He's got a 3 charisma, Int of 13, Wisdom of 15, he's chaotic Neutral, and he's a Goliath Barbarian 1 / Fighter (dungeon crasher) 3. and he's got these two flaws:
Its the charisma I think i am having difficulty with in addition to the alignment.
Its the charisma I think i am having difficulty with in addition to the alignment.
DRUNKARD
It would be something of an understatement to say that your character likes his booze. The pursuit and
intake of alcoholic beverages is one of the motivating factors at the root of your character ’s existence.
Drawback: Whenever your character has an opportunity to get a drink or five, he must make a Will Save
(DC 20, at minimum) to pass it up, save in a life or death situation. Whenever your character has an oppor-
tunity to purchase a great deal of alcohol (at an inn, for example), he must make a similar Will Save to avoid
drinking to the point of near-incapacity. Although his tolerance for alcohol is monumental, a monumental
quality of frothy liquid can still get him roaring drunk.
Special: The DM may assume that a bender will cost the character 1d6+1 SP for every point of positive
Constitution modifier he possesses (for example, a character with a Con score of 14 (+2) will drink up 2d6+2 SP on his way to inebriation). If the character is a dwarf, change each d6 to a d10. A roaring drunk character suffers a -4 circumstance penalty to all Dexterity-related skill checks, a -1 penalty to all attack rolls, and a -1
penalty to AC. These penalties will last until the character gets eight full hours of sleep (or absolute rest, if he
doesn’t sleep). If a character has no positive Con modifier, just assume that a bender will cost 1d6+1 SP.
Special: On the trail or in a dungeon, your character feels no need to get roaring drunk, and will generally
content himself by consuming small and regular amounts of wine or hard liquor.
AGGRESSIVE
Your character is impulsive and belligerent, favoring threats and combat over all other means of problemsolving. Drawback: Your character tends to strike first and think later; he assumes hostility on the part of strangers and unknown beings, and he believes that they are logically expecting hostility in return. He knows no means of negotiation save threats and demands, and he responds poorly to anything less in turn. Your character is not necessarily murderous his friends and allies can talk him out of foolish courses of action, but they had best do so with extreme swiftness, or your character will pull steel and lead the way to glorious chaos!
Special: Your character suffers a -4 penalty to any Diplomacy check made against any character used to
more civilized methods of persuasion than overt threats and warlike banter. Limitation: This flaw may not be combined with the Cowardly flaw.