Your manner is cold and unapproachable, distancing you from friends and strangers alike. Your preternatural intelligence lends itself to viewing others as slow-witted and a waste of your precious time.
PRE: INT 19+
You suffer a -10 penalty on all Charisma-related checks.
You are afflicted with allergies. These may be something as simple as hay fever, but the reactions to such will result in something like a huge bout of sneezing and gasping, and will cause a temporary loss of 1d6 points of both Strength and Constitution during the fit, as well as making you flat-footed for the duration.
Once per game session, the DM or another player may activate this Flaw to cause such a reaction to occur.
You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing.
Once per game session, the DM or another player can activate this Flaw in order to get you to chase after power, even if the deal you're getting into is risky.
In addition, you suffer a -4 penalty to all social related checks involving someone giving you (or attempting to give you) orders.
You are unable to remember anything about your past, yourself, or your family. Your life is a blank slate. However, your past may someday come back to haunt you.
You can take up to 5 other flaws without choosing what they are. The DM will...supply the details; over the course of the campaign, you and your character will slowly discover them.
You firmly believe that you are better than anyone else is. Your ideas are the best, your clothes are the most stylish, and you have to let everyone else know how much better you are.
Once per game session, the DM or another player can activate this Flaw in order to get you to openly show contempt or disdain for someone else.
In addition, you suffer a -1 penalty to all CHA based checks. Also, all items or services you purchase cost 10% more (reflecting your need to buy only the best).
You have a reputation that angers or frightens people. Examples include being unlucky, petty, or cruel. The rep may or may not be accurate, but in either case, word travels faster than you do. You suffer a -4 penalty to all Charisma-based checks. In addition, when checks are made to influence NPC attitudes, you can never attain a rating higher than Friendly, no matter how well you roll or how long you've known someone.
Black Sheep of the Family
You are an outlaw to your own house, and have been disowned by your family in the most extreme cases...in gentler cases, they haven't tossed you out, but life is no picnic. You don't really stand to gain any kind of inheritance, and you usually cannot call on your family for help of any kind. Forgiveness for whatever caused this to happen can be accomplished, but it will take years of hard work.
You are completely blind, and fail all rolls that involve vision. You also suffer the normal gaming penalties for blindness. You were born without the capacity to see (whether or not you actually have eyes is up to you), and therefore can never be healed. With the DM's approval, a Wish or Miracle may correct this flaw.
You have fled your homeland for a crime committed and now have a prominent brand. You may have been a criminal, a slave, or some other such illicit individual. The brand is such that it cannot be easily covered, and a cursory search reveals it each time. Law enforcement agents of any lawful land will immediately take you into custody if they see the mark, for extradition or imprisonment. It is your choice as to whether or not you were falsely accused of the crime.
This flaw may be taken multiple times, each time being branded in a different area...if you really want to be on the Most Wanted of All Time list.
You are rash in combat, refusing to show weakness by falling back from your enemies' blows.
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.
In addition, you cannot fight Defensively, nor can you use the Withdraw action during combat.
Breeds Envy [Tragic]
Your phenomenal Charisma or Appearance breeds jealousy and envy wherever you go, spurring resentment in many people.
PRE: CHA or APP 19+
Each time your character uses a skill to interact with an NPC, that individual makes a Will save (DC 10 + your character's level). If the save fails, the NPC reacts to your character with resentment and hostility rather than friendship (automatically Hostile).
Breeds Possessiveness [Tragic]
Your Charisma or Appearance makes you the object of people's desire wherever you travel, tempting others to win your devotion at any cost--even if they have to lock you in a tower or kill your companions in order to persuade you.
PRE: CHA or APP 19+
Each time your character uses a skill to interact with an NPC, that individual makes a Will save (DC 10 + your character's level). If the save fails, the NPC becomes obsessed with winning your character's faithul devotion, no matter the cost. This desire could be romantic in nature, or a simple desire for friendship--one that excludes all others.
Each time you take bludgeoning damage, including that from falls, you take an extra point of damage per damage die against you.
What is the point of having so much intelligence and stored knowledge if you can't show people the error of their ways?
PRE: INT 19+
Your character is driven to share his expertise with those around him--whether they want it or not. Make a DC 20 Will save when someone is performing a moderately difficult (DC 20 or higher) task. On a failed save, your character is compelled to offer his "advice" to the person performing the task. This distraction increases the task's DC by an amount equal to your character's INT modifier.
For some reason, people always seem to escape your clutches. You don't understand how that's possible. After all, you throw them into your easily escapable deathtraps before leaving them alone with your bumbling guards while you wander away for no apparent reason.
Once per game session, the DM or another player can activate this Flaw in order for an NPC or another player to succeed automatically at a skill or ability check during an escape from you, one of your traps, or one of your prisons.
