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The Jester Dragon - Guide to Defects (Pathfinder)

The Jester Dragon's Guide to Defects is a resource for the Pathfinder Roleplaying Game that introduces the concept of character Defects, which negatively impact gameplay and can be acquired through various means. The guide details different types of Defects, their effects, and how they can be balanced with bonus Feats, enhancing the unpredictability and realism of the game. It also includes critical misses and failures, providing guidelines for their consequences in gameplay.

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0% found this document useful (0 votes)
25 views

The Jester Dragon - Guide to Defects (Pathfinder)

The Jester Dragon's Guide to Defects is a resource for the Pathfinder Roleplaying Game that introduces the concept of character Defects, which negatively impact gameplay and can be acquired through various means. The guide details different types of Defects, their effects, and how they can be balanced with bonus Feats, enhancing the unpredictability and realism of the game. It also includes critical misses and failures, providing guidelines for their consequences in gameplay.

Uploaded by

Alex Lobo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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T

THE
HE JJESTER
ESTER D
DRAGON
RAGON’’S
SGGUIDE
UIDE TO
TO

DEFECTS

By
By William
William T.
T. Thrasher,
Thrasher, Michael
Michael O.
O. Varhola,
Varhola, and
and the
the Skirmisher
Skirmisher Game
Game Development
Development Group
Group
The Jester Dragon’s Guide to

Defects
Pathfinder Roleplaying Game Edition

By William T. Thrasher, Michael O. Varhola, and the Skirmisher Game Development Group
The Jester Dragon’s Guide to

Defects
Pathfinder Roleplaying Game Edition
By William T. Thrasher, Michael O. Varhola, and the Skirmisher Game Development Group

Skirmisher Publishing LLC Aritst: William T. Thrasher


499 Mystic Parkway
Spring Branch, TX 78070 Editor/Designer:
Michael O. Varhola
http://skirmisher.com
[email protected]
http://d-Infinity.net

Portions of this book are published under Open Game Reproduction of non-Open Game Content contained
License version 1.0.a. “Wizards of the Coast” is a in this work by any means without written permission
registered trademark of Wizards of the Coast Inc. and from the publisher is expressly forbidden, except for
is used with permission. All other contents of this book purposes of review. This book is protected under
and the combined work overall, regardless of other international treaties and the copyright laws of the
designation, all rights reserved, are copyright 2021 by United States of America. Mention or reference to any
Skirmisher Publishing LLC. company, product, or other copyrighted or trademarked
Designation of Open Game Content: Open material in no way constitutes a challenge to the
Game Content may only be used in accordance with respective copyright or trademark concerned. This book
the terms of Open Game License version 1.0a, which is a work of fiction and any resemblance of its contents
appears on page 74. Anyone having questions or to actual people, organizations, places, or events is
concerns about reproducing Open Game Content purely coincidental.
contained in this book in their own works should Compatibility with the Pathfinder Roleplaying Game
contact Skirmisher Publishing. requires the Pathfinder Roleplaying Game from Paizo
Designation of Product Identity: Product Inc. See http://paizo.com/pathfinderRPG for more
Identity is not Open Game Content. The following is information on the Pathfinder Roleplaying Game. Paizo
hereby designated as Product Identity in accordance Inc. does not guarantee compatibility, and does not
with section 1(e) of Open Game License version 1.0a: endorse this product.
Skirmisher Publishing LLC and any and all associated Pathfinder is a registered trademark of Paizo Inc.,
logos and identifying marks, including all Skirmisher and the Pathfinder Roleplaying Game and the
Publishing LLC products and product line names; any Pathfinder Roleplaying Game Compatibility Logo are
and all artwork, designs, depictions, illustrations, trademarks of Paizo Inc., and are used under the
maps, likenesses, symbols, and graphic designs Pathfinder Roleplaying Game Compatibility License.
presented in the context of this book; and any and all See http://paizo.com/pathfinderRPG/compatibility for
dialogue, incidents, plots, stories, storylines, thematic more information on the compatibility license.
elements, and concepts contained herein. First PDF Edition: June 2016; revised June 2021.
2
Table of Contents
Introduction 5

Critical Misses and Failures 6

Defects 9

Sidebar: Wearing Glasses 23


Sidebar: Phobias 37

Appendix II: Prosthetic Limbs 54

Appendix II: Potion Miscibility Table 55

Appendix: III: Abbreviated Defect Listings 56

Appendix: IV: Index 70

OGL Publishing License 74

3
Dedication
To Sarah, for putting up with my seven defects during the production of this book. To
JoOoOosshhh!, and the other delightfully flawed players who inspired the Metagame Defects.
— William T. Thrasher

To all the friends, family, and foes who have inspired the many true-to-life Defects that appear
in this book and selflessly expose me to them, year after year.
— Michael O. Varhola

4
Introduction

E
ven as characters can have Feats that give them particular aptitudes and enhance their various skills and
capabilities, so too can they suffer from Defects that negatively affect their ability to function. Following
is a description of what Defects are and some of the ways they can be used to make games more fun,
unpredictable, and, in some cases, more realistic.

Characters can acquire Defects — whether temporarily profoundly affect the spells used by characters and
or permanently — during the course of the game in a have a dramatic influence on game play. Some of these
number of different ways, including the results of allow as many as two or even three offsetting Feats
curses and side effects of double-edged magic items. (although the rate at which these can be taken is still
There is no limit to the number of Defects a character subject to the afore-mentioned provisions). Several
can have. Most Defects can be taken only once, but a Defects are also labeled as being intended for use in
number have effects that stack (e.g., Fugly) or that Modern or Sci-Fi role-playing games.
can be applied to different factors (e.g., Severe Allergy, If a character manages to free himself of a particular
Phobia), as noted in the individual descriptions. Defect after taking it in exchange for a Feat, (e.g., if a
Sometimes, at the DM’s option, a particular Defect Fat character loses weight), he will subsequently lose
can be attributed to all the members of a race, tribe, a Feat as well, either the one he took in exchange for
or other grouping (e.g., the members of a particular it or one of the DM’s choosing.
subspecies of Dwarf might suffer from the Defect Characters can, however, attempt various measures
Magic Item Jinx). to temporarily offset or reduce the effects of various
Players can also opt to willingly give their Defects. For example, the DM might rule that a
characters Defects (e.g., in the interests of roleplaying character with Allergies might be able to halve their
and character development), either when their effects with herbal potions that cost 25 gp apiece and
character is created or upon attaining a new level. have effects that last an hour. Likewise, the DM might
Those who do so are entitled to take bonus Feats in decide that the effect of the same Defect might be
exchange. While there is no limit to the number of neutralized for the duration of an encounter if any
Defects a character can have, there are some “cure” spell is cast specifically for this purpose.
limitations on the number of offsetting bonus Feats a Effects of passive Defects (i.e., those that have ongoing
character can acquire, as follows: effects that do not usually need to be adjudicated) typically
* The number of offsetting bonus Feats must always have effects equal in power to Feats. For example,
be fewer than the regular number of Feats a character the Feat Lightning Reflexes affects Reflex saves by +2
is entitled to (i.e., those that are acquired initially and and the Defect Sluggish Reflexes affects them by -2.
every third level, and not including bonus feats Effects of active Defects, however, which may only
acquired as a benefit of a class or race). The exception come up infrequently and which players may not be
to this is if the character has one regular Feat, in which as quick to emphasize, often have detrimental effects
case he can still also have one offsetting Feat. somewhat greater in power than the benefits typically
* Offsetting Feats can only be acquired at levels bestowed by Feats. Regardless of the effects of a
other than those at which the character receives a Defect, however, one should not be the sole factor
regular level-based feat (althought the Defects could that ends up actually getting a character killed.
be acquired sooner). The exception to this is when Unlike Feats, however, players cannot necessarily
the character is 1st level. be expected to remember their Defects at inopportune
* In all cases a character must meet the times. This often pleasurable task must fall to the DM,
prerequisites of an offsetting bonus Feat in order to and it is recommended that he keep a list of various
take it. characters’ Defects handy, and refer to it periodically,
A number of different types of Defects are presented so as not to miss any easy or appropriate opportunities
in this book, and they include General, Item Creation, to apply them. Ideally, any given player’s Defects
Metagame (which can affect things outside the game), surface and have some impact — if only a comical
and Metamagic. Metamagic Defects in particular can one — at least once in each game session.

5
The Jester Dragon’s Guide to Defects
Saving Throws
Critical Misses & Failures If a character rolls a natural 1 on a saving throw, there
Just as especially good rolls can lead to critical hits is a threat of a critical failure. When this happens the
and exceptional successes, so too can particularly bad character must attempt the saving throw again; if this
rolls lead to critical misses or fumbles on attacks and roll is a success then the saving throw is just a simple
profound failures on skill checks, ability checks, and failure, and if it is failed a second time then the failure
saving throws. These can lead to combat, encounters, is critical. Depending on what is being saved against,
and other activities being more unpredictable and the effects of a critical failure can vary widely.
lethal, but also more realistic and exciting. To a much * If the critically failed save is against an effect
greater extent than critical hits and successes, that causes damage, then this damage might be
however, critical misses and failures require more maximized (although this could be limited to
discretion, imagination, and quick thinking on the part maximizing the damage on no more than one die per
of a DM. level/HD of the affected creature).
Generally, there is a threat of a critical failure on a * If the effect being resisted has a duration, then
natural roll of 1 on a d20. Some Defects, however, this might be maximized (e.g., a critical failure to resist
can increase the threat range for particular sorts of Cause Fear might make the character subject to its
critical failures (e.g., to a natural roll of 1-2). effects for a flat 4 rounds, rather than a random 1d4
rounds).
Fumbled Attacks * In cases where a character would normally be
If a character rolls a natural 1 on an attack roll, there immune to effects after failing a saving throw against
is a chance of a critical miss or fumble. When this them, he might have to instead be subject to and have
happens, the character must make a Reflex saving to save against it again.
throw with a DC equal to the AC he was attempting * In addition to the normal effects of a critically
to hit and, failing it, something bad will happen. failed saving throw, a character might be Stunned for
Exactly what is up to the GM and there are a number one round (drops everything held, cannot take actions,
of possibilities. takes a -2 penalty to AC, loses Dexterity bonus to AC
* If a friend is within 5 feet of a character using a if any).
melee weapon, or within a 180 degree arc of the
direction faced by a character with a missile weapon, (Lack of) Ability Checks
then that friend will struck if the failed saving throw If a character rolls a natural 1 on an ability check,
roll is sufficient to hit the friend’s AC (roll randomly there is a threat of a critical failure and the character
if multiple characters are subject to such attacks). Roll must immediately attempt the check again; if this roll
damage normally. is a success then the saving throw is just a simple
* If a charging character fumbles his attack, then failure, and if it is failed a second time then the failure
he plows into a friend, slams into a wall (d6 + Strength is critical.
bonus damage), falls over a cliff or into a river if the * If appropriate, a critically failed ability check
edge of one is within 5 feet of what he was charging might result in d2 points of ability score damage. A
at, runs onto his opponent’s weapon (normal damage), character critically failing a Strength check, for
or suffers some other mishap. example, might pull a muscle.
* If a fumbling character is not charging and no * If damage might result from a failed ability check,
friends are within range of his attacks, then some other then it could be maximized in the case of a critical
appropriate effect will occur, such as flinging away failure.
his weapon, having his bowstring break, or striking a
wall or the floor with his weapon and having it break Skill Checks
(DC 15 saving throw for masterwork weapons, DC 5 If a character rolls a natural 1 on a skill check, there
for magic weapons). is a threat of a critical failure and the character must
* Barring a more creative effect, the GM can simply immediately attempt the check again; if this roll is a
rule that the fumbling character has become success then the skill check is just a simple failure,
unbalanced, has to recover his grasp on a weapon and if it is failed a second time then the failure is
slipping out of his hand, or something similar and critical. The effects of this will vary depending on
consequently loses the opportunity to act during his the skill being attempted and examples of a few
next turn. possibilities follow.
* For many skills, a critical failure might represent

6
a result that harms a character’s ability to succeed on throw might be at a penalty (e.g., if using Find Traps
subsequent related attempts, imposing a -2 penalty on a lock armed with a poison needle trap, a critical
on them. failure might indicate that the needle embeds itself
* If tools of some sort are being used to help deeply, imposing a -2 penalty on the subsequent
accomplish a skill check, then they might be broken saving throw against the poison).
or damaged, which might either negate a bonus they * The effects of a critically failed skill check could
are providing or impose penalty on attempts to be based on the skill.
practice the skill until they are repaired or replaced + If a character is using Survival to “get along in
(e.g., -2). the wild,” anyone being foraged for might accidentally
* If the character is doing something that might eat some poisonous mushrooms (DC 10 Fortitude
cause damage, then he might take an additional 1d6 saving throw, 1d2/1d2 Con damage).
points (e.g., an attempt to use Disable Device to lower + If a character is using Diplomacy, he might make
a stuck portcullis might cause it to fall onto the a serious faux pas that shifts the attitude of the people
character). he is dealing with to two places worse, something
* If the critically failed skill check results in an that can only be reversed with great effort, if at all.
effect that causes damage, then it might be maximized. + If the character is using Heal to administer first
* If the critically failed skill check results in an aid, he might inflict an additional point of damage on
effect that requires a saving throw, then that saving the already-injured character.

7
8
Defects
Absentminded Magician [General] Airsickness [General]
A spellcaster with this Defect has a bad habit of The sky’s the limit when it comes to this character’s
forgetting spells before they are cast. comfort.
Prerequisite: Ability to prepare and cast spells. Detriment: An Airsick character suffers a –1
Detriment: After an Absentminded Magician penalty on all skill checks, attack rolls, and saving
prepares spells for the day, but before any are cast, throws when flying by any means. At the GM’s
the GM randomly selects one prepared spell. The discretion, this penalty applies at all times while in
character immediately loses the prepared spell. the Elemental Plane of Air.
Special: At the GM’s option, the lost spell may be
kept secret until the character attempts to cast it. This Airsickness, Severe [General]
Defect can be taken multiple times, causing an This character suffers from debilitating nausea when
additional spell to be lost with each instance. airborne.
Prerequisite: Airsickness.
Advanced [General] (Sci-Fi) Detriment: A character with Severe Airsickness is
A character with this Defect is only comfortable Sickened when flying by any means, suffering a –2
working with highly-advanced technology. penalty on all attack rolls, weapon damage rolls,
Prerequisite: Must be from a technologically saving throws, skill checks, and ability checks. At the
advanced (e.g., post-industrial) society. GM’s discretion, this penalty applies at all times while
Detriment: An Advanced character suffers a –4 in the Elemental Plane of Air.
penalty to all skill checks made to use, understand,
or repair pre-industrial technology. Additionally, this Alchemical Accidents [General]
character can never craft or create functioning pre- A character with this Defect often forgets that it’s acid
industrial items. into water, not the other way around.
Prerequisite: Alchemist or Craft (alchemy) as a
Aggression Inhibitor [General] (Sci-Fi) class skill.
A character with this Defect is rendered artificially Detriment: Whenever a character prone to
passive by technological means. Alchemical Accidents rolls a natural 1 on any Craft
Prerequisite: AI, clone, cyborg, robot, or subject (Alchemy) skill check, or other skill check related to
of brainwashing. chemicals, an explosion immediately occurs within
Detriment: A character with an Aggression the square he is occupying. This explosion inflicts
Inhibitor cannot initiate combat and cannot use an 1d6 + Craft (Alchemy) skill ranks of fire damage to
attack action against another creature until that everything within the character’s square, and half
creature inflicts at least 1 hit point of damage upon damage to everything in each adjacent square.
this character or his allies. Additionally, this character Creatures occupying adjacent squares are allowed an
suffers a –2 penalty on all attack rolls and Intimidate immediate Reflex saving throw (DC 10 + Craft
skill checks. (Alchemy) skill ranks) to dive for cover, fall prone, or
the like, and thereby avoid damage.
Ailing [General]
A character with this Defect is especially vulnerable Alien Biochemistry [General] (Sci-Fi)
to disease. A character or creature with this Defect has a
Detriment: An Ailing character must make twice metabolism that is exotic at best and
the normal number of successful Fortitude saving incomprehensible at worst.
throws to recover from diseases. Also, when rolling Prerequisite: Aberration, alien, mutant, or from a
to avoid contracting a disease, an Ailing character plane other than the Prime Material.
must roll twice, taking the lower of the two rolls. Detriment: Whenever a creature with Alien
Finally, all damage from disease is increased by 1 for Biochemistry consumes something for the first time,
this character. food or otherwise, there is a 75% chance the substance

9
The Jester Dragon’s Guide to Defects
effects heal only half as much damage if not
specifically prepared for such creatures.
Special: At the GM’s option, this Defect may be
mandatory for certain alien characters.

