Lacero in Turmoil
Accelerated Aging= You suffer from a disease that causes you to age faster than normal (think Progeria as a real world example, but not so bad). Effect: You start off with the penalties associated with being middle aged, but none of the benefits. Also, cut your lifespan in half and halve the time it takes to reach your next level of aging (A middle aged human with AA has their middle age at 17.5, old at 26.5, venerable at 35, and death at +1d20 years).
Amnesia= You don’t know jack. Effect:Get out two blank character sheets, pass one to your DM and name a race and class. Your DM will create the character for you from the whole cloth. You are free to pick your alignment and physical appearance (in addition to the aforementioned race and class). Your DM should tell you what your mental scores are (Intelligence and Wisdom), but you’ll have to figure the rest out during game play. “Your past will come back to haunt you one day.”
Bad Wounds= Due to strange twist of fate, your body became immune to magic. Healing magic. Effect:You are unaffected by spells that remove hit point damage.
Bad Spells= Must have access to spells- Your spells have a 10% chance to fail every time cast. In addition they have a 2% chance to turn back on you. Bad Back- For carrying capacity, reduce your strength score by 5. May not be taken if a characters strength score is above 16, and is lost if strength goes above 16.
Breaker= You break equipment more often than would seem to be normal. Effect: All weapons and items in your hands has their hardness and hitpoints halved for purposes of determining if they break when you are using them.
Bleeder= You continue to bleed after taking wounds until you stabilize. Effect: After taking damage from any source, at the end of each round (starting with the round in which the character took damage), roll d% to see whether you become stable. You have a 10% chance to become stable. If you do not, you lose 1 hit point. Special: You may not take this flaw if you have Fast Healing or Regeneration, nor are you affected by Fast Healing or Regeneration from any source.
Chronic Illness= You are always sick. Effect: A character with this flaw must make a fort save DC 15 at the end of each week or catch a minor disease. This disease is similar to the cold (sneezing, coughing, trouble sleeping) and causes 2 Wisdom and Strength damage a day. The character also suffers a -2 penalty to saving thwors against diseases. If the character becomes immune to disease, he is still affected by this flaw.
Cloistered= Prerequisite: Member of a religious or monastic order. You’ve lived in a monastery all your life and have little experience in the ways of the outside world. Effect: You take a -4 penalty on all Profession, Sense Motive, and Survival checks.
Cowardly = Combat scares the s**t out of you! Effect: At the beginning of your each round in combat, roll d%. If you roll below 1-25, you are shaken for that round. At the first round of the combat you are always shaken, and if you roll 1-25 during that round, you are frightened instead. Special: You cannot take this flaw if you are resistant or immune to fear. If you gain resistance or immunity to fear, this flaw still affects you (it overrides immunity to fear).
Credulous = You have an unshakable belief that there is goodness in every person. Effect: You take a -6 on all sense motive checks and take a -4 penalty on saves versus Enchantment (charm) spells and effects. Special: You must have a wisdom score of at least 8 in order to take this flaw.
Criminal look = You have some strange look in your eyes, and people don’t trust you. Effect: When buying an item, you’ll have to pay 50% more than the actual costs. You get an -4 penalty on the following skills: Gather information, Diplomacy, Intimidate and bluff.
Dull mind = In your early lifetime you hadn’t learned much. Not anything of importance, at least. Effect: You don’t get the normal 4 times skill points at first level. Instead you gain only your class skill points + Int. modifier just as if you had gained if you had leveled up a non 1st level in your class.
Easily Charmed = You succumb easily to mind control. Effect: You gain -6 penalty on saving throws against mind-affecting spells and effects.
Easily Distracted = You are easily distracted when performing long tasks. Effect: You may never take 10 on any skill check. Special: You may not take this flaw if you do not gain at least 4 skill points per level from your highest class.
Enhancement Allergy = Your body and mind does not attune well to magic. Effect: Whenever your ability score is increased by enhancement bonus, the bonus is halved.
Exhausting Rage = Must be able to rage- You become exhausted instead of fatigued at the end of a rage. At 17th level, you become fatigued instead if you have gained the tireless rage feature.
Fragile = Your body is more vulnerable to damage and has many weak spots. Effect: When creature attacking you rolls natural 20 on attack roll, it scores critical threat without a need of confirming it.
