For our tabletop Pathfinder game we use a few house rules

1. Writing a character background before the game session starts gives new characters a bonus. Each campaign will differ.

2. PCs can choose a single flaw at character creation, if you want a second flaw then roll 1d12.

Or choose one of the wonderful double flaws or even a dreaded triple flaw!

3. Pathfinder is the default set of rules.

4. Experience Points to level up is 1,000 per character level.

5. Healing starts at zero for unconscious characters (if you're at -3 and a cleric heals you for 2, you're now at 2 hit points).

6. Reincarnation does not cause a level loss.

7. Weapons made of Star Metal count as Adamantine, Silver and Cold Iron for bypassing DR.

Reincarnation Table

01 Neanderthal or roll again and add Amphibious

02 Kasatha or roll again and add the Scott template

03 Bugbear

04 Suli

05 Gnoll


06 Vishkanya

07 Samsaran

08 Kitsune

09 Strix

10 Half-Ogre


11-12 Sylph

13-14 Ifrit

15-16 Oread

17-18 Undine

19-20 Grippli


21-22 Svirfneblin

23-24 Nagaji

25-26 Wayang

27-28 Fetchling

29-30 Vanara


31-32 Aasimar

33-34 Catfolk

35-36 Hobgoblin

37-38 Orc

39-40 Half-Orc


41-42 Halfling

43-46 Elf

47-50 Human

51-55 Dwarf

56-58 Gnome


59-60 Half-Elf

61-63 Goblin

64-66 Duergar

67-68 Blue

69-70 Tiefling



71-72 Half-Giant

73-74 Xeph

75-76 Kobold

77-78 Ratfolk

79-80 Tengu


81-82 Dhampir

83-84 Changeling

85-86 Gillman

87-88 Dromite

89-90 Drow


91 Monkey Goblin

92 Ophiduan

93 Lizardfolk

94 Triaxian

95 Neanderthal


96 Hadozee

97 Githzerai

98 Serpentfolk

99 DMs choice or roll again and add Nocturnal

100 DMs choice or roll again and add wings (fly speed of 50 ft., average maneuverability)



Double and Triple Flaw Descriptions

Go on, take one or roll 1d20, don't be a wuss, you get two or three extra feats if you do.

1. One-Eyed [Double Flaw]

Penalty: (roll twice for miss chance due to concealment and take the worst roll, -2 penalty to ranged combat)

2. Pussy [Double Flaw]

Penalty: (-3 Fortitude saves and -2 penalty on physical ability checks and skill checks.)

Benefit: Choose two extra feats.

3. Raised by Amazons [Double Flaw]

Penalty: (-1 hit point per level and -3 to Will saves)

Benefit: Choose two extra feats.

4. Wooden Leg [Double Flaw]

Penalty: (base speed is cut in half, -3 to Reflex saves)

Benefit: Choose two extra feats.

5. Fucktard [Double Flaw]

Penalty: (-6 penalty to Initiative and -3 to Perception checks)

Benefit: Choose two extra feats.

6. Fight like a girl [Double Flaw]

Penalty: (-2 penalty to hit in melee combat and a -1 penalty to Armor Class)

Benefit: Choose two extra feats.


7. Book Wyrm [Double Flaw]

You've spent the greater part of your life reading books and are slow to react to danger outside of a library.

Penalty: You take a -6 penalty on Initiative checks and a -3 to Reflex saves

Benefit: Choose two extra feats, and put one free skill rank in a knowledge skill that always counts as a class skill for you.

8. Emo [Double Flaw]

Your mother didn't hug you enough, you like to wear all black clothing and think that no one likes you.

Penalty: You take a -1 to Armor Class, a -3 penalty on Will saves, and a -2 penalty to Charisma based skills.

Benefit: Choose two extra feats and gain a +4 to Charisma based skills when dealing with other Emos, were-ravens, vermin and undead.