Allergic to Magic [General]


A character with this Defect reacts poorly to spells of
all kinds.
Prerequisite: Cannot possess spell resistance.
Detriment: A character Allergic to Magic who is
successfully affected by a spell, spell-like ability,
potion, or other magic effect, is Sickened for a number
of rounds equal to the level of the spell affect, suffering
a –2 penalty on all attack rolls, weapon damage rolls,
saving throws, skill checks, and ability checks.

Allergic to Monsters [General]


The presence of certain monsters causes your eyes to
water, your skin to break out in hives, and your
breathing to become labored.
Detriment: Select a creature type (e.g., aberration,
construct, dragon). Whenever a character Allergic to
Monsters is within 10 feet of a creature of the selected,
he must make a Fortitude save (DC 10 + ½ the
creature’s Hit Dice) every round or be Sickened until
the ends of the encounter. Additionally, the natural
attacks of creatures of the selected type inflict +1
damage to this character.
Special: This Defect may be taken multiple times.
Select an additional creature type each time it is taken.

Allergies [General]
A character with this Defect is particularly vulnerable
consumed will fail to provide nourishment. to allergens.
Additionally, all Heal skill checks made to aid or heal Detriment: Whenever a character with Allergies is
this character suffer a –2 penalty. exposed to any common allergens, such as dust, mold,
Special: The effects of this Defect might not apply or dander, he must make an immediate DC 15
under certain circumstances (e.g., if the creature is Fortitude saving throw or suffer a combination of
eating food from its own alien plane of existence, it is allergy symptoms. These might include hives,
being treated by a creature of the same species that watering eyes, and uncontrollable sneezing and will
also has this Defect). inflict a –2 penalty to all attack rolls, skill checks,
and ability checks. Symptoms persist until the
Alien Biology [General] (Sci-Fi) character is no longer exposed to the allergens.
Due to extraterrestrial evolution, extensive genetic Special: Especially large concentrations of potent
engineering, or rampant mutation, a character with allergens (e.g., brown mold, dust elementals) can
this Defect has a wildly inhuman anatomy. cause profoundly violent reactions, inflicting a –4
Prerequisite: Any alien race. penalty to attack rolls, skill checks, and ability checks,
Detriment: Any Heal skill check made to aid a with a DC 20 Fortitude save to avoid.
character with Alien Biology suffers a –2 penalty.
Likewise, this character suffers a –2 penalty to all Heal Allergy, Severe [General]
skill checks made to aid others that do not share the A character with this Defect is extremely allergic to a
same Alien Biology. common substance.
Potions and high-tech remedies that mimic their Prerequisite: Allergies.

10
Defects
Detriment: Whenever a character with Severe shapeshifting, for the next 1d4 hours she manifests
Allergies is exposed to a particular common substance behaviors consistent with the last shape she assumed
(e.g., peanuts, pipeweed smoke, shellfish), he is (e.g., snuffing hindquarters or scratching like a dog,
afflicted as if by poison. In such cases, he must make clawing furniture like a cat, digging for truffles like a
a DC 20 Fortitude saving throw, suffering initial and pig). While exhibiting animal behaviors, the character
secondary damage of 1d6 Constitution. suffers a –1 to –4 penalty on all Charisma-based skill
Special: This Defect can be taken multiple times, checks, depending on the inappropriateness of the
with each instance applying to a different substance. behavior exhibited. A DC 15 Will save is required to
suppress these behaviors for the duration of an
Angry Drunk [General] encounter.
Consumption of alcohol makes a character with this
Defect prone to violence. Ashy [General]
Detriment: When consuming alcohol, an Angry Ashy characters suffer from extremely dry skin.
Drunk must make a DC 10 Will saving throw any time Detriment: An Ashy character has exceptionally
an NPC makes direct eye contact, says something off dry, flaky skin, giving him a gray, ashen pallor and
color, or otherwise does something trivial at which causing his epidermis to constantly flake off, leaving
the character could take offense. On a failed save, the a layer of dandruff on his clothing, armor, and
Angry Drunk must make an unarmed or improvised companions. This flaky powder also sloughs off on
weapon attack against the NPC. An Angry Drunk the ground, granting a +4 bonus to all skill checks
suffers a cumulative –2 penalty to the aforementioned made to track this character or any party he is with.
Will save for every drink after the first during the Because this condition is somewhat disgusting, it also
encounter. imposes a –1 penalty on any Charisma-based skill
Special: If there are no NPCs present, PCs may checks in which the character is trying to elicit a
become targets of the Angry Drunk’s booze-fueled positive response from other people.
wrath. Also, at the GM’s option, a female character
with this Defect might substitute scathing and Bad With Animals [General]
demeaning insults for physical attacks. Some people just don’t get along with animals.
Prerequisite: Cannot possess an animal companion
Animal Habits [General] or the Animal Affinity Feat.
After shapeshifting, a character with this Defect has Detriment: A character who is Bad With Animals
a difficult time leaving animal behaviors behind. suffers a –2 penalty on all Handle Animal and Ride
Prerequisite: Lycanthrope, Wild Shape class skill checks.
feature, or other ability to transform into an animal.
Detriment: When a character with this Defect Bad Teeth [General]
reverts to her natural form after a period of A character with this Defect has a mouth like a jack-
o-lantern.
Prerequisite: A mouth.
Detriment: A creature with Bad Teeth halves all
damage inflicted by unarmed bite attacks.
Additionally, the character in question also suffers a
–2 penalty on all Charisma-based skill checks that
require an open mouth (e.g., Bluff, Diplomacy, most
Perform skills).

Bashful [General]
Due to shame, modesty, or an embarrassing anatomy,
a character with this Defect is uncomfortable with
his own nudity.
Prerequisite: Character class other than Barbarian.
Detriment: A Bashful character suffers a –1 penalty
to all die rolls when underdressed (e.g., wearing
nothing but undergarments). Additionally, when
naked or if their genitals, backside, or breasts are

11
The Jester Dragon’s Guide to Defects
exposed, a Bashful character cannot take full-round
actions, cannot wield two-handed weapons or make
attacks with both hands, and suffers a 20% chance of
spell failure when casting spells with somatic
components, as at least one of her hands are occupied
covering their shame.

Belly Flop [General]


A character with this Defect always falls face first.
Detriment: A character that Belly Flops always
lands prone at the end of a fall from a height of 10
feet or more or a jump from any height. Additionally,
all attempts to trip this character receive a +2 bonus.

Bitch [General]
A character with this Defect generally considers
herself to be assertive, but is actually just pushy and
unpleasant.
Detriment: Because she is so strident, Bitch suffers
a –2 penalty on all Charisma-based skill checks.
Bot Hater [General] (Sci-Fi)
Blabbermouth [General] A character with this Defect is mistrustful of robots
A character with this Defect is an unending font of and robotic technology, no matter how useful they
irritating chatter. might be.
Prerequisite: Ability to speak. Detriment: A Bot Hater must make a DC 15 Will
Detriment: Anytime a Blabbermouth is present in save whenever interacting with a robot. On a failed
a party, allied characters suffer a –4 penalty on all save, the character must vandalize, sabotage, verbally
hearing-based Perception skill checks, while abuse, or otherwise interfere with the robot in
opponents enjoy a +4 bonus to all hearing-based question. Additionally, the character suffers a –2
Perception skill checks made to detect the party or penalty on all rolls made to build, repair, or socially
track them by sound. A Blabbermouth may attempt interact with robots.
to shut-the-hell up for the remainder of an encounter
with a successful DC 10 Will save. Only one such Brainless Brawler [Combat]
saving throw may be attempted per encounter. Some people are too dumb to hit the broad side of a
barn.
Bleeder [Combat] Prerequisite: Intelligence of 9 or less.
A character with this Defect is prone to bleeding out. Detriment: A Brainless Brawler applies his
Detriment: A Bleeder suffers double damage from negative Intelligence modifier to all Attack rolls.
attacks that cause bleeding, such as those inflicted by
swords or daggers. Additionally, the Heal check DC Brew Neutral [General]
to staunch the Bleeder’s wounds is 20. Potions, philters, and other alchemical concoctions
have little effect on characters with this Defect.
Blind [General] Detriment: A Brew Neutral character gains no
A character with this Defect cannot see. benefit from imbibing potions and other consumable
Detriment: A character with this Defect cannot see. magic items.
She takes a -2 penalty to Armor Class, loses her Special: Poisons affect this character normally.
Dexterity bonus to AC (if any), moves at half speed,
and takes a -4 penalty on Search checks and on most Brittle Bones [General]
Strength- and Dexterity-based skill checks. All checks A character with this Defect has bones that break
and activities that rely on vision automatically fail easily.
(e.g., reading, vision-based Perception checks). All Detriment: Bludgeoning attacks made against a
opponents are considered to have total concealment character with Brittle Bones have their critical threat
to the blinded character (50% miss chance). range increased by one place and receive a +2 bonus

12
Defects
on rolls made to confirm critical hits. Additionally,
this character takes falling damage as if he had fallen
an additional 10 feet.

Broken Claw/Horn/Tusk [Combat] [Monster]


Deformity, an old injury, or a lifetime of violence has
weakened this creature’s natural weapons.
Prerequisite: Bite, gore, claw, or other natural
attack.
Detriment: This creature suffers a –2 penalty on
all damage rolls made when using one of its natural
attacks, inflicting a minimum of 1 damage on a
successful attack. This Defect can be taken multiple
times, provided the creature has a sufficient number
of natural attacks to which it can be applied.

Bucking Mount [General]


Some riders have the misfortune of regularly being
thrown by their mounts.
Prerequisite: Must possess a mount of some sort.
Detriment: Whenever the rider of a Bucking Mount
rolls a natural 1 or 2 on any Ride or Handle Animal
skill check while mounted, he must make an fails as a result of this Defect before he may attempt
immediate Reflex save (DC 10 + mount’s Hit Dice + to cast it again.
mount’s Strength modifier) or be violently thrown Special: At the GM’s option, it may harm a
from his mount as it bucks. character to chew on certain types of material
Special: At the GM’s option, any rider thrown from components (e.g., guano, strange plants, precious gems).
a Bucking Mount may take falling damage depending
upon the size of the mount, or its elevation in the City Folk [General]
case of flying mounts. Additionally, a Bucking Mount A character with this Defect is a hothouse flower who
may need to be calmed with a Handle Animal skill wilts in rustic and natural surroundings.
check before it can be mounted again. If the roll to Prerequisite: Raised within the confines of a
calm the mount results in a natural 1 or 2, the creature bustling metropolis.
will buck once again after letting the rider back onto it. Detriment: City Folk suffer a –2 penalty to all Bluff,
Diplomacy, Sense Motive, and Survival skill checks
Butterfingers [General] in rustic, underdeveloped, and wilderness
A character with this Defect is prone to making environments.
mistakes when performing skills requiring Dexterity.
Detriment: Any time someone with Butterfingers Civilian [Combat]
attempts to make a Dexterity-based skill check, he A character with this Defect has never taken up arms.
suffers a –2 penalty. Detriment: A character with this Defect receives
no weapon or armor proficiency from his class, and
Chew Materials [General] can only purchase weapon and armor proficiencies
A character with this Defect absentmindedly gnaws through Feats.
on his spell components, often ruining or devouring Special: If this Defect is bought off, the character
them. does not gain the normal weapon and armor
Prerequisite: Spellcaster. proficiencies granted by her class until the next time
Detriment: Because a character inclined to Chew the character gains a level.
Materials is often surprised to discover his material
components damaged or missing, he suffers a 10% Clumsy [General]
chance of spell failure when casting spells with Some people aren’t are coordinated as others.
material components. The character must replace the Detriment: A Clumsy character suffers a –2 penalty
material components in question for any spell that on all Dexterity-based skill checks.

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The Jester Dragon’s Guide to Defects
Computer Illiterate [General] (Modern. Sci-Fi) Prerequisite: Raised away from a large urban
When it comes to computers, a character with this environment.
Defect doesn’t know where to begin. Detriment: Country Folk suffer a –2 penalty on all
Prerequisite: Must be from a setting where Bluff, Diplomacy, Sense Motive, and Survival skill
computer technology is commonplace. checks in urban environments.
Detriment: A Computer Illiterate suffers a –4
penalty to all rolls related to computers and can never Creaking Joints [General]
gain skill ranks in any computer-related skill. This Due to advanced age, poor health, rheumatism, or a
Defect can be taken a second time. If so, all attempts lifetime of failing to limber up, a character with this
make to use or interact with computers automatically Defect has joints that pop and creak during physical
fail, with a 25% chance of failing critically. activity.
Prerequisite: Dexterity 13 or lower.
Conceited Caster [General] Detriment: Creaking Joints inflict a –2 penalty on
Some spellcasters are too sophisticated to waste time all Stealth skill checks. Additionally, all Disable
practicing lesser magics. Device and Sleight of Hand skill checks suffer a –2
Prerequisite: Spellcaster. penalty when attempted in the presence of non-allied
Detriment: A Conceited Caster refuses to cast 0 NPCs as the sound of popping joints gives the
level spells, which she regards as petty parlor tricks character away.
and far below her abilities. Before casting a 0 level
spell, a Conceited Caster must take a full-round action Curse Magnet [General]
hemming and hawing about the indignity of being Baleful magic is unnaturally drawn to a character with
made to cast simple cantrips, followed by a DC 15 this Defect.
Will saving throw. If the save succeeds, the 0 level Prerequisite: Cannot possess spell resistence.
spell can be cast, but the caster suffers a –2 penalty Detriment: Any time a spell, spell like ability, or
on all attack rolls, skill checks, and saving throws for magic effect with the death, evil, or fear descriptors
the remainder of the encounter due to the humiliation is cast from or directed at a target within 30 feet of a
of being seen working such mediocre magic. Curse Magnes, there is a 25% chance it will effect the
Curse Magnet instead of the intended target. If the
Country Folk [General] spell, ability, or effect in question would not normally
A character with this Defect finds the crowded streets harm the Curse Magnet (e.g., animate dead, protection
and high towers of civilization intimidating and off-putting. from good, wail of the banshee), the Curse Magnet

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Defects
takes 1 point of non-lethal damage per spell level or
caster level (whichever is higher). Spellcasters with
this Defect are at risk of being targeted by their own
spells.

