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Post by Stix on May 14, 2007 23:53:56 GMT -5
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.
A player may select up to two flaws when creating a character. Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to.
Flaw Descriptions
Feeble You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.
Frail Subtract 1 from the number of hit points you gain at each level.
Inattentive You take a -4 penalty on Listen checks and Spot checks.
Meager Fortitude You take a -3 penalty on Fortitude saves.
Murky-Eyed In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
Noncombatant You take a -2 penalty on all attack rolls.
Poor Reflexes You take a -3 penalty on Reflex saves.
Slow Your base land speed is halved.
Unreactive You take a -6 penalty on initiative checks.
Vulnerable You take a -2 penalty to Armor Class.
Weak Will You take a -3 penalty on Will saves.
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Post by feq on May 15, 2007 11:21:49 GMT -5
While I don't expect to take any for Vat (He has enough as it is. ;D), I think its an excellent thing to offer people.
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Post by john on May 15, 2007 22:31:43 GMT -5
While they're useful, I suppose, I'd never take ANY of them.
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Post by Stix on May 16, 2007 11:46:23 GMT -5
They're pretty cumbersome for a character who leads a dangerous life or ends up in hostile situations on a regular basis. Not nearly so bad if you want to play a homebody or craftsman or what-have-you.
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