Name |
Prerequisites |
Benefit |
Sources |
Accurate Jaunt |
Exposure to greater teleport, plane shift, teleport, or shadow walk spell. |
When you use teleport, you can roll the targeting roll twice, taking whichever result you prefer. When you use plane shift or shadow walk, you likewise make the roll to determine your destination twice, choosing the better (usually lower) result.
| |
Feeble |
|
You take a -2 penalty on Strength-, Dexterity-, and
Constitution-based ability checks and skill checks.
| on page 91 |
Frail |
|
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).
| on page 91 |
Inattentive |
|
You take a -4 penalty on Listen checks and Spot checks.
| on page 91 |
Meager Fortitude |
|
You take a -3 penalty on Fortitude saves.
| on page 91 |
Murky-Eyed |
|
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.
| on page 91 |
Noncombatant |
|
You take a -2 penalty on all melee attack rolls.
| on page 91 |
Pathetic |
|
Reduce one of your ability scores by 2.
| on page 91 |
Poor Reflexes |
|
You take a -3 penalty on Reflex saves.
| on page 91 |
Shaky |
|
You take a -2 penalty on all ranged attack rolls.
| on page 91 |
Slow |
|
Your base land speed is halved (round down to the nearest 5-foot interval).
| on page 91 |
Unreactive |
|
You take a -6 penalty on initiative checks.
| on page 91 |
Vulnerable |
|
You take a -1 penalty to Armor Class.
| on page 91 |
Weak Will |
|
You take a -3 penalty on Will saves.
| on page 92 |