Curses Fate [Metagame]


A character with this Defect doesn’t suffer bad luck
lightly, loudly cursing the fates, himself, his allies,
and the gods when things to go his way.
Detriment: Whenever the player of a character who
Curses Fate rolls a natural 1 on any attack roll, skill
check, or saving throw, the character must use his
next full-round action to do nothing but loudly gripe,
curse, and otherwise vocalize his displeasure with
the universe that is obviously treating him unfairly.

Curtailed Spell [Metamagic]


A character with this Defect casts spells that do not
last nearly as long as they should.
Prerequisites: Spellcaster, cannot possess the Extend
Spells Feat.
Detriment: all spells cast by a character with this
Defect last half as long as normal. Spells with
durations of concentration, instantaneous, or
permanent are not affected.
Additionally, this character gains no benefit from
Dancing Fool [General] bardic performance.
A character with this Defect likes nothing more than
to do a jaunty jig to a lively tune. Declines to Use Quivers [Combat]
Prerequisite: Ability to hear. Despite he convenience offered by quivers, characters
Detriment: Whenever a Dancing Fool hears music, with this Defect prefer to clutch arrow and bolts in
he must make an immediate Will save (DC 10 + their hands, tie them to their legs, stuff them into
Perform skill ranks of the musician). On a failed save, backpacks, or hail them around in other bizarre ways.
the character dances until the music ends. A dancing Prerequisite: Proficiency with any bow or
character can move normally, but is denied the usual crossbow.
Acrobatics skill check to avoid provoking attacks of Detriment: A character with this Defect never stores
opportunity. If the character is attacked or threatened arrows and bolts in a convenient fashion. Reloading
with immanent danger, he may make a second Will a bow or crossbow becomes a standard action.
save to stop dancing and act normally. If this second Additionally, A character who Declines to Use Quivers
check fails, the character must one move action to gains no benefit from the Rapid Reload and Rapid
dance each round. Shot Feats.

Darkblind [General] Declines to Use Scabbards [Combat]


A character with this Defect cannot see in darkness Inexplicably, a character with this Defect refuses to
as well as others of her race. use scabbards, sheathes, or similar cases for weapons
Prerequisite: Darkvision. like swords and daggers, preferring to carry them in
Detriment: A Darkblind character gains no benefit unusual ways (e.g., tying them to a board strapped to
from the Darkvision ability. the forearm, tucked into a belt).
Prerequisite: Proficiency with edged weapons.
Deaf [General] Detriment: Drawing a weapon is a hazardous
A character with this Defect lacks the sense of hearing. activity for character’s who Decline to Use Scabbards,
Detriment: A Deaf character cannot hear and is requiring a DC 15 Reflex save to avoid injury. On a
incapable of receiving auditory information. failed save, the character accidentally inflicts the

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The Jester Dragon’s Guide to Defects
weapon’s normal damage upon himself (not including himself awesome, but is actually pushy and
Strength bonus). Additionally, making use of the unpleasant.
Quick Draw Feat inflicts a –2 penalty to Detriment: Because he is so strident, a Dick suffers
abovementioned Reflex save. a –2 penalty on all Charisma-based skill checks.

Delicate [General] Diminished Channeling [General]


A Delicate character can withstand less physical Some holy rollers can count on the favor of the gods
damage than others. less than others.
Detriment: When rolling for Hit Points at each Prerequisite: Channel energy class feature.
level, a Delicate character’s hit die is reduced by one Detriment: A character with Diminished
die type (e.g., d12 to a d10, d10 to a d8) A Delicate Channeling can channel energy two fewer times per
character’s hit dice are modified by Constitution as day. This Defect may be taken multiple times.
normal.
Disfavored Enemy [General]
Despises Infirmity [General] A character with this Defect is clueless when it comes
A character with this Defect vocally resents illness to hunting certain prey.
and weakness in others. Detriment: Select a creature type from the ranger’s
Prerequisite: Bitch, Dick, or any evil alignment. favored enemy table. A character with this Defect
Detriment: A character that Despises Infirmity suffers a –2 penalty on all Bluff, Knowledge,
suffers a –4 penalty on all skill checks performed on Perception, Sense Motive, and Survival skill checks
behalf of or in conjunction with creatures that are against creatures of the chosen type. Additionally, the
visibly ill or injured, including the Aid Another action. character suffers a –2 penalty on all weapon attack
Additionally, the attitude of a creature who Despises and damage rolls against creatures of the chosen type.
Infirmity is always one step worse towards creatures Finally, this character possesses of acquires a favored
that are visibly ill or injured (e.g., Hostile rather than enemy, they can never select their disfavored enemy
Unfriendly). If a skill check of the aforementioned as a favored enemy.
sort fails, the attitude of the creature with this Defect
will shift so as to be two places worse than usual Disgusting Biology [General] (Sci-Fi)
and, if it becomes worse than Hostile, the creature A character with this Defect does something
that Despises Infirmity will feel fully justified in dreadfully unpleasant when engaging in a common
attacking or otherwise harming the infirm creature. physical activity.
Special: A creature with this Defect does not think Prerequisite: Alien or mutant.
any less of itself as the result of its own infirmity or Detriment: When this Defect is taken, select a
illness and sees no disparity between expecting mundane activity (e.g., eating, speaking, mating).
sympathy for its own ills while being completely Whenever a character with Disgusting Biology engages
merciless with those of others. in the selected activity, he does something
nauseatingly repellant (e.g., secrete a foul-smelling
Desirable Organs [General] (Sci-Fi) ichor, spews slime, turns inside out). As a result, he
Due to alien biology, superior genetics, or a freakish suffers a –4 penalty on all Charisma-based rolls for
bounty, a character with this Defect has organs worth the duration of the encounter. Additionally, those who
a lot of money to the right people. witness the obscene display must make an immediate
Detriment: All NPCs who engage in combat with a DC 15 Will save or be sickened for ad6 rounds.
character with Desirable Organs will attempt to
harvest those organs the moment the character is Dishonest Face [General]
incapacitated or dead. Likewise, NPCs will never A character with this Defect has a naturally shifty
attempt to capture this character unless they can expression and facial structure that suggests an
immediately transport him to a location where his inherent criminal disposition.
organs can be harvested. Organ removal inflicts 1 Detriment: A character with a dishonest face
permanent Constitution damage per organ and may suffers a –2 penalty on all Bluff and Diplomacy skill
cause instant death depending on the organs removes. checks. Additionally, any attempt to use Sense Motive
on this character has a 25% chance of indicating that
Dick [General] the character is being deceptive or dishonest
A character with this Defect generally considers regardless of his actual intentions.

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Defects
Divine Pun-ishment [Metagame]
If you play with words, you’re gonna get verbed.
Detriment: Whenever the player of a character
subject to Divine Pun-ishment makes a pun during
play, the character is immediately struck by lightning
for 1d6 holy electricity damage that bypasses damage
resistance and other forms of protection. At the GM’s
option, the damage may be increased to 2d6 or even
3d6, depending on the egregiousness of the pun.
Special: At the GM’s option, this Defect can also
apply to Star Wars quotes, references to memes, and
warmed-over Monty Python routines.

Doubting Thomas [General]


Due to skepticism in a fantastical world or outright
paranoia, a character with this Defect responds to
monstrous and supernatural threats with total
disbelief.
Detriment: Whenever a Doubting Thomas
encounters a supernatural phenomenon or certain
creatures (e.g., Aberrations, Constructs, Dragons, Fey,
Magical Beasts, Outsiders, or Undead), the character
must spend a full-round action attempting to
disbelieve as if the phenomenon or creature was a
possible illusion.

Drops Weapons [General]


A character with this Defect doesn’t understand the
importance of hanging on to weapons.
Detriment: Anytime a character that Drops
Weapons makes a successful attack that apparently
kills or incapacitates a foe, he will drop whatever
weapon he is holding. If there is still a threat within
30 feet, the character may attempt a DC 15 Will save
to avoid dropping weapons. This Defect does not diverse, or might offer rich pickings. Furthermore, at
apply to weapons that are sheathed or similarly stored, the GM’s option, a Dumpster Diver who fails this save
only those that are held. suffers from the Malodorous Defect (see page 31) until
he takes a bath.
Dumb [General]
This character’s ignorance knows no bounds. Dyslexic [General]
Detriment: A dumb character suffers a –2 penalty Dyslexic characters transpose letters, numbers, and
on all Intelligence-based skill checks. other written characters when reading and writing.
Prerequisite: Ability to read.
Dumpster Diver [General] Detriment: Any time a Dyslexic character must read
One man’s trash . . . text, runes, maps, music, or other written works, he
Detriment: Whenever a Dumpster Diver encounters must make an immediate DC 10 Intelligence check.
a refuse pile, garbage can, landfill, rubbish tip, or other On a natural 1 or a roll failing by 5 or more, the
collection of thrown-out old junk and rotten leftovers, character derives incorrect or incomplete information.
he must make an Immediate DC 15 Will save to not If the roll is a natural 1 and fails by five or more the
start picking through the garbage for potentially useful GM ensures that this information is critically
or reusable items. inaccurate. Dyslexic characters suffer a –2 penalty on
Special: The GM is free to increase the DC of the all Craft, Profession, and Spellcraft skill checks
Will save if the source of garbage is particularly large, including books, scrolls, or reading and/or writing.

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The Jester Dragon’s Guide to Defects
Easily Surprised [General] Evil Hand [General]
Some people don’t know how to deal with surprise. A character with this Defect has a hand that acts with
Detriment: An Easily Surprised character cannot its own malevolent will.
take a standard or move action during a surprise Prerequisite: At least one hand.
round. Detriment: 1d4–1 times per day, the GM takes
control of this character’s Evil Hand, using it to do
Effeminate/Butch [General] mischief for 1d4+1 rounds. During this time, the
A character with this Defect looks like they were born character does not have control over this hand, which
a member of the opposite gender. can perform any one-handed action the character
Detriment: A character that is Effeminate/Butch is could normally perform, including casting spells
considered to always be making a Disguise skill check which only require somatic components.
to appear as a member of the opposite sex unless The Evil Hand may use any Feat, skill, or ability
naked. They take no penalty for this check, nor does the character possesses and makes attacks at the
any negative Charisma modifier apply (a positive character’s highest Base Attack Bonus. If it attacks
Charisma-modifier applies as normal) All other uses the person it’s connected to, that person is denied
of the Disguise skill are made normally. their Dexterity bonus to AC.
Finally, when the Evil Hand is acting
Enfeebled Spells [Metamagic] independently, the character may attempt to grapple
A character with this Defect casts spells that are much his own hand in order to restrain it.
weaker than normal.
Prerequisite: Spellcaster.
Detriment: All variable, numeric effects of spells
cast by this character are reduced by one-half. Saving
throws and opposed rolls are not affected, nor are
spells without random variables.

Epileptic [General]
A character with this Defect is prone to having seizures
that cause blackouts.
Detriment: Whenever an Epileptic is exposed to
potential triggers for this condition (e.g., flashing
lights, intense stress, extreme fatigue, sickened,
nauseated, being suddenly awakened, and consuming
alcohol and drugs), he must make a DC 10 Fortitude
save. On a failed save, the character will fall prone
and thrash about in a seizure for 1d10 rounds. Once
the seizure passes, the character is spent and
disoriented, suffering a –2 penalty to all ability scores
for one hour, during which time another seizure is
not possible.

Evil Aura [General]


For some reason, a character with this Defect has the
aura of an evil person.
Prerequisite: Any non-evil alignment.
Detriment: This character’s alignment is always
treated as evil for the purpose of spells and effects
that deal with alignment, regardless of the alignment
the character actually had. For example, this character
registers to detect evil, takes damage from holy word,
etc.

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Defects
Evil Twin [General]
“It wasn’t me! It was my double!”
Prerequisite: Any alignment other than true
neutral.
Detriment: A character with this Defect has an evil
– or in the case of evil characters, good – twin. This
NPC is identical to the character in every way (right
down to its character sheet), except his alignment is
reversed and he wants nothing more than to ruin the
character’s life. Every play session there is a 50%
chance the Evil Twin will make an appearance,
influence the campaign, or otherwise attempt to screw
over their sibling. The Evil Twin cannot be
permanently slain, redeemed, reconciled with, or
otherwise made to stop interfering in the character’s
life until this Defect is bought off.
Special: An Evil Twin gains a +4 bonus to all Bluff
and Disguise skill checks made to pass as its hated
sibling, and make take 10 on all such skill checks.
Extra Special: An Evil Twin need not be a blood
relative. It can represent a doppelganger, clone,
identical cousin, or any other wicked counterpart that
just happens to look just like a hero.

Excess Beard [General]


A character with this Defect has a beard so long, bushy,
and unkempt it makes a tempting target for enemies.
Prerequisite: A beard. Existentially Ignorant [Metagame]
Detriment: Anyone attempting to initiate a grapple A character with this Defect doesn’t have the first clue
against a character with Excess Beard gains a +2 bonus about the true nature of the universe of his place in it.
to the combat maneuver roll made to initiate the Detriment: The player portraying an Existentially
grapple. Additionally, a character with Excess Beard Ignorant character cannot read the contents of any
suffers a –2 penalty to CMD when subjected to a trip gaming book during play, especially the core rulebook
attack. Finally, this character’s beard always provokes for the game currently being played.
an attack of opportunity when an opponent enters an
adjacent square. Fashion Plate [General]
This character refuses to just shave or trim the A character with this Defect prides himself on his
beard. fashion sense and ability to keep up to date with the
latest trends.
Expiration Date [General] (Sci-Fi) Detriment: Whenever a Fashion Place purchases
A character with this Defect has a limited lifespan. or crafts clothing, armor, and wearable items, the total
Detriment: Due to genetic engineering, cost is increased by 30%. This price increase covers
brainwashing, or a built-in self-termination system, a the cost of obtaining “high fashion” or otherwise
character with this Defect will die at a specific date stylishly customized version of the item in question.
and time. If this Defect is taken once, the character Additionally, the character suffers a –2 morale penalty
will expire in 1d6 years. If taken twice, the character to all Charisma-based skill checks when forced to wear
expires in 2d6 months. If taken thrice, the character common or otherwise unstylish clothing.
expires in 3d10 days. If taken four times, the character
expires in 4d6 hours. If taken five times, the character Fat [General]
begins play dead. A character with this Defect is much heavier than
Special: Unless this Defect is bought off, the average.
character’s death at the time of the expiration date Detriment: A Fat character suffers a –1 penalty to
cannot be prevented or undone by any means. all skill checks subject to an armor check penalty.

