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Old 05-26-2009, 01:07 PM
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House Rules

You guessed it...

This thread will be updated soon and will include some of the variant rules that you can use to further customizing your characters – changes to the characters will only be allowed at designated points in the story line.

ALL RULE INFRACTIONS ARE PUNISHABLE BY THE WRATH OF GOD! – Probably Hextor!
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Old 05-27-2009, 12:25 AM
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Character Flaws

Character Flaws
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. After 1st level, a character cannot take on additional flaws unless the game master specifically allows it (for examples of times when doing this might be appropriate, see Character Traits). 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.

Unlike traits, flaws are entirely negative in their impact on a character's capabilities.

Flaw Descriptions
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.

Feeble
You are unathletic and uncoordinated.
You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

Frail
You are thin and weak of frame.
Subtract 1 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).
You must have a Constitution of 4 or higher to take this flaw.

Inattentive
You are particularly unaware of your surroundings.
You take a -4 penalty on Listen checks and Spot checks.

Meager Fortitude
You are sickly and weak of stomach.
You take a -3 penalty on Fortitude saves.

Murky-Eyed
Your vision is obscured.
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 are relatively inept at melee combat.
You take a -2 penalty on all melee attack rolls.

Pathetic
You are weaker in an attribute than you should be.
Reduce one of your ability scores by 2.
You cannot take this flaw if the total of your ability modifiers is 8 or higher.

Poor Reflexes
You often zig when you should have zagged.
You take a -3 penalty on Reflex saves.

Shaky
You are relatively poor at ranged combat.
You take a -2 penalty on all ranged attack rolls.

Slow
You move exceptionally slowly.
Your base land speed is halved (round down to the nearest 5-foot interval).
You must have a base land speed of at least 20 feet to take this flaw.

Unreactive
You are slow to react to danger.
You take a -6 penalty on initiative checks.

Vulnerable
You are not good at defending yourself.
You take a -1 penalty to Armor Class.

Weak Will
You are highly suggestible and easily duped.
You take a -3 penalty on Will saves.

Official Game Rule
Each character may choose up to two flaws, but no character is required to do so. Each flaw taken entitles your character to a bonus feat. Both the flaw and bonus feat should fit in good with your character's personality and/or background. All flaws and bonus feats require DM approval.
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Last edited by TPasq98; 05-27-2009 at 12:29 AM.
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