Hampered = You move slowly, due to limping or any other reason. Effect: You get a -4 penalty to all Climb, Jump, swim, and Tumble checks and your base movement speed is reduced as if you were wearing heavy armor. If a character is already wearing heavy armor or load, he cannot move.
Hemophilia = You suffer from bleeding disorder, which means you blood does not clot easily. Effect: You do not stabilize automatically. Healing spells remove damage normally, but you only have 50% to stabilize when under effect of such spell. Special: You cannot take this flaw if you have fast healing or regeneration. If you gain fast healing or regenration ability, those and hemophilia cancel each other as long as they are both in effect.
Hot Tempered = You find it hard to resist the urge to fight when you are wronged or insulted. Effect: You get -4 to Diplomacy checks. Whenever you are gravely insulted, you must roll a Will check. Failure means you attack the last person to insult you, by any and best useful means possible (casting spells if you’re a wizard, using weapons if you’re a fighter, etc.)
Impatient = You have a short attention span and tend to rush things. Effect: You take a -3 penalty on all Concentration, Craft, Disable Device, Forgery, Move Silently, Open Lock, and Search checks.
Jinxed = For one reason or another, the normally impartial forces of fate hate you. Effects: Once a day, the DM may force you to reroll one die roll, after it is rolled, but before the results are announced. Use the new value, even if it’s better than the original roll. The DM should be as vindictive about this as possible.
Loud and Rough = Effect: You get a -4 penalty to Hide and Move Siltenly checks and a -2 penalty to Diplomacy and Gather Information checks. Special: At the DM’s discretion, a character with this flaw may attract attention of inhabitants of area the character currently travels through (the character talks loudly, steps on almost any twig on the path etc). This may cause increase chance of encounter (both hostile and not).
Misfortunate = You lack natural resistances to outside effects. Effect: You take a -1 penalty on all saving throws.
No Will to Live = You die more easily than others. Effect: You are disabled and dying from -1 to -4 hit points and die if you reach -5 hit points. Special: Any special abilities you have that normally remain in effect until -9 hit points remain until -5 hit points instead
Pain Intolerant = You have a low pain threshold. Effect: Whenever you take damage you must undergo a Fortitude Save with DC one half the damage taken or fall unconscious.
Panicky = You are easily frightened. Effect: You take a -4 penalty on saving throws against fear effects. When fear causes you to be Shaken, you are instead Frightened. When fear causes you to be Frightened, you are instead Panicked. Special: You cannot take this flaw if you are immune to the effects of fear
Pyromaniac = You have an irrational attraction to fire. You like to watch it burn, smell the smoke, feel the heat. Effect: You will set fires whenever possible, and occasionally feel the urge to set a fire without reason. If you want to resist the urge for setting a fire you must make a Will save DC 10+1 for each time you have resisted setting a fire since the last time. Special: This might also paralyze the character, since he is so fascinated and obsessed by the fire that he can do nothing but watch and enjoy as it spreads. DM’s discretion or a WILL save DC 15 for this.
Scarred Memory = You have had a very tragic or traumatic event occur in your life that has left you scarred emotionally (possibly even physically). This leaves you distanced from others and ever fearful that you will have to relive the nightmares you survived. Effect: You take a -2 penalty on all diplomacy and intimidate checks and take a -4 penalty on will saves versus fear effects related to your tragic incident. Special: You should work with your DM on detailing your tragic episode and defining what would be considered a fear related to your incident. This has the potential to be a great role-playing tool, but only adds as much as the player puts into it.
Shallow Magic = Your spells lack the power to penetrate most spell resistance. Effect: You get a -3 penalty on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance Special: You must be a spellcaster to take this flaw. You cannot take this flaw if you already have Spell Penetration or Greater Spell Penetration. You cannot take the Weak Magic flaw.
Sickly = You are very vulnerable to illnesses. Effect: You gain a -6 penalty on saving throws against disease and poison. Special: You cannot take this flaw if you are immune or resistant to disease or poison. If you have this flaw, you do not gain any feats, class abilities, spells or effects that grant disease or poison immunity (but not resistance).
Sleepyhead = You need more sleep that a normal person to function normally. Effect: You must sleep full 12 hours without interruption, or you are fatigued for the next day. If such fatigue is removed magically, its only supressed for 1d10 minutes. Special: You cannot take this flaw if you don’t have to sleep or are immune to sleep spells and effects. If you become immune, you fall in permanent coma.