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The Jester Dragon’s Guide to Defects
Furthermore, a Fat character has to pay 50% more for Faulty Implants [General] (Sci-Fi)
clothing, armor, and other equipment that fits properly A character with this Defect has a few short circuits
and requires twice as much food and water than is in his bionic implants.
normal for his race. Prerequisite: At least one cybernetic implant or
mechanical augmentation.
Faulty Aggression Inhibitor [General] (Sci-Fi) Detriment: Whenever a character with Faulty
A character with this Defect is perpetually angry for Implants rolls a natural 1 on any roll involving or
no discernable reason. affected by his implants, he must make an immediate
Prerequisite: Cyborg, robot, AI, or clone. Fortitude save (DC 15 + the number of implants the
Detriment: Because of his hostile demeanor, a character posses) or take 1d6 damage as the implant
character with a Faulty Aggression Inhibitor suffers a short circuits, burns out, and otherwise puts too much
–2 penalty on all Charisma-based skill checks except strain on his meat body.
Intimidate, and his attitude towards other creatures
is always one step worse than it would otherwise be Feeble Summoning [Metamagic]
(e.g., Hostile rather than Unfriendly). Furthermore, A character with this Defect summons weak and
this character tends to engage in behavior likely to be pathetic creatures.
considered menacing or unnerving (e.g., perpetually Prerequisite: Ability to cast a summoning spell.
cleaning/priming weapons, scanning the room for Detriment: Every creature summoned by a
potential targets). character with this Defect has –2 Strength and

20
Defects

Constitution for the duration of the spell that Fewer Bombs [General]
summoned it. Additionally, this character cannot A character with this Defect can throw fewer bombs
possess the Augment Summoning Feat. per day.
Prerequisite: Bomb class feature.
Festering Wound [General] Detriment: A character with this Defect can throw
A character with this Defect has a wound or injury two fewer bombs per day and cannot take the Extra
that refuses to heal. Bombs Feat.
Detriment: A character with a Festering Wound Special: This Defect can be taken multiple times.
always has his hit points reduced by 1, suffers a –1 Its effects stack.
penalty on all Charisma-based skill checks because
of the odor of the infected wound, and grants a +2 Fixated on Bullshit [General]
bonus on any skill check made to track the wounded A character with this Defect focuses on minor,
character. irrelevant details rather than the bit picture, more
At the GM’s option, carrion eaters and similar concerned with process than results.
monsters might be more inclined than usual to attack Detriment: Whenever a character Fixated on
such a character. Also, if not properly treated and Bullshit makes a skill check to notice something –
dressed, blood, pus, and other fluids seeping from typically Perception – her suffers twice the normal
the Festering Wound may stain or damage clothing risk of a critical fumble. Furthermore, whenever he
and equipment. has the chance, such character must make a DC 10
Special: This Defect can be taken multiple times. Will saving throw to avoid taking some action
If so, its numeric effects tack. Multiple instances appropriate to this Defect (e.g., pretty criticism, time-
represent multiple small wounds or a single large wasting comments, quoting obscure regulations).
wound. As the GM’s option, cure disease or more Special: In some societies, this Defect is considered
potent healing magic may remove the Festering an asset. Officious bureaucrats, for example, often
Wound for one day. cannot advance without it.

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The Jester Dragon’s Guide to Defects
Flees in Terror [General] all the detriments of being one size category larger
When the going gets scary, this character gets going. than normal, while gaining none of the benefits (e.g.,
Detriment: Whenever a character that Flees in –2 size penalty to Dexterity, –1 size penalty to AC
Terror suffers from the frightened or shaken and attack rolls, and a –4 size penalty to Stealth
conditions, or is successfully targeted by a fear-based checks).
spell or effect, he must make an immediate DC 15
Will save. On a failed save, the character gains the Fugly [General]
panicked condition for the duration of the condition A character with this Defect is really f***ing ugly.
or effect. Detriment: A Fugly character suffers a –2 penalty
on all Charisma-based skill checks.
Follows SOPs [General] Special: This penalty does not apply when
A character with this Defect is a stickler for proper interacting with creatures that cannot see. This Defect
procedure. can be taken multiple times. Its effects stack.
Detriment: A character who Follows SOPs takes
50% longer to complete any technical task and must Generic Bombs [General]
always take 10 when making a Craft or Profession skill Some explosions are nothing special.
check whenever possible. Prerequisite: Bomb class feature.
Detriment: A character’s Generic Bombs inflict
Font of Exposition [General] regular damage with no associated energy type.
When something needs to be explained, a character Additionally, this character cannot take discoveries
with this Defect does the explaining. which modify bombs.
Prerequisite: Ability to speak and training in at Normal: Alchemist’s bombs inflict fire damage.
least one Knowledge skill.
Detriment: Whenever a Font of Exposition Generous Tipper [General]
succeeds at any Knowledge skill check, he must spend A character with this Defect likes to spread the wealth.
at least 1d4 + Knowledge skill ranks minutes bringing Detriment: A Generous Tipper always pays 15%
everyone up to speed on the subject as if they had no more for food, lodging, and the services of craftsmen.
knowledge of the subject at all. Additionally, this
character must begin the first encounter of every play Glass Jaw [Combat]
session bringing the other characters up to speed on Some characters just can’t take a punch.
the campaign as if they haven’t been participating in Detriment: A character with a Glass Jaw takes
it, regardless of what situation the adventurers are in. double damage from unarmed strikes and grapples.
If the character’s life is threatened while delivering
exposition, he must make a Will save (DC 10 + highest Glows [General]
Knowledge skill rank) to shut up and defend himself. A character with this Defect radiates colored light.
Prerequisite: Alien, mutant, energy being, outsider,
Foolish [General] or survivor of massive radiation exposure.
Common sense isn’t all that common for this Detriment: A character who Glows suffers a –4
Character. penalty to Stealth and Disguise skill checks.
Detriment: A Foolish character suffers a –2 penalty Additionally, hostiles attacking this character suffer
on all Wisdom-based skill checks. no penalties for low lighting or total darkness.
Likewise, all attempts to track this character by sight
Four Eyes [General] gain a +2 bonus.
A character with this Defect doesn’t wear glasses well. Special: At the GM’s option, a character can offset
Prerequisite: Wears glasses. the effects of this Defect by wearing heavy clothes
Detriment: A character with this Defect suffers a – that completely cover his body. However, doing so
2 penalty on all Charisma-based skill checks when inflicts a –1 penalty on all skills subject to an armor
wearing glasses. check penalty.

Freakishly Tall [General] Hands Off Fate [Metagame]


A character with this Defect is much taller than The gods may place dice with the universe, but you
average. can’t.
Detriment: A Freakishly tall character suffers from Detriment: The player of a character with this

22
Defects

Wearing Glasses
Characters might end up wearing various sorts of
eyewear for any number of reasons. Examples could
include magnifying spectacles for offsetting Defects
like Nearsighted, sunglasses for preventing the
adverse effects of extremely bright light, and
magical goggles that can allow their wearers to see
things like invisible creatures or magical auras.
Keeping glasses in place when they need to be there,
however, can constitute a constant nuisance.

Preventing Knock-Offs
Any time a character wearing glasses makes a
Reflex saving throw, he must make an additional a pair of glasses has been knocked can use an attack
DC 15 Reflex saving throw or have the glasses fall to deliberately step on or strike the glasses with a
off and land 1d4+1 feet away in a random direction. weapon, breaking them on a successful attack
Furthermore, any time a character wearing against AC 11 that inflicts at least 1 hit point of
glasses suffers melee damage, falling damage, or damage. Furthermore, anyone moving in or through
damage from large objects (e.g., a giant’s thrown the square might accidentally step on and break
boulder), he must make a Reflex saving throw with them. This is determined by making a d20 roll and
a DC equal to the damage suffered or have his glasses adding Strength modifiers and the same size
knocked off, landing as described above. modifiers used for grapple checks and, if the result
As a move-equivalent action when making any is 21 or greater and inflicts at least 1 point of
such saving throws, a character can clutch at the damage, they are stepped on and crushed.
glasses in an attempt to keep them in place, gaining If a character is casting a spell when his glasses
a +4 in the process. Additionally, all such saving are knocked off, any Concentration checks he
throws are at –4 for monocles and at +4 for glasses subsequently has to make to keep from losing the
equipped with some sort of strap to prevent them spell are at –4. Furthermore, if a character has his
from falling off. DMs should ensure that such glasses knocked off while casting a spell from a
measures end up being more trouble than they are scroll, there is a 50% chance of spell failure, rolled
worth (e.g., having them get caught on things, after any Concentration checks have been resolved.
provoking strangling attacks of opportunity when
the glasses slip down around the character’s neck). Aesthetic Concerns
Finally, the sorts of eyeglasses created in Medieval,
Consequences of Knock-Offs Renaissance, and fantasy societies are likely to be
If a saving throw to prevent glasses from being relatively crude, grim-looking affairs (e.g., like
knocked off is a critical failure (i.e., a roll of a “birth control” glasses associated with the 1950s
natural 1 confirmed by a simple failure), then the and the U.S. military, or worse). As a result,
character’s glasses are broken and cannot be used characters wearing such accessories generally suffer
again until repaired. If a bespectacled character gets a –2 penalty on Charisma-based skill checks.
his eyewear knocked off, he will typically utter a
phrase like “My glasses!’ and make a DC 10 Will Repairing Broken Glasses
saving throw to resist the urge to try to immediately There are a number of ways to repair damaged
retrieve them as a move-equivalent action. This glasses, including various uses of the Craft skill.
check is made at –5 for characters with Defects or This may not often be practical while adventuring,
conditions that make them dependent on their however, and magic is more likely to be applicable
glasses (e.g., Nearsighted). under such circumstances; three separate Mend
Anytime a pair of glasses gets knocked off their spells — one for each lens and one for the frames
wearer, they are at risk of being stepped on until — will generally fix a pair, as will a single casting
retrieved. Anyone adjacent to a square into which of Make Whole.

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The Jester Dragon’s Guide to Defects
Defect us forbidden from rolling dice during play. All Highly Suggestible [General]
die rolls for this character are made by the GM or A character with this Defect is exceptionally
another player of the GM’s choice. susceptible to post-hypnotic suggestions, mesmerism,
and other forms of min control.
Hearty Appetite [General] Prerequisite: Cannot possess the Strong Willed
A character with this Defect likes to eat well and is Feat.
accustomed to large meals. Detriment: A Highly Suggestible character suffers
Detriment: A character with a Hearty Appetite a –2 penalty on all Will saving throws made to resist
requires 50% more food each meal than normal for mind-affecting spells, spell like abilities, psi-powers,
his size. Additionally, the character must begin and other abilities that target the mind. Additionally,
checking for starvation after 1 ½ days without food the character cannot attempt to disbelieve illusions
and must make all subsequent Constitution checks to without being prompted by another character.
avoid starvation every half hour.
Holy Immolation [General]
Heavy Worlder [General] (Sci-Fi) Sometimes you’re so evil it burns.
A character with this Defect is only at home in high- Prerequisite: Any evil alignment.
gravity environments. Detriment: Anytime a character subject to Holy
Prerequisite: Must have been born and raised in a Immolation comes into direct physical contact with
high-gravity environment. a holy symbol, icon, idol, altar, tome, saint’s relic, or
Detriment: A Heavy Worlder suffers a –2 penalty other item consecrated blessed, or associated with a
on all Dexterity-based rolls when in a normal or low- good-aligned deity, the character immediately takes
gravity environment. Additionally whenever a Heavy 1d6 damage. This damage is both fire and holy and
Worlder jumps, runs, or charges in a normal or low- not reduced by damage reduction. Voluntarily
gravity setting, he must make am immediate Reflex maintaining physical contact with the holy item
save or fall prone at the end of the movement. The requires a DC 15 Will saving throw.
DC for this saving throw is 10 in normal gravity, 15 in
low gravity, and 20 in zero gravity. Horny [General]
A character with this Defect has an overworked libido
Hey, Your Shoes Are Untied [General] and is unable to keep from coming on to people.
A character with this Defect forgets to tie his shoes. Detriment: A Horny character is constantly turned
Prerequisite: Ability to wear shoes. on, compelled to flirt with an bed characters to which
Detriment: The first time each day a character with he is sexually attracted (e.g., virtually all males/
this Defect takes a move action, charges, or runs, make females in accordance with the character’s sexual
an immediate DC 10 Will save. If the save fails, the preference). Anytime a Horny character is in the
character forgot to tie his shoes and falls prone, taking presence of he to which he is attracted (generally
1d4 damage. Not wearing shoes offers no protections whoever has the highest Charisma), it is assumed he
from this Defect. is constantly coming on to and otherwise harassing them.
Even in dangerous situations, a Horney character
Hidebound [General] has trouble resisting this inclination, and at least once
A character with this Defect doesn’t develop as per minute (10 rounds) must make a Will saving throw
quickly as their more eclectic companions. in order to resist the urge to chat up the target. The
Detriment: A Hidebound character gains no benefit DC for this save is 15 + the Charisma modifier of the
from having a favored class and cannot take the target. If the Horney character’s life is threatened, the
Eclectic Feat. DC drops to 5 + Charisma modifier.

High Strung [General] Hot Flashes [General]


A character with this Defect is easily frustrated, A woman with this Defect suffers from debilitating
always under stress, and has difficulty accepting surges of body temperature.
failure. Prerequisite: Female, middle-aged.
Detriment: Whenever a Highly Strung character Detriment: Once per hour – typically at
rolls a natural 1 on a skill check or attack roll, they inconvenient times – the menopausal character must
immediately suffer ad6 frustration damage. make a DC 15 Fortitude save. If the roll fails, the
character suffers a –2 penalty on all attack rolls, skill

24
Defects
checks, and saving throws for 3d6+12 rounds. This
save is modified by the armor check penalty for any
worn armor; by –2 if it is warmer than 80 degrees
Fahrenheit; and by +4 if it is below freezing.

HP Transfusion [General]
When you heal others, you pay a heavy price.
Prerequisite: Ability to cast cure spells.
Detriment: Whenever a character with HP
Transfusion casts a Cure spell (e.g., any spell with
“cure” in the name, Cure Light Wounds) he loses a
number of HPs equal to 1/2 the HP healed by the spell
in question. Additionally, any character who casts a
cure spell on a character with HP Transfusion loses a
number of HPs equal to 1/2 the HP healed.

HP Transfusion, Extreme [General]


When healing others, you give as good as your patients
get.
Prerequisite: HP Transfusion
Detriment: As HP Transfusion, but the character
loses HP equal to the HP healed by his cure spells,
and Cure spells cast upon this character cost the caster
HP equal to the HP healed.

Hunchback [General]
A character with this Defect has a pronounced curved
spine, resulting in a bent posture and humped back. I Come In Peace [General}
Detriment: Because a Hunchbacked character is “Wait! I think it can be reasoned with!” are typical
frequently in pain, must struggle to stand upright, and last words for characters with this Defect.
often has trouble breathing, he can only engage if Detriment: A character with this Defect will never
strenuous physical activity (e.g., combat, faster than willingly initiate combat against another intelligent
normal movement) for a number of rounds equal to being. Even after this character is attacked, he cannot
his Constitution score before becoming fatigued. retaliate without first spending at least one full-round
Such characters also have difficulty finding action attempting to reason with the attacker.
clothing and armor that fits properly, and any armor Special: At the GM’s option, if this character is
worn by a Hunchback that is not custom-fitted suffers unsure of the sapience of a hostile life form, he must
all the penalties for being hastily donned. These play it safe and assume it is intelligent and capable of
penalties are doubled if the Hunchback actually dons being reasoned with.
armor hastily.
Hunchbacked characters often appear disturbing to Ignorant [General]
others. There is a 50% chance an NPC is disturbed by This character’s mental lassitude knows no bounds.
the Hunchback’s appearances, inflict a –2 penalty on Detriment: An Ignorant character suffers a –2
all Charisma-based skill checks except Intimidate penalty on all Wisdom-based skill checks.
made to interact with said NPC.
Illiterate [General]
Hypersensitive [General] A character with this Defect doesn’t know how to read
A character with this Defect is extremely sensitive to or write.
intense sensory stimuli. Detriment: An Illiterate character cannot use the
Detriment: A Hypersensitive character suffers a – written form of any language in which he is proficient.
2 penalty to all attack rolls, skill checks, and saving Likewise, he cannot use scrolls and tomes, and all
throws when exposed to extreme sensory stimuli (e.g., Craft and Profession skill checks that require reading
strong odors, bright lights, loud noises). automatically fail.

