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Post by streamofthesky on Jul 14, 2008 20:47:27 GMT -5
The following parts of Unearthed Arcana are allowed. -Variant Character Classes -Specialist Wizard Variants -Whirling Frenzy, Favored Environments, Aspect of Nature -Environmental or Elemental Racial Variants -Bloodlines -Racial Paragon Classes -Traits -Metamagic Items -Spelltouched Feats -Item Familiar -Fractional BAB and Saves* *Not available in the Gestalt game; if you want one you have to abide by both (generally fractional BAB helps and fractional saves hurts a character)
The flaws in the following post are allowed. The flaws in the book are not.
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Post by streamofthesky on Jul 14, 2008 20:49:36 GMT -5
FLAWS: Many pre-existing flaws are poorly balanced, so I'm removing some and altering others. Only the listed flaws may be taken. A flaw can be removed with a Wish or a Miracle. You do not lose the feat in question if this happens.
Blind: You are permanently blind due to nonstandard means (either from birth or due to the almighty power of plot). This blindness cannot be cured by anything short of Wish or Miracle, and even those leave you with the flaw Murky-Eyed. Blind counts as two flaws.
Deaf: You are deaf due to nonstandard means (either from birth or due to the almighty power of plot). This deafness cannot be cured by anything short of Wish or Miracle.
Easy Target: You take a -1 penalty on all saving throws and opposed rolls.
Feeble: You take a -2 penalty on all Strength, Dexterity, and Constitution based ability checks and skill checks.
Frail: Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of HP you gain at a level to 0.
Meager Fortitude: You take a -3 penalty on Fortitude saves, including rolls to replace a Fortitude save.
Murky-Eyed: Every time you attack or otherwise target an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. You may not benefit from a Blindsight, True Seeing, or See Invisibility effect with a duration of more than 10 minutes/caster level.
Mute: You are mute. This muteness cannot be cured by anything short of Wish or Miracle.
Noncombatant: You take a -1 penalty on all melee attack rolls. Opponents may also make attacks of opportunity against you when you attempt a 5 ft step and would normally not provoke one, albeit at a -5 penalty.
One Armed: When you take this flaw, choose one of your arms. You may not hold anything with that limb, make attack rolls with that limb, or wear a ring on that limb. You may still gain benefit from Gloves and Bracers, but you must be carrying the one you're not wearing. You cannot have this limb regenerated.
Pathetic: You instead build your character with a total point buy of 8 points less than normal (total point buy between this and LA cannot go below 0).
Poor Reflexes: You take a -3 penalty on Reflex saves, including rolls to replace a Reflex save.
Shaky: You take a -2 penalty on all ranged attacks.
Slow: All your movement speeds, including magically granted ones, are halved after all other modifiers. You must have a base speed of at least 20 to take this flaw.
Unlucky: You take a -1 on all d20 rolls. This counts as two flaws. Wish or Miracle remove Unlucky and leave you with Easy Target.
Unreactive: You take a -6 penalty on initiative checks.
Unskilled: You gain -4 skill points at first level and -1 skill point per level thereafter. This can reduce your skill points gained in a level to 0. You cannot take 10 on skill checks. (You MAY later gain the ability to take 10 on specific skills, such as with Skill Mastery or a Warlock's Decieve Item ability)
Untrained: All skill ranks cost you 2 points instead of 1. You retain the normal maximum limits for class and cross-class skills. You may not take the feat "Able Learner."
Vulnerable: You take a -1 penalty on armor class.
Weak Will: You take a -3 penalty on Will saves, including rolls to replace a Will save.
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