In addition, you suffer a -2 penalty to any checks involving the creation of items or the like, including such things as binding someone with Use Rope. You just can't manage to do a great job at anything.
You are uneasy engaging in behavior that carries a chance of failure.
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.
In addition, you suffer a -2 penalty on Initiative checks.
You have the unfortunate habit of dropping things, knocking things over, or tripping.
Once per game session, the DM or another player can activate this flaw in order to cause your clumsiness to come into effect at a crucial moment, which results in a failed check, attack, or the like.
In addition, you suffer a -2 penalty to all Strength and Dexterity based skill or ability checks at all times.
Though this is a misconception, for game purposes, you see everything in black, white, and shades of gray.
You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
If it is a matter of life and death, you may make a Will save (DC 30) to speak or act out a falsehood. However, if successful, you suffer a -4 penalty to all attack rolls, saves, ability checks, and skill checks for 1d6 hours due to feelings of guilt.
You have a strong sense of self-preservation. You often hesitate to put yourself at risk, even if there's a good reason to do so. In dangerous circumstances, you are likely to run away.
You automatically fail all saves against Fear effects of any sort. An ability that makes you immune to fear (such as becoming a 3rd level paladin) instead grants you a saving throw, but at a -4 penalty on the save.
You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Of course, this doesn't endear you to others. Most times you are prudent enough to carry out your cruelties on those under your thumb, rather than those you see as equals. However, you carry a constant social stigma, as rumors have their way of getting around.
Once per game week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion).
In addition, you suffer a -3 penalty to all Charisma-based skill checks.
You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous.
In addition, you suffer a -2 penalty to checks such as opposed Sense Motive checks when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiousity can be piqued and may outweigh your better judgement.
You only really feel alive when you're staring death in the face.
Your character is addicted to the thrill of death-defying stunts, pushing himsefl to the limit at every available opportunity. Make a DC 25 Will save when your character finds himself in a life-or-death situation--combat, climbing a sheer cliff face, etc. On a failed save, your character chooses the most spectacular--and dangerous--course of action he can take, whether it is necessary or not.
You have some sort of secret that, if revealed, would make you an outcast amongst your society and companions. While this secret is on your mind at all times, it will come up in game play only once in a while...but when it does, watch out!
You cannot hear sound--you can feel the vibrations of very loud noises, nothing more. As you were born without the capacity to hear, this condition cannot be healed by magical means...at least by nothing short of a Miracle or Wish.
In game terms, you suffer the penalties for the Deafened condition at all times. On the upside, there are some specific spells and attack forms which you would suffer no or reduced damage and effects from.
You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1d4 rounds able to do nothing other than try to shake the cobwebs away and groggily sit up. During this time, if you need to defend yourself, you are considered automatically flat-footed, despite any feats or class features you may have that would indicate otherwise.
You have a ward or charge that depends on you, usually a young child or elderly relative that needs you to provide for them and devote at least part of your time to them. In money terms, this will cost you 10-100 gold a month (or more, depending on the nature of the campaign and your social status. DM's discretion). You may also be required to stay near home often in case you are needed.
Due to circumstances beyond your control, you are permanently insane. You may have a congenital brain disorder, or perhaps you saw something mortals were never intended to lay eyes upon, and it drove you mad.
Choose a Derangement/Insanity for your character from the lists below. Though the list is by no means exhaustive, the following options are ones that have been presented in game terms and that have definable--and most times numerical--penalties.
Please note that there are some severe insanities presented below that will count as "double", meaning that you can take 1 extra feat for the single severe flaw.
- Generalized Anxiety Disorder
The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories (select a single category).
- Motor Tension
Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Relfex saves, and all checks involving Strength, Dexterity, and Constitution take a -2 penalty.
- Autonomic Hyperactivity
Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.
- Expectations of Doom
Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 penalty.
Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma suffer a -4 penalty.
- Obsessive-Compulsive Disorder
This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.
The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress (such as combat) she may be unable to concentrate on anything else, even if doing so is necessary for her survival.
In game terms, you constantly suffer a -2 penalty to all Listen and Spot checks, due to the fact that your thoughts are constantly invaded by the object of your obsession. In addition, each time you come into a stressful situation (combat, a much needed skill check, etc, at the DM's discretion), you must make a Will save (DC 15) or be unable to act in response to the stimuli or undertake your task for 1d6 rounds. If you fail the save and are attacked, you are considered flat-footed despite any class features you may have saying otherwise, and you may not initiate any attacks whatsoever of your own. Another save is made at the end of the initial 1d6 rounds of unresponsiveness, and if that is failed, another is made at the appropriate time, and so on and so forth.