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The Jester Dragon’s Guide to Defects
Imperial Marksmanship Training [Combat] Incompetent Combatant [Combat]
(Sci-Fi) A character with this Defect has trouble holding his
A character with this Defect couldn’t hit the broad own in a fight.
side of a bio-dome. Detriment: An Incompetent Combatant receives
Prerequisite: Proficiency with energy weapons. half the normal Base Attack Bonus for his class
Detriment: This character suffers a –4 penalty on (rounded down).
all attack rolls made with ranged energy weapons (e.g.,
blasters, disintegrators, blasters). Incomplete Training [General]
There is a significant gap in the training of a character
Impoverished [General] with this Defect.
A character with this Defect doesn’t have two copper Detriment: A character with Incomplete Training
pieces to rub together. begins play without one of his class skills. If the
Detriment: An Impoverished character receives character ever gains levels in another class that lists
half the normal allotment of starting wealth at this skill as a class skill, he still cannot claim that
character creation. Additionally, the character begins skill as a class skill.
each play session having lost all monies acquired
during the previous session. Incontinent [General]
Special: An impoverished character cannot simply A character with this Defect involuntarily relieves
give all his money to another character before the end himself when under stress.
of one session and take it back at the start of another. Detriment: If an attach inflicts hit point damage
greater than an Incontinent character’s Constitution
score, of the character becomes shaken, frightened,
panicked, or cowering, he must make a DC 15
Fortitude save to avoid soiling himself.
A soiled character suffers from the Malodorous
Defect (see page 31) until he washes both himself and
his clothing and armor. Additionally, a soiled
character takes a 5 foot penalty to his speed because
it is uncomfortable to move in soiled clothing.

Indecisive [Combat]
A character with this Defect has trouble making quick
decisions under pressure.
Prerequisite: Cannot possess the Improved
Initiative Feat.
Detriment: An indecisive character suffers a –4
penalty to Initiative checks.

Inept [General]
A character with this Defect isn’t very good at anything.
Detriment: An Inept character uses a d12 for all
skill and ability checks instead of a d20. He may never
take 10 or 20 on a skill or ability check, but may “take
6” and “take 12” instead. Following all other normal
Incompetent [General] rules for taking 10 and 20 respectively.
A character with this Defect isn’t good at a particular
task. Inept, Extremely [General]
Detriment: An Incompetent character suffers a –4 A character with this Defect is bad at everything.
penalty to single class skill. This Defect may be taken Prerequisite: Inept.
multiple times, and can apply to the same skill more Detriment: An Extremely Inept character uses a
than once. Additionally, this character cannot possess d12 for all rolls which normally require a d20.
the Skill Focus Feat for any skill in which he is Special: NPCs with this Defect reduce their
Incompetent. challenge rating by 2.

26
Defects
cleaned up and the air cleared, anyone within the
room must make a DC 10 Fortitude saving throw every
minute or be sickened so long as they remain within
range of the offending odor.

Junkie [General]
A character with this Defect is an addict.
Detriment: When this Defect is taken, select a
substance to which the character is addicted. Any day
a Junkie is unable to get a fix, she suffers a –2 penalty
to all ability scores. Typical habits cost 1 gp per day
to maintain, assuming ready availability of the
substance in question (e.g., laudanum, crack, grain
alcohol). This Defect can be taken multiple times, with
effects that stack (e.g., two instances of Junkie would
affect all ability scores by –4 and cost 2gp per day to
maintain).

Kill Switch [General] (Sci-Fi)


A character with this Defect is neutralized by a certain
stimulus.
Prerequisite: Robot, cyborg, or subject of
brainwashing.
Detriment: Whenever a character with a Kill
Involuntary Reincarnation [General] Switch is exposed to a specific trigger (e.g., a code
Whenever this character returns from the dead, they phrase, encrypted radio signal, candy bar commercial)
do so in a new form. he immediately falls unconscious for 1d4 hours or
Prerequisite: Must live in a setting where until awakened with another trigger or a DC 10 Heal
resurrection, raising, or other means of reliably skill check. A specific NPC or organization will have
returning for them death exists. knowledge of the character’s Kill Switch trigger and
Detriment: Whenever a character with this Defect the ability to use it. At the GM’s option, another party
returns to life after a period of death, roll on the member is also entrusted with the Kill Switch trigger.
Incarnation table (Pathfinder Core Rulebook, page 332)
as if they were the target of a Reincarnate spell, Klutz [General]
regardless of the method of resurrection. If the A Klutz is exceptionally clumsy and prone to tripping
character is the target of a Reincarnate spell, the result and dropping things.
on the table is always “Other (GM’s Choice)”. Prerequisite: Sluggish Reflexes.
Detriment: Anytime a Klutz runs or charges, he
Is This the Love of Which You Humans Speak? must make a DC 5 Reflex saving throw or trip and fall
[General] (Sci-Fi) prone at the end of movement, suffering 1d4 damage
A character with this Defect is particularly vulnerable in the process. Furthermore, any time he rolls a natural
to human lusts. 1 or 2 on attack rolls, he must roll again. If the second
Prerequisite: Alien or robot. roll would result in a miss, he accidentally hurls his
Detriment: Other creatures and NPCs gain a +4 weapon 5d4 feet in a random direction. If he rolls a
bonus to all attempts to seduce or romantically natural 1 or 2 on this second roll, he injures himself
manipulate a character with this Defect. instead, suffering normal weapon damage.

Isn’t House Trained [Monster] Knuckle Cracker [General]


Some animals disgrace themselves indoors or out. A character with this Defect compulsively cracks her
Prerequisite: Animal companion or house pet. knuckles, often as a flourish before attempting an
Detriment: If an animal that Isn’t House Trained is action requiring fine manipulation.
kept indoors for 1d4 hours, it will relieve itself in the Prerequisite: Fingers with knuckles.
nearest available corner. Until the resulting mess is Detriment: Before a Knuckle Cracker performs an

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The Jester Dragon’s Guide to Defects

action requiring delicate or precise use of her hands Lazy Eye [General]
(e.g., crafting jewelry, picking locks, casting spells A character with this Defect has eyes that point in
with somatic components), she must use a move- different directions.
equivalent action to crack her knuckles. The sound Prerequisite: One or more functioning eyes.
of cracking knuckles is clearly audible up to 30 feet Detriment: A character with a Lazy Eye suffers a –
away, and audible up to 60 feet away with a successful 1 penalty on all sight-based Perception skill checks,
DC 10 Perception skill check. A DC 15 Will saving missile weapon attack rolls, and opposed Charisma-
throw is needed to resist the urge to crack one’s based skill checks. This Defect can be taken multiple
knuckles. times – once for each functioning eye – when effects
that stack.
Lack of Confidence [General]
A character with this Defect lacks self-confidence and Learning Disability [General]
constantly second-guesses himself. A character with this Defect had trouble learning
Detriment: Whenever a character with a Lack of things as well or as quickly as others.
Confidence makes an Intelligence-, Wisdom-, or Detriment: A character with a Learning Disability
Charisma-based skill check, roll twice, keeping the must pay two skill points to purchase a rank in a class
lowest result. skill.

Landlubber [General] Lesser Channel [General]


Some people don’t have sea legs. The power of the divine does not so much flow and
Detriment: A Landlubber suffers a –2 penalty on trickle through a character with this Defect.
all rolls made at sea. Prerequisite: Channel Energy class feature.

28
Defects
Detriment: When channeling energy, a character Light Worlder [General] (Sci-Fi)
with this Defect rolls d4s instead of d6s. A character with this Defect is only at home in low-
gravity environments.
Life Support [General] (Sci-Fi) Prerequisite: Must have been born and raised in a
A character with this Defect cannot survive un-aided low-gravity environment.
in terrestrial environments. Detriment: A Light Worlder halves all movement
Prerequisite: Alien, mutant, or outsider. rates when in a normal or higher gravity. Additionally,
Detriment: A character with this Defect requires a due to lost muscle tone, a character with this Defect
life support apparatus to survive outside its race’s suffers a –2 penalty on all Strength-based rolls when
native environment. Examples include a hydration in normal or higher gravity. Finally, due to decalcified
collar for aquatic beings, methane re-breathers for bones, a Light Worlder takes +1 damage from all
nitrogen-based aliens, or gravity-neutralizing bludgeoning attacks and falls.
harnesses for beings from low-gravity planets. The
character must be equipped with its chosen life Limited Ecology [Monster]
support device when outside its native environment. A creature with this Defect only thrives in a narrow
Should the device ever become lost, destroyed, or range of environments and finds it difficult to survive
require a recharge, the character immediately suffers in others.
the effects of drowning. Prerequisite: Environment type other than “any”.
Detriment: This creature suffers a –2 penalty on
Lightning Rod [General] all saving throws and skill checks when in any
Electricity is drawn to a character with this environment other than those listed in
Defect. its ecology entry.
Detriment: Any ranges electricity-based
attack, spell, or spell-like ability
originating from or targeted at anyone
within 30 feet of a Lightning Rod
has a 50% chance of affecting the
Lightning Rod instead of the
intended target. Spellcasters
with this Defect as at risk of
being struck by their own
electricity-based spells.
Special: At the
GM’s option, a
character with
this Defect may Love Struck [General]
be repeatedly A character with this Defect is easily infatuated,
struck by especially by those possessed of social graces and a
lighting comely appearance.
during Prerequisite: A sexual preference.
storms. Detriment: When a Love Struck character first
encounters an NPC corresponding to his sexual
preference with a Charisma of 11 or higher, he must
make an immediate Will saving throw (DC 15 + NPC’s
Charisma modifier). On a failed save, the Love Struck
character reacts as if he was the target of a fascination
spell.

Magic Fingers [Metamagic]


Magic fails to function without the proper gesture.
Detriment: All spells cast by a character with Magic
Fingers require a somatic component. Additionally,
this character cannot take the Still Spell Feat.

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The Jester Dragon’s Guide to Defects
Magic Item Jinx [General] Magic Jazz Hands [Metamagic]
A character with this Defect cannot reliably use magic Why use one hand to cast a spell when you can use
items. two?
Detriment: Any time a character with this Defect Prerequisite: Magic Fingers.
attempts to activate a magic item (e.g., drink a potion, Detriment: All spells cast by a character with Magic
cast a spell from a scroll, speak a command word), Jazz Hands require 2 somatic components (e.g., two
there is a 20% chance the item will simply not free hands).
function, Similarly, during any given minute, there is
a 20% chance that any given passive magic item (e.g., Male Chauvinist Pig [General]
armor, rings, weapons) will simply not function. This A character with this Defect thinks being a woman is
Defect can be taken multiple times, increasing the a Defect.
chance of malfunction by 20% each time (to a Prerequisite: Male.
maximum of 100%). Detriment: A Male Chauvinist Pig suffers a –2
penalty on all Charisma-, Intelligence-, and Wisdom-

30
Defects
based rolls related to women. Additionally, female to use any sort of mechanical device (e.g., locks,
adventurers and NPCs gain the benefit of the ranger’s clockwork machines, gadgets), there is a 20% chance
Favored Enemy class feature against this character. that it will simply not function. Additionally, any time
a Mechanical Jinx attacks with a mechanical weapon
Malodorous [General] (e.g., crossbows, siege engines, firearms), and rolls a
Characters with this Defect naturally produce 1-4, roll again. If this second roll is a miss, the weapon
overwhelmingly unpleasant body odors. gains the broken condition.
Detriment: All NPC reactions to a Malodorous
character are lowered by one step (e.g., Friendly to Mediocre [General]
Indifferent). Also, creatures with the scent ability can A character with this Defect consistently fails to meet
detect a character with this Defect at twice the normal his full potential.
range. Survival and Perception skill checks to track Detriment: A Mediocre character suffers a –1
or detect this character by scent gain a +4 bonus. penalty to all skill checks.

Material Magic [Metamagic] Middle Aged [General]


A character with this Defect requires physical fuel to A character with this Defect has peaked, and has begun
work magic. the slow decline that comes with age.
Detriment: All spells cast by a character with Detriment: A character with this Defect increases
Material Magic require a material component worth his age category to middle age, receiving all of the
at least 1gp per spell level which is consumed in the detriments and none of the benefits of advancing years
casting. 0 level spells require a material component (e.g., –1 to Strength, Dexterity, and Constitution).
worth at least 1sp. Spells which already require a Normally, this Defect is only available during
material component are not affected. character creation, but may be inflicted upon the
character at a later date due to curses, life-draining
Mechanical Jinx [General] magic, time warps, etc.
(Modern, Sci-Fi, Steampunk) Normal: When a character advanced to middle age
A character with this Defect cannot reliably use they suffer –1 to Strength, Dexterity, and Constitution,
mechanical devices. but gain +1 to Intelligence, Wisdom, and Charisma.
Detriment: Whenever a a Mechanical Jinx attempts

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The Jester Dragon’s Guide to Defects
Minimize Spell [Metamagic]
Let’s just call your spells “fun sized!”
Prerequisite: Enfeebled Spell
Detriment: All variable, numeric affects of spells
cast by someone with this Defect are minimized to
the lowest possible result. Saving throws and opposed
rolls are not affected, nor are spells without random
variables. Additionally, you cannot possess the
Maximize Spell Feat.

Missing Arm [General]


The character is missing a hand and a portion of the
corresponding arm.
Detriment: A character with a Missing Arm cannot
perform tasks or wield weapons that require two
hands. Tasks which are normally performed with two
hands but which can conceivably be performed with
one take twice as long to perform and all associated
skill checks suffer a –2 penalty. These penalties are
cumulative with any off-hand penalties if the
character’s primary hand is missing.

Missing Both Arms [General]


The character is armless and possibly harmless.
Prerequisite: Missing Arm Detriment: Whenever a character with this Defect
Detriment: A character Missing Both Arms cannot creates a potion, the GM makes a secret DC 20 Craft
wield weapons, make Craft skill checks, or make (alchemy) skill check on her behalf. If this secret roll
Perform or Profession checks that requite the use of fails, the potion inflicts some relatively minor Defect
hands. on the drinker. This side effect can be determined
based on circumstances, by rolling on the Potion
Missing Leg [General] Miscibility Table (see Appendix II), or by turning to a
The character is missing a foot and a portion of the random page of this sourcebook. This side effect
corresponding leg. persists for 1d4 minutes, or as long as the potion’s
Detriment: A Character with a Missing Leg reduces effects, whichever is longer. This duration is double
his base speed by 10 feet. All attempts to trip this if the secret roll results in a natural 1.
character receive a +2 bonus. Additionally, this
character cannot kick as part of an unarmed attack Misplaced Ki [General]
without falling prone after the attack roll. A character with this Defect has less ki than most.
Prerequisite: Ki Pool class feature.
Missing Eye [General] Detriment: A character with this Defect has his ki
A character with this Defect has one less eye than he pool reduced by 2. Additionally, this character cannot
was born with. possess the Extra Ki Feat. This Defect can be taken
Prerequisite: Ability to sea with at least one multiple times. Its effects stack.
functional eye.
Detriment: A character Missing an Eye suffers a – Monolingual [General]
2 penalty on all sight-based Perception skill checks A character with this Defect only comprehends one
and missile weapon attack rolls due to poor depth language.
perception. Prerequisite: Must qualify for a bonus language.
Detriment: A Monolingual character is limited to
Mis-Brew Potion [General] a single language (usually common), chosen at
A character with this Defect tends to mix potions that character creation. He cannot speak, understand, read,
don’t quite work properly. or write any other language until this Defect is bought
Prerequisite: Brew Potion Feat. off.