9. Born under a Bad Sign [Triple Flaw!]

I've been down since I began to crawl. If it wasn't for bad luck, I wouldn't have no luck at all.

Penalty: -3 to all saving throws.

Benefit: Choose three extra feats and stray dogs, harlots, black cats and beggars automatically start out as friendly.


10. Raised in a Drow Harem [Double Flaw]

You are a half-drow raised by a hateful harem of drow that has made you weak willed, and all the poisoning attempts on your life has left you weaker than normal.

Penalty: You receive -1 hit point per level, and a -3 penalty on Will saves.

Benefit: Choose two extra feats and gain a +2 bonus to a Perform skill of choice.


11. Son of a Witch [Double Flaw]

Your mother or grandmother is a witch.

Penalty: -1 to all saves. Cannot be raised from the dead, your soul is already promised to the witch's patron. Evil outsiders and evil fey attack you first. Domestic animals start as unfriendly towards you.

Benefit: Knowledge (religion) or (planes) is always a class skill for you.


12. Born in Lee's Perfect Circle [Double Flaw]

Born into a society embarrassed by native outsiders, you are hated and reviled by the "civilized" and grew up in abject poverty.

Penalties: -4 penalty to Charisma checks, -1 hit point per level, and -3 to Will saves.

Benefit: Choose two extra feats and Survival is always a class skill for you.


or


Born in Scott's campaign [Triple Flaw!]

You have the misfortune to be in one of Scott's nasty, brutish and short campaigns.

Most likely you will be killed by a boar. On the plus side you are adapted to cold weather and you can run really fast (you're gonna need it).

Penalty: You receive a -3 penalty on all saves.

Benefit: You treat extreme cold conditions as severe cold, and severe cold as cold weather conditions. You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by frostbite or hypothermia. You receive the Run and Fleet feats for free and gain a +2 bonus to Acrobatics.


or


Born in Dave's DM vs the Players campaign [Triple Flaw!]

What can I say?, Dave really wants to win. You have 10 points to purchase stats, enjoy.

Penalty: You receive -1 hit point per level, -1 to Armor Class and a -6 penalty on Initiative checks.

Benefit: You get a +2 bonus on Craft (Baskets) and Knowledge (Arcane, Dungeoneering, Nature, Planes and Religion) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.



13. Albino [Double Flaw]

You have pale white skin and hair, plus red eyes.

Penalty: You are sensitive to light, and have a -3 penalty on Fortitude saves and a -2 to diplomacy checks.

Benefit: Choose two extra feats and gain a +2 bonus to Craft (Alchemy).


14. Dungeon Bred [Double Flaw]

You have spent a great deal of time in a dungeon, so long that your vision is crappy.

Penalty: roll twice for miss chance due to concealment and take the worst roll, -2 penalty to ranged combat.

Benefit: Choose two extra feats and gain the Nocturnal template.


15. Loud [Double Flaw]

You just can't shut the fuck up

Penalties: -2 to Charisma, -2 Wisdom, -4 to Stealth and Diplomacy (neither can be a Class Skill for you).

Benefit: Choose two extra feats


16. Slack Jawed Local [Double Flaw]

You're from some back water shithole or god forsaken urban blighted eyesore and for some reason you're proud of that.

Penalties: -6 penalty on Initiative, -1 penalty to Armor Class and a -2 penalty to Charisma based skill checks.

Benefit: Choose two extra feats, others locals of the same race as you automatically start out as friendly.


17. Princess [Double Flaw]

You were raised in a city and your mommy always dressed you.

Penalties: You suffer a -4 penalty on all Knowledge (Nature) and Survival checks (neither can be a Class Skill for you). If forced to sleep in anything other than a bed, you awaken fatigued for the next 8 hours. If you sleep in a bed it takes you an hour to get dressed, if rushed you suffer a -2 Charisma penalty for the rest of the day.

Benefit: Choose two extra feats


18. Heavily Scarred [Triple Flaw]

You've been tortured for years and it shows.

