ericgrau

2012-10-17, 12:50 AM

For those unfamiliar with flaws they give some penalty but grant an extra feat. I never liked flaws because they're so mild and easy to work around that they're basically free feats. So I changed them to make whether or not you take a flaw a tough decision. Besides commenting on mine feel free to make up new flaws that are a tough decision and post them here. Especially RP flaws like compulsions to do something or total ineptitude at doing certain important adventurer actions.

Existing Flaws:

Feeble: You are unathletic and uncoordinated.

Effect: You take a -4 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks (including initative checks).

High Optimization Groups: No change.

Frail: You are thin and weak of frame.

Effect: Subtract 1 from the number of hit points you gain at each odd level, and 2 at each even level. This flaw can reduce the number of hit points you gain to 0 (but not below).

Special: You must have a Constitution of 4 or higher to take this flaw.

High Optimization Groups: Subtract 2 at every level instead.

Inattentive: Removed. Unfixable because it ranges from no effect at any penalty to almighty depending on the DM rulings and the campaign world.

Meager Fortitude: You are sickly and weak of stomach.

Effect: You take a -4 penalty on Fortitude saves.

High Optimization Groups: Increase the penalty to -6.

Murky-Eyed: Removed. Unfixable because most casters can simply select a different spell for each foe with concealment.

Noncombatant: Removed. Unfixable because many characters never melee.

Pathetic: You are weaker in an attribute than you should be.

Effect: Reduce one of your ability scores by 6.

Special: You cannot take this flaw if the total of your ability modifiers is 8 or higher. You may only apply this flaw to an ability that is originally 9 or higher.

High Optimization Groups: Reduce it by 10 instead and it must be originally 13 or higher.

Poor Reflexes: You often zig when you should have zagged.

Effect: You take a -4 penalty on Reflex saves.

High Optimization Groups: Increase the penalty to -6.

Shaky: You are relatively poor at ranged combat.

Effect: You take a -8 penalty on all ranged attack rolls.

High Optimization Groups: No change.

Slow: You move exceptionally slowly.

Effect: Your base land speed is halved (round down to the nearest 5-foot interval).

Special: You must have a base land speed of at least 20 feet to take this flaw.

High Optimization Groups: No change.

Unreactive: You are slow to react to danger.

Effect: You take a -6 penalty on initiative checks.

High Optimization Groups: No change.

Vulnerable: You are not good at defending yourself.

Effect: You take a -3 penalty to Armor Class.

High Optimization Groups: Increase the penalty to -5.

Weak Will: You are highly suggestible and easily duped.

Effect: You take a -4 penalty on Will saves.

High Optimization Groups: Increase the penalty to -6.

Note: If a flaw has a pre-requisite and you lose it (not counting any penalty the flaw gives), you lose the feat that the flaw grants.

Easy template for adding your own flaw:

Name: Description.

Effect:

Special: (if any)

High Optimization Groups:

Existing Flaws:

Feeble: You are unathletic and uncoordinated.

Effect: You take a -4 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks (including initative checks).

High Optimization Groups: No change.

Frail: You are thin and weak of frame.

Effect: Subtract 1 from the number of hit points you gain at each odd level, and 2 at each even level. This flaw can reduce the number of hit points you gain to 0 (but not below).

Special: You must have a Constitution of 4 or higher to take this flaw.

High Optimization Groups: Subtract 2 at every level instead.

Inattentive: Removed. Unfixable because it ranges from no effect at any penalty to almighty depending on the DM rulings and the campaign world.

Meager Fortitude: You are sickly and weak of stomach.

Effect: You take a -4 penalty on Fortitude saves.

High Optimization Groups: Increase the penalty to -6.

Murky-Eyed: Removed. Unfixable because most casters can simply select a different spell for each foe with concealment.

Noncombatant: Removed. Unfixable because many characters never melee.

Pathetic: You are weaker in an attribute than you should be.

Effect: Reduce one of your ability scores by 6.

Special: You cannot take this flaw if the total of your ability modifiers is 8 or higher. You may only apply this flaw to an ability that is originally 9 or higher.

High Optimization Groups: Reduce it by 10 instead and it must be originally 13 or higher.

Poor Reflexes: You often zig when you should have zagged.

Effect: You take a -4 penalty on Reflex saves.

High Optimization Groups: Increase the penalty to -6.

Shaky: You are relatively poor at ranged combat.

Effect: You take a -8 penalty on all ranged attack rolls.

High Optimization Groups: No change.

Slow: You move exceptionally slowly.

Effect: Your base land speed is halved (round down to the nearest 5-foot interval).

Special: You must have a base land speed of at least 20 feet to take this flaw.

High Optimization Groups: No change.

Unreactive: You are slow to react to danger.

Effect: You take a -6 penalty on initiative checks.

High Optimization Groups: No change.

Vulnerable: You are not good at defending yourself.

Effect: You take a -3 penalty to Armor Class.

High Optimization Groups: Increase the penalty to -5.

Weak Will: You are highly suggestible and easily duped.

Effect: You take a -4 penalty on Will saves.

High Optimization Groups: Increase the penalty to -6.

Note: If a flaw has a pre-requisite and you lose it (not counting any penalty the flaw gives), you lose the feat that the flaw grants.

Easy template for adding your own flaw:

Name: Description.

Effect:

Special: (if any)

High Optimization Groups: