zenanarchist
2010-10-15, 01:22 AM
Just a little thing I've put together that was suggested is placed here for critique. I'll be constantly adding new ones so check back regularly. If you have any to add or that you'd like to see, let me know! :smallsmile: Also, some of these flaws will differ from the regular. Additionally, I will add fluff, worry not. This is just the start of an ongoing concept.
Flaws
I think I'm going slightly mad...
Your inane babble hinders your social attempts to the extreme, however the impression this leaves on individuals is quite sensational when they are confronted by you.
You take -6 to Diplomacy, Bluff, and Sense Motive, but gain +2 to Intimidate.
Obsessive Compulsive Disorder
(Out of combat) you must repeat every mundane action you take twice.
(In combat) You gain a -4 to attack and AC if you switch opponents in melee unless your previous target is dead or incapacitated.
Manic
You take a -4 to Concentration, Craft, Decipher Script, All Knowledge skills and Profession.
Compulsive Liar By Zaydos
Whenever giving information you must make a DC 10 +1/2 ECL Will save to tell the truth. In addition you suffer a -4 on Bluff checks.
Itchy
You are constantly scratching and itching at what feels like insects on your skin. You have a 10% chance to fumble your weapon when striking. This becomes 20% if you can see some form of insect.
Hyper Thyroid By The Mentalist
You just burn a lot of energy
Anything that normally fatigues you exhausts you instead.
Magically Anorexic By The Mentalist
You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.
Gothic Behaviour By The Mentalist
The world is a dark place and it hits you a lot harder than most.
You can gain no morale bonuses (though you can get morale penalties) and your dim outlook tends to make people dislike you, you suffer a -4 to all Charisma based checks except Use Magic Device.
Travel Sickness
You take -2 to every check made for 4 hours after any mode of locomotion other than walking.
Irrational Fears
You take a -6 penalty to all checks made to resist fear effects. Additionally you lose any immunity to fear and cannot gain any immunities to feat in future.
Laliophobia
You encourage anyone and everyone around you to whisper only. Loud talkers more than freak you out.
Any time anyone speaks within 15ft of your person you take -4 to all social skills.
Giggling Madness
You take a -8 to all move silently checks
Obsession
You have a particular object that no one can touch...Ever. If anyone touches or damages this object in anyway you enter into a rage and must immediately attack that individual with a -4 to attack, +4 to damage and -2 AC
Agorophobia
Your years in asylums have taken their toll, you are comfortable only in doors. -2 to attack and AC when outdoors.
Claustrophobia
Whenever you are in a space less than 4 times wide, 4 times long, and twice as high as your combat space, you become panicked. A successful Will save DC 20 lowers the penalties to shaken.
Hydrophobia
If you are near a body of water, near a water caster, are covered in water or are somehow in contact with water you take -2 to saves and -4 to attacks.
The Voices By Psilulz
The character, whether through traumatic event, spontaneous development, or other means, has voices in his mind that speak only to him. They may be perceived as coming from a deity they may (or may not) revere, their own conscioussness, or some other source. Regardless, these voices sometimes tell the character what to do, and sometimes, they listen.
Character randomly must make a will save equal to 10+1/2 HD. Failure indicates that the character is confused (as the spell) for 1 minute. Each round during the confusion, the character may attempt another will saving throw with the same DC as the save they failed which caused the confusion. Success negates this effect. The DC of the will save increases by +1 for each consecutive successful save.
Multiple Personality Disorder
Concentration -2
Character must randomly make a will save equal to 10+1/2 HD. Failure indicates that they switch personalities. Succeeding means no change occurs. However each success adds +1 to the DC of the will save. A fail resets the DC.
Choose four of the below personalities that is part of a switch, if you take this flaw you must choose at least 2 personality that causes some form of penalty:
Brave: +2 to will saves
Scaredy cat: -4 to fear saves
Stoic: +2 to checks made to continue tiring activities
Silly: -4 to diplomacy checks
Hasty: +10 movement speed
Sluggish: -10 movement speed, -2 against saves made to resist sleep or fatigue
Murderous: +2 attack and damage, -4 AC
Curious: +2 spot and listen
Ignorant: -2 spot, listen and search
Roll a second will save to maintain any spells or effects that require concentration. Characters can suppress MPD with a successful autohypnosis check.
