Absent-Minded:
While you are not truly forgetful – you may have an amazing
storehouse of knowledge built up – you have a hard time
remembering day-to-day minutia such as appointments,
where you left your thieves’ tools, what day your wedding
anniversary is, or even what day it might currently be.
Penalty: Once per game day, the character must make a
DC 15 Will save to successfully remember everyday things,
such as where they have their belongings or other seemingly
unimportant details. If the save is successful, the character
remembers the small details for the day. If the save fails, the
character forgets a number of minor things (GM’s discretion
as to what is forgotten or misplaced, and where the items
really are).
This does not affect spellcasting, since the absentmindedness
only interferes with mundane details and not
important specifics.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Wisdom.
Frail
It’s not as though a puff of wind would blow you over,
but why take any chances? Keep in the back where it is
safe.
Penalty: Whenever the character takes maximum
damage from a weapon attack, or more than half his
maximum hit points from a spell or area effect, he must
make a Fortitude saving throw equal to 10 plus the CR
of the monster, trap or effect that dealt the damage.
Failure means the character is staggered and sickened for
a number of rounds equal to the CR of the monster, trap
or effect.
Buying Off the Flaw: The character must invest an
ability score point gained from leveling up into Constitution
and be the recipient of a greater restoration spell.