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Defects
Monstrous Appearance [General] My Dog Has Fleas [General]
A character with this Defect is so hideous that he is A character with this Defect has an animal companion
often mistaken for a monster. plagues by fleas, ticks, and other biting parasites.
Prerequisite: Charisma 9 or less or Fugly. Prerequisite: Animal companion or steed.
Detriment: A character with a Monstrous Detriment: The animal companion of a character
Appearance is so bizarrely ugly that he looks with this Defect suffers a –1 penalty on all die rolls
uncannily like a specific monster type (e.g., flesh due to the constant distraction caused by the pests
golem, hobgoblin, zombie), evoking appropriate invading its hide. Additionally, the character suffers
reactions from the world at large. Members of the a –2 penalty on all Handle Animal and Ride skill
actual monster type will rarely make this mistake, checks made to interact with his animal companion
generally denying the character any benefit he might due to its constant scratching.
hope to eke out of this Defect.
NPC reactions to this Character must be determined
by the GM on a case-by-case basis, but will generally
range from cold indifference, to –4 on opposed
Charisma-based skill checks, to immediate violence.

Morbidly Obese [General]


A character with this Defect is so overweight that he
nearly is incapacitated by it.
Prerequisite: Obese.
Detriment: A Morbidly Obese character suffers a –
3 penalty on all skills subject to an armor check
penalty. A Morbidly Obese character also has its base
speed reduced to just 5 feet per round and those with
who are able will generally avail themselves of
motorized conveyances, suspensor implants, being
hauled around on carts by minions, etc. Furthermore,
the character also suffers a –2 penalty to AC and takes
up as much space as a creature one size category larger
(but does not have improved reach), which might keep
it from getting into or out of certain areas. It also has
trouble finding clothing, armor, and other accessories
that fit properly and must pay 200% more for such
items and requires four times as much food per day Narcissist [General]
as normal for a member of its race. The most beautiful thing a character with this Defect
has ever is himself.
Mumbled Spell [Metamagic] Prerequisite: Ability to see, Charisma 11+.
The spell won’t work unless you say the magic words. Detriment: Whenever a Narcissist sees himself in
Prerequisite: Spellcaster. a reflective surface (e.g., mirrors, pools of water, highly
Detriment: All spells cast by a character with this polished weapons), he must make an immediate Will
Defect require a verbal component. Additionally, this saving throw (DC 15 + his own Charisma modifier) or
character cannot take the Silent Spell Feat. be fascinated by his own reflection.

Mute [General] Narcoleptic [General]


A character with this Defect lacks the power of speech. A character with this Defect is prone to falling asleep
Detriment: A Mute had permanently lost the ability at any time.
to speak. This character cannot cast spells with verbal Detriment: Once per encounter a Narcoleptic must
components without the aid of the Silent Spell Feat, make a Will saving throw for fall asleep for one minute
activate magic items that require a command word, (10 rounds). The DC for this save starts at 5 and
or use singing-based bardic performance. increases by 1 with every successful save. It reverts
to DC 5 after the character awakes from a Narcoleptic
sleep.

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The Jester Dragon’s Guide to Defects
Near Shot [Combat] Notorious [General]
Your arrows may fly swift and true, but not far. This creature has a horrid reputation that inspires fear
Detriment: When using projectile weapons, a and hatred in others.
character with this Defect reduces all range increments Detriment: Those who know of the Notorious
by half. creature’s terrible reputation gain the benefits of the
ranger’s Favored Enemy class feature against it. These
Nearsighted [General] bonuses are cumulative with those granted by the
A character with this Defect has difficulty seeing Favored Enemy class ability.
things beyond the tip of his nose.
Prerequisite: Ability to see. Nudist [General]
Detriment: A Nearsighted character suffers a –2 A character with this Defect prefers not to wear
penalty on all sight-based Perception skill checks and clothes.
projectile weapon attack rolls. Detriment: A Nudist prefers to be naked or mostly
naked at all times. A character is considered mostly
Nonlethal Spells [Metamagic] naked so long as they are not wearing anything in the
A character with this Defect cannot inflict lethal armor, body, chest, and shoulder item slots, and no
damage by magical means. pants, skirt, underwear, etc.
Detriment: All spells cast by a character with this A Nudist that isn’t at least mostly naked is
Defect that normally inflict lethal damage inflict uncomfortable, taking a –2 penalty to Charisma and
nonlethal damage instead. Additionally, all creatures Wisdom and a –5 foot penalty to speed as that much
summoned or created by this character inflict clothing feels slightly awkward. Furthermore, wearing
nonlethal damage as well. armor is problematic, and all armor check penalties
are doubled.
Nonstandard Body Type [General]
A character with this Defect has a body type well
beyond average for their race.
Detriment: Unless a character with a Nonstandard
Body Type wears armor customized for his unique
build, he suffers a –1 armor check penalty.
Additionally, when wearing clothes that haven’t been
custom fitted, this character suffers a –1 penalty to
all Charisma-based skill checks because no one
respects someone in ill-fitting clothes.
Special: Purchasing custom fitted clothing and
armor increases the cost by 10%. A DC 15 Craft (armor
of clothing) check is required to custom-fit armor and
clothing respectively.

Not a Morning Person [General]


No matter how long a character with this Defect sleeps,
they never wake up well rested.
Detriment: Even after 8 hours of sleep, a character
with this Defect always waked with the fatigued
condition. This condition persists for 1 hour after
waking.

Not a Team Player [General]


When it comes to working together, this character
finds the “me” in “team”.
Detriment: A character with this Defect can never
use the Aid Another action, benefit from another
character’s Aid Another action, gain teamwork Feats,
and neither grants nor receives a flanking bonus in combat.

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Defects
Prerequisite: Spellcaster.
Detriment: Whenever a character who casts
Obvious Magic casts a spell or makes use of a spell-
like ability, the effect is accompanied by a puff of
smoke, a flash of sparks, or a loud sound effect (e.g.,
poof, zat, bamf) that announces to the world that magic
is being used. This obvious display is centered upon
the spell’s target, but does not affect or inconvenience
the target in any way other than making them aware
they are the target of a spell. An immediate DC 10
Spellcraft skill check identifies the caster.

Old Age [General]


A character with this Defect has his best years behind
him.
Prerequisite: Middle Aged.
Detriment: A character with this Defect has their
age category increased to old, gaining all of the
detriments of advanced age with none of the benefits
(e.g., –2 to Strength, Dexterity, and Constitution).
Normally, this Defect is only available during
character creation, but may be inflicted upon the
character at a later date due to curses, life-draining
magic, time warps, etc.

Old Wounds [General]


Past wounds suffered by a creature with this Defect
never properly healed.
Detriment: Reduce this creature’s hit point total
by 10%, rounding up.

Obese [General] One Life to Live [General]


A character with this Defect is really, really When a character with this Defect dies, there is no
overweight. coming back.
Prerequisite: Fat. Prerequisite: Must live in a campaign setting where
Detriment: An Obese character suffers a –2 penalty resurrection, raising, or other means of reliably
on all skills subject to an armor check penalty. An returning from death exists.
Obese character also has their base speed reduced by Detriment: A character with One Life to Live cannot
5 feet. Furthermore, the character also suffers a –1 be resurrected, reincarnated, wished back into
penalty to AC and has trouble finding clothing, armor, existence, or otherwise returned from the dead by any
and other accessories that fit properly and must pay means. The character can still become undead, bur
100% more for such items. Finally, an Obese character cannot somehow go from being undead to alive.
requires three times as much food per day as normal
for a character of her race. Other Ways of Knowing [General]
A character with this Defect subscribes to some
Oblivious [General] baseless, outlandish set of beliefs that she feels
A character with this Defect doesn’t pay attention to compelled to relate to others at all times.
his surroundings. Detriment: When interacting with anyone who
Detriment: An Oblivious character is always does not subscribe to her own bizarre beliefs (e.g.,
considered to be flat-footed. Gnomes secretly control all trade and finance, the
Common tongue was created specifically to subjugate
Obvious Magic [General] women, THAC0 made sense), this character suffers a
Obvious magic is obvious. –2 penalty to her Charisma score.

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The Jester Dragon’s Guide to Defects
Outrageous Accent [General] Prerequisite: Cannot possess any Critical Feats.
A character with this Defect speaks with an accent so Detriment: A character with this Defect must roll
thick it smothers language. twice to confirm critical hits and succeeds at both in
Prerequisite: Ability to speak. order to confirm the critical.
Detriment: A character with an Outrageous Accent
suffers a –2 penalty on all Charisma-based skill checks Peaked [General]
when speaking or singing and has a 10% chance of A character with this Defect is less healthy than usual.
spell failure when casting spells with verbal Detriment: This Defect inflicts a –2 penalty on all
components. This penalty also applies to all attempts Fortitude saving throws.
made to speak another language, or for speakers of
another language to understand the character. Perfectionist [General]
For a character with this Defect, “good enough” just
Pack Rat [General] isn’t good enough.
A character with this Defect is compelled to gather Detriment: A Perfectionist can never take 10 under
various and sundry items, generally of questionable any circumstances, regardless of racial traits, class
usefulness. abilities, or Feats. If a Perfectionist fails any Craft or
Detriment: A character with this Defect is Profession skill check, he must make additional
compelled to carry at least half his light load attempts until he succeeds unless he succeeds an
encumbrance limit in assorted “clutter” or various immediate Will saving throw (DC 10 + skill ranks).
sorts. Additionally, he must carry at least as many
items of junk as he has points of Strength. Weapons, Phobia [General]
armor, coins, valuable treasure, objects worth more Due to trauma or innate feat, a character with this
than 10gp, and magic items are not considered clutter Defect goes to pieces when confronted with certain
for the purpose of this Defect. Additionally, after any objects, creatures, or situations.
given encounter a Pack Rat will pick up at least one Detriment: When this Defect is taken, select a
useless object (e.g., a candle stub, empty phial, phobia. A character with this Defect gains the shaken
napkins). He may discard and existing useless item condition when confronted with the object of his
as long as the aforementioned quantity and weight Phobia. This Defect can be taken multiple times,
limits are adhered to. If a Pack Rat finds himself unable gaining a new Phobia each time.
to meet the item requirements, he becomes depressed,
unable to take anything other than move-equivalent
actions each round unless he succeeds at a DC 15
Will saving throw. A depressed pack rat can defend
normally.

Paradox Prone [General] (Sci-Fi)


The brain of a character with this Defect is particularly
vulnerable to logical paradoxes.
Prerequisite: Robot, android, AI, construct, or other
creature with an artificial brain.
Detriment: Whenever a Paradox Prone character
is exposed to a paradox, logic loop, surrealist are, Zen
koan, or prolonged nonsense, it must make an
immediate Will save (DC 15 + the Intelligence modifier
of the paradox’s creator). On a failed save, the
character suffers 1d4 Intelligence damage. If the
character’s Intelligence damage equals or exceeds its
Intelligence ability score, its head immediately
explodes, inflicting 1d6 + Intelligence modifier
damage to everything within 5 feet.

Pathetic Critical [Critical]


This character’s critical hits are rare and unimpressive.

36
Defects
Phobia, Debilitating [General]
Some fears are so intense they render the fearful A Frightfully Short List of Phobias
helpless. Ablutophobia – Fear of bathing
Prerequisite: Severe Phobia. Achluophobia – Fear of darkness
Detriment: A character with this Defect gains the Acrophobia – Fear of heights
panicked condition when confronted with the object Agoraphobia – Fear of open/public spaces
of his Phobia. Aichmophobia – Fear of sharp/pointed objects
Ailurophobia – Fear of cats
Phobia, Severe [General] Androphobia – Fear of men
A character with this Defect seeks to escape her fears. Aquaphobia – Fear of water
Prerequisite: Phobia. Arachnophobia — Fear of spiders
Detriment: A character with this Defect gains the Automatonophobia – fear of golems, et al
frightened condition when confronted with the object beingAutophobia – Fear of being alone/isolated
of her phobia. Chromophobia – Fear of bright colors
Claustrophobia – Fear of confined spaces
Pointless [General] Cynophobia – Fear/dislike of dogs
Due to catastrophic injury, congenital deformity, or Disposophobia – Fear of losing things
deliberate disfigurement, a character with this Defect Dysmorphophobia – Fear of bodily defects
is missing a pointy anatomical feature normally Entomophobia – Fear/dislike of insects
indicative of her race (e.g., an elf’s ears, Half-Orc’s Ergophobia – Fear of work
tusks, etc.) Erotophobia – Fear of sex
Prerequisite: Elf, Half-Elf, Half-Orc, Orc, or any Equinophobia – Fear/dislike of horses
other race with a characteristic pointy body part. Frigophobia – Fear of cold
Detriment: A Pointless character suffers a –4 Gephyrophobia – Fear of bridges
penalty on all Charisma-based skill checks made Gerontophobia – Fear of growing old/the elderly
involving members of their own race due to obvious Gymnophobia – Fear of nudity
physical deformity. This deformity cannot be Gynophobia– Fear of women
corrected, healed, or removed by any means until this Heliophobia – Fear of sunlight
Defect is bought off. Icthyophobia – Fear of fish
Murophobia – Fear of mice and/or rats
Poison Susceptibility [General] Mysophobia – Fear of dirt, germs, or contamination
This Defect renders a creature especially vulnerable Necrophobia – Fear of death and/or the dead
to the effects of poisons. Nyctophobia – Fear of the night
Detriment: A creature with Poison Susceptibility Obesophobia – Fear of obesity
suffers a –4 penalty on all saving throws versus poison. Ophidiophobia – Fear of snakes
Ornithophobia – Fear of birds
Potion Junkie [General] Phonophobia – Fear of loud sounds/sonic attacks
This alchemical addition results in a compulsion to Pyrophobia – Fear of fire
down potions. Scoleciphobia – Fear of worms
Detriment: A Potion Junkie must make a DC 15 Selachophobia – Fear of sharks
Will saving throw whenever the opportunity to drink Spectrophobia – Fear of ghosts/the incorporeal
a potion presents itself, regardless of the type of potion Stygiophobia – Fear of hell/the underworld
involved. On a failed save, the character must Taphophobia – Fear of graves/being buried alive
immediately consume the potion regardless of Thalassophobia – Fear of the sea/ocean
consequences. See the Potion Miscibility Table (page Thanatophobia – Fear of dying
55) if this Defect causes a character to drink multiple Thermophobia – Fear of heat
potions at once. Traumatophobia – Fear of injury
Triskaidekaphobia – Fear of the number 13
Poor Pronunciation [General] Xanthophobia – Fear of the color yellow
A character with this Defect egregiously mispronounces Xenophobia – Fear of strangers/foreigners
common words. Ylophobia – Fear of trees, forests, or wood
Prerequisite: Ability to speak. Zoophobia – Fear of animals
Detriment: A character with Poor Pronunciation

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The Jester Dragon’s Guide to Defects
suffers a –2 penalty on all Perform (act, oratory, sing) Detriment: Character’s compelled to make Audible
and Linguistics skill checks while speaking. Prayers must speak all prayers aloud at least as loudly
Additionally, this character also suffers a 10% chance as their normal speaking voice while preparing or
of spell failure when casting spells with verbal casting spells with verbal components. When in a
components. dungeon or other hazardous environment this Defect
significantly increases the chance of detection (e.g., a
Poorly Educated [General] DC 5 rather than a DC 15 Perception skill check).
A character with this Defect suffers from an
incomplete education. Prefers Oversized Weapons [General]
Prerequisite: At least one Knowledge class skill. The only thing more badassed than a sword is a freak’n
Detriment: A Poorly Educated character suffers a huge sword as tall at you!
–4 penalty on all Knowledge skill checks. Prerequisites: Proficiency with at least one melee
weapon.
Poorly Trained Pet [General] Detriment: A character who Prefers Oversized
A character with this Defect in an animal’s master in Weapons uses melee weapons intended for a wielder
name only. at least one size category larger than himself. He is
Prerequisite: Animal companion, arcane bond considered to be non-proficient with all melee
(familiar), class feature, or steed class feature. weapons intended for his size category or smaller.
Detriment: Whenever a character with a Poorly
Trained Pet gives their animal companion, familiar, Prefers Undersized Weapons [General]
or steed a command, there is a 15% chance the animal The only thing more precise than a dagger is a dagger
will ignore the command outright, and a 5% chance designed for pixies.
it will do the opposite of what it was commanded to do. Prerequisites: Proficiency with at least one melee
weapon.
Pray Audibly [General] Detriment: A character who Prefers Undersized
Some clerics aren’t shy about calling upon their deity’s Weapons uses melee weapons intended for a wielder
favor and proclaim their faith loudly to the heavens. at least one size category smaller than himself. He is
Prerequisite: Divine spellcaster with the ability to considered to be non-proficient with all melee
speak. weapons intended for his size category or larger.

