Claustrophobia
Prerequisite: None
Summary: You are afraid of tight spaces.
Effect: Any time a character is in a tight, enclosed space with surfaces 5 ft. or less on two or more sides of themselves or a ceiling of 5 ft. or less above them, they must succeed a Will Save (DC of 15 + 0.5 ½ character level, rounded down). If they fail, they become confused for as long as they remain in such a condition. Even if they succeed, they must make a Will Save every minute they remain in such a condition.
Benefit: Bonus Feat.
Ehhh... no. Flaws are supposed to hamper you more than a similar-themed feat would benefit you, and they are supposed to be context-insensitive, so that they hamper you no matter what class you take or what campaign you're in; hence the lack of "your spells take a -2 to the DC" flaws and "your trip attacks suffer a -6 penalty" flaws. This particular flaw can be bypassed entirely by simply avoiding extremely closed-in spaces, and there are all sorts of ways to pull that off, especially when you've got a cleric with the Travel domain handy.
Oops, I was sure I had linked it. Here are some flaws/traits I was considering.
Claustrophobia
Prerequisite: None
Summary: You are afraid of tight spaces.
Effect: Any time a character is in a tight, enclosed space with surfaces 5 ft. or less on two or more sides of themselves or a ceiling of 5 ft. or less above them, they must succeed a Will Save (DC of 15 + 0.5 ½ character level, rounded down). If they fail, they become confused for as long as they remain in such a condition. Even if they succeed, they must make a Will Save every minute they remain in such a condition.
Benefit: Bonus Feat.
Luposlipaphobia
Your worst nightmare is to be chased by timber wolves around a kitchen table on a newly waxed floor while wearing socks.
Prerequisite: A DM with a sense of humor.
Effect: Whenever one component of the nightmare (wolves of some sort, kitchen tables, newly waxed floors, character is wearing socks without shoes) is encountered, a Will check is made against fear. The DC is 15 X number of conditions present (maximum DC of 60) If the check fails, the character becomes panicked.
Benefit: Bonus Feat.
Magic-Sight
You can see magic but it distracts you.
Benefit: Using Detect magic (spell) at will by blinking and concentrating.
Drawback: -1 Concentration per 2 levels. If subject is level 2 or 3 he gets -1 on Concentration when the ability is activated. If subject is level 12 or 13 he gets -6 on Concentration. Once the ability is activated it can not be turned off until the spell wears-off.
Special: Character must be a spell caster
Pride
Prerequisite: None
Summary: No matter the odds, you refuse to retreat from battle due to your overwhelming pride and honor.
Effect: A character will refuse to retreat from battle no matter what the odds. The character will always fight to the death and is always on the front line of battle, not at all afraid to get hit. If they are not on the front lines of battle (in game terms, directly threatening and being threatened by an enemy OR being the latest target of an attack by at least half the enemies, rounded up, in a combat), they take a -4 penalty to all rolls and AC.
In extreme conditions, the character can make a Will Save (DC of 25) to negate the flaw and flee from battle. However, the character feels guilty for disobeying their "code of conduct" and henceforth take -4 to all rolls until three days have passed. If the character is forced to flee via a spell or effect such as Fear, the penalty is lessened to -2 and it only lasts until the next day.
Benefit: Bonus Feat
By my calculations, you should have 21 hp, don't forget your Con modifier... and what's the Fist of Stone spell do?
Also, no to the traits and flaws. If you want to have always-on Detect Magic, invest in a Permanency spell when it is available to you. And, as funny (and possibly relevant) as Luposlipaphobia would be, it's just not context-insensitive enough. To dispel any uncertainty, I can assure you all that I do in fact, possess a sense of humour.
Dak Shadowmane
Male Human Bard 1
Neutral Evil
Representing Moghopper
Strength 12 (+1)
Dexterity 14 (+2)
Constitution 10 (+0)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 16 (+3)
Size: Medium
Height: 6' 0"
Weight: 150 lb
Eyes: Dark Brown
Hair: Black
Skin: Pale
Total Hit Points: 6
Speed: 30 feet
Armor Class: 14 = 10 + 2 [leather] + 2 [dexterity]
Touch AC: 12
Flat-footed: 12
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 0 = 0 [base]
Reflex save: + 4 = 2 [base] + 2 [dexterity]
Will save: + 4 = 2 [base] + 2 [wisdom]
Attack (handheld): + 1 = 0 [base] + 1 [strength]
Attack (missile): + 2 = 0 [base] + 2 [dexterity]
Grapple check: + 1 = 0 [base] + 1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages: Common Sylvan
Sickle [1d6, crit x2, 2 lb, light, slashing]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0; 15 lb.]
Feats:
Athletic
Dodge
Skills:
Appraise Int 1 = +1
Balance Dex* 4 = +2 + 2
Bluff Cha 7 = +3 + 4
Climb Str* 5 = +1 + 2 + 2
Concentration Con 0 = +0
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 7 = +3 + 4
Disguise Cha 3 = +3
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 3 = +3
Heal Wis 2 = +2
Hide Dex* 2 = +2
Intimidate Cha 3 = +3
Jump Str* 3 = +1 +2
Knowledge (dungeoneering) Int 4 = +1 + 3
Knowledge (nobility) Int 3 = +1 +2
Knowledge (religion) Int 3 = +1 +2
Listen Wis 2 = +2
Move Silently Dex* 4 = +2 + 2
Perform Cha 7 = +3 + 4
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 4 = +2 + 2
Spot Wis 2 = +2
Survival Wis 2 = +2
Swim Str** 3 = +1 + 2
Tumble Dex* 5 = +2 + 3
Use Rope Dex 2 = +2
* = check penalty for wearing armor
Zero-level Bard spells: 2 per day
Human
* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)
Bard
* Bardic Knowledge
* Bardic Music
* Can know only limited numbers of spells
* High charisma gains bonus spells daily
Class HP rolled
Level 1: Bard 6
Dak Shadowmane's Equipment:
17 lb
5 lb
2 lb
5 lb
2 lb
1 lb
2 lb
4 lb
3 lb
2 lb
_____
43 lb Weapons / Armor / Shield (from above)
Sling bullets (group of 10) x1
Backpack
Bedroll
Bottle
Flasks x1
Lamp (common)
Rations (1 day) x2
Waterskins x1
Musical instrument
Spell component pouch
Total
Also...
Harp
Skills readable now.
I concede the possibility that you have some Miscellaneous bonuses going that I'm not noticing, but I think you have too many skill points. Also, you're still going to need a
Mythweavers sheet. This is mostly formatting so that I can check it quickly in the middle of a game, if I need to.
Afraid of the Dark
You fear the darkness.
Effect: You are shaken in normal moonlight (includes torch or lamplight), frightened in near darkness (moonless night or very dark room), and panicked in total darkness (magic darkness or dungeon depths).
Fear of Water (I guess it would explain what a Water Orc is doing on land)
You have an abiding fear of deep water and drowning.
Effect: You take a -4 penalty on Swim checks. In addition, when on a boat, bridge, a ledge over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep (such as if you were bull-rushed off a ledge into water), you immediately become panicked. Spells and effects that remove fear do not affect either the shaken condition or the panicked condition.
Surface Eyes (I'd imagine it'd work as well for underwater races.)
You are from a subterranean race and your eyes have become adapted to surface living over a period of time.
Prerequisite: Must have Darkvision and have Light Sensitivity penalties.
Benefit: You no longer suffer from your Light Sensitivity penalties.
Drawback: Your Darkvision range has been cut in half
No to the flaws... yes to the trait, if you change it so that your darkvision changes to low-light vision.