulnerable
You are not good at defending yourself. Weak Will
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.

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BEHIND THE CURTAIN: CREATING FLAWS importance through multiclassing. For instance, a flaw that only
You can create new flaws, but be careful: Flaws can unbalance affects spellcasters might seem reasonable—but for nonspell­
your game. When creating flaws, keep a few issues in mind: caster characters, the flaw likely proves meaningless. Even if
—A flaw must have a numeric effect on a character’s specific you restrict the selection of such feats to characters of specific
capabilities. Flaws with primarily roleplaying or story effects have classes, a player can easily select a spellcasting class at 1st level,
unpredictable effects on game balance. choose two flaws that apply to spellcasters, gain the bonus feats,
—Flaws are generally bigger in magnitude than feats. That’s multiclass into a nonspellcasting class at 2nd level and thereafter
because players always choose flaws that have the least impact proceed as a primarily nonspellcasting character. The player has
on their characters, while taking feats that have the most. For sacrificed a level to gain two bonus feats, a tradeoff that appeals
example, while a feat affecting skills grants a +2 bonus on to some players.
two skills, its counterpart flaw might impose a –4 penalty on —Similarly, a flaw that penalizes a character’s Charisma­
two skills. based skill checks only has a significant impact on the party
—A flaw must have a meaningful effect regardless of char­ spokesperson—the quiet fighter or barbarian likely won’t feel
acter class or role. That way, a player can’t reduce the flaw’s any impact from the penalties.
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