Questi svantaggi sono presi da alcuni numeri di Dragon e sono tra quelli usati.

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Per utilizzarli si seguono le regole apposite, che potete trovare sul manuale Arcani Rivelati.
Purtroppo per voi ve li beccate in inglese. Sperando qualcuno in futuro si prenda la briga di tradurli in italiano.

 

ALIGNED DEVOTION
Class: cleric
Your healing powers are only effective for those whose alignment closely matches yours.
Prerequisite: Ability to spontaneously cast cure spells.
Effect: Your spells of the healing subschool have reduced effect on those who do not share your alignment. Those that have exactly the same alignment as you gain full benefit from healing. Those with an alignment within one step of yours are cured half the normal amount of hit points from your healing spells. Characters with alignments more than one step different from yours gain no benefit from your healing at all. Your cure spells still deal full damage to undead.


ARCANE FATIGUE
Class: Wizard
Conjuring magical energies is especially draining for you.
Prerequisite: Ability to cast arcane spells.
Effect: Whenever you successfully cast an arcane spell you must immediately make a Fortitude save (DC 10 + spell level). If you fail you become fatigued. If you are fatigued as a result of this flaw, it has no further effect until that condition is removed.


ARCANE PARASITES
Class: Wizard
Thousands of unseen parasites within your flesh draw upon the arcane power held within every spell you cast.
Prerequisite: Ability to cast arcane spells.
Effect: Every arcane spell you cast has the DC to resist it lowered by 1. These parasites cannot be removed by any mortal means, even by a miracle or wish.


ARCANE PERFORMER
Class: Bard
You depend upon your performance ability to aid in the casting of spells.
Prerequisite: Ability to cast arcane spells without preparation. Perform 1 rank.
Effect: In order to cast any spell, you must succeed at a Perform check (DC 10 + spell lvel). If you fail, you lose the spell.


BEASTLY
Class: Ranger
You have more in common with beasts than you with your own race.
Prerequisite: Wild empathy.
Effect: You are vulnerable to the following list of spells that affect animals, as well as those which affect your own creature type: animal trance, calm animals, charm animals, dominate animal, hide from animals, hold animals. Additionally, you suffer a -2 penalty on al Charisma-based skill checks except Disguise, Handle Animal, and Use Magic Device. Anyone observing your mannerism who possesses the wild empathy class ability can recognize this flaw immediately.


BESTIAL INSTINCT
Class: druid
You prefer to meet your foes so close that you can smell their blood.
Effect: You suffer a -2 penalty to hit while using anything other than unarmed strikes or natural weapons.


BLIND RAGE
Class: Barbarian
Your ability to distinguish between friend and foe is limited once you enter a rage.
Prerequisite: Rage ability.
Effect: You may not end your rage voluntarily. Once you enter a rage, you continue to rage for the entire duration. While in a rage, you must attack a creature every round if able. You can charge or move in order to make the attack, and you may move to attack foe rather than stay still to attack a friend. If there are no creatures within sight, you attack the nearest breakable object. You may attempt a DC 25 Will save once per round on your turn in order stop attacking an ally. If foes become visible, you may immediately switch target and engage them.


BRASH
Class: Bard
You move about without careful consideration of foes.
Effect: You suffer a -6 penalty to your Armor Class against attacks of opportunity.


CHIVALROUS COURTESY
Class: Paladin
You despise raising your hand against creatures of the opposite gender.
Prerequisite: Good or lawful alignment.
Effect: You suffer a -4 penalty on attack rolls to hit a creature you can tell is of the opposite gender.


CITY SLICKER
Class: druid
Although interested in the natural world, you suffer from a lack of experience in the wilds.
Prerequisites: Survival as a class skill.
Effect: You suffer a -4 penalty to all Handle Animal, Knowledge (nature), and survival checks.


CLAUSTROPHOBIA
Class: druid
You are uncomfortable in enclosed spaces.
Effect: You become shaken while in any space where you are within 10 feet of a wall or other solid surface on 2 or more sides, or if the ceiling is less than 10 feet above your head. (Such as while walking down a 20-foot-wide corridor or while you are in any room with a 10-foot-high ceiling). Spells and effects that remove fear do not remove this condition.


CODE OF ARMS
Class: Paladin
Trained to only kill other armed warriors, you hesitate when attacking unarmed opponents.
Prerequisite: Good or lawful alignment.
Effect: You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty.


COLD-BLOODED
Class: druid
You were raised in the arctic and cannot tolerate heat.
Effect: You automatically fail all Fortitude saves made to overcome the effects of high temperatures. Fire-based effects deal an additional 2 points of fire damage to you.


COWARD
Class: Bard
In dangerous circumstances, you are likely to run away.
Effect: You automatically fail all saves against fear effects. An ability that makes you immune to fear /such as becoming a 3rd-level paladin) instead grants you a saving throw, but at a -4 penalty on the save.


DIVINE GESTURES
Class: cleric
Your religious rites require elaborate gestures that cause you difficulty when casting divine spells while wearing armor or using a shield.
Effect: You suffer a spell failure chance (due to armor, shield, or anything else which causes spell failure) when casting divine spells, just as if they were arcane spells.


DOMAIN DEVOTION
Class: cleric
Your are limited to accessing only one of your deity’s domains.
Prerequisite: Access to domains.
Effect: You choose and have access to only one of your deity’s domains. You may gain prestige domains from prestige class ad usual.


EXHAUSTING RAGE
Class: Barbarian
You rage so powerfully that you become exhausted once you calm down.
Prerequisite: Rage ability.
Effect: When you end your rage, you become exhausted (instead of fatigued) for the duration of the encounter. If you gain the ability to rage tirelessly, as a 17th-level barbarian, you are instead fatigued after a rage.


FOE SPECIALIST
Class: Ranger
You training so specialized that you have difficulty tracking, predicting, or otherwise interacting with those foes you have not studied in great detail.
Prerequisite: Favored enemy.
Effect: You suffer a -1 penalty on attack rolls, Bluff, Sense Motive, Spot, and Survival checks made against creatures of any kind that isn’t one of your favored enemies.


FOOL
Class: Bard
Your excessively lighthearted nature grates on your companions.
Prerequisite: Bardic music.
Effect: You lose the inspire courage, inspire competence, inspire greatness, and inspire heroics bardic music abilities.


FORLORN
Class: Wizard
You lack the ability to summon a creature to do your bidding.
Prerequisite: Ability to call a familiar.
Effect: You lose the ability to call a familiar.


FORLORN OF MEN
Class: druid
You are uncomfortable in the presence of humanoids.
Effect: You become shaken if there is more than one humanoid within 30 feet of you, including members of your adventuring party or other friends. Spells and effects that remove fear do not remove this condition.


FRIVOLOUS PERFORMER
Class: Bard
Having focused your time on practicing and performing, you have gathered little useful information in your travels.
Prerequisite: Bardic knowledge.
Effect: You suffer a -10 penalty on all bardic knowledge checks. This penalty does not apply if the relevant knowledge involves the Perform skill in which you have the most ranks. For example, if you have the most ranks in Perform (wind instrument), you may use bardic knowledge without penalty to identify famous wind instruments, to remember facts about famous wind instruments players, or to identify places that make quality wind instruments.


GULLIBLE
Class: Barbarian
Your believe what you see, and you trust others more than you should.
Effect: You suffer a -2 penalty on saving throws made to resist enchantment and illusion spells and effects. You also suffer a -4 penalty on Sense Motive checks.


HATRED
Class: Ranger
You are engulfed by a deep hatred of your chosen foe and you become insensibly enraged in their presence.
Prerequisite: Favored enemy.
Effect: You suffer a -4 penalty to your Armor Class and on attack rolls and skill checks whenever you are not engaged in melee combat with a favored enemy and a favored enemy is close enough that you could engage it.


HAUNTED
Class: Sorcerer
You are unable to prevent the occurrence of strange noises in your immediate vicinity.
Prerequisite: Ability to cast spells.
Effects: Spontaneous noises sometimes arise in your immediate vicinity. These noises are completely out of your control and cannot be used to communicate or distract other creatures. These sounds cease when you are unconscious, petrified, asleep, or dead. You suffer a -4 penalty on all Listen and Move Silently checks.


HONOR OF THE DUEL
Class: Paladin
You strongly believe in one-one combat to decide a fight.
Prerequisite: Good or lawful alignment.
Effect: You must make a Will save (DC 10 + your level) to attack a creature in a square threatened by one of its other foes. A successful save allows you to attack such a creature, albeit with a -2 penalty on your attack rolls. A failed save prohibits you from attacking that creature.


HONORABLE CHALLENGE
Class: Paladin
You only cross arms with who willingly engage you.
Prerequisite: Lawful alignment.
Effect: You suffer a -4 penalty on attack rolls against creatures that have not explicitly challenged you or made an attack against you. For the purposes of this feat, an attack against you includes any action that would and an invisibility spell.


HOT-BLOODED
Class: druid
You were raised in the desert and cannot tolerate cold.
Effect: You automatically fail all Fortitude saves made to overcome the effects of low temperatures. Cold-based effects deal an additional 2 points of fire damage to you.


INDIVIDUALIST
Class: Ranger
You are committed to a path requires complete independence from others.
Effect: You suffer a -2 penalty on all attack rolls made using weapons that you have not personally crafted. In addition, the armor check penalty of any suit or armor you wear that you did not craft increases by +1


LIVING FAITH
Class: cleric
Your religious practices give you no special powers over the dead.
Prerequisite: Ability to turn or rebuke undead.
Effect: Your lose the ability to turn or rebuke undead. This does not extend to any other creatures a domain might grant you the ability to turn or rebuke, such as earth elementals for cleric with the Air domain.


LONER
Class: Sorcerer
You do not have the ability to summon a familiar or gain an animal companion.
Prerequisite: Ability to summon a familiar or animal companion.
Effects: You lose the ability to summon a familiar or gain an animal companion. You never gain the ability to gain a special companion, whether through animal companion, summon familiar, or some other class ability or feat. Possessing multiple classes that would grant you an animal companion or familiar does not negate the effects of this flaws.


LOUDMOUTH
Class: Bard
You are loud, obnoxious, boisterous and compulsive talker.
Effect: You suffer a -4 penalty on all Diplomacy and Move Silently checks.


LOVE OF NATURE
Class: druid
You do not wish harm upon any natural creature.
Effect: You must succeed a DC 12 Will save before you can attack any creature with the animal, plant or vermin type, or you lose your action. Note that animals, plants and vermin may attack you without penalty.


MAGICAL OVERLOAD
Class: Sorcerer
You have difficulty controlling your most powerful magic, being more comfortable with more familiar, lower-level spells.
Prerequisite: Ability to cast spells.
Effects: You must use one spells slot of your highest spell level to cast or prepare a spell of a lower level. This spell slot may be used to cast or prepare any spell level lower than your highest level, effectively causing you to lose one of your highest-level spell slots to gain one of a lower level. For example, a 6th-level sorcerer would lose the ability to cast one 3rd-level spell per day, but would gain the ability to cast one additional 0, 1st, or 2nd –level spell instead. This flaws always affects your highest spell level and changes the spell level it affects as you gain levels.


MATERIAL DEVOTION
Class: cleric
You are restricted to using magical objects created with your deity’s domains in mind.
Prerequisite: Access to domains.
Effect: You may only use spell-trigger items (wands and staffs) that cast spells on your domain spell lists. Other spell-trigger items fail in your hands.


METAL INTOLERANCE
Class: druid
You are allergic to metals.
Effect: You suffer an additional point of damage when struck by metal weapons. The natural attacks of inevitable, iron golem, and other creatures composed of metal also deal this additional damage.


METHODICAL MAGICAL METHODS
Class: Wizard
Your spellcasting methods require a rigid posture that makes you vulnerable to your foes while casting.
Prerequisite: Ability to cast arcane spells.
Effect: You are considered flat-footed with an effective Dexterity of 0 (-5 to AC) on any round in which you cast a spell. You may not cast spells defensively.


METICULOUS PERFORMER
Class: Bard
You get lost in your performances.
Prerequisite: Bardic music.
Effect: Initiating or maintaining any bardic music ability is a full-round action.


MOUNTED WARRIOR
Class: Paladin
You only feel comfortable fighting from the saddle.
Prerequisite: Ride 1 rank.
Effect: You suffer a -2 penalty on attack rolls made while not riding a mount.


NO TIME FOR BOOK LEARNING
Class: druid
You put no faith in the written word.
Effect: You are illiterate. You can never learn to read any language, and you suffer a -3 penalty on all Knowledge checks except Knowledge (nature).


PHANTOM SPARKS
Class: Sorcerer
Your body occasionally emits bursts of bright colored light.
Prerequisite: Ability to cast spells.
Effects: You spontaneously emit bursts of colored light. These lights are completely out of your control and cannot be used as a light source. They only cease when you are unconscious, petrified, asleep, or dead. You suffer a -4 penalty on all Hide and Spot checks.


PONDEROUS SPELLCASTER
Class: cleric
Your spells take additional time to cast.
Prerequisite: Access to cast spells.
Effect: The casting time of all your spells are doubled. Spells that normally require a single action to cast require a full-round action to cast instead. Spells that normally require a free action to cast now require a standard action to cast instead.