Slow Healer = Effect: Hit points and wounds heal at a slower rate. (Halve the hit points gained from any kind of rest. If wounds are used in your campaign, healing rate of these will also halve.)
Slow Learner = You have problem with learning new things. Effect: You gain half the number of skill points at each level except 1st. Special: You cannot take this flaw if you gain 2 or less skill points per level (which includes human bonus points and bonus points from Int score). Slow Reflexes—vs poor flexes You are slow to respond to sudden changes. Effect: You suffer -4 to initiative and –2 to reflex saves.
Shallow Veins = Your veins are shallow and visible through the skin. Effect: Whenever a creature with a slashing or piercing weapon attacks you, it has its threat range doubled (20 becomes 19-20, 19-20 becomes 17-20 etc.). This effect stacks with the keen ability and any similar effect. Special: You cannot take this flaw if you are immune to critical hits. If you become immune to critical hits, you loose benefit of the feat granted by this flaw.
Soft Brains = Your brains are very soft, every time you take a hard blow you black out! Effect: Whenever you take damage from a bludgeoning weapon or take subdual damage, you have 50% chance of being stunned for 1 round per 5 damage taken. Special: You can’t avoid being stunned in any way, no spell nor special ability can supress stunning effect. Your brains need to reconfigure itself, without any help.
Split Personality = You have from one to three additional personalities. Your physical attributes does not change, but your non-physical abilities might all be different. Effect: You choose from one to three additional personalities. Each personality gain experience separately. Alignment and level may vary among the personalities. You must decide alongside the DM what triggers the switch. Special: The mental abilities (Wis, Int and Cha) might vary from each personality (thus altering skills/saves etc). The class and behaviour might vary etc. This should be worked out between the player and DM in unison.
Unlucky Swordsman = Whenever you roll a 1 on an attack roll, there is a chance you drop your weapon, hit your ally, or yourself. On a roll of 1 roll a d10. On a roll of 1-4 throw weapon 1d6 squares in random direction. On a roll of 5-8 you hit a nearby ally within range. On a roll of 10 you hit yourself.
Unfit = You have trouble performing extended tasks. Effect: You incur a -8 penalty on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you cannot sleep in any armor without becoming fatigued. Special: You cannot take this flaw if you have the Endurance feat. You gain no benefit from the Endurance feat if you have this flaw.
vulnerable Docile to Magic = You are very vulnerable to magic. Effect: You take a -2 penalty on all saving throws against spells and spell-like effects.
Vulnerable to Cold = You are particularly vulnerable to cold and frost. Effect: You take half again as much (+50%) damage as normal from cold attacks, regardless or whether a saving throw is allowed, or if the save is a success or failure. If you are already vulnerable to cold, damage increases to +100%. Special: You cannot take this flaw if you have cold immunity or cold resistance. If you have this flaw, you are immune to any feats, class abilities, spells or effects that grant cold resistance or immunity.
Vulnerable to Electricity = You are particularly vulnerable to electricity and lightnings. Effect: You take half again as much (+50%) damage as normal from electricity attacks, regardless or whether a saving throw is allowed, or if the save is a success or failure. If you are already vulnerable to electricity , damage increases to +100%. Special: You cannot take this flaw if you have electricity immunity or electricity resistance. If you have this flaw, you are immune to any feats, class abilities, spells or effects that grant electricity resistance or immunity.
Vulnerable to Fire = You are particularly vulnerable to fire and heat. Effect: You take half again as much (+50%) damage as normal from fire attacks, regardless or whether a saving throw is allowed, or if the save is a success or failure. If you are already vulnerable to fire, damage increases to +100%. Special: You cannot take this flaw if you have fire immunity or fire resistance. If you have this flaw, you are immune to any feats, class abilities, spells or effects that grant fire resistance or immunity.
Weak Magic = Your spells are easier to resist than normal. Effect: Subtract 1 from the Difficulty Class for all saving throws against spells or spell-like abilities you cast. Special: You must be a spellcaster to take this flaw. You cannot take the Shallow Magic flaw.
Weary Warrior = You have seen too much senseless violence in your life, and combat only disheartens you further. Effect: You suffer a -4 penalty on initiative checks and after any combat you are fatigued for 1d6 hours. (This fatigue is a self-produced mind-effect that cannot be remedied by use of magic or items.)