The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for up to 10 rounds (1d10, rolled for each specific instance). Even in times of great stress, the character may ignore her survival in order to perform the actions (Will save DC 30 to ignore the urge for 1 round in such circumstances).
The DM is the final arbiter of what you may choose as your character's compulsion.
A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she aviods the stimulus.
A DC 15 Will save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty so long as the object of the fear remains.
You may choose to take a severe phobia, in which case the Will save increases to DC 30, and the morale penalty increases to -4.
- Mood Disorders
These disorders affect the victim's attitude and outlook. Mild mood disorders can be almost imperceptable to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms. (Choose one of the options below).
Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists.
The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities , delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other substances in an attempt at self-medication exists.
- Bipolar Mood Disorder
The character oscillates between the mood states mentioned above, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.
- Personality Disorders
These long-term disorders have almost constant effects on a character's behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying--few players want to spend time with another player character suffering from a personality disorder.
In game terms, the character takes a -4 penalty on all Charisma-based checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When the table on page 72 of the PHB is used to determine NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step towards Hostile; on a failed check, the attitude of the NPC in question shifts two steps toward Hostile.
Personality Disorders are classified in the following categories, though all suffer the same game penalties as described above. Select one option from below as your flaw.
Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.
Oversensitive to rejection, low self-esteem, socially withdrawn.
Rapid mood shifts, impulsive, unable to control temper, chronic boredom.
Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.
Lacks self-confidence, seeks another to look up to, follow, and subordinate herself to ("codependent").
Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.
Exaggerated sense of self-importance, craves attention and admiration, considers others' rights and feelings as of lesser importance.
Procrastinator, stubborn, intentionally forgetful, deliberately inefficient, sabotages own performance on a regular basis.
Jealous, easily offended, suspicious, humorless, secretive, vigilant, exaggerates magnitude of offenses against oneself, refuses to accept blame.
Emotionally cold, aloof, has few friends, indifferent to praise or criticism.
You have great difficulty achieving a full and restful sleep. In order to get a full night of rest, you must succeed at a DC 15 Fortitude save. If you are sleeping and a disturbance wakes you during the night, you must make an additional save (at DC 20) 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.
A hideous disfigurement makes you ugly and easy to notice—-and easy to remember. Whatever your particular choice of disfigurment, it has to be something blatantly obvious to a casual glance. In addition, as it is a birth deformity, it cannot be "healed", though you could employ magics to cover it via illusions in some instances, and perhaps utilize high level magics to transform yourself into a more pleasing form for the duration, though you'll always have the lingering fear of it being dispelled.
In game terms, you suffer a -4 penalty to your Appearance score (with a maximum score of 8) and you constantly suffer a penalty equal to your Appearance modifier to any and all Charisma based skill checks due to your repulsiveness.
Dislike of Nobility
You have a dim view of the Nobility, considering them to be little more than bullies, cowards, and thieves with power and wealth. Despite the dislike and distrust, you do not necessarily make your dislike known...along with the dislike comes fear of their power that can be brought against you.
When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question.
In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble.
Everyone else seems to have it better than you do. They have more money, better toys, and a prettier wife. You tend to get envious over the smallest things.
Once per game session, the DM or another player can activate your Flaw in order to get you to covet something belonging to someone else. You will summarily attempt to get it for yourself by any means necessary.
In addition, you suffer a -2 penalty to Charisma-based checks due to the constant mutterings and complaints you utter, along with the dirty stares you offer those you deem as better off than yourself.
You enjoy living in the lap of luxury. Ale is never good enough if you can get fine wine instead. You aren't happy with anything less than the finest room in the inn.
Once per game session, the DM or another player can activate your Flaw in order to get you to focus on your own comfort instead of your job or plans.
In addition, any equipment or services you purchase cost 20% more than the standard rate for the locale you are currently in. The best of the best always costs more, after all.
Family Curse, Minor
Your family (and now you) has a minor curse. Choose from one of the effects under the Bestow Curse spell. Alternatives may be discussed with the DM, but it should weigh at least as heavily as one of the options for the spell. Removal of such a curse is no simple task, and requires a difficult, dangerous quest or pilgrimage of some sort. A simple Remove Curse spell will not suffice.
Family Curse, Major
Your family (and now you) has a major curse. The curse is severe and could become life threatening. Select one of the options under the Greater Bestow Curse spell. Alternatives may be discussed with the DM, but such options must weigh as heavily upon your character as those under the spell's description. Removal of such a curse is no simple task, and requires a difficult, dangerous quest or pilgrimage of some sort. A simple Remove Curse spell will not suffice.
Take note that this Flaw counts as double, so you may select one bonus Feat for this Flaw alone.
