Jewels of the Crimson Moor
Character Flaws Available
Flaws are like the flip side of feats. Whereas a feat enables a character to be better than normal at performing a task (or even to do something that normal characters can't), a flaw restricts a character's capabilities or imposes a penalty of some sort.
Unlike traits, flaws are entirely negative in their impact on a character's capabilities. A player may select one flaw when creating a character. When you select a flaw, you receive a bonus feat from the following list:
- Aberrant Dragonmark (see me)
- Favored In House (see me)
- Improved Initiative
- Least Dragonmark (see me)
- Mounted Combat
- Skill Focus
- Skill Training
- Weapon Proficiency
Each of the flaws described here has a specific game effect. Some flaws can only be taken by a character who meets a special requirement.
You are unathletic and uncoordinated.
Effect: You take a -2 penalty on Strength, Dexterity, and Constitution based ability checks and skill checks.
You are thin and weak of frame.
Effect: Subtract 3 hit points at first level and 1 hit point for every level after that 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).
Special: You must have a Constitution of 4 or higher to take this flaw.
You are particularly unaware of your surroundings.
Effect: You take a -4 penalty on Perception.
You are sickly and weak of stomach.
Effect: You take a -2 penalty on Fortitude saves.
You are weaker in an attribute than you should be.
Effect: Reduce one of your ability scores by 2.
You often zig when you should have zagged.
Effect: You take a -2 penalty on Reflex saves.
You are slow to react to danger.
Effect: You take -6 penalty on initiative checks.
You are not good at defending yourself.
Effect: You take a -1 penalty to Armor Class.
You are highly suggestible and easily duped.
Effect: You take a -2 penalty on Will saves.