The Carrion Crown
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It is a common complaint among players that they never have enough skill points to accurately reflect what their characters know or need something a little extra to cover their characters background more fully via traits.
With GM permission, a flaw may be chosen to give a character access to extra skills or traits. They are meant to help round out a character concept and background – not help power gamers or give the GM a headache.
A character may only have one flaw for which they receive one of the below bonuses.
A flaw below is worth 2 skill ranks or one trait. Skill level caps are still in place (you may have no more ranks in a skill than your total number of hit dice), and you may not select more than one trait from the same list or category of traits. Like traits, flaws are only selected at first level.
These are modified from ‘The Tome of Secrets’ by Adamant Entertainment. You will find that the penalties are slightly harsher than the benefits normally offered by traits. Remember again that any flaws must be approved by the GM.
It is possible that an equivalent penalty may be levied on checks other than specified by the flaw to provide balance for players seeking to avoid any downside to the flaw. For example, a flaw that penalises a skill the character rarely if ever uses, the GM may apply the penalty to related situations, temporarily expanding the scope of the flaw.
Abrasive or Annoying
When using Diplomacy to change attitudes, you must add an extra 5 to the DC.
You take a –1 penalty on all Disable Device and Sleight of Hand checks.
You take a –1 penalty on all Handle Animal and Ride checks.
Once per session, the GM can negate any success, even if it was a critical hit. This will usually be when you desperately need to succeed. If Hero points are in use, you lose one hero point and your maximum Hero Points are reduced by one.
You take a -1 penalty on all knowledge checks.
You take a –2 penalty on all Acrobatics checks.
You suffer a -2 circumstance penalty to all saving throws and skill checks in temperatures at or below 5 degrees Celsius. You also suffer an inherent -1 penalty to saving throws made against cold-based spells, damage, and area effects.
You take -2 on saving throws against fear effects.
Your opponents get a +2 to their Sense Motive checks when using it against you.
You suffer -1 on all Fortitude Saves.
You take a –1 penalty on Diplomacy and Sense Motive checks.
Hard of hearing
You take a –4 penalty on sound based Perception checks.
You suffer a -2 circumstance penalty to all saving throws and skill checks in temperatures at or above 30 degrees Celsius. You also suffer an inherent -1 penalty to saving throws made against heat based spells, damage, and area effects.
You take a –2 penalty on Bluff checks.
Your character may never ‘take 20’ on any skill check, no matter how much time he has.
Choose two of your class skills. These skills do not grant the normal +3 for class skill bonus. Multiclassing will not fix this issue.
You take a –2 penalty when making skill checks against a certain chosen class, race, or culture.
You suffer a -1 against all saving throws to avoid magical affects.
You take a –2 penalty on all Perception checks.
You suffer double range penalties to all sight based Perception checks.
You take a –1 penalty on all Reflex saving throws.
Suffer an additional -1 to hit with missile weapons at each range bracket beyond the first.
Slow to Act
You take a -2 penalty to initiative checks.
You suffer a -1 to all Will saves.
You take -2 to all intimidate checks.
You take a –2 circumstance penalty on any Bluff or Diplomacy checks when dealing with someone who may normally be attracted to you or in any attempts to make yourself attractive to someone.
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