Flaws: A few quick questions.

WarlockLord

First Post
I was looking at a list of some of the flaws that have appeared in dragon magazine, so I was wondering:

-Can my wizard take both forlorn and loner, giving up his vulnerable familiar to gain 2 feats?

-What does the Fussy flaw do (i.e. what foods?)

-What weapons am I limited to with Elven Pride of Arms?

-What's Grudge Keeper do?
 

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WarlockLord said:
-Can my wizard take both forlorn and loner, giving up his vulnerable familiar to gain 2 feats?
A flaw is something that hampers the character. If a flaw does not trouble the character, then it is not a flaw, thus the character gains no feats at all.
 

It kinda does, cause he has to deliver all of his touch attacks himself (he doesn't know spectral hand). So it's annoying. Also, he has to use arcane eye instead of commanding the bat to scout for him, and certain familiars have good special abilities (blindsight 100 feet for the bat, for example.) So he's hampered.
 

WarlockLord said:
It kinda does, cause he has to deliver all of his touch attacks himself (he doesn't know spectral hand). So it's annoying. Also, he has to use arcane eye instead of commanding the bat to scout for him, and certain familiars have good special abilities (blindsight 100 feet for the bat, for example.) So he's hampered.

Ask yourself this, and answer honestly: If Flaws were not an option at all, would you take a familiar or no?

If not, then you're not out anything for losing the familiar.

A disadvantage that isn't a disadvantage shouldn't be worth anything.

In any event, no, you would not be able to take two flaws that both remove the familiar - you take the first flaw, you lose the familiar such that you have nothing to lose when you take the second flaw.
 

Grudge Keeper (flaw)
You have an over developed sense of vengeance!
Effect: If you're damaged in combat, you suffer a -2 penalty on attack rolls, skill checks, saving throws, and ability checks until you damage the foe that caused you harm. The penalty doesn't apply if you can't determine the damage's source. The penalty disappears when the combat ends if you do not otherwise harm the damage dealer.

Elven Pride of Arms (flaw)
You're a snooty elf who only uses their race's weaponry.
Prereq: elven blood
Effect: you suffer a -4 penalty on attack rolls with all manufactured and natural weapons, unarmed strikes, spells, and melee and ranged touch attacks except: longswords, rapiers and bows.

Fussy (flaw)
You're a fussy eater, and are uncomfortable ingesting anything but a small range of preferred foods and drinks. (The flaw doesn't specify which foods. You need to determine it yourself).
Effect: You become sickened upon ingesting any potion, and remain so until the diration of the potion expires. For instantaneous duration effects, you are sickened for a number of minutes eual to the caster level of the potion. You also suffer a -4 penalty on saving throws against ingested poisons.

As for the Forlorn/ Loner question, once you've taken one of the flaws, you can no longer take the other. Both flaws require you to have the ability to summon a familiar, so once you've taken one... you are ineligible for the second flaw.
 


Sejs said:
Ask yourself this, and answer honestly: If Flaws were not an option at all, would you take a familiar or no?

If not, then you're not out anything for losing the familiar.

A disadvantage that isn't a disadvantage shouldn't be worth anything.

In any event, no, you would not be able to take two flaws that both remove the familiar - you take the first flaw, you lose the familiar such that you have nothing to lose when you take the second flaw.


Giving up a familiar is indeed a disadvantage.

You automatically lose the Alertness feat and a lot of potential other things, the bonus to something (usually a saving throw or skill check) for having a specific type of familiar.

Basically the structure of the UA flaw system was that you ended up giving up more than you could gain with a single feat. In this case giving up a familiar is worth more than a single feat.


For example Inattentive gives you a -4 to Listen and Spot checks while Alertness (feat) gives you a +2 to Listen and Spot checks. The pattern is similar - what is given up by taking a flaw can't be replaced with a single feat.


And absoultely you are correct in that you can't give up the same thing twice (as in each flaw requires you to give up your familiar).
 



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