Major Drawbacks
Major Drawbacks are reverse feats that allow a character to receive an extra feat at first level.
Bane: You may not cast spells defensively.
Bane: You lose 1 hit point per every Hit Die you possess, starting at 1st level. You may not take toughness.
Bane: You suffer a -3 penalty on Acrobatics, Climb, and Swim checks when aboard any waterborne vessel, or in water deeper than your height, and cannot take 10 with these skills under such conditions. You may not take levels in Profession (sailor) or any equivalent water-based profession skill.
Bane: You suffer a -3 penalty on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Animal Animosity
Bane: You suffer a -3 penalty on all Handle Animal and Ride skill checks, and cannot take 10 with these skills. Additionally, animals and magical beasts select you as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk and is not advantageous for the party (this is a drawback not a tanking feat)), and such creatures gain a +2 morale bonus to attack rolls made against you.Antihero
Bane: You may not gain nor spend hero pointsAsthmatic
Bane: You suffer a -4 penalty against any effect that will cause you to be fatigued or exhausted, and any effect with cloud, dust, fog, or smoke in its name. You hold your breath for only half the normal duration. Additionally, sleeping in light or heavier armor fatigues you.Blatant
Bane: You suffer a -3 penalty to all Bluff, Disguise, and Stealth checks, as you find it difficult to conceal any aspect of your activities. Additionally, you cannot take 10 with these skills. If asked a direct question, you are likely to answer even if that means revealing information you do not wish to.Choke Under Pressure
Bane: Once per day, the GM may select for you to suffer a -3 penalty to all rolls attack for a round in combat or on type of skill check until you receive 8 hours of rest. The GM need not make this decision at the beginning of the day, and can wait until you have declared you are making a specific roll.Clumsy
Bane: If you roll a natural 1 on any d20 check you make you may suffer a Critical Failure.Combat Disrupted Casting
Prerequisites: Caster level 1stBane: You may not cast spells defensively.
Distractible
Bane: If a skill check requires more than a standard action, you incur a -2 penalty, and an additional -2 penalty for every round beyond 1, for that check. You can never take 20 on a skill check.Easy Target
Bane: You suffer a -2 penalty to AC at all times.Farsighted
Bane: All melee attacks you make suffer a -2 attack penalty, and you suffer a -3 penalty to sight-based Perception checks made near you. of you, and cannot take 10 on perception.Fear Of Falling
Bane: Roll twice while climbing or when making a Reflex save to avoid falling, and take the lower result. Additionally you are shaken any time you are climbing, flying, or when you are within 10 feet of a dropoff of 15 feet or more.Frail
Prerequisites: Constitution 10 or lessBane: You lose 1 hit point per every Hit Die you possess, starting at 1st level. You may not take toughness.
Glass Jaw
Bane: Anytime you take damage totaling half your current hit points or more, you must make a Fortitude save or become unconscious.The DC is 10+ half the damage taken. If unconscious from a failed save due to this flaw you can repeat the saving throw at the end of each of your turns to regain consciousness.Hard Of Hearing
Bane: You suffer a -6 penalty of hearing-based Perception checks, and cannot take 10 on such checksHelpless
Bane: You suffer a -3 bonus on all Heal checks and Survival checks, and cannot take 10 with these skills. Additionally you are considered helpless anytime you cannot take at least a standard action. This condition remains until the beginning of your next turn.Hypothermic
Bane: You suffer -4 to fortitude saves from effects related to cold weather, in addition you gain vulnerability to cold damage. If you gain cold resistance you lose this drawback and the feat gained from it.Hyperthermic
Bane: You suffer -4 to fortitude saves from effects related to hot weather, in addition you gain vulnerability to fire damage. If you gain fire resistance you lose this drawback and the feat gained from it.Land Legs
Prerequisites: Heavily ship focused campaignBane: You suffer a -3 penalty on Acrobatics, Climb, and Swim checks when aboard any waterborne vessel, or in water deeper than your height, and cannot take 10 with these skills under such conditions. You may not take levels in Profession (sailor) or any equivalent water-based profession skill.
Learning Impaired
Bane: Subtract 1 from your character class’s skill points per level. You cannot take this drawback if you already receive only 1 skill point per level (such as from having a low Int score).Low Fortitude
Bane: You suffer a -3 penalty on all Fortitude saving throws.Nearsighted
Bane: All ranged attacks you make suffer an -2 penalty, the range increment for all ranged attacks, and all ranged sight based Perception checks suffer a -2 penalty per 20 feet away from the target you areNonathletic
Bane: You suffer a -2 all Strength-based skill and ability checks, and cannot take 10 with such checks. You also suffer a -2 penalty to your CMD.Oblivious
Bane: You suffer a -3 penalty on Linguistics, Perception and Sense Motive skill checks, and cannot take 10 on such checks.One Arm
Bane: You are missing one arm. You are -4 to Climb checks and combat maneuvers to grapple. Additionally, you may not use any weapons requiring two hands, such as bows or battle-axes. Disable Device checks take you twice as long. This drawback can be removed with a Prosthetic worth 5,000 gp although they may not be simple to find.One Leg
Bane: Even with a cheap prosthetic, you lose 10 feet from your race’s normal speed. This drawback can be removed with a Prosthetic worth 5,000 gp although they may not be simple to find.Overly Cautious
Bane: You always go last in initiative order. You cannot take Improved Initiative. If multiple creatures with Overly Cautious are in the same encounter, they roll initiative only to determine what order they go in after all other characters have gone each round.Shaky Hands
Bane: You suffer a -3 penalty to Disable Device and Sleight of Hand checks and cannot take 10 with such skills. Additionally whenever you roll a natural 1 on an attack rolls, skill check, or Reflex save, you drop all held items.Slow Reflexes
Bane: You suffer a -3 penalty on all Reflex saving throws.Slow Runner
Bane: You may not spend your standard action to move in combat (aka double moving). When running, you move three times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or two times your speed (if wearing heavy armor or carrying a heavy load)Spell Futility
Prerequisites: Dedicated spellcasterBane: You suffer a -3 penalty on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Weak Will
Bane: You suffer a -3 penalty on all Will saving throws.Remove these ads. Join the Worldbuilders Guild




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