Flaws
A character may gain a flaw at levels 1, 10, 20, 30, etc.
When you take a flaw, you may take a feat.
You may not take any feat restricted by a flaw you have.
Blind:
You are blind. -10 on spot checks, DC +5/sq, +4 to listen checks, +5 to luck score.
Special: You may not take this flaw if you are racially blind. You automatically begin with this flaw if you were born without eyes.
Clay Will:
-3 to will saves. If you fail a Will save, additionally become shaken for 1d4 rounds.
Restricted Feats: Iron Will
Deaf:
-20 to Listen, -4 initiative & Stealth, Concentration (DC 15 + circle) to cast spells with a verbal component
Special: You may not take this flaw if you are racially deaf. These penalties do not stack with the identical penalties for being otherwise deaf.
Feeble:
-6 to Acrobatics, Athletics, & Maneuver. +5 on Surge! rolls.
Restricted Feats: Skill Focus (Acrobatics or Athletics), Endurance
Frail:
-1 HP/Lv, +5 on Stabilization rolls, creatures get +6 on confirmation rolls against you. Your natural healing works only 1/2 as well (round up).
Restricted Feats: Toughness
Inattentive:
-6 to Combat Awareness, Dweomer, Listen, Sense Motive, & Spot, & saves against [Dissimulate].
Restricted Feats: Alertness, Skill Focus (penalized skills)
Insanity(x)
Varies
Restricted Feats: Varies
Loner:
-6 to Bluff, Diplomacy, Administration, Perform, & Sense Motive. Gain only 1/2 bonus from flanking. -4 on aid checks (& others take a -4 on checks to aid you). You & your allies treat each other as enemies for determining skill DC's for sharing or passing through the same space. The first time each stressful situation that an ally uses a harmless effect on you, you must pass a Will save (DC as the effect), or you must save against the effect.
Restricted Feats: Skill Focus (penalized skills)
Loud:
-6 to Listen, Diplomacy, Perform, & Stealth. +5 on Luck & Positioning rolls. Opponents may reroll failed concealment miss chance against you (unless they are deaf). You must save against Silence.
Restricted Feats: Skill Focus (penalized skills), Alertness
Meager Fortitude:
-3 to Fortitude Saves, whenever you fail a Fortitude save, lose 1d4 hp (no, not permanently).
Restricted Feats: Great Fortitude
Non-Combatant:
-2 to melee attack & weapon damage rolls, & defense against melee attacks. At the beginning of your first turn each combat, make a Will save (DC 10 + the highest combatant's BA) or be dazed 1 round.
Restricted Feats: Any [Combat]
Pathetic:
Requirements: must be taken at 1st level.
-12 ability generation points.
Special: You may take this flaw up to three times at level 1, cuz why the f*uck not.
Poor Sight:
Disadvantage on concealment miss chances, lose low light & darkvision, -8 to Spot.
Special: You may not take this flaw if you are blind. If you have Blindfight, roll concealment miss chances as though you possessed neither that feat, nor this flaw.
Shaky:
-3 on Ranged attack & weapon damage rolls, -1 defense vs ranged attacks, -6 to Escape, Finesse, & Stealth.
Restricted Feats: Precise Shot, & any that require it.
Slow:
-1 to all movement speeds, may not make an adjustment as a swift action.
Restricted Feats: Run, Dash
Sluggish Reflexes:
-3 on Reflex. If you fail a Reflex save, fall prone & drop anything you are holding.
Restricted Feats: Lightning Reflexes
Uneducated:
Requirements: must be taken at level 1
Illiterate, -4 on Administration, Arcana, Biology, Engineering, Geo, Sociology. You forfeit bonus languages from high Intelligence. Add some sort of superstition to this.
Unlucky:
-10 on confirmation rolls, +10 to luck rolls, -1 on saving throws, +1 fumble threat range.
Restricted Feats: Power Critical, Improved Initiative, Improved Critical
Unreactive:
-15 Initiative. When you use an immediate action outside your turn, lose your next standard action instead of your next swift action.
Restricted Feats: Combat Reflexes, Improved Initiative
Unstable:
-4 to Acrobatics, Hypnosis, Engineering, & Maneuver, & saves vs confusion.
Restricted Feats: Skill Focus (penalized skills), Improved Push, Improved Trip
Untrained:
Forfeit your next 10 Skill Points, & all skill synergies.
Restricted Feats: Skill Focus (any), Open Minded
Special: You may take this flaw each time you are allowed a flaw, increasing the forfeited skill points by 50% each additional time.
Vulnerable:
-3 defense, -15 on checks to avoid opportunity
Restricted Feats: Combat Casting, Mobility, Combat Expertise, Improved Natural Armor, Armor Skin