Name |
Prerequisites |
Benefit |
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.
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Feeble |
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You take a -2 penalty on Strength-, Dexterity-, and
Constitution-based ability checks and skill checks.
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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).
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Inattentive |
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You take a -4 penalty on Listen checks and Spot checks.
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Meager Fortitude |
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You take a -3 penalty on Fortitude saves.
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Murky-Eyed |
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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.
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Noncombatant |
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You take a -2 penalty on all melee attack rolls.
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Pathetic |
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Reduce one of your ability scores by 2.
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Poor Reflexes |
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You take a -3 penalty on Reflex saves.
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Shaky |
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You take a -2 penalty on all ranged attack rolls.
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Slow |
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Your base land speed is halved (round down to the nearest 5-foot interval).
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Unreactive |
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You take a -6 penalty on initiative checks.
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Vulnerable |
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You take a -1 penalty to Armor Class.
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Weak Will |
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You take a -3 penalty on Will saves.
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