38
Defects
Premature Conjuration [General] his hands with further unarmed strikes. These
A character with this Defect releases pent-up magical penalties persist until the hand/hands are healed.
energy before he’s ready.
Prerequisite: Arcane spellcaster. Pygmy [General]
Detriment: At the start of any stressful encounter A creature with this Defect is much smaller than
(e.g., combat, trap encounter, high pressure social average and may be disproportionately formed (e.g.,
situation), a character suffering from Premature a normal-sized head and torso but stunted
Conjuration must make an immediate Will saving extremities).
throw with a DC of 10 + the character’s highest non- Detriment: A Pygmy is about two-thirds normal
expended spell slot. Of the save fails, the character height and half normal weight for a creature of its
immediately casts the highest-level spell at his type or race and has its base speed reduced by 10
disposal at a random target. The GM randomly selects feet. Despite this adjustment in stature, this Defect
this spell in the case of a tie. does not change a character’s size category and does
not bestow any size-based penalties or bonuses.
Primitive [General]
A character with this Defect is only comfortable Pyromania [General]
working with crude tools and weapons. Pyromaniacs love to watch the world burn.
Detriment: A Primitive character suffers a –4 Detriment: Each day, a character with Pyromania
penalty to all rolls made to use, understand, or repair must make a DC 10 Will saving throw or set fire to
any item of vehicle invented after the Bronze Age. something of value for which their could be
Additionally, this character can never craft or create repercussions (e.g., and outhouse, stand of timber,
steel, mechanical, industrial, or post-industrial items. giant gorilla fiberglass gorilla statue). The DC for this
saving throw increases by 1 for each day the character
Psychic Bond [General] resists setting a fire.
A character with this Defect shares a subconscious, Normal: Creatures with the fire subtype can take
telepathic bond with another. this Defect, but do not gain a compensating bonus Feat.
Detriment: When this Defect is taken, select
another player character to which this character is
bonded. Any mind-affecting power, spell, or ability
targeting the subject of the Psychic Bond affects this
character as well. This occurs regardless of whether
the power of ability is successful against the initial
target or not.
Special: If the player character to which this
character is bonded leaves the game for any reason,
the GM transfers the bond to a randomly chosen player
character.

Punches With a Loose Fist [Combat]


Some people’s punches do more damage to themselves
than others.
Prerequisite: Cannot possess the Improved
Unarmed Strike Feat.
Detriment: Whenever a character with this Defect
makes an unarmed attack, he must make an immediate
Fortitude saving throw versus a DC equal to the target’s
character level (or hit dice in the case of monsters).
On a failed save, the character breaks his hand, wrist,
or fingers, taking one HP of damage and suffering a –
1 penalty on all subsequent attack and damage rolls
made with that hand and a –2 penalty on all actions
requiting delicate use of the hands. These penalties
are cumulative if the character continues to damage

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The Jester Dragon’s Guide to Defects
Quarter-Elf [General] consequences as best they can (such as summoning a
Less Elf than a half an Elf or a whole human. dolphin into the middle of a desert wasteland).
Prerequisite: Half-Elf
Detriment: A Half-Elf with this Defect does not Rebuff Magic [General]
receive one of the following Half-Elf racial traits: Low- A character with this Defect attempts to resist even
Light Vision, Adaptability, Elven Immunities, Keen beneficial magic.
Senses, Multitalented. Note: This Defect can only be Detriment: A character with this Defect cannot
taken at character creation. It may be taken multiple choose to voluntarily forgo a saving throw against a
times, each time removing another of the listed Half- magical effect. If the character has spell resistance,
Elf traits. If a character takes this Defect more than they cannot voluntarily lower it in order to receive
twice the GM should just make the player roll up a the benefits of a helpful spell.
human character and be done with it.
Reckless [Combat]
Quarter-Orc [Genral] A character with this Defect throws himself headlong
You have less Orc in you than most Half-Orcs, but into battle, leaving him open to attack.
more than anyone wants. Prerequisite: Cannot be immune to critical hits.
Prerequisite: Half-Orc Detriment: All attacks made against this character
Detriment: A Half-Orc with this Defect does not have their critical threat range increased by 1. This
receive one of the following Half-Orc racial traits: Defect can be taken multiple times with effects that
Darkvision, Intimidating, Orc Ferocity, Weapon stack.
Familiarity.
Note: This Defect can only be taken at character Red Shirt [General] (Sci-Fi)
creation. It may be taken multiple times, each time A character with this Defect is always first in line for
removing another of the listed Half-Orc traits. If a misfortune.
character takes this Defect more than twice, the GM Detriment: A Red Shirt is always the first attacked
should consider just making the player roll up a in any combat encounter. Additionally, any trap
human character and be done with it. triggered within 30 feet of a Red Shirt has a 50%
chance of targeting the Red Shirt rather than whoever
Quarterling [General] sprung the trap. Finally, whenever the party is subject
Due to a random encounter between one of your to a surprise attack, all hostiles direct their surprise
ancestors and something, you’re a little less halfling round attacks to this character.
than the rest of the folk in the shire. Note: The actual color of a character’s shirt has
Prerequisite: Halfling nothing to do with this Defect.
Detriment: A halfling with this Defect does not
receive one of the following Halfling racial traits: Reduced Arcane Pool [General]
Halfling Luck, Keen Senses, Sure-Footed, Weapon A character with this Defect draws little power from
Familiarity. their arcane pool.
Note: Do you really want to cut your halfling Prerequisite: Arcane pool class feature.
character down any further? There’s barely anything Detriment: This character’s arcane pool is reduced
left! by 2.
Special: This Defect can be taken multiple times.
Randomized Summoning [General] It’s effects stack.
Your summoning spells are highly unpredictable.
Prerequisite: Ability to cast at least one summoning Reduced Bane [General
spell (e.g., Summon Monster, Summon Nature’s Ally). A character with this Defect can use her bane ability
Detriment: When casting a summoning spell, a less than normal.
character with Randomized Summoning cannot Prerequisite: Bane class feature.
choose which type of monster is summoned. Instead, Detriment: A character with Reduced Bane can use
the creature summoned is determined randomly from their bane ability 3 fewer times per day and cannot
among the possible creatures the spell in question can possess the Extra Bane Feat.
summon. It is entirely possible for characters with Special: This Defect can be taken multiple times.
this Defect to conjure creatures totally inappropriate Its effects stack.
to their current environment, and must deal with the

40
Defects
Reduced Grit [General effected by the channel energy class feature as if he
A character with this Defect has less grit than an were undead. If this character becomes undead,
ordinary gunslinger. channeled energy effects him as if he were alive.
Prerequisite: Grit class feature or the Amateur Additionally, spells and spell-like abilities with effects
Gunslinger Feat. based on alignment affect this character as if his
Detriment: A character with Reduced Grit gains 0 alignment is reversed.
grit points at the start of each day, has her maximum
grit reduced by 2, and cannot take the Extra Grit Feat. Robotic Voice [General] (Sci-Fi)
A character with this Defect speaks with a
Reduced Rage [General] monotonous, mechanical voice.
Some barbarians are less furious than others. Prerequisite: Ability to speak.
Prerequisite: Ability to rage. Detriment: A character with a Robotic Voice suffers
Detriment: A character with this Defect reduces a –4 penalty on all Bluff, Diplomacy, and Perform
the number of turns per day she can rage by 2. This (oratory and sing) skill checks with living beings that
Defect may be taken multiple times. do not also suffer from this Defect. Furthermore, the
character suffers a –4 penalty on all Disguise and
Reversed Polarity [General] Perform (act) skill checks when not attempting to
A character with this Defect has an inverted aura, impersonate a mechanical being.
wreaking havoc on his relationship with positive and Special: At the GM’s option, this Defect can
negative energy. automatically apply to certain types of creatures such
Prerequisite: Any non-neutral alignment. as automatons, constructs, AIs, astrophysicists, and
Detriment: A character with Reversed Polarity is cyborgs.

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The Jester Dragon’s Guide to Defects
Romances the Leg [Monster] Wisdom-based rolls for 1d6 days.
Pet’s like legs and they know how to abuse them. Special: This Defect may be taken multiple times.
Prerequisite: Dog, monkey, or other small or tiny Choose a new subject each time this Defect is chosen.
animal companion or pet.
Detriment: At least once per day, an animal that Scatterbrained [General]
Romances the Leg will attempt to hump someone’s A character with this Defect doesn’t know where his
leg. This vigorous physical activity lasts for 1d4 head is at.
minutes unless the subject of the pet’s attentions Detriment: A character with this Defect must take
makes a successful DC 15 Handle Animal skill check. a full-round action to clear his head and focus on the
While someone’s leg is otherwise indisposed, they task at hand before using any Intelligence- or Wisdom-
suffer a 5 foot penalty to movement and a –2 penalty based skill, casting a spell, or performing any action
to Reflex saves and Acrobatics and Perform skill that requires his full attention.
checks. Interestingly, the skill Perform (comedy)
receives a +2 bonus rather than a penalty. Schizoid [General]
The behavior of a character with this Defect changes
Runs Like a Girl [General] without warning.
Characters with this Defect wiggle their hips, flail their Detriment: Select either this character’s ethical
arms, and engage in other involuntary antics while alignment (lawful – chaotic) or moral alignment axis
running. (good – evil). At the beginning of each day, roll 1d6 to
Detriment: When running or charging, a character determine the character’s alignment on the chosen axis
who Runs Like a Girl covers less ground, gaining only for that day.
¾ of the normal increased movement rate (e.g., x1.5
instead of double for a charge, x2.25 instead of triple, d6 Alignment
x3 instead of quadruple). Furthermore, for each round 1-2 Lawful/Good
of increased movement, the character must make a 3-4 Neutral/Neutral
Reflex saving throw or drift 1 foot to the left of right 5-5 Chaotic/Evil
(choose randomly) for every time the save is failed.
The DC for this save is 10 for movement that is The character suffers no penalties for their sudden
normally double, 15 for movement that is normally alignment change, but all spells, effects, class abilities,
triple, and 20 for movement that is normally quadruple. etc. dependent upon alignment use this character’s
current alignment. Any alignment subtypes the
Runt [Monster] character may have are not altered by this Defect.
This creature was born undersized and grew up at Special: The GM may require the character to reroll
the bottom of the pecking order. his alignment in response to certain triggers or
Prerequisite: Monster that normally has at least 2 stressful situations.
HD.
Detriment: A Runt is one size category smaller than Schizoid, Extremely [General]
normal for creatures of its type and has its hit dice The personality of a character with this Defect
reduced by 1. At the GM’s option, the creature’s CR is fluctuates wildly.
reduced accordingly. Prerequisite: Schizoid.
Detriment: This Defect functions exactly like
Safety Protocols [General] (Sci-Fi) Schizoid in all regards, except the character’s
A character with this Defect cannot cause intentional alignment varies both ethically and morally. When
harm to most beings. the character rolls for alignment, use 1d10 and consult
Prerequisite: Robot, clone, cyborg, or brainwashed the following table.
life form.
Detriment: A character with Safety Protocols
cannot cause harm, mental or physical, to a particular
subject ( e.g., human beings, megacorporate property,
government personnel). This character cannot attack
the chosen subject. If this character, through action
or inaction, allows the subject to come to harm, he is
wracked with guilt and suffers a –2 penalty on all
42
Defects
d10 Alignment Prerequisite: Divine spellcaster.
1 Lawful Good Detriment: A spellcaster with Seasonal Rites can
2 Lawful Neutral only prepare spells during holidays observed by her
3 Lawful Evil faith, and can only do so by participating in the
4 Neutral Good traditions of the holiday in question. When this Defect
5 True Neutral is taken, the player and/or GM must determine the
6 Neutral Evil dates of the four most important holidays on the
7 Chaotic Good clerical calendar (which usually correspond to the
8 Chaotic Neutral solstices and equinoxes). On any other day of the year,
9 Chaotic Evil the character must make a DC 15 Knowledge (religion)
10 GM’s Choice skill check to remember an obscure holiday to observe
to prepare spells for that day. This Defect does not
Seasonal Affective Disorder [General] affect channel energy or similar abilities.
The sights, sounds, and sensations of a particular time
of year put this character in a dour mood. Self-Medicating [General]
Detriment: When this Defect is taken, select one A character with this Defect needs a little special
of the four seasons. During the chosen season, a something to get through the day.
character with Seasonal Affective Disorder suffers a Detriment: When this Defect is taken, select a vice
–2 penalty on all Will saves and a –1 penalty on all (e.g., comfort food, pipe weed, snuff). Whenever a Self-
attack rolls and skill checks. Medicating character fails a Will save, he suffers a –2
penalty on all skill and ability checks, saving throws,
Seasonal Rites [General] and attack rolls until he can consume at least 1gp
Some people are devout all year round while others worth of his vice.
wait for the big holidays to practice their faith.