Imaginary Friend
You talk constantly to your imaginary friend, which sometimes causes you to slip up and say things you don't mean to let slip.
Bluff -4, Diplomacy -4
Specific Fright Syndrome
Choose one creature type from the favored enemies list. This creature scares the living daylights out of the character, so much so that in any encounter the character must always attempt to flee at up to double their base land speed. If they cannot flee, they cower. -4 attack, -4 dmg, +4 Insight bonus to AC (You are so scared and focus purely on the creature, so you notice every movement the creature makes). If there is more than one creature, these penalties increase by -1 for every creature of that type within 30ft. This flaw overrides any immunity to fear the character had or gains in future.
Achluophobia
Whenever you are in anything less than total daylight you take a -2 to all skill checks. This emphasizes your shaky hands, or your lack of concentration.
Gelotophobia
Any time you hear laughter, you take -2 penalty on all charisma checks for the following hour.
Hemophobia
When any blood is drawn within 30ft of your character fear takes hold and causes a -4 to all checks using physical attribute modifiers. Additionally, the character tries to avert their gaze by any means possible. Incurring a -2 to AC due to not seeing incoming attacks.
Hylophobia
Anytime the character is within 30ft of anything more than a single tree they enter into a panic. They now move at half their base land speed and incur -2 to attack, unless the character attacks the trees, in which they gain +10 to their movement speed and +4 to attack against all trees or treelike foes.
Kleptophobia
Your fear of stealing leaves you loud mouthed around thieves of any sort. Unlike other flaws, this flaw is partially applied to your team mate. They take a -4 penalty to sleight of hand checks. You yourself take a -4 penalty to sleight of hand checks and any bluff checks made to lie about stealing or theft.
Light hitter
All damage you deal is rolled as if you were two size categories smaller.
Runt: Version 2 By The Mentalist
You're a little fella
You are one size category smaller than normal you also suffer a -4 to all social skills from being bullied as a child
Fevered By The Mentalist
You get sick a lot
You take maximum damage from all ability damaging effects.
Technophobia
You are petrified of technology of any kind.
You take -2 to any weapon with complex parts and -4 on all craft checks. Additionally, you have a 50% chance to fumble a weapon that requires reloading. Even locks, traps and systems utilising pullies affect you. You take a -4 to attacks for half an hour after utilising or going within 5 feet of any technology.
Addicted
Choose something from the below list. You must either imbibe the item or perform the action every 3 hours at least. If you do not you take a -2 penalty to all social skills for each 3 hour interval you miss. This includes while you sleep.
Alcohol
Gambling (Dice, cards, betting etc)
Food
Water (Either swimming or being wet)
Fire (Watching or creating)
Music
Sex
Lying
Bathing/Washing
Drugs
Shopping
Strange Habit (Patting your head, pottery, digging a hole etc)
Pushing a button (Any button)
Saying a certain word
Dressing Nicely
I'll add more later.
Traits
Married By The Mentalist
You have a spouse back home, you want to get back to them
When affected by fear you treat it as one category higher
You gain a +1 to all saves
Dwarf at heart By The Mentalist
You're comfortable in heavy armor
You suffer no penalties to move speed in armor
You cannot ride any mount, (though wagons are allowed)
Cyclops By The Mentalist
You have one large eye instead of two smaller ones
You gain a +4 to spot checks
Opponents gain double flanking bonuses
(I decided not to give social penalties for freakishness because, well, there are things with 1 eye in D&D it's not going to be as odd as it is here)
Cliched By The Mentalist
You're really good at what you do, but people totally see it coming
You gain a +3 to any class skill
You suffer a -2 to all opposed rolls
Panic Button By The Mentalist
You freak out sometimes, it's good for you
You can Panic as a free action, this gives you a +2 bonus to any roll as two negative levels (after the action is resolved) these negative levels disappears after 8 hours of rest.
Double Muscled By The Mentalist
You have more muscle than is good for you
Your movement speed (all modes) is cut in half
You gain a +2 to any strength checks (Including bull-rushing, grappling and tripping).
Teleport Resistant By The Mentalist
Teleport spells don't like you, so you learned to run to keep up
You count as four creatures for all teleportation effects
You get a +10ft bonus to your move speed
Angry Drunk By The Mentalist
Whenever you become intoxicated you rage as a barbarian of your level, you must spend HD*10 gold a week to feed your addiction. Any week this money is not spent (or you lose access to alcohol) you gain a negative level, these levels can only be dispelled by drinking. You cannot die from these negative levels.
Magically Anorexic By The Mentalist
You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.
You gain the effects of a Ring of Sustenance as an Extraordinary ability
Cosmic Power By The Mentalist
"I can crack the world with a thought, what is it you do again?"
You gain +2 Caster Levels, but you've let the power go to your head... a lot. You cannot make any attack rolls (violence is beneath you) and you automatically take 10 on any rolls on which it's possible to do so (Your average is good enough) You take a -6 on all skills except Spellcraft and Knowledge (Arcana).
(The author has stated his concern that he is not entirely sure this is balanced...PEACH?)
Fevered By The Mentalist
You're sick and frail. This has helped your mind
You lose two points of con and suffer max damage from all diseases if you fail the save
You gain a +3 to all Craft and +3 to all Knowledge skills
(Voltaire)
Creature of thought By The Mentalist
Your efforts are mostly mental, your body has suffered
You gain a +1 to all Int, Wis, and Cha based skills
You suffer a -2 to all Str, Dex, and Con based checks. This trait may be taken multiple times.
Creature of action By The Mentalist
Your efforts are mostly physical, your mind has suffered
You gain a +1 to all Str, Dex, and Con based skills
You suffer a -2 to all Int, Wis, and Cha based checks. This trait may be taken multiple times.
Imaginary Friend by The Mentalist
You have an imaginary friend who is always with you, this gives you a -2 to all social checks but a +1 morale bonus on all attack rolls or skill checks (chosen at creation) This trait may be taken more than once but you cannot choose the same benefit twice.
Runt by The Mentalist
You were never very big, it makes you extremely angry
All of your weapon damage is 2 size categories lower you gain rage 3/day as a Barbarian (add to Barbarian levels, if any)
Booksmart
You are considered "trained" in all knowledge checks, however due to your long hours indoors you take -1 HP at each level
Grounded
You are far more comfortable at home on solid ground than anywhere else. You gain +1 to attack and +1 AC so long as you are on solid ground. However if you are not on solid ground you take -2 to AC.
Pyromaniac
If you have set a fire that caused property damage in the past 2 hours, you gain +2 morale bonus to attack and AC. However you take a permanent -4 to all social skills.
Cheater
You gain a +2 to bluff, however take a -2 to diplomacy and gather information checks. Also, you have a ten percent cumulative chance of attracting the attention of local guards/police for every two hours you spend in a big city.
Alcoholic
You can imbibe twice the usual amount of alcohol, however upon becoming intoxicated you take -10 to all social skills and enter into a small rage state. +1 str, +2 con, - 1 dex.
Horse Lord
You gain a +5 Ride and Handle Animal bonus. However your base land speed when not mounted is reduced by half. If you use anything other than a reach weapon or a bow while not mounted you take a -2 penalty.
Cold-Blooded By Monk Man
Damnit Roger, it's not that cold!
For whatever reason, your body temperature changes with the enviroment, making you more susceptible to temperature effects. This is especially prevalent in reptiles, but not all.
Benefit: Extra feat
Downside: You now have a Weakness to Frost and Fire, and take 50% more damage from Fire or Frost attacks. In addition, you have a -4 racial penalty in saves versus enviromental effects regarding temperature.
Daredevil By Monk Man
"Hey, Joe! What's the big deal with climbing into that active volcano while we're under attack from a horde of flying zombie monkeys?!"
"Yeah sorry about that, it just looked awesome."
"Dammit Joe."
You can't help but take crazy risks and do very very stupid things, as long as they look awesome.
Benefit: You gain an extra feat.
Drawback: If presented with a challenge or a situation where you have choices of some kind, you must make a Will save (DC 15+1/2 your hit dice). If you fail, you must take the hardest possible choice or accept the challenge. You cannot be dissuaded of this course of action by anything short of enchantment magic controlling your actions directly (ie. dominate person and its kin).
Blindness By Monk Man
“Who… who said that?” You are blind as a bat.
Benefit: You gain two feats.
Drawback: You are Blinded. Any spell that you cast that has a target has a 50% chance of failure, unless you make a DC (10 + Spell Level + Target’s ranks in Move Silently) listen check, and then it has a 25% chance of failure.
Raw Sex Appeal By Monk Man
"Regular folks just ain't ready for the raw sex appeal I'd unleash into their grey, little lives." ~Tychus Findlay, Professional Sex Machine
Prerequisites: Charisma 15 or higher
Benefit: Extra feat.
Drawback: Your charisma score really does represent your physical appearance. The only problem is that your magnificent good looks are...unrefined. You wield your sexitude with all the finesse of a Pixie with the Titan Bloodline wielding a Gargantuan Warhammer.
Whenever you approach someone with a sexual orientation compatible with your gender in a non-hostile way, they must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or begin to foam rabidly at the mouth. This excess of saliva renders them incapable of coherently interacting with you socially. This distraction does not prevent spellcasting, although it does prevent them from doing business with you, and it certainly prevents you from using Diplomacy, Intimidate, or Bluff to meaningfully interact with them.
This rabid state of being wears off once you leave their presence, though will re-assert itself whenever you interact with them again during the next 24 hours (after that time has elapsed, a new check is called for).
Long Winded
You can talk and talk, talk and talk....and...talk and talk. You gain +5 to any checks made to continue doing exhausting activities, additionally you gain +4 to bluff checks (Simply because you don't let the other party get a word in edge wise to disagree or think). Additionally all your other charisma checks suffer a -2 penalty due to how annoying people find you.
Too much training By The Mentalist
You cannot critical with any weapon, however you gain pluses to hit and damage based on this table:
x2 gives +1 to hit and damage
x3 gives +2 to hit and damage
x4 gives +3 to hit and damage
19-20 increase previous table by 50%
18-20 increase previous table by 100%
(These tables can be extended by magic and feats so that a Keen Scimitar will give +3 to hit and damage +1 for the multiplier x350% for the threat range)
Feats
Master Stepper
Prerequisites
Dexterity 18, Combat Reflexes, Dodge, Mobility
You may take two five foot steps in one round or one ten foot step.
Normal: You may take one five foot step so long as you are not taking any other movement that turn.
Mind Force Lord
Prerequisites
Intelligence 14, Charisma 14, Point Blank Shot, Psionic Shot, the ability to manifest Crystal Shard or Energy Ray, Manifester level 5+
You may, when manifesting Crystal Shard or Energy Ray powers convert any damage done to the force type.
Flaws
I think I'm going slightly mad...
Your inane babble hinders your social attempts to the extreme, however the impression this leaves on individuals is quite sensational when they are confronted by you.
You take -6 to Diplomacy, Bluff, and Sense Motive, but gain +2 to Intimidate.
Obsessive Compulsive Disorder
(Out of combat) you must repeat every mundane action you take twice.
(In combat) You gain a -4 to attack and AC if you switch opponents in melee unless your previous target is dead or incapacitated.
Manic
You take a -4 to Concentration, Craft, Decipher Script, All Knowledge skills and Profession.
Compulsive Liar By Zaydos
Whenever giving information you must make a DC 10 +1/2 ECL Will save to tell the truth. In addition you suffer a -4 on Bluff checks.
Itchy
You are constantly scratching and itching at what feels like insects on your skin. You have a 10% chance to fumble your weapon when striking. This becomes 20% if you can see some form of insect.
Hyper Thyroid By The Mentalist
You just burn a lot of energy
Anything that normally fatigues you exhausts you instead.
Magically Anorexic By The Mentalist
You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.
Gothic Behaviour By The Mentalist
The world is a dark place and it hits you a lot harder than most.
You can gain no morale bonuses (though you can get morale penalties) and your dim outlook tends to make people dislike you, you suffer a -4 to all Charisma based checks except Use Magic Device.
Travel Sickness
You take -2 to every check made for 4 hours after any mode of locomotion other than walking.
Irrational Fears
You take a -6 penalty to all checks made to resist fear effects. Additionally you lose any immunity to fear and cannot gain any immunities to feat in future.
Laliophobia
You encourage anyone and everyone around you to whisper only. Loud talkers more than freak you out.
Any time anyone speaks within 15ft of your person you take -4 to all social skills.
Giggling Madness
You take a -8 to all move silently checks
Obsession
You have a particular object that no one can touch...Ever. If anyone touches or damages this object in anyway you enter into a rage and must immediately attack that individual with a -4 to attack, +4 to damage and -2 AC
Agorophobia
Your years in asylums have taken their toll, you are comfortable only in doors. -2 to attack and AC when outdoors.
Claustrophobia
Whenever you are in a space less than 4 times wide, 4 times long, and twice as high as your combat space, you become panicked. A successful Will save DC 20 lowers the penalties to shaken.
Hydrophobia
If you are near a body of water, near a water caster, are covered in water or are somehow in contact with water you take -2 to saves and -4 to attacks.
The Voices By Psilulz
The character, whether through traumatic event, spontaneous development, or other means, has voices in his mind that speak only to him. They may be perceived as coming from a deity they may (or may not) revere, their own conscioussness, or some other source. Regardless, these voices sometimes tell the character what to do, and sometimes, they listen.
Character randomly must make a will save equal to 10+1/2 HD. Failure indicates that the character is confused (as the spell) for 1 minute. Each round during the confusion, the character may attempt another will saving throw with the same DC as the save they failed which caused the confusion. Success negates this effect. The DC of the will save increases by +1 for each consecutive successful save.
Multiple Personality Disorder
Concentration -2
Character must randomly make a will save equal to 10+1/2 HD. Failure indicates that they switch personalities. Succeeding means no change occurs. However each success adds +1 to the DC of the will save. A fail resets the DC.
Choose four of the below personalities that is part of a switch, if you take this flaw you must choose at least 2 personality that causes some form of penalty:
Brave: +2 to will saves
Scaredy cat: -4 to fear saves
Stoic: +2 to checks made to continue tiring activities
Silly: -4 to diplomacy checks
Hasty: +10 movement speed
Sluggish: -10 movement speed, -2 against saves made to resist sleep or fatigue
Murderous: +2 attack and damage, -4 AC
Curious: +2 spot and listen
Ignorant: -2 spot, listen and search
Roll a second will save to maintain any spells or effects that require concentration. Characters can suppress MPD with a successful autohypnosis check.
Imaginary Friend
You talk constantly to your imaginary friend, which sometimes causes you to slip up and say things you don't mean to let slip.
Bluff -4, Diplomacy -4
Specific Fright Syndrome
Choose one creature type from the favored enemies list. This creature scares the living daylights out of the character, so much so that in any encounter the character must always attempt to flee at up to double their base land speed. If they cannot flee, they cower. -4 attack, -4 dmg, +4 Insight bonus to AC (You are so scared and focus purely on the creature, so you notice every movement the creature makes). If there is more than one creature, these penalties increase by -1 for every creature of that type within 30ft. This flaw overrides any immunity to fear the character had or gains in future.
Achluophobia
Whenever you are in anything less than total daylight you take a -2 to all skill checks. This emphasizes your shaky hands, or your lack of concentration.
Gelotophobia
Any time you hear laughter, you take -2 penalty on all charisma checks for the following hour.
Hemophobia
When any blood is drawn within 30ft of your character fear takes hold and causes a -4 to all checks using physical attribute modifiers. Additionally, the character tries to avert their gaze by any means possible. Incurring a -2 to AC due to not seeing incoming attacks.
Hylophobia
Anytime the character is within 30ft of anything more than a single tree they enter into a panic. They now move at half their base land speed and incur -2 to attack, unless the character attacks the trees, in which they gain +10 to their movement speed and +4 to attack against all trees or treelike foes.
Kleptophobia
Your fear of stealing leaves you loud mouthed around thieves of any sort. Unlike other flaws, this flaw is partially applied to your team mate. They take a -4 penalty to sleight of hand checks. You yourself take a -4 penalty to sleight of hand checks and any bluff checks made to lie about stealing or theft.
Light hitter
All damage you deal is rolled as if you were two size categories smaller.
Runt: Version 2 By The Mentalist
You're a little fella
You are one size category smaller than normal you also suffer a -4 to all social skills from being bullied as a child
Fevered By The Mentalist
You get sick a lot
You take maximum damage from all ability damaging effects.
Technophobia
You are petrified of technology of any kind.
You take -2 to any weapon with complex parts and -4 on all craft checks. Additionally, you have a 50% chance to fumble a weapon that requires reloading. Even locks, traps and systems utilising pullies affect you. You take a -4 to attacks for half an hour after utilising or going within 5 feet of any technology.
