CSP UO Drawbacks
CSP UO Drawbacks
1
Minor Drawbacks may be, when deemed Braggart: Whenever you purchase Curious: You find mysteries, unusual
appropriate by the GM, removed through something, gain something of value, or objects, and unexplored locations hard to
expenditure of an unselected trait slot (such do something very well, you must boast ignore. You always want to know what’s
as those granted by the Extra Traits feat), or about your accomplishments to someone, behind that door, around that corner, or
through an appropriate quest and/or roleplaying or you become sullen and disinterested in in that chest. Select two terrain types that
effort over time. A GM can treat the removal of those around you or your environment. particularly fascinate you (from the ranger’s
a Major Drawback as being worth 2,500 gp of You suffer a -1 penalty to Perception and favored terrain class feature). When you are
treasure, using the guidelines above. initiative checks until you successfully gain in one of those terrains, anytime you take 10
someone’s ear to regale them with your or take 20 on a skill the skill takes twice as
Minor Drawbacks exploits. along to perform (minimum 2 full rounds),
as you are investigation minor features
Annoying: You have a bad or nervous Creepy: Born with the sort of around you.
habit of some type (talking loudly, twitching, personality that sets people on edge, even
constantly drumming on things, picking your when you don’t try to, you’ve come to Daydreamer: Your head is always
nose, snapping your fingers, always repeating expect that social situations will go poorly in the clouds, or your mind is constantly
yourself, passing gas, etc.) that irritates those for you. You suffer a -1 trait penalty when churning over life matters, making you
around you. You suffer a -1 penalty to all you use Bluff or Diplomacy on a character unaware of your surroundings. You suffer
Charisma-checks and Charisma-based skills that is (or could be) sexually attracted to a -2 penalty to Perception checks to avoid
regarding those who have been in your presence you, and a -1 trait penalty to the save DC of being surprised, and you always take a -1
for a minute or more. any language-dependent spell you cast on penalty on initiative checks.
such characters or creatures.
Blabbermouth: You cannot keep secrets Fearful: You are easily scared. You
and feel compelled to tell others about any Cringer: You were beaten often suffer a -2 penalty to all saving throws
confidential information you are made privy as a child. For this reason, you cannot against fear effects.
to. You often reveal such secrets (like your control your urge to flinch in anticipation
party’s plans) to others at the most inopportune of incoming blows. You suffer a -1 trait
moments. You must succeed on a DC 15 Wisdom penalty on your AC versus attacks of
check upon learning of such plans or confidential opportunity made with unarmed strikes
information, or you divulge the information to or natural weapons.
someone within the next 24 hours…possibly
to your very own enemy. If you are prevented
from revealing the information, such as being
gagged, you are shaken for the entire time you
are restrained, and for 1 hour afterwards.
2
Klutzy: You are unsteady on your feet Unlucky: Bad luck follows you like
and generally uncoordinated. You suffer a a black cloud. Anytime you roll a natural 1
-1 penalty to Acrobatics and Stealth checks. (the die shows a “1”) on an attack roll or skill
check, you must make a DC 15 Charisma
Miserly: You always ensure that check, or suffer a critical failure of some sort
you have enough money on hand for any (as determined by the GM). Possibilities
unexpected situations. You keep 10 percent include: losing your weapon or striking a
of your wealth by level in gold or other friend instead, breaking something, hurting
spendable assets (gems, jewels, etc.), and if yourself, causing an opposite effect, or
you are forced to drop below that limit, you drawing unwanted attention to yourself.
become shaken for 1 hour.
4
Low Fortitude: You are prone to One Arm: You are missing one arm.
poisons, diseases, and other maladies. Bane: You are missing one arm. You are
Bane: You suffer a -2 penalty on all -4 to Climb checks and combat maneuvers
Fortitude saving throws. to grapple. Additionally, you may not use
any weapons requiring two hands, such as
Magically Inept: You have problems bows or battle-axes. Disable Device checks
with spellcasting and using magic items.
take you twice as long.
Prerequisites: Spellcraft or Use Magic
Device as class skill. One Leg: You are missing a leg.
Bane: You suffer a -2 penalty on all Bane: Even with a peg leg, you lose 10 feet
Spellcraft checks and Use Magic Device from your race’s normal speed.
checks. You cannot take 10 on Spellcraft Overly Cautious: You take too
checks. much time to make decisions and you over-
Nearsighted: You have trouble think everything—to the point of inaction.
seeing at a distance. Bane: You always go last in initiative order.
Bane: All ranged attacks you make suffer You cannot take Improved Initiative. If
an -2 penalty, and the range increment for multiple creatures with Overly Cautious
all ranged attacks and ranged, sight-based are in the same encounter, they roll
Perception checks are halved. initiative only to determine what order
they go in after all other characters have
Nonathletic: You have never done gone each round.
well with physical challenges.
Bane: You suffer a -2 all Strength-based Shaky Hands: Your hands are never
skill and ability checks, and cannot take calm; they are always fidgeting.
10 with such checks. You also suffer a -1 Prerequisites: Disable Device or Sleight
penalty to your CMD. of Hand as class skill.
Oblivious: You don’t tend to notice Bane: You suffer a -2 penalty to Disable
Device and Sleight of Hand checks
things.
and cannot take 10 with such skills.
Bane: You suffer a -2 penalty on Linguistics, Additionally whenever you roll a natural
Perception and Sense Motive skill checks, 1 or 2 (the die shows a “1`” or “2”) on an
and cannot take 10 on such checks. attack rolls, skill check, or Reflex save, you
drop all held items.
5
Slow Reflexes: You have slower reflexes
than normal.
Bane: You suffer a -2 penalty on all Reflex
saving throws.
Slow Runner: When you enter a footrace,
even your friends bet on the turtle.
Bane: 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). If you make a jump after a running
start (see the Acrobatics skill description), you
suffer a -4 bonus on your Acrobatics check.
While running, you suffer a -2 circumstance
penalty to your Armor Class in addition to
losing your Dex bonus.
Spell Futility: Your spells lack the power
to affect entities with spell resistance.
Prerequisites: Caster level 1
Bane: You suffer a -3 penalty on caster level
checks (1d20 + caster level) made to overcome
a creature’s spell resistance.
Spell Vulnerability: Choose a school
of magic. Any spells cast at you from that school
are more effective against you.
Bane: You suffer a -2 penalty on all saves
versus the selected magic school.
Weak Will: You are prone to mental
effects.
Bane: You suffer a -2 penalty on all Will saving
throws.
6
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