Flaws for clerics
ALIGNED DEVOTION [FLAW]
Your healing powers are only effective for those whose alignment closely matches yours.
Prerequisite: Ability to spontaneously cast cure spells.
Effect: Your spells of the healing subschool have reduced effect on those who do not share your alignment. Those with an alignment within one step of yours are cured half the normal amount of hit points from your healing spells. Characters with alignment more than one step different from yours gain no benefit from your healing at all. Your cure spells still deal full damage to undead.
DIVINE GESTURES [FLAW]
Your religious rites require elaborate gestures that cause you difficulty when casting divine spells while wearing armor or using a shield.
Prerequisites: Ability to cast divine spells.
Effect: You suffer a spell failure chance (due to armor, shields, or anything else which causes arcane spell failure) when casting divine spells, just as if they were arcane spells.
DOMAIN DEVOTION [FLAW]
You are limited to accessing only one of your deity’s domains.
Prerequisite: Access to domains
Effect: You choose and have access to only one of your deity’s domains. You may gain prestige domains from a prestige class as usual.
LIVING FAITH [FLAW]
Your religious practices give you no special powers over the dead.
Prerequisites: Ability to turn or rebuke undead.
Effect: You lose the ability to turn or rebuke undead. This does not extend to any other creatures a domain might grant you the ability to turn or rebuke, such as earth elementals for a cleric with the air domain.
MATERIAL DEVOTION [FLAW]
You are restricted to using magical objects created with your deity’s domains in mind.
Prerequisite: Access to domains.
Effects: You may only use spell-trigger items (wands and staffs) that cast spells on your domain spell lists. Other spell-trigger items fail in your hands.
PONDEROUS SPELLCASTER [FLAW]
Your spells take additional time to cast
Prerequisite: Ability to cast spells.
Effect: The casting time of all your spells are doubled. Spells that normally require a single action to cast require a full-round action to cast instead. Spells that normally require a free action to cast now require a standard action to cast instead.
WEAPON BOUND [FLAW]
You are attuned to your deity’s weapons and no other
Prerequisite: Devotion to a specific deity
Effect: You lose proficiency with all weapons except the favored weapon of your deity. This flaw does not grant you proficiency with that weapon.
Flaws for dwarves
GLORY-HOUND [FLAW]
You have an insatiable desire for glorious combat, fighting recklessly to prove yourself.
Prerequisite: Base attack bonus +1
Effect: You suffer a –2 penalty to AC during combat until you drop an opponent. This penalty does not apply if the combat is against a single opponent.
GRUDGE KEEPER [FLAW]
You have an overpowering need for vengeance and have difficulty letting go of grudges.
Effect: If you are damaged in combat, you suffer a –2 penalty on attack rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when combat ends.
IMFLACABLE [FLAW]
You refuse to retreat from even the most deadly of confrontations.
Prerequisite: Base attack bonus +1
Effect: If you move out of melee combat for any reason, you suffer a –2 penalty on all attack rolls, skill checks, and saving throws for 1 hour.
STUBBY FINGERS [FLAW]
You have short stubby fingers, which are not well suited for grasping.
Prerequisite: Dwarf, gnome, or halfling.
Effect: You suffer a –4 penalty on all attack rolls made when using a light or one-handed weapon (Natural weapons and unarmed attacks do not incur this penalty). In addition you suffer a –4 penalty on all Disable Device, Open Lock, Sleight of Hand, and Use Rope checks.
Flaws for elves
ELVEN PRIDE OF ARMS [FLAW]
You only consider those weapons designed specifically for use by the noblest of elves to be fit to wield. Using any other object as a weapon is beneath your dignity.
Prerequisite: Elven blood.
Effect: You suffer a –4 penalty on attack rolls when using a weapon other than a longsword, rapier, or bow (long, short, or composite). Attacks made while fighting unarmed, touch attacks (including ranged touch attacks), or attacks made with natural weaponry also incur this penalty.
FRAIL [FLAW]
You become fatigued when your body is assaulted by poison or magic
Prerequisite: Constitution 11 or lower.
Effect Whenever you fail a fortitude save, you become fatigued, in addition to any other effects you might suffer. This condition last until you get 8 hours of complete rest. This flaw applies only once to any given source that requires a fortitude save. Failing a fortitude save while fatigued causes you to become exhausted
FUSSY [FLAW]
You are uncomfortable ingesting anything but a small range of preferred foods and drinks.
Effect: You become sickened (No saving throw allowed) upon ingestion of any sort of potion for the duration of its effect. Potions with an instantaneous duration cause you to be sickened for a period of time equal to the potion’s caster level in minutes. You also suffer a –4 penalty on saving throws made against ingested poisons.
SLOW HEALING [FLAW]
You do not heal quickly.
Prerequisite: Constitution 13 or lower.
Effect: You do not normally recover hit points or temporary ability damage through natural healing. If you undergo complete bed rest for a full day, you may recover either 1 hit point or 1 point of temporary ability damage. In addition, any conjuration (Healing) spell cast upon you works at only half its caster level. For example, a cure moderate wounds cast upon you by an 8th-level cleric would only heal 2d8+4 points of damage, instead of 2d8+8 points of damage.
FLAWS FOR GNOMES
ARCANE CONUNDRUM [FLAW]
You are unable to use your inborn magical abilites.
PREREQUISITE: Gnome, Cha 10+.
Effect: You may never use any spell-like abilities under any circumstances. In addition, you suffer a –2 penalty on saving throws versus spells of the illusion school.
CURIOUS [FLAW]
You are easily distracted by the sights and sounds around you
Effect: You suffer a –2 penalty on Listen and Spot checks. You also suffer a –2 penalty on initiative rolls.
MAGICAL FASCINATION [FLAW]
You have a tendency to become fascinated by spells and elaborate magical effects.
Effect: You suffer a –2 penalty on attack rolls and skill checks when in sight of a visible magical effect with a duration greater than instantaneous (such as dancing lights, spiritual weapon, or wall of fire spell).
SHORT ATTENTION SPAN [FLAW]
You have little patience, causing you to have difficulty concentrating on repetitive tasks.
Effect: You suffer a –2 penalty on all skill checks made to retry an action that you previously failed. This penalty is cumulative, increasing by –2 for every failed attempt. In addition, you may not take 20 on any skill check.
FLAWS FOR HALF-ELVES
FREE-SPIRITED [FLAW]
You seek to live your life freely, unburdened by excessive material possessions.
Prerequisite: Chaotic alignment.
Effect: Weight of any gear you carry is considered double for the purposes of determining your load. For example, a half-elf with a strength of 10 and 30 pounds of gear is treated as carrying 60 pounds, which is a medium load. In addition, any armor check penalties you have are also doubled (or tripled in the case of making a swim check).
HALF-BLOOD OUTCAST [FLAW]
You despise your nonhuman side.
Prerequisite: Half-elf or half-orc.
Effect: You suffer a –2 penalty on all attack rolls, saving throws, and skill checks when within line of sight of an elf (If you are a half-elf) or an orc (if you are a half-orc).
INSOMNIAC [FLAW]
You have great difficulty achieving a full and restful sleep.
Effect: In order to get a full night of rest you must succeed at a dc15 fortitude save. If you are sleeping and a disturbance wakes you during the night, you must make an additional save (at the same dc) to return to sleep. If you fail the fortitude save you are fatigued when you rise in the morning. If you are fatigued when you try to sleep, you gain a +2 bonus on your save. If you are exhausted, you gain a +6 bonus. Comfortable conditions, such as those found in most inns, grant you a +4 bonus on this save. Poor conditions, such as sleeping on the ground or in armor, give you a –4 penalty on this save. Even if you sleep poorly, you may prepare arcane spells as normal after 8 hours of fitful rest.
QUARTER ELF [FLAW]
Elven blood is not particularly strong in your veins and its features are barely noticeable.
Prerequisite: Half-elf
Effect: You are not immune to sleep spells and do not gain a racial bonus on saving throws against enchantment spells or effects. You are not considered to have elven blood.
FLAWS FOR HALF-ORCS
BEADY EYES [FLAW]
You have narrow beady eyes that do not catch the light as well as they should.
Prerequisite: Darkvision
Effect: You do not have darkvision; instead you possess low-light vision. In addition, you suffer a –2 penalty on all search and spot checks.
BRAVADOR [FLAW]
You are rash in combat, refusing to show weakness by falling back from your enemies’ blows.
Effect: You may not gain the benefit of any kind of dodge bonuses to your armor class. Spells, items and effects that provide a dodge bonus provide no benefit for you. You cannot use the withdraw action during combat.
LIGHT SENSITIVITY [FLAW]
Accustomed only to the darker places in the world, your eyes open much wider than normal, making it difficult for you to see bright in light.
Prerequisite: Darkvision.
Effect: You become dazzled in bright sunlight or within the radius of a daylight spell. A dazzled creature takes a –1 penalty on attack rolls, Search checks, and Spot checks.
SHORT TEMPER [FLAW]
You become angry and flustered under stressful circumstances.
Effect: If you suffer any damage during combat, you must make a dc15 Will save or become enraged. While enraged you suffer a –2 penalty to your armor class and you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. You cannot cast spells or activate magic items that require a command or, a spell trigger (Such as a wand), or spell completion (such as a scroll) to function. You can use any feat you possess except Combat Expertise, item creation feats, and metamagic feats. This enraged state last for a number of rounds equal to 3+ your Constitution modifier and cannot be ended prematurely. This penalty stacks with those from the use of barbarian rage ability, resulting in a –4 AC penalty.
FLAWS FOR HALFLINGS
Cautious [FLAW]
You are uneasy engaging in behavior that carries a chance of failure.
Effect you must spend twice as long performing any skill that requires an action. For example, deciphering a page of text would take 2 minutes for you instead of 1, while the Concentration skill is not affected by this flaw as it does not require an action. You also suffer a –2 penalty on initiative checks.
LIGHTWEIGHT [FLAW]
You are light for your size.
Prerequisite: Constitution 13 or lower, you may not be obese.
Effect: You have half the base weight of a normal character of your race. Height and weight modifiers are added normally. You suffer a –4 penalty when making or resisting bull rushes, grapples, overruns, or trip attacks. You gain no attack bonus when you charge but you do suffer the –2 Armor Class penalty and take double damage from weapons set against charges you make.
Normal: Characters receive a +2 bonus on attack rolls when charging.
OBESE [FLAW]
Your great bulk can sometimes impede your actions.
Prerequisite: Small size. Dexterity 13 or lower, you may not be lightweight.
Effect: You have double the base weight of a character of your race. Height and weight modifiers are added normally. You lose your +1 bonus to armor class and on attack rolls as well as your +4 bonus to hide checks. You must pay double the cost for armor but not for any magical enhancements the armor might have. Such armor does not weigh half the normal amount.
Normal: Small characters receive a +1 bonus to armor on attack rolls, as well as a +4 bonus on hide checks. Armor for small characters weighs half the normal amount.
Skulker [FLAW]
You are not prepared to stand face to face with your foes.
Effect: You must make a DC 15 Will save or become shaken whenever a foe engages you in melee. This penalty takes effect as soon as an enemy attacks you while you are within its threatened area. You recover from your fear as soon as you are not within an area threatened by foes.
Flaws for wizards
ARCANE FATIGUE [FLAW]
Conjuring magical energies is especially draining for you.
Prerequisite: Ability to cast arcane spells.
Effect: Whenever you successfully cast an arcane spell you must immediately make a fortitude save (DC 10 + spell level), if you fail you become fatigued. If you are fatigued as a result of this flaw, it has no further effect until that condition is removed.
ARCANE PARASITES [FLAW]
Thousands of unseen parasites within your flesh draw upon the arcane power held within every spell you cast.
Prerequisite: Ability to cast arcane spells.
Effect: Every arcane spell you cast has the DC to resist it lowered by 1. These parasites cannot be removed by any mortal means. Even by a miracle or wish.
FORLORN [FLAW]
You lack the ability to summon a creature to do your bidding
Prerequisite: Ability to call a familiar.
Effect: You lose the ability to call a familiar.
METHODICAL MAGICAL METHODS [FLAW]
You spellcasting methods require a rigid posture that makes you vulnerable to your foes while casting.
Prerequisite: Ability to cast spells.
Effect: You are considered flat-footed with an effective dexterity of 0 (-5 to ac) on any round in which you cast a spell. You may not cast spells defensively.
SHORT OF BREATH [FLAW]
You have limited stamina and you easily become exhausted by physical tasks.
Prerequisite: Constitution 13 or lower.
Effect: Whenever you make a strength check, a constitution check to continue running, or use the skills Climb Jump, or Swim, you must make a fortitude save at the same DC as the skill or ability check. If you fail this save you become fatigued.
Normal: doing something else that would normally cause fatigue exhausts an already fatigued character. An exhausted character suffers no further penalty by doing something that would normally cause fatigue.
TEST SUBJECT [FLAW]
You had an unscrupulous master who used you to hone his magical talents.
Effect: Choose three of the following schools: conjuration, enchantment, evocation, illusion, necromancy, and transmutation. Your saving throws made against spells and spell-like abilities from these schools suffer a –2 penalty.
Flaws for druids
BESTIAL INSTINCT [FLAW]
You prefer to meet your foes so close that you can smell their blood.