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The Jester Dragon’s Guide to Defects
Selfless Counselor [General] instantaneous require a move-equivalent action to
A character with this Defect is more interested in the cast.
actions of others than his own.
Detriment: Each round, a Selfless Counselor must Slow Healer [General]
make a Will saving throw (DC 10 + the number of Your body is slow to recover from injury.
party members) in order to undertake any action. If Prerequisite: Cannot possess the Diehard or
the saving throw succeeds, he can act as desired. If Endurance Feats.
the saving throw fails, he must spend the round Detriment: When a Slow Healer regains lost hit
selflessly directing the actions of other party members. points by resting, use of healing magic, or the Heal
Special: If desired, the Selfless Counselor can opt skill, the number of hit points regained is reduced by
to waive the saving throw and willingly use this half, rounded down.
“ability”. A character with this Defect is not affected
by it as a whole. Slow Study [General]
Though a character with this Defect is literate, she
Shiftless [General] reads slowly and requires additional time to commit
A character with this Defect is extremely lazy and information to memory.
cannot be bothered to expend an effort for anything. Prerequisite: Ability to read.
Detriment: A Shiftless character is permanently Detriment: A Slow Study takes twice as long to
affected as if by a slow spell. Once per encounter, he memorize spells from a spell book. Additionally, all
may attempt to overcome the effects of this Defect for attempts to read and use scrolls, tomes, runes, and
the remainder of the encounter by making a DC 15 other text takes twice as long.
Will saving throw.

Short-Range Spells [Metamagic]


A character with this Defect reduces the range of all spells.
Prerequisite: Cannot possess the Enlarge Spell Feat.
Detriment: All spells with a range of close,
medium, and long cast by a character with this Defect
reduce their ranges by half. Close-range spells have a
range of 15 feet + 5 feet/four caster levels. Medium-
range spells have a range of 50 feet + 5 feet/caster
level. Long-range spells have a range of 200 feet + 20
feet/caster level.
Spell ranges not defined by distance, as well as
spells without ranges of close, medium, or long, are
not affected by this Defect.

Skyclad [General]
A character with this Defect prefers to work magic in
the nude.
Prerequisite: Any spellcaster.
Detriment: A character that practices their craft
Skyclad cannot prepare spells while clothed.
Additionally, wearing clothing inflicts a 10% chance
of spell failure in addition to any special failure chance
incurred by wearing armor.

Slow Casting [Metamagic]


Spellcasters with this Defect need a little extra time
to cast.
Prerequisite: Cannot possess the Quicken Spell Feat.
Detriment: A character with this Defect doubles
all casting times. Spells with a casting time of

44
Defects
Slowpoke [General] Detriment: A Sociopath is utterly unable to form
A character with this Defect is slower than normal. emotional attachments to others, and as such has a
Prerequisite: Cannot posses the Enhanced hard time understanding them suffering a –4 penalty
Movement Feat. to Diplomacy and Sense Motive skill checks.
Detriment: A Slowpoke reduces her base
movement by 5 feet. This Defect can be taken multiple Sour Notes [General]
times. The effects stack. Your high notes sound like nails on a chalkboard.
Prerequisite: Bardic Performance.
Sluggish Reflexes [General] Detriment: Whenever a character who plays Sour
A character with this Defect reacts slowly to danger. Notes makes use of Bardic Performance to create a
Prerequisite: Cannot possess the Lightning spell-like or supernatural affect, allies within 30 feet
Reflexes Feat. suffer a –1 penalty on attack rolls, skill checks, and
Detriment: Sluggish Reflexes inflict a -–2 penalty saving throws due to distraction.
on all Reflex saving throws.
Space Madness [General] (Sci-Fi)
Sociopath [General] A character with this Defect is ill-prepared to handle
A character with this Defect is an emotionless the psychological rigors of space travel.
manipulator, unable to empathize with others. Detriment: A character with Space Madness suffers
Prerequisite: Any non-good alignment. a –2 penalty to all Will saving throws made in outer

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The Jester Dragon’s Guide to Defects
space (e.g., off the surface of a terrestrial planet). Prerequisite: Ability to see.
Additionally, the character must make a DC 15 Will Detriment: Whenever a Star Struck character
saving throw every 2d6 days while in outer space. witnesses an expansive star field, nebula, black hole,
On a failed save, the GM selects an appropriate or other astronomical phenomenon, he must make an
psychological Defect and applies it to the character. immediate DC 15 Will saving throw or be fascinated
These Defects persist until the character spends at by the wondrous tableaux, unable to do anything
least 1d6 days on a terrestrial planet. except state and marvel. This fascination lasts until
the character is attached, damaged, shaken out of it,
Space Sickness [General] (Sci-Fi] or passes out from exhaustion.
A character with this Defect is not accustomed to
living and working in space. Stiff Joints [General]
Detriment: A character with Space Sickness suffers Some people need to limber up before getting to work.
a –2 penalty to all skill checks, saving throws, and Prerequisite: No more than 13 Dex.
attack rolls made in a microgravity environment due Detriment: A character with Stiff Joints must spend
to chronic nausea, dizziness, and disorientation. At a full-round action stretching and limbering up before
the GM’s option, this penalty may be reduced to –1 or engaging in any vigorous physical activity (e.g.,
less while aboard a starship or space station equipped combat, running, swimming). Failure to do so inflicts
with artificial gravity. a –2 penalty on all die rolls related to such activities
for the remainder of the encounter.
Spacer [General] (Sci-Fi)
A character with this Defect is unaccustomed to living Stubby Fingers [General]
and working planetside. This character has short, fat, sausage-like fingers.
Prerequisite: Must have spent a prolonged period Detriment: A character with Stubby Fingers has
in outer space. difficulty holding on to handheld items. Unless
Detriment: A Spacer suffers a –2 penalty to all skill equipped with specially designed weapons, shields,
checks, saving throws, and attack rolls made outside tools, and the like (which can be crafted for +50%
of a microgravity environment due to the crushing item cost), he must make a DC 10 Dexterity check
weight of his own body and the limitations of an each time he attacks, is attacked, or otherwise might
environment where “up” and “down” are more lose hold of the item. On a failed check, the character
concrete than relative. At the GM’s option, this penalty drops the item. If the dropped item is a weapon being
may be reduced to –1 or less while in an used to make a successful attack, the damage is
environment with less than one terrestrial gravity. reduced by half (rounded down).

Spell Sickness [General] Susceptible to Energy [General]


A spellcaster with this Defect is physically drained This Defect renders the afflicted character especially
by the act of casting. prone to certain elemental attacks.
Prerequisite: Spellcaster. Detriment: A character Susceptible to Energy
Detriment: A character suffering from Spell suffers a –4 penalty to AC and all saving throws made
Sickness is dazed for 1 round after casting a spell. to resist attacks, spells, and other effects of an energy
type selected when this Defect is chosen (e.g., acid,
Squeamish [General] cold, electricity, fire, or sonic).
A character with this Defect has problems dealing with Example: A character with susceptibility to fire suffers
blood, dead bodies, and the like. penalties on saving throws related to mundane and
Detriment: A Squeamish character cannot bring magical fire, alchemist’s fire, attempts to keep from
himself to search dead bodies – humanoid or catching fire, fire-based breath weapons and the like.
otherwise – or come in contact with blood and other
bodily fluids. The Squeamish suffer a –4 penalty on Swear Jar [Metagame]
all Heal skill checks and other tasks that require Talk is cheap, but some words cost extra.
possible contact with blood or remains. Prerequisite: Ability to cuss.
Detriment: Whenever a character – or the player
Star Struck [General] (Sci-Fi) of a character – with this Defect uses a curse word
Cosmic vistas are irresistible to a character with this (e.g., one of the seven dirty words, a notorious four
Defect. letter word, semprini) he immediately looses 1sp. If

46
Defects
Terminal [General]
A character with this Defect is irreversibly dying.
Detriment: A character with this Defect has a
condition (determined jointly between the player and
GM) that will kill him in 5d10+50 days. No mundane
or magical effects can avert this, but a limited wish
spell can add one day to the character’s remaining
lifespan, while a wish or miracle spell adds one day
per caster level. Once this condition kills the character,
nothing short of divine intervention can bring him
back. If the character is killed earlier for another
reason, he can be brought back to life normally, but
still has the same amount of time left as he did when
killed.

Text-o-Holic [General] (Modern, Sci-Fi)


A character with this Defect is always texting.
Prerequisite: Possession of a texting device.
Detriment: A Text-o-holic suffers a –2 penalty on
all Perception skill checks, Reflex saving throws, and
the character has no silver pieces, he loses gold pieces, actions which require concentration or the character’s
or platinum pieces if he possesses no silver or gold full attention. Additionally, whenever a Text-o-holic
pieces. confirms a critical, they must spend their next full-
round action texting their friends about their good
Technobabble [General] (Sci-Fi) fortune. Should the character be unable to use her
A character with this Defect won’t shut up about texting device for any reason, she suffers a –1 on all
technology and the scientific principles behind it. rolls until her digital lifeline is reestablished.
Prerequisites: Ability to speak and an Intelligence of
11 or higher.
Detriment: Whenever this character attempts to
understand or use a high-tech item, he must make an
immediate Will saving throw (DC 10 + the character’s
Intelligence Modifier). On a failed save, the character
must use one move-equivalent action for the next 1d6
+ Intelligence modifier rounds to prattle on about the
scientific and engineering principles behind the device.
Special: At the GM’s option, a character with this
Defect must make a Technobabble Will saving throw
after witnessing cosmic phenomena or alien
technology.

Teleportation Sickness [General]


Teleportation leaves a character with this Defect
disoriented and nauseous.
Detriment: A character with Teleportation Sickness
must make an immediate Fortitude save (DC 10 + the
level of the teleportation spell or effect). On a failed
save, the character is sickened for 1d4 rounds per level
of the teleportation spell or effect. For the purposes
of this Defect, teleportation is defined as anything that
moves the character from one place to another without
traversing the space between, including travel
between the planes or through time.
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The Jester Dragon’s Guide to Defects
Throws Like a Girl [Combat] Detriment: A character that Tithes must donate
Characters with this Defect throw objects in a weak, 10% of all acquired wealth to a temple dedicated to a
limp-wristed manner. god appropriate to her alignment at least once per
Prerequisite: Cannot possess the Throw Anything month. Failing to do so may incur the wrath of the
Feat. gods, or at least earn the displeasure of the temple
Detriment: This character’s attack rolls made using priests. At the GM’s option, failing to tithe is
thrown weapons suffer a –2 penalty. Additionally, all considered a violation of a cleric or paladin’s code of
thrown weapon range increments are reduced by half. conduct.

Throws Stuff Down Stairs [General] Tithes Generously [General]


A character with this Defect habitually flings things A character with this Defect gives significant
down stairs, regardless of consequences, as a means donations to her temple.
of getting them to the bottom. Prerequisite: Tithes.
Prerequisite: Bitch or Dick, Intelligence or Wisdom Detriment: This Defect functions as Tithe, except
of 11 or less. the character must now donate 20% of all acquired
Detriment: Whenever a creature who Throws Stuff wealth to an appropriate temple. This Defect may be
Down Stairs comes to a stairway he intends to taken multiple times, increasing the amount of the
descend, he is compelled to fling anything he is tithe by 10% (to a maximum of 100%).
carrying on his hands or on his back. A Will saving
throw (DC 10) is allowed if the item/items to be thrown Toadies to Authority [General]
is a living being that might be harmed by the A character with this Defect is abjectly deferent to
experience. any de facto authority, regardless of its level or
Normal: Normal people know that indiscriminately legitimacy, and is quick to obey anyone who claims
flinging things down stairways is a terrible idea. to be in charge.
Special: If a character with this Defect encounters Detriment: A character that Toadies to Authority
a stairwell in conjunction with a stairway, it will will automatically obey the reasonable orders of
attempt to make full use of this feature by dropping anyone in a position of authority (e.g., the commander
items as far down as they will go. of the city watch orders the character to remain in
doors until dawn). If the order goes beyond the normal
Tithes [General] purview of the authority in question, the Toady is
A character with this Defect gives regular donations entitled to an immediate Will saving throw (DC 10 +
to her temple. authority’s character level + Charisma modifier).

48
Defects
used by others.
Detriment: A Tool suffers a –2 penalty on all Will
saving throws against mind-affecting spells and
similar effects. Furthermore, anytime someone
achieves a critical success with a Bluff skill check
against a Tool, the Tool must attempt an opposed
Sense Motive skill check. On a failed save, the Tool
acts as if affected by a suggestion spell.

Toothless [General]
A character with this Defect is all gums.
Prerequisite: Bad Teeth.
Detriment: A Toothless creature is incapable of
making bite attacks. Additionally, the creature suffers
from a –2 penalty on all skill checks which require
speaking, cumulative with the penalties inflicted by
Bad Teeth. Finally, a Toothless creature suffers a 10%
chance of spell failure when casting spells with verbal
components.

Touches Other People’s Stuff [General]


A character with this Defect has no respect for other
people’s possession and feels compelled to move
them, hide them, “put them away”, repurpose them,
or otherwise inconvenience their owners.
Detriment: Anytime a person who Touches Other
People’s Stuff sights an unattended item belonging to
another, she must make a DC 15 Will saving throw.
Of a failed save, she must hide, move, or otherwise
Too Cute [General] molest the item in question. This roll is necessary
The appearance, voice, and mannerisms of a character until the save is failed once in any given day.
with this Defect fall somewhere between adorable and If challenged, the person with this Defect may
precious. respond any number of ways when caught or
Prerequisite: Charisma 11+. confronted, including denying knowledge of the item,
Detriment: A character that is Too Cute suffers a – becoming enraged, creating complex stories to explain
2 penalty on all Intimidate skill checks. Additionally, the disappearance, lamenting the loss of their own
the cuteness within shines forth no matter how the items, casting aspersions on their victim, or
character attempts to hide it, resulting in a –2 penalty trivializing the importance of the item.
to all Disguise skill checks made to pass as someone Special: Note that characters with this Defect are
or something less adorable. not compelled to steal items, just misplace or hide
them, and are not necessarily dishonest. If they are
Too Strong For Your Own Good [General] inclined to steal, that is another matter altogether.
A character with this Defect is as strong as an ox and
twice as likely to break things. Tourette Syndrome [General]
Prerequisite: Strength 13+. A character with this Defect is unable to suppress the urge to
Detriment: Whenever a character with this Defect shout or snarl obscenities and d i s p l a y s other verbal and
confirms a critical failure on any Strength-based, physical tics.
Dexterity-based, or attack roll while holding Detriment: A character with Tourette Syndrome
something in his hands, the item in hand gains the suffers a –2 penalty on all Charisma-based skill checks
broken condition. made in opposition to anyone offended by profanity.
Furthermore, the audible nature of this Defect cases
Tool [General] the character to suffer a -2 Penalty to Stealth skill
This character is easy to manipulate and frequently checks. Spellcasters with Tourette Syndrome have a

49
The Jester Dragon’s Guide to Defects
10% spell failure chance when casting spells with character with this Defect fails to comprehend
verbal or somatic components. common, or whatever the lingua franca of the
campaign setting happens to be.
Trap Bait [General] Detriment: A character with an Uncommon Tongue
A character with this Defect is a sucker for traps. does not receive common as a starting language and
Detriment: If a character with this Defect sets off cannot gain proficiency with common until this Defect
traps whenever they faith a Disable Device skill check is bought off.
made to disarm a trap, regardless of the degree of Special: If common would be this character’s only
failure. Additionally, they suffer a –2 penalty on all language, replace it with another language of the
Perception skill checks made to locate, identify, or player’s choice.
detect traps, and a –4 penalty to AC and saving throws
against traps. Uncoordinated [General]
Normal: A character who fails a Disable Device The movements of a character wit this Defect are off
skill check to disable a trap by 4 or less does not balance and imprecise.
disable the trap, but does not set it off and may try Prerