Traits and Flaws

The following are additional traits and flaws you may take at creation. Flaws or traits with the same name as those on the SRD supercede the “official” options.


Murky Eyed
Your vision is obscured.
Effect: All attack rolls, Spot checks, Search checks, Spellcraft and UMD checks involving scrolls, and Forgery checks made to identify forged documents suffer a -2 penalty. In any light other that full daylight, all opponents are treated as having concealment against your attacks, unless you have darkvision or low-light vision, as appropriate.
Special: This flaw grants you an additional bonus feat. If you have racial darkvision or low-light vision, the flaw only grants the normal bonus feat; the additional feat is only in use for those who will suffer the full brunt of the flaw.

You are particularly unaware of your surroundings.
Effect: You suffer a -4 penalty on Spot and Listen checks and a -2 penalty on Search checks. In addition, you automatically fail Spot and Listen checks if you are engaged in any activity that requires concentration (such as reading, concentrating on a spell, or crafting).

You are not good at defending yourself.
Effect: You suffer a -1 penalty to Armor Class and receive no benefit from Dodge bonuses to Armor Class.

You are considered very unattractive by all who see you.
Effect: You take a -2 penalty to all Diplomacy, Gather Information, Perform, and Disguise checks.

You are a dullard.
Effect: You take a – 2 penalty on all Intelligence-, Wisdom-, and Charisma-based skill checks and ability checks.

Arcane Fatigue
Conjuring magical energies is especially draining for you.
Effect: Whenever you successfully cast a spell you must immediately make a Fortitude save (DC 12 + spell level). If you fail you become fatigued. If you are fatigued as a result of this flaw, it has no further effect until that condition is removed.

You are uncomfortable in enclosed spaces.
Effect: You become shaken while in any space where you are within 10 feet of a wall or other solid surface on 2 or more sides, or if the ceiling is less than 10 feet above your head. (Such as while walking down a 20-foot-wide corridor or while you are in any room with a 10-foot-high ceiling.) Spells and effects that remove fear do not remove this condition

You are susceptible to fear.
Effect: You have a -5 penalty on all saves against Fear effects. Even if you succeed on such a save, you are still shaken for 1 round
Special: You are never able to become immune to fear or terror effects.

You believe what you see, and you trust others more than you should.
Effect: You suffer a -4 penalty on saving throws made to resist enchantment and illusion spells and effects. You also suffer a -4 penalty on Sense Motive checks.

You become fatigued when your body is assaulted by poison, disease, or magic.
Effect: Whenever you fail a Fortitude save, you become fatigued, in addition to any other effects you might suffer. This condition lasts until you get 8 hours of complete rest. This flaw applies only once to any given source that requires a Fortitude save. Failing a Fortitude save while fatigued causes you to become exhausted.

No Time For Book Learning
You put no faith in the written word.
Effect: You are illiterate. You can never learn to read any language, and you suffer a -4 penalty on all Knowledge checks except Knowledge (nature).

Short Attention Span
You have little patience, causing you to have difficulty concentrating on repetitive tasks.
Effect: You suffer a -6 penalty on all skill checks made to retry an action that you previously failed. This penalty is cumulative, increasing by -6 for every failed attempt. In addition, you may not take 20 on any skill check.

You fear magic, and avoid it when possible.
Effect: Whenever you see an item, effect, or location obviously created by magic (whether by spell or some other means), you become frightened. The frightened condition lasts until you can no longer see the obviously magical item, effect, or location.
Special: You are never able to cast spells.

You seem to always fall short at the worst possible moment, right when it matters most.
Effect: You can never benefit from a luck bonus. In addition, whenever a roll is made on a table for a result that would effect only you, two rolls are made and the least desirable outcome is chosen. Examples might include finding an individual magic item, treasure or trap; but not for wandering monsters or other events that would certainly impact the whole party


You move with care, rarely rushing from one place to another.
Benefit: You gain a +4 on Balance and Move Silently checks, and a +2 on Hide checks.
Drawback: Reduce your base land speed by 10ft (minimum 5ft)

You can be instantly recognized by those who know what to look for.
Benefit: You gain a +2 on Diplomacy, Gather Information, and Bluff checks when dealing with NPCs whose attitudes toward you are Friendly, Helpful, or Fanatic. You gain a +2 on Intimidate checks when dealing with NPCs whose attitudes toward you are Unfriendly or Hostile.
Drawback: You take a -2 on Diplomacy, Gather Information, and Bluff checks when dealing with NPCs whose attitudes toward you are Unfriendly or Hostile. You take a -2 penalty on all Disguise checks.

Traits and Flaws

The Lost Art RossEdisonGordon