Addicted
Choose something from the below list. You must either imbibe the item or perform the action every 3 hours at least. If you do not you take a -2 penalty to all social skills for each 3 hour interval you miss. This includes while you sleep.
Alcohol
Gambling (Dice, cards, betting etc)
Food
Water (Either swimming or being wet)
Fire (Watching or creating)
Music
Sex
Lying
Bathing/Washing
Drugs
Shopping
Strange Habit (Patting your head, pottery, digging a hole etc)
Pushing a button (Any button)
Saying a certain word
Dressing Nicely
I'll add more later.
Traits
Married By The Mentalist
You have a spouse back home, you want to get back to them
When affected by fear you treat it as one category higher
You gain a +1 to all saves
Dwarf at heart By The Mentalist
You're comfortable in heavy armor
You suffer no penalties to move speed in armor
You cannot ride any mount, (though wagons are allowed)
Cyclops By The Mentalist
You have one large eye instead of two smaller ones
You gain a +4 to spot checks
Opponents gain double flanking bonuses
(I decided not to give social penalties for freakishness because, well, there are things with 1 eye in D&D it's not going to be as odd as it is here)
Cliched By The Mentalist
You're really good at what you do, but people totally see it coming
You gain a +3 to any class skill
You suffer a -2 to all opposed rolls
Panic Button By The Mentalist
You freak out sometimes, it's good for you
You can Panic as a free action, this gives you a +2 bonus to any roll as two negative levels (after the action is resolved) these negative levels disappears after 8 hours of rest.
Double Muscled By The Mentalist
You have more muscle than is good for you
Your movement speed (all modes) is cut in half
You gain a +2 to any strength checks (Including bull-rushing, grappling and tripping).
Teleport Resistant By The Mentalist
Teleport spells don't like you, so you learned to run to keep up
You count as four creatures for all teleportation effects
You get a +10ft bonus to your move speed
Angry Drunk By The Mentalist
Whenever you become intoxicated you rage as a barbarian of your level, you must spend HD*10 gold a week to feed your addiction. Any week this money is not spent (or you lose access to alcohol) you gain a negative level, these levels can only be dispelled by drinking. You cannot die from these negative levels.
Magically Anorexic By The Mentalist
You lose two points of Strength, in addition, you may not use potions or benefit from the Heroes Feast spell.
You gain the effects of a Ring of Sustenance as an Extraordinary ability
Cosmic Power By The Mentalist
"I can crack the world with a thought, what is it you do again?"
You gain +2 Caster Levels, but you've let the power go to your head... a lot. You cannot make any attack rolls (violence is beneath you) and you automatically take 10 on any rolls on which it's possible to do so (Your average is good enough) You take a -6 on all skills except Spellcraft and Knowledge (Arcana).
(The author has stated his concern that he is not entirely sure this is balanced...PEACH?)
Fevered By The Mentalist
You're sick and frail. This has helped your mind
You lose two points of con and suffer max damage from all diseases if you fail the save
You gain a +3 to all Craft and +3 to all Knowledge skills
(Voltaire)
Creature of thought By The Mentalist
Your efforts are mostly mental, your body has suffered
You gain a +1 to all Int, Wis, and Cha based skills
You suffer a -2 to all Str, Dex, and Con based checks. This trait may be taken multiple times.
Creature of action By The Mentalist
Your efforts are mostly physical, your mind has suffered
You gain a +1 to all Str, Dex, and Con based skills
You suffer a -2 to all Int, Wis, and Cha based checks. This trait may be taken multiple times.
Imaginary Friend by The Mentalist
You have an imaginary friend who is always with you, this gives you a -2 to all social checks but a +1 morale bonus on all attack rolls or skill checks (chosen at creation) This trait may be taken more than once but you cannot choose the same benefit twice.
Runt by The Mentalist
You were never very big, it makes you extremely angry
All of your weapon damage is 2 size categories lower you gain rage 3/day as a Barbarian (add to Barbarian levels, if any)
Booksmart
You are considered "trained" in all knowledge checks, however due to your long hours indoors you take -1 HP at each level
Grounded
You are far more comfortable at home on solid ground than anywhere else. You gain +1 to attack and +1 AC so long as you are on solid ground. However if you are not on solid ground you take -2 to AC.
Pyromaniac
If you have set a fire that caused property damage in the past 2 hours, you gain +2 morale bonus to attack and AC. However you take a permanent -4 to all social skills.
