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CSP UO Drawbacks

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CSP UO Drawbacks

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T

he following optional rules make use of the


Drawbacks from the Pathfinder® Roleplaying Game:
Ultimate Campaign™. The Minor Drawbacks
listed here are equivalent to the Drawbacks from that
book, meaning they are, in effect, reverse Traits that
allow the character to receive an extra Trait in exchange
for a Drawback. Major Drawbacks, however, should
be considered reverse feats that allow a character to
receive an extra Feat, as they more adversely affect the
character than a Minor Drawback. GMs wanting strict
control of this tradeoff may restrict the chosen feat to
the General category.
Although the official Drawback rules suggest only
allowing up to a third Trait to be gained, Game Masters
should consider allowing a character to take two Minor
Drawbacks or one Major Drawback. These should be
selected at 1st level, though a GM may allow a critically
wounded character to take a physical imperfection later
in the game as a result of incurred damage.
Where the GM deems it appropriate, characters
may remove a Major Drawback by expending a feat
slot gained by level advancement (but not a class-
granted bonus feat), or through an appropriate quest
and/or roleplaying effort over time. A GM can treat the
removal of a Major Drawback as being worth 5,000 gp
of treasure, and reduce that from the character’s share
of an adventure’s rewards. The same roleplaying that
explains how the character overcame the drawback
can be tied into the reasons why only that character’s
rewards are reduced. Of course if all the PCs have and
overcome Major Drawbacks, the entire adventure’s
rewards can be reduced across-the-board.

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.

Pampered: You grew up in a wealthy Major Drawbacks


or well-to-do household and had your every
need catered to by well-meaning staff and
Animal Animosity: Animals take a
disliking to you, and you don’t particularly
relatives who spoiled you rotten. You’ve
like them, either.
never been toughened by adversity, and
Bane: You suffer a -2 penalty on all Handle
as a result, you suffer a -4 trait penalty
Animal and Ride skill checks, and cannot
on Constitution checks made to continue
take 10 with these skills. Additionally
running; Constitution checks made to
animals and magical beasts select you as
avoid lethal damage from a forced march;
a target in preference of other targets (as
Constitution checks made to hold your
long as doing so does not put the attackers
breath; Constitution checks made to avoid
in some obvious additional risk), and such
nonlethal damage from starvation or thirst;
creatures gain a +2 morale bonus to attack
Fortitude saves made to avoid nonlethal
rolls made against you.”
damage from hot or cold environments; and
Fortitude saves made to resist damage from Asthmatic: Harsh conditions or
suffocation. long exertions overtire you and set you to
wheezing.
Sickly: You were a frail child and Bane: You suffer a -2 penalty against any
always sick. Even today, your body has a effect that will cause you to be fatigued or
difficult time fighting off disease or illness. exhausted, and any effect with cloud, dust,
Whenever you must make a Fortitude save fog, or smoke in its name. You hold your
against disease, you suffer a -2 penalty to breath for only half the normal duration.
the Fortitude save. Additionally, sleeping in light or heavier
armor fatigues you.
3
Blatant: You are terrible at being Distractible: You have exceptional Hard of Hearing: Your hearing is
deceptive. difficulty staying focused on a task. greatly impaired.
Bane: You suffer a -2 penalty to all Bluff, Bane: If a skill check requires more than Bane: You suffer a -4 penalty of hearing-
Disguise, and Stealth checks, as you find a standard action, you incur a -2 penalty, based Perception checks, and cannot take
it difficult to conceal any aspect of your and an additional -2 penalty for every 10 on such checks.
activities. Additionally, you cannot take 10 round beyond 1, for that check. You can
with these skills. never take 20 on a skill check.
Helpless: Some people can survive
alone in the wilderness; you are not one of
Choke Under Pressure: When it’s Easy Target: You are always just a those people.
important to do well, you tend not to. step behind in defending yourself. Bane: You suffer a -2 bonus on all Heal
Bane: Once per day, the GM may select on Bane: You suffer a -1 penalty to AC at all checks and Survival checks, and cannot
skill for which you suffer a -3 penalty to all times. take 10 with these skills. Additionally
checks. The GM need not make this decision you are considered helpless anytime you
at the beginning of the day, and can wait until
F arsighted: You have trouble seeing
cannot take at least a standard action. This
close up distance.
you have declared you are making a specific condition remains until the beginning of
skill check. The penalty remains until you Bane: All melee attacks you make suffer your next turn.
receive 8 hours of sleep. a -1 attack penalty, and you suffer a -2
penalty to sight-based Perception checks Land Legs: There are those who were
Clumsy: You have a difficult time moving made within 10 ft. of you, and cannot take born to sail the sea… and then there’s you
over and through obstacles. 10 on such checks. Bane: You suffer a -2 penalty on Acrobatics,
Bane: When in difficult terrain if you roll
a natural 1 or 2 on any d20 check you make
Fear of Falling: When your feet are Climb, and Swim checks when aboard any
waterborne vessel, or in water deeper than
off the ground, you’re always looking down.
(attack, ability or skill check, or saving throw), your height, and cannot take 10 with these
you fall prone. You may not take Nimble Bane: Roll twice while climbing or when skills under such conditions. You may not
Moves or Acrobatic Step. making a Reflex save to avoid falling, and take levels in Profession (sailor) or any
take the lower result. Additionally you
Combat-Disrupted Casting: You are shaken any time you are climbing, or equivalent water-based profession skill.
are not good at spellcasting when threatened or when you are within 10 feet of a dropoff of Learning Impaired: You have
distracted. 15 feet or more. trouble learning new things.
Prerequisites: Caster level 1st
Frail: You have weak physical health. Bane: class’s
Subtract 1 from your character
skill points per level. You cannot
Bane: You suffer a -4 penalty on concentration
Bane: You lose 1 hit point per every Hit take this drawback if you already receive
checks made to cast a spell or use a spell-like
Die you possess, starting at 1st level. only 1 skill point per level (such as from
ability when casting on the defensive or when
grappled. having a low Int score).

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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