Some additional flaws.... not all my own stuff, most are from the wotc page. I've re-balanced some (I thought some too mild and some too damn crippling).
FLAWS
Addiction
You are addicted to some substance.
Effect: If unable to get daily dose, suffer a cumulative -2 to all actions.
The addiction is to either an uncommon or illegal substance, and or inflicts severe penalties for having used the substance - i.e. dulled senses (alcohols).
Afraid of the Dark
You fear the darkness.
Effect: You are shaken in normal moon or torch light, frightened in near darkness, and panicked in total darkness.
Allergy
You are allergic, causing watering eyes and running nose and rashes.
Effect: When exposed, you suffer a -2 penalty to all actions, -4 if it requires heavy concentration.
Special: The substance must be common.
Annoying
You really get on people's nerves.
Effect: Any time an NPC or animal's attitude towards you worsens due to a failed Diplomacy or wild empathy check, it worsens by two steps.
Bad Back
You have a lingering back problem.
Effect: Your STR is -4 for encumbrance. Sleeping in armor or on a hard surface leaves you fatigued the next day.
Chronic Illness
You are always sick.
Effect: Make weekly Fort DC 15 saves at or catch a minor disease. Similar to the cold, you take 2 WIS & 2 STR damage each day. Additionally, you suffer a -2 penalty to saves Vs diseases. You may not become immune to disease.
Claustrophobic
You can't stand enclosed spaces.
Effect: Suffer a -4 to all grapple checks. When you are pinned you become panicked. While indoors you suffer a -2 to all CHA skill checks. If indoors and you cannot see the exit, it increases to -4, if you do not know where the exit is you gain a -2 to all DEX skills checks, and if you know that the exit is blocked, you become panicked. When underground or in a windowless area, you are considered shaken. These effects are cumulative.
Coward
Combat scares you.
Effect: You are shaken on the first round of combat. Roll a d8 whenever you or an ally in line of sight is wounded – on a natural 1, you become shaken.
Special: This ability counters and is countered by immunity to fear. You do not suffer this flaws effect, but otherwise lose the benefits of fear immunity.
Disliked
People do not trust you.
Effect: You suffer a -4 penalty to Gather Information, Diplomacy, and Bluff.
Docile to Magic
You are very vulnerable to magic.
Effect: You take a -2 penalty on all saving throws against spells and spell-like effects.
Easily Charmed
You succumb easily to mind control.
Effect: You have a -6 penalty to saves against mind-affecting spells and effects.
Easily Distracted
You are easily distracted and bored
Effect: You may not take 10 on a skill.
Epileptic
Occasional seizures when stressed.
Effect: You have a 1 in 20 chance of suffering a seizure for d4 minutes whenever under intense strain – check only once per occurrence of such stress. Intense strain includes battle against equal or higher CR, severe arguments, etc.
Fragile
Your body is overly vulnerable
Effect: Rolls to confirm critical hits against you receive +4.
Glass Jaw
You become staggered easily in combat.
Effect: You become staggered when you lose ½ or more your current HP total.
Hemophilia
You continue bleeding from wounds.
Effect: After taking piercing or slashing or Hemophilia damage, you have a 1 in 4 chance of taking an additional point of damage the following round. Check each round until a 2+ roll is made.
Special: You do not benefit from Fast Healing or Regeneration.
Lame or Limp
You move slowly
Effect: You get a -4 penalty to all Climb, Jump and Tumble checks and your base movement speed drops by 5’
Hot Tempered
You are quick to fight.
Effect: You get -4 to Diplomacy checks. Whenever you are gravely insulted, you must roll a Will check DC 10 or attack the last person to insult you, by any and best useful means possible.
Insane
You are ravaged by mental illness.
Effect: You suffer from insanity (table 6-11 in unearthed arcana, page 201).
Special: This insanity cannot be removed by any means.
Jinxed
The fates are against you.
Effects: Once a day you must re-roll 1 die result (chosen by the DM) after it is rolled, but before the results are announced. Use the new value, even if it's better than the original roll. This re-roll should be for a life threatening or important check.
Liable to Snap
You break under pressure.
Effect: When in a stressful situation (heated argument, surrounded be foes in battle, etc), make a DC 10 Will save (DC 12 if fatigued) or else subject to Confusion, Lesser.
Loud and Obnoxious
Effect: You suffer a -2 penalty to Hide, Move Silently, Diplomacy and Gather Information checks.
Misfortunate
You have poor luck.
Effect: You have a -1 penalty to all saves.
Mute
You cannot speak, or make verbal noises.
Effect: Any communication must be non-verbal, no verbal spell components.
Naiveté
You believe there is goodness in everyone.
Effect: Suffer a -6 to sense motive checks and -4 to saves Vs Enchantment (charm).
Special: Requires 8+ WIS.
One Eye
You only have one eye.
Effect: All range increments for attacks or halved – as are abilities & traits due to range (such as 30’ for point blank).
Special: Since you have empty eye socket from birth, spells like regeneration don't recover your missing eye (spells don't remove birth defects).
One Hand
You only have one hand.
Effect: You only have one hand.
Special: Creatures with more than 2 manipulable limbs cannot take this flaw. Since you have one hand from birth, spells like regeneration don't recover your hand (spells don't remove birth defects).
Over-Eager
You occasionally strike allies in combat.
Effect: When ever you roll a natural 1 to hit a foe who shares a square with an ally, attack a foe with a ranged weapon your ally’s melee with, or use a reach weapon through a square an ally occupies – you instead strike an ally.
Pain Intolerant
You have a low pain threshold.
Effect: You save at -4 against all pain effects and you are nauseated for 1 round when you take ½ your currant HP total.
Panicky
You are easily frightened.
Effect: You take a -4 penalty to saves Vs fear effects and are frightened when you should be shaken, and panicked when you should be frightened.
Special: You cannot take this flaw if you are immune to the effects of fear.
Inherent Resistance to Magic
You are incapable of relaxing your guard.
Effect: You cannot voluntarily lower your saving throw when affected by spells.
Sickly
You are very vulnerable to illnesses.
Effect: You gain a -4 penalty on saving throws against disease and poison.
Special: This ability counters and is countered by immunity to poison and disease. You do not suffer this flaws effect, but otherwise lose the benefits of your immunity.
Slow Healer
Poor health affects your ability to recover.
Effect: HP damage heals at ½ the normal rate.
Slow Reflexes
You are slow to respond.
Effect: You suffer a -2 initiative and reflex saves.
Small Frame
You are small and slender.
Effect: You are treated as one size smaller for the purposes of carrying capacity, grappling, bull rushing, tripping, and overrunning.
Uncoordinated
You must focus on each task.
Effect: You may not take 5’ moves as part of any other action in the same round.
Unfit
You have trouble performing extended tasks.
Effect: You treat all checks for your ability to endure conditions as if your CON were halved (including Swim and forced march checks to avoid damage, starvation, dehydration, severe environment, and how long you can hold your breath.
Special: This flaw cancels and is canceled by the feat Endurance.
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