Effect: You suffer a –2 penalty to hit while using anything other than unarmed strikes or natural weapons.
CITY SLICER [FLAW]
Although interested in the natural world, you suffer from a lack of experience in the wilds.
Prerequisite: Survival as a class skill.
Effect: You suffer a –4 penalty on all Handle Animal, Knowledge (nature), and Survival checks.
CLAUSTROPHOBIA [FLAW]
You are uncomfortable in enclosed spaces.
Effect You become shaken while in any space where you are within 10 feet of a wall or other solid surface on 2 or more sides, or if the ceiling is less than 10 feet above your head. (Such as while walking down a 20-foot-wise corridor or while you are in any room with a 10-foot-high ceiling.) Spells and effects that remove fear do not remove this condition.
COLD-BLOODED [FLAW]
You were raised in the arctic and cannot tolerate head.
Effect: You automatically fail all fortitude saves made to overcome the effects of high temperatures. Fire-based effects deal an additional 2 points of fire damage to you.
FORLORN OF MEN [FLAW]
You are uncomfortable in the presence of humanoids.
Effect: You become shaken if there is more than one humanoid within 30 feet of you, including members of your adventuring party or other friends. Spells and effects that remove fear do not remove this condition.
HOT-BLOODED [FLAW]
You were raised in the desert and cannot tolerate cold.
Effect: You automatically fail all fortitude saves made to overcome the effects of low temperatures. Cold-based effects deal an additional 2 points of cold damage to you.
LOVE OF NATURE [FLAW]
You do not wish harm upon any natural creature.
Effect: You must succeed at a DC 12 Will save before you can attack any creature with the animal, plant, or vermin type, or you lose your action. Note that animals, plants, and vermin may attack you without penalty.
METAL INTOLERANCE [FLAW]
You are allergic to metals.
Effect: You suffer an additional point of damage when struck by metal weapons. The natural attacks of inevitables, iron golems, and other creatures composed of metal also deal this additional damage.
NO TIME FOR BOOK LEARNING [FLAW]
You put no faith in the written word.
Effect: You are illiterate. You can never learn to read any language, and you suffer a –2 penalty on all knowledge checks except knowledge (nature).
Ranger Flaws
BEASTLY [FLAW]
You have more in common with beasts than you do with your own race.
Prerequisite: Wild empathy.
Effect: You are culnerable to the following list of spells that affect animals, as well as those which affect your own creature type: animal trance, calm animals, charm animal, dominate animal, hide from animals, hold animal. Additionally, you suffer a –2 penalty on all charisma based skill checks except Disguise, Handle Animal, and Use Magic Device. Anyone observing your mannerisms who possesses the wild empathy class ability can recognize this flaw immediately.
FOE SPECIALIST [FLAW]
Your training is so specialized that you have difficulty tracking, predicting, or otherwise interacting with those foes you have not studied in great detail.
Prerequisite. Favored enemy.
Effect: You suffer a –1 penalty on attack rolls, Bluff, Sense motive, Spot, and Survival checks made against creatures of any kind that isn’t one of your favored enemies.
HATRED [FLAW]
You are engulfed by deep hatred of your chosen foes and you become insensibly enraged in their presence.
Prerequisite: Favored enemy.
Effect: You suffer a –4 penalty to your Armor Class and on attack rolls and skill checks whenever you are not engaged in melee combat with a favored enemy and a favored enemy is close enough that you could engage it.
INDIVIDUALIST [FLAW]
You are committed to a patch that requires complete independence from others.
Effect: You suffer a –2 penalty on all attack rolls made using weapons that you have not personally crafted. In addition, the armor check penalty of any suit of armor you wear that you did not craft increases by +1.
TERRAIN SPECIALIST [FLAW]
You were trained to use your abilities in only one type of environment and are uncomfortable and less competent in all others.
Prerequisites: Track, wild empathy.
Effect: Choose one terrain type (Aquatic. Desert, forest, hills, marsh, mountain, or plains). That is your home terrain, in which you are most comfortable. In all other terrains you suffer a –2 penalty on all wild empathy checks, as well as on Search or Survival checks made to track. You may only use your camouflage and hide in plain sight abilities in your chosen terrain.
WILD [FLAW]
Accustomed only to a free life in the wild, you panic when captured or restrained.
Prerequisite: Survival 1 rank.
Effect: Whenever you are entangled, pinned, or bound, you immediately become panicked. Your feat is alleviated 1 round after you are free of all bonds. Spells and effects that remove fear do not prevent this effect.