Penalties: -3 Will saves, -1 hit point per level, -2 Charisma

Benefit: Choose three extra feats


19. Fat Bastard [Triple Flaw]

Your weight is double that rolled on the random height and weight tables.

Penalties: Base speed is cut in half, -3 to Reflex saves, -2 to Dexterity. Armor and clothing cost double.

Benefit: Choose three extra feats


20. Pirate [Ultimate Flaw]

You have one eye and a wooden leg.

Penalties: Roll twice for miss chance due to concealment and take the worst roll, -2 penalty to ranged combat. Base speed is cut in half, -3 to Reflex saves.

Benefit: Choose three extra feats and gain a Parrot familiar

All Double and Triple Flaws are based on our players and DMs because they suck, except Pirate, which is based on me, because Pirates are awesome

Character Ability Scores

Single Flaw Descriptions

If you take a Flaw you gain a Feat. You can choose a single flaw at character creation, if you want a second flaw then roll 1d12.

  1. Unlucky

A black cat crossed your path as you went under a ladder and fell breaking a mirror.

Effect

You take a -1 penalty on all saving throws.

  1. Frail

You are thin and weak of frame.

Effect

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).

Special

You must have a Constitution of 4 or higher to take this flaw.

  1. Meager Fortitude

You are sickly and weak of stomach.

Effect

You take a -3 penalty on Fortitude saves.

  1. Murky-Eyed

Your vision is obscured.

Effect

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.

  1. Noncombatant

You are relatively inept at melee combat.

Effect

You take a -2 penalty on all melee attack rolls.

  1. Pathetic

You are weaker in an attribute than you should be.

Effect

Reduce one of your ability scores by 2.

  1. Poor Reflexes

You often zig when you should have zagged.

Effect

You take a -3 penalty on Reflex saves.

  1. Shaky

You are relatively poor at ranged combat.

Effect

You take a -2 penalty on all ranged attack rolls.

  1. Slow

You move exceptionally slowly.

Effect

Your base land speed is halved (round down to the nearest 5-foot interval).

Special

You must have a base land speed of at least 20 feet to take this flaw.

  1. Unreactive

You are slow to react to danger.

Effect

You take a -6 penalty on initiative checks.

  1. Vulnerable

You are not good at defending yourself.

Effect

You take a -1 penalty to Armor Class.

  1. Weak Will

You are highly suggestible and easily duped.

Effect

You take a -3 penalty on Will saves.


Adventurer's Pack

  • backpack 2 gp 2 lbs

  • bedroll 1 sp 5 lbs

  • 1-pint flask 3 cp 1.5 lbs

  • 7 days' trail rations 3.5 gp 7 lbs

  • hunting knife 2 gp 1 lb

  • whetstone 2 cp 1 lb

  • shovel 2 gp 8 lb

  • hammer 5 sp 2 lbs

  • 2 square yards canvas 2 sp 2 lbs

  • fishing line and hook 1 sp

  • flint and steel 1 gp

  • iron pot 5 sp 10 lbs

  • tent 10 gp 20 lbs

  • waterskin 1 gp 4 lbs

  • 3x candles 3 cp

  • 1x tindertwig 1 gp

  • ink 8 gp

  • pen 1 sp

  • 10 sheets of parchment 1 gp

  • soap 5 sp 1 lb

  • steel mirror 10 gp .5 lbs

  • sunrod 2 gp 1 lb

  • wooden holy symbol 1 gp

  • hooded lantern 7 gp 2 lb

  • 4 pints of oil 4 sp 4 lbs

  • crowbar 2 gp 5 lbs

  • 5 pitons 5 sp 2.5 lbs

  • grappling hook 1 gp 4 lbs

  • 50-foot hemp rope 1 gp 10 lbs

  • 3x chalk 3 cp

  • 10-foot pole 2 sp 8 lbs

  • caltrops 1 gp 2 lbs

Cost: 50 gp

Weight: 104.5 lbs.


Starting Character Wealth by Level