This can be a substantial disadvantage for a character, though it requires significant roleplaying commitment on the part of the player. The fanaticism can be dedication to a particular cult, religion, or god, or it can be more worldly-based, in the sense of overwhelming loyalty to a state, a military presence, or to a particular leader. Whatever their sources, the different types of fanaticism have several things in common. If a certain code of behavior is called for by the belief, then the character must conform to that behavior--even if it conflicts with the immediate goals of the PC and his companions. While fanaticism is not necessarily evil, it may certainly become tiresome to those who do not share the fanatics beliefs.
Aside from the roleplaying aspects, you suffer a -2 penalty to all social related checks involving those folk who know you, or come to know you. Tiresome indeed.
Fool With Money
Your lifestyle alternates between being fabulously wealthy and totally broke. Each time you get your hands on more than 100 gold pieces, you have the compulsion to spend it as soon as possible. The money is spent on frivolous and extravagant things, and is then gone. You may not put any money in savings, and may not give any money to fellow adventurers or friends (although you may buy them lavish but otherwise useless gifts).
You can give the money to charity, buy things for yourself and friends (nothing outwardly utilitarian or useful such as magic items), gamble it away, or anything else that creatively gets the cash out of your possession...namely getting the finest rooms in the city, eating only the best delicacies, etc.
Note that as you gain in level, the threshold for this feat goes up, by 100 gp per character level (so it would be 100 gp at 1st level, and 2000 gp at 20th level). Certain amounts just wouldn't hold relevance as you progress.
Due to a serious vitamin deficiency in your youth (or something similar), your bone structure is unnaturally weak, and you are overly thin.
Subract 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.
In addition, whenever you fail a Fortitude save, you become Fatigued, in addition to whatever other effects you might suffer. This condition lasts until you get 8 hours of complete rest. This applies only once to any given source that requires a Fortitude save. Failing a Fortitude save while Fatigued causes you to become Exhausted.
You have an insatiable desire for glorious combat, fighting recklessly to prove yourself.
PRE: Base Attack 1+
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.
Money makes your eyes light up with joy. The more, the merrier, as long as it spends.
Once per game session, whenever you're divvying up shares of the loot, being offered a hefty bribe, or catching wind of some fabulous treasure, the DM or another player can activate this Flaw to convince you to grab for as much money as possible.
In addition, you suffer a -4 penalty to checks involving haggling of prices and similar situations.
You have an overwhelming need for vengeance and have difficulty letting go of grudges.
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 the combat ends.
Harbinger of Ill Omen
You seem to be cursed to forever bump into a specific person, time and time again. Each time you do, something bad happens not long afterward. This person in no way does this purposefully, it just happens with alarming frequency.
In game terms, this can be reflected through utilizing a specific instance of the Misfortunate flaw when the Harbinger pops up, or simply be some creatively hindering roleplay situation (DM's discretion).
You love a good time. You party too much, drink too much, and eat too much. You have trouble resisting an invitation to join someone in a drink and sometimes shirk your duty if offered a more enjoyable time elsewhere.
Once per game session, the DM or another player can activate your Flaw in order to get you to relax your guard and have a good time.
In addition, you suffer a -4 penalty to any opposed rolls involving seduction of any sort. It's just not in your nature to resist such opportunities.
You have been accused of a crime (falsely or not, your choice) and are being actively hunted down for it.
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
In game terms, aside from the roleplaying aspects described above, you suffer a -4 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity. You may later "buy off" this flaw if some life changing event happens that could change your views on the gods (DM's discretion).
Your mind has a habit of drifting off at inopportune moments. It flits from one thought to the next so fast that you have trouble getting it to concentrate on the here and now. As such, you are particularly unaware of your surroundings.
You suffer a -4 penalty on all Listen, Search, Sense Motive, and Spot checks. Additionally, your character is always caught flat-footed in the first round of any combat that he does not initiate himself (regardless of class features that may indicate otherwise).
You have been known to hesitate when faced with difficult choices or split-second decisions. If forced to choose between letting a villain escape and rescuing a loved one from being lowered into a snake pit, you're likely to agonize over the situation until something--perhaps a cry for help from your sweetheart--forces your hand.
Once per game session, the DM or another player can activate your Flaw during time-sensitive moments in the game to force you to lose any bonuses you have to Initiative.
You have an irrational dislike of a certain thing. It may be an animal, a class of person, a situation, or just about anything at all. You suffer a -4 penalty on all social based rolls and checks involving the object of your dislike.
Note that some dislikes may be too trivial or ridiculous to count--a dislike of Bavarian-crème-filled donuts or mechanical pencils, for example, has no real dramatic value and will not be allowed. The DM is the final arbiter of what you can pick to dislike.
This flaw can be taken multiple times.