Cheater
You gain a +2 to bluff, however take a -2 to diplomacy and gather information checks. Also, you have a ten percent cumulative chance of attracting the attention of local guards/police for every two hours you spend in a big city.
Alcoholic
You can imbibe twice the usual amount of alcohol, however upon becoming intoxicated you take -10 to all social skills and enter into a small rage state. +1 str, +2 con, - 1 dex.
Horse Lord
You gain a +5 Ride and Handle Animal bonus. However your base land speed when not mounted is reduced by half. If you use anything other than a reach weapon or a bow while not mounted you take a -2 penalty.
Cold-Blooded By Monk Man
Damnit Roger, it's not that cold!
For whatever reason, your body temperature changes with the enviroment, making you more susceptible to temperature effects. This is especially prevalent in reptiles, but not all.
Benefit: Extra feat
Downside: You now have a Weakness to Frost and Fire, and take 50% more damage from Fire or Frost attacks. In addition, you have a -4 racial penalty in saves versus enviromental effects regarding temperature.
Daredevil By Monk Man
"Hey, Joe! What's the big deal with climbing into that active volcano while we're under attack from a horde of flying zombie monkeys?!"
"Yeah sorry about that, it just looked awesome."
"Dammit Joe."
You can't help but take crazy risks and do very very stupid things, as long as they look awesome.
Benefit: You gain an extra feat.
Drawback: If presented with a challenge or a situation where you have choices of some kind, you must make a Will save (DC 15+1/2 your hit dice). If you fail, you must take the hardest possible choice or accept the challenge. You cannot be dissuaded of this course of action by anything short of enchantment magic controlling your actions directly (ie. dominate person and its kin).
Blindness By Monk Man
“Who… who said that?” You are blind as a bat.
Benefit: You gain two feats.
Drawback: You are Blinded. Any spell that you cast that has a target has a 50% chance of failure, unless you make a DC (10 + Spell Level + Target’s ranks in Move Silently) listen check, and then it has a 25% chance of failure.
Raw Sex Appeal By Monk Man
"Regular folks just ain't ready for the raw sex appeal I'd unleash into their grey, little lives." ~Tychus Findlay, Professional Sex Machine
Prerequisites: Charisma 15 or higher
Benefit: Extra feat.
Drawback: Your charisma score really does represent your physical appearance. The only problem is that your magnificent good looks are...unrefined. You wield your sexitude with all the finesse of a Pixie with the Titan Bloodline wielding a Gargantuan Warhammer.
Whenever you approach someone with a sexual orientation compatible with your gender in a non-hostile way, they must make a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or begin to foam rabidly at the mouth. This excess of saliva renders them incapable of coherently interacting with you socially. This distraction does not prevent spellcasting, although it does prevent them from doing business with you, and it certainly prevents you from using Diplomacy, Intimidate, or Bluff to meaningfully interact with them.
This rabid state of being wears off once you leave their presence, though will re-assert itself whenever you interact with them again during the next 24 hours (after that time has elapsed, a new check is called for).
Long Winded
You can talk and talk, talk and talk....and...talk and talk. You gain +5 to any checks made to continue doing exhausting activities, additionally you gain +4 to bluff checks (Simply because you don't let the other party get a word in edge wise to disagree or think). Additionally all your other charisma checks suffer a -2 penalty due to how annoying people find you.
Too much training By The Mentalist
You cannot critical with any weapon, however you gain pluses to hit and damage based on this table:
x2 gives +1 to hit and damage
x3 gives +2 to hit and damage
x4 gives +3 to hit and damage
19-20 increase previous table by 50%
18-20 increase previous table by 100%
(These tables can be extended by magic and feats so that a Keen Scimitar will give +3 to hit and damage +1 for the multiplier x350% for the threat range)
Feats
Master Stepper
Prerequisites
Dexterity 18, Combat Reflexes, Dodge, Mobility
You may take two five foot steps in one round or one ten foot step.
Normal: You may take one five foot step so long as you are not taking any other movement that turn.
Mind Force Lord
Prerequisites
Intelligence 14, Charisma 14, Point Blank Shot, Psionic Shot, the ability to manifest Crystal Shard or Energy Ray, Manifester level 5+
You may, when manifesting Crystal Shard or Energy Ray powers convert any damage done to the force type.