PRIDE OF ARMS
Class: Paladin
You take great pride in knowing how to use weapons specifically designed for war, you consider all other weapons beneath your station and have allowed your training in them to atrophy.
Prerequisite: Proficiency in all martial weapons.
Effect: You suffer a -4 penalty on attack rolls made with exotic weapons, simple weapons, unarmed attacks and touch attacks.


QUICK BURNING RAGE
Class: Barbarian
Your rages don’t last very long
Prerequisite: Rage ability.
Effect: Your rage only lasts for a number or rounds equal to your newly improved Constitution modifier.


RESTRICTED SORCERY
Class: Sorcerer
Your magical powers manifest within a limited realm of effects.
Prerequisite: Ability to cast spells without preparation.
Effects: Choose two schools of magic to be your restricted schools. When you select spells to learn, you may not choose spells from these two restricted schools. In addition, you may not use wands or scrolls that cast spells from these restricted schools. You may not chose divination as one of your restricted schools.


SHORT OF BREATH
Class: Wizard
You have a limited stamina and you easily become exhausted by physical tasks.
Prerequisite: Constitution 13 or lower.
Effect: Whenever you make a Strength check, a Constitution check to continue running, or use the skills Climb, Jump, or Swim. You must make a Fortitude save at the same DC as the skill or ability check. If you fail this save, you become fatigued.


SLOW TO ANGER
Class: Barbarian
It takes you longer to get worked up.
Prerequisite: Rage ability.
Effect: Entering a rage requires a full-action action.


SOLITARY PARAGON
Class: Paladin
You prefer to fight alone.
Effect: You gain no benefit from flanking a foe and instead suffer a -4 penalty on attack rolls made against a foe you flank.


SUPERSTITIOUS
Class: Barbarian
You fear magic, and avoid it when possible.
Prerequisite: Inability to cast spells.
Effect: Whenever you see an item, effect, or location obviously created by magic (whether by spell or some other means), you become frightened. The frightened condition lasts until you can no longer the obviously magical item, effect, or location.


TERRAIN SPECIALIST
Class: Ranger
You were trained to use your abilities in only one type of environment and are uncomfortable and less competent in all others
Prerequisite: Track, wild empathy.
Effect: Choose on terrain type (aquatic, desert, forest, hills, marsh, mountain, or plains). That is you home terrain, in which you are most comfortable. In all other terrains you suffer a -2 penalty on all wild empathy checks, as well as on Search or Survival checks made to track. You may only use your camouflage and hide in plain sight abilities in your chosen terrain.


TEST SUBJECT
Class: Wizard
You had an unscrupulous master who used you to hone his magical talents.
Effect: Choose three of the following schools: conjuration, enchantment, evocation, illusion, necromancy, and transmutation. Your saving throws made against spells and spell-like abilities from these schools suffer a -2 penalty.


TRIVIAL PERFORMER
Class: Bard
You depend performance is lighthearted and has limited effect on others.
Prerequisite: Bardic music.
Effect: The save DC against your fascinate, suggestion, and mass suggestion abilities is half normal (rounded down). If you use the inspire courage, inspire greatness, or inspire heroic bardic music abilities, their end as soon as you stop performing (rather than lasting for an additional 5 rounds).


UNCONTROLLABLE RAGE
Class: Barbarian
You have no ability to control your rage.
Prerequisite: Rage ability.
Effect: You cannot enter a rage voluntarily. If during the previous round something dealt you damage, grappled or immobilized you, or you failed a saving throw against a spell, you may enter a rage; if you do not wish to enter a rage after such event, you must succeed at a DC 15 Will save or enter the rage involuntarily. You cannot enter a rage more times per day than you are normally entitled to.


WARRIOR OF THE PHALANX
Class: Paladin
Trained to fight in a group, you have difficulties when fighting alone.
Effect: You suffer a -4 penalty on attack rolls you make when not adjacent to an ally.


WEAPON BOUND
Class: cleric
You are attuned to your deity’s weapon and no other.
Prerequisite: Devotion to a specific deity.
Effect: You lose proficiency with all weapon except the favored weapon of your deity. This flaw does not grant you proficiency with that weapon.


WILD
Class: Ranger
Accustomed only to a free life in the wild, you panic when captured or restrained.
Prerequisite: Survival 1 rank.
Effect: Whenever you are entangled, pinned, or bound, you immediately become panicked. Your fear is alleviated 1 round after you are free of all bonds. Spells and effects that remove fear do not prevent this effect.

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