Barbarian flaws
BLIND RAGE [FLAW]
Your ability to distinguish between friend and foe is limited once you enter a rage.
Prerequisite: Rage ability.
Effect: You may not end your rage voluntarily. Once you enter a rage, you continue to rage for the entire duration. While in a rage, you must attack a creature every round if able. You can charge or move in order to make the attack. And you may move to attack a foe rather than stay still to attack a friend. If there are no creatures within sight, you attack the nearest breakable object. You may attempt a dc 15 Will save once per round on your turn in order to stop attacking an ally. If foes become visible, you may immediately switch targets and engage them.
EXHAUSTING RAGE [FLAW]
You rage so powerfully that you become exhausted once you calm down.
Prerequisite: Rage ability.
Effect: When you end your rage, you become exhausted (instead of fatigued) for the duration of the encounter. If you gain the ability to rage tirelessly, as a 17th-level barbarian you are instead fatigued after a rage.
GULLIBLE [FLAW]
You believe what you see and trust others more than you should.
Effect: You suffer a –2 penalty on saving throws made to resist enchantment and illusion spells and effects. You also suffer a –4 penalty on Sense Motive checks.
QUICK BURNING RAGE [FLAW]
Your rages don’t last very long.
Prerequisite: Rage ability.
Effect: Your rage only lasts for a number of rounds equal to your newley improved constitution modifier.
SLOW TO ANGER [FLAW]
It takes you longer to get worked up.
Prerequisite: Rage ability
Effect: Entering a rage requires a full round action.
SUPERSTITIOUS [FLAW]
You fear magic, and avoid it when possible.
Prerequisite: Inability to cast spells.
Effect: Whenever you see an item, effect, or location obviously created by magic (weather by spell or some other means), you become frightened. The frightended condition lasts until you can no longer see the obviously magical item, effect, or location.
UNCONTROLLABLE RAGE [FLAW]
You have no ability to control your rage.
Prerequisite: Rage ability.
Effect: You cannot enter rage coluntarily. If during the previous round something dealth you damage, grappled or immobilized you, or you failed a saving throw against a spell, you may enter a rage, if you do not wish to enter a rage after such an event, you must succeed at a DC 15 Will save or enter the rage involuntarily. You cannot enter a rage more times per day than you are normally entitled to.
Sorcerer flaws
HAUNTED [FLAW]
You are unable to prevent the occurrence of strange noises in your immediate vicinity.
Prerequisite: Ability to cast spells.
Effect: Spontaneous noises sometimes arise in your immediate vicinity. These noises are completely out of your control and cannot be used to communicate or distract other creatures. These sounds cease when you are unconscious, petrified, asleep, or dead. You suffer a –4 penalty on all Listen and Move Silently skill checks.
LONER [FLAW]
You do not have the ability to summon familiar or gain an animal companion.
Prerequisite: Ability to summon a familiar or animal companion.
Effect: You lose the ability to summon a familiar or gain an animal companion. You never gain the ability to gain a special companion, weather through animal companion, summon familiar, or some other class ability or feat. Possessing multiple classes that would grant you an animal companion or familiar does not negate the effects of this flaw.
MAGICAL OVERLOAD [FLAW]
You have difficulty controlling your most powerful magic, being more comfortable with more familiar, lower-level spells.
Prerequisite: Ability to cast spells.
Effect: You must use one spell slot of your highest spell level to cast or prepare a spell of lower level. This spell slot may be used to cast or prepare any spell of any level lower than your highest level, effectively causing you to lose one of your highest-level spell slots to gain one of a lower level. For example, a 6th-level sorcerer would lose the ability to cast one 3rd-level spell per day, but would gain the ability to cast one additional 0, 1st0, or 2nd-level spell instead. This flaw always affects your highest spell level and changes the spell level it affects as you gain levels.
PHANTOM SPARKS [FLAW]
Your body occasionally emits bursts of bright colored light.
Prerequisite: Ability to cast spells.
Effect: You spontaneously emit bursts of colored light. These lights are completely out of your control and cannot be used as a light source. They only cease when you are unconscious, petrified, asleep, or dead. You suffer a –4 penalty on all Hide and Spot skill checks.
RESTRICTED SORCERY [FLAW]
You magical powers manifest within a limited realm of effects.
Prerequisite: Ability to cast spells without preparation.
Effect: Choose two schools of magic to be your restricted schools. When you select spells to learn, you may not choose spells from these two restricted schools. In addition, you may not use wands or scrolls that cast spells from these restricted schools. You may not choose divination as one of your restricted schools.