Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Age-related flaws and racial feats
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gnome" data-source="post: 2668805" data-attributes="member: 27530"><p><strong>Age-related Flaws</strong></p><p></p><p><strong>Absent-minded</strong></p><p></p><p>You can easily lose your train of thought.</p><p></p><p><em>Penalty</em>: Before attempting any action that requires concentration or finesse, you must succeed at a DC 15 Will save. Success means that you perform the action normally. Failure means that you forget what you were about to do for that round. Each subsequent round grants a new save, unless the save is failed by 5 or more (in which case the character only gets a new save if reminded of his action). Being reminded by someone else grants either a +2 or +4 circumstance bonus to the new save, depending on whether the reminder is general or specific. E.g. "you were going to cast a spell' would grant a +2 bonus, whereas "you were going to cast <em>magic missile</em>" would grant a +4 bonus.</p><p></p><p></p><p><strong>Bad Balance</strong></p><p></p><p>You have poor balance.</p><p></p><p><em>Penalty</em>: A character with bad balance gets a -4 penalty to balance checks. Any time the character is subjected to a check or save that could knock the character prone, this is made at a -4 penalty as well. Additionally, every time a character is hit with a meele attack for more than 10 points of damage, he must make a reflex check to remain standing (DC is equal to the damage dealt in the attack).</p><p></p><p></p><p><strong>Easily Winded</strong></p><p></p><p>You have trouble sustaining strenuous activities.</p><p></p><p><em>Penalty</em>: If a character with this flaw engages in any strenuous activity (such as combat, climbing, running, etc.) for two consecutive rounds, he must make a DC 15 Fortitude save at the end of the second round. Failure means that he must spend a round catching his breath (see below).</p><p></p><p>A successful save means that he may act normally on the subsequent round, but at the end of each round, a new save is required, adding 1 to the save DC each time.</p><p></p><p>If the character spends a round catching his breath (whether voluntarily or not), he may engage in strenuous activities for two more rounds without making a save, and the save DC is lowered by two from its present value, or to 15, whichever is lower.</p><p></p><p>If a charater is forced to spend a round catching his breath due to a failed save, he may not perform any actions at all that round (though he may defend himself normally). If he voluntarily takes a round to catch his breath, he may take a non-strenuous move action, however.</p><p></p><p></p><p><strong>Half-blind</strong></p><p></p><p>You have very poor eyesight.</p><p></p><p><em>Penalty</em>: A half-blind character has a -10 penalty to spot checks. Additionally anything greater than 10 feet away is treated as having concealment (20% miss chance with ranged weapons and targeted spells).</p><p></p><p></p><p><strong>Half-deaf</strong></p><p></p><p>You have very poor hearing.</p><p></p><p><em>Penalty</em>: A half-deaf character gets a -10 to listen checks, and has a 10% check of spell failure when casting any spell with verbal components. Using a hearing horn (which is a move action that provokes attacks of opportunity, reduces this penalty to -5, and eliminates the chance of spell failure. Note that a hearing horn may not be used when casting any spell with somatic components.</p><p></p><p>Note that hearing normal spoken conversation is DC 0, and understanding the words spoken is DC 10.</p><p></p><p></p><p><strong>Shaky Hands</strong></p><p></p><p>You have shaky hands, which interferes with ranged weapon fire, as well as certain skills.</p><p></p><p><em>Penalty</em>: A character with shaky hands recieves -4 to ranged attacks and skill checks primarily involving hands, such as disable device.</p><p></p><p>A charater may negate this penalty by taking extra time to steady his hands, which translates to a move action in combat, or the action taking twice as long as normal for all other actions. The attempt to steady hands is successful if a DC 15 reflex save is made. The extra time is still spent regardless of the success or failure of the attempt, however.</p><p></p><p></p><p><strong>Slow</strong></p><p></p><p>You move slower than normal, possibly due to complications from age (arthritis, bad knees or hips, etc.).</p><p></p><p><em>Penalty</em>: Your base movement speed is reduced by half, and you cannot run.</p></blockquote><p></p>
[QUOTE="Gnome, post: 2668805, member: 27530"] [b]Age-related Flaws[/b] [b]Absent-minded[/b] You can easily lose your train of thought. [i]Penalty[/i]: Before attempting any action that requires concentration or finesse, you must succeed at a DC 15 Will save. Success means that you perform the action normally. Failure means that you forget what you were about to do for that round. Each subsequent round grants a new save, unless the save is failed by 5 or more (in which case the character only gets a new save if reminded of his action). Being reminded by someone else grants either a +2 or +4 circumstance bonus to the new save, depending on whether the reminder is general or specific. E.g. "you were going to cast a spell' would grant a +2 bonus, whereas "you were going to cast [i]magic missile[/i]" would grant a +4 bonus. [b]Bad Balance[/b] You have poor balance. [i]Penalty[/i]: A character with bad balance gets a -4 penalty to balance checks. Any time the character is subjected to a check or save that could knock the character prone, this is made at a -4 penalty as well. Additionally, every time a character is hit with a meele attack for more than 10 points of damage, he must make a reflex check to remain standing (DC is equal to the damage dealt in the attack). [b]Easily Winded[/b] You have trouble sustaining strenuous activities. [i]Penalty[/i]: If a character with this flaw engages in any strenuous activity (such as combat, climbing, running, etc.) for two consecutive rounds, he must make a DC 15 Fortitude save at the end of the second round. Failure means that he must spend a round catching his breath (see below). A successful save means that he may act normally on the subsequent round, but at the end of each round, a new save is required, adding 1 to the save DC each time. If the character spends a round catching his breath (whether voluntarily or not), he may engage in strenuous activities for two more rounds without making a save, and the save DC is lowered by two from its present value, or to 15, whichever is lower. If a charater is forced to spend a round catching his breath due to a failed save, he may not perform any actions at all that round (though he may defend himself normally). If he voluntarily takes a round to catch his breath, he may take a non-strenuous move action, however. [b]Half-blind[/b] You have very poor eyesight. [i]Penalty[/i]: A half-blind character has a -10 penalty to spot checks. Additionally anything greater than 10 feet away is treated as having concealment (20% miss chance with ranged weapons and targeted spells). [b]Half-deaf[/b] You have very poor hearing. [i]Penalty[/i]: A half-deaf character gets a -10 to listen checks, and has a 10% check of spell failure when casting any spell with verbal components. Using a hearing horn (which is a move action that provokes attacks of opportunity, reduces this penalty to -5, and eliminates the chance of spell failure. Note that a hearing horn may not be used when casting any spell with somatic components. Note that hearing normal spoken conversation is DC 0, and understanding the words spoken is DC 10. [b]Shaky Hands[/b] You have shaky hands, which interferes with ranged weapon fire, as well as certain skills. [i]Penalty[/i]: A character with shaky hands recieves -4 to ranged attacks and skill checks primarily involving hands, such as disable device. A charater may negate this penalty by taking extra time to steady his hands, which translates to a move action in combat, or the action taking twice as long as normal for all other actions. The attempt to steady hands is successful if a DC 15 reflex save is made. The extra time is still spent regardless of the success or failure of the attempt, however. [b]Slow[/b] You move slower than normal, possibly due to complications from age (arthritis, bad knees or hips, etc.). [i]Penalty[/i]: Your base movement speed is reduced by half, and you cannot run. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Age-related flaws and racial feats
Top