You left behind a jilted lover or former spouse, and they now seek you, for either revenge or to win you back. They are unusually persistent, and have an annoying habit of showing up at the worst times in the worst places. This may also be taken to give yourself a "wannabe" paramour that is a constant annoyance in your life.
You form opinions quickly and change them very slowly. You also have a tendency to judge people on their appearance. A man dressed as a pirate, no matter how gentlemanly, is a scoundrel and a dog as far as you is concerned. A man covered in mud is a peasant, and a woman wearing revealing clothing is a prostitute.
Once per game session, the DM or another player can activate your Flaw in order to get you to jump to conclusions and form an unsubstantiated opinion of someone you've just met. Doing so results in a -6 penalty to any social based skill checks made between you and the subject of your judgemental outburst, and a -4 penalty with any companions and allies of the victim that are present at the time, which lasts until some sort of restitution is made.
Jumps to Conclusions [Tragic]
You did your best, but clearly the door is too warped to open. Better try to find some other way into the room rather than waste more time on futile efforts.
PRE: Wisdom 19+
Your character's keen eye for detail often serves him well in analyzing a problem, but it can also be a hindrance. If your character fails a skill check, he cannot try again until the following day--he concludes that the task is not possible for him to complete and abandons any further effort.
Killing Hands [Tragic]
You only meant to slap some sense into him, not kill him!
PRE: Strength 19+
Your character's strength is so great that is fists strike with the force of a mace or club--even the flat of your sword is as deadly as it's edge. Your character can inflict only lethal damage, regardless of his intent.
You will never do any more work than is absolutely necessary. You will rely on your companions to do things such as build campfires, cook, and keep watch throughout the night. Generally, you will neglect details of preparedness in order to grab a few extra minutes of sleep. However, if you really want to do something that does not have a clear and urgent need (such as digging a trench around camp or taking turns at watch in case an attack is made against you), you may make a Will save (DC 25, varies depending on the circumstances). Failure indicates that you think the time would be better spent napping or laying under the shade.
In addition, In addition, you suffer a -2 penalty to any checks involving the creation of items or the like. Doing a great job at anything requires effort, after all.
You have a lusty nature and a tendency to pursue the pleasures of the flesh. A pretty woman or a handsome man (however your tastes run) is an almost irresistible temptation to you.
Once per game session, the DM or another player can activate your Flaw in order to convince you to give in to temptation.
In addition to the one automatic instance mentioned above, you always suffer a -2 penalty to opposed checks to keep yourself from being seduced.
You are light for your size.
PRE: CON 13 or lower
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.
Limited Magic Item Use
You have an inherent distrust of magic, or certain aspects of magic. Under normal circumstances, you will not use the chosen items. A Will save (DC 30) may be made to overcome this for a specific instance under extreme duress.
This flaw may be taken multiple times, each time choosing one of the options from the list below :
Potions and Oils
Rods, Staves, and Wands
Wondrous Items/Miscellaneous Items
You do not have the ability to summon a familiar or gain an animal companion.
PRE: Ability to summon a familiar or animal companion.
You lose the ability to summon a familiar or gain an animal companion. You never gain the ability to gain a special companion, whether 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.
For a villain, you have a terrible weakness--you don't like to hurt people. Given the choice, you'd rather exile your deposed brother to another country than do him in. Whether this is because you want him to live knowing that you beat him, or whether you just have a small soft spot down in your heart somewhere, the result is the same: your enemies keep coming back again and again.
Once per game session, the DM or another player can activate your Flaw in order to stop you from attacking/killing someone, or having a third party do likewise.
Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while.
Once per game session, the DM or another player can activate your Flaw to cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
You don't know that you're a villain. You honestly believe that you are doing the right thing. Sometimes, though, you have your doubts....
Once per game session, the DM or another player can activate your Flaw in order to get you to doubt your actions for one crucial moment (uses up one standard action).
Your vocal apparatus does not function, and you cannot speak at all. You can communicate only through other means--typically writing or signing. This is due to a birth defect, and therefore cannot be healed by any means short of a Wish or Miracle.
Your night vision isn't worth squat, due to a physiological deficiency. Double the normal penalties in darkness conditions, and cut your natural Low-Light vision or Darkvision range in half, if applicable.
This is due to a birth defect, and therefore cannot be healed by any means short of a Wish or Miracle.
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes, the nightmares are so horrific they cause you to effectively lose 1 point on all your ability scores for the following day (and thus have lower modifiers to skills and such...how often is left up to the DM's discretion).
You will never run from combat, no matter the odds. Driven by an unremitting sense of honor, you must always fight as long as someone challenges you. Like the wolf, you win every fight but one, and in that one you die.
In extreme circumstances, you may make a Will Save (DC 30) in order to negate this flaw temporarily. However, if successful, you suffer a -4 penalty to all attack rolls, saves, and skill checks for 1d6 hours due to feelings of guilt and cowardice.
If for some reason an outside source (such as an ally, or a failed save against a spell or effect) causes you to flee or be pulled out of the fight against your will, you suffer a -2 penalty to all attack rolls, saves, and skill checks for 1 hour.
Your great bulk can sometimes impede your actions.
You have double the base weight of a normal character of your race. Height and weight modifiers are added normally. You suffer a -4 penalty to any checks made for physical exertion (such as prolonged running), and your Base Speed is reduced by 10.
In addition, you must pay double the cost for armor and clothing that you buy (though not for magical enhancements to such armor).
You can't see out of one eye--mainly due to the fact that it's not there. You have no peripheral vision on your blind side, and you suffer a 2 point penalty on all rolls and checks involving vision (including ranged attacks). This is due to a birth defect, and therefore cannot be healed by any means short of a Wish or Miracle.
Nothing is beyond your capabilities. If you wanted, you could defeat the best swordsman in the world; you just haven't had any reason to do so yet. And surely that chasm isn't too wide for you to leap across.
Once per game session, the DM or another player can activate your Flaw in order to squash any doubts you may have had about your own capabilities.
You are incapable of having a weak opinion. Everything you believe, you believe as if your life depended on it. Everything you don't believe in, you hate with a passion.
Once per game session, the DM or another player can activate your Flaw in order to get you to strongly defend one of your opinions, no matter how inappropriate the time and place, nor what the circumstances of such an outburst may be.
In addition, you suffer a -2 penalty to social checks of any sort, due to your overopinionated personality.
You have an enemy after your hide that is more powerful and influential than you are. They are not necessarily constantly after you, but it's always a threat that causes you to keep an eye over your shoulder. This may be taken more than once, but keep in mind that your life expectancy will become much shorter each time you take this flaw.
You don't like accepting help from others. If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it.
Once per game session, the DM or another player can activate your Flaw in order to get you to refuse an offer of aid.
Some moral code or emotional unrest causes you to hesitate, and may make you refuse to act, even against your own best interest. Qualms come in many varieties, a few examples of which are detailed below. Even if you use one that is not on the list, the numerical penalty should remain the same or similar to those presented below. Consult the DM for final say on any qualms you take.
Ravenous Appetite [Tragic]
- Chivalrous Courtesy
You despise raising your hand against creatures of the opposite gender.
You suffer a -4 penalty on attack rolls to hit a creature that you can tell is of the opposite gender.
- Code of Arms
Trained to only kill other armed warriors, you hestitate when attacking unarmed opponents.
You suffer a -4 attack penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty.
- Honorable Challenge
You only cross arms with foes who willingly engage you.
You suffer a -4 attack penalty on attack rolls against creatures that have not explicitly challenged you or made an attack against you. For the purposes of this flaw, an attack against you includes any action that would end an Invisibility spell.
- Honor of the Duel
You strongly believe in one-on-one combat to decide a fight.
You must make a Will save (DC 10 + your character level) to attack a creature in a square threatened by one of its other foes. A successful save allows you to attack such a creature, albeit with a -2 penalty on your attack rolls. A failed save prohibits you from attacking that creature.
- Solitary Paragon
You prefer to fight alone.
You gain no benefit from flanking a foe and instead suffer a -4 attack penalty on rolls made against a foe you flank.
Of course you ate the entire roast. What did they expect you to do? You were starving.
PRE: Strength or Constitution 19+
Your character's powerful physique demands enormous amounts of food to sustain itself, requiring him to eat three times the amount of food as a normal person each day.
CAMPAIGN NOTE: For our characters, who currently start out at 13th level, taking this flaw will reduce your starting funds by 20% to reflect all the money you've had to spend on food thus far in your lifetime.
You lack the emotion of fear. Unfortunately, it is often an important cue that keeps men from doing foolhardy things. Sure, you don't flinch at the sight of even the most hideous monster, but neither do you feel the need to run away when outclassed.
Once per game session, the DM or another player can activate your Flaw in order to get you to ignore any nagging feelings of worry or hesitation you may have when confronted with a potentially dangerous environment or foe, which forces you to undertake the questionable action or attack an obviously superior foe.
In addition, as you tend to move brashly about in combat without careful consideration of your foes, you suffer a -4 penalty to your Armor Class against all attacks of opportunity.
The end justifies the means. You are willing to perform morally repugnant actions in order to achieve noble goals. Unfortunately, this can alienate those people who might support your cause if you didn't use such heavy-handed methods.
Once per game session, the DM or another player can activate your Flaw in order to dispel any doubts you might have about the moral justifiability of your actions. This includes, but is not limited to, overriding any Qualms (as per the flaw) that you may have, and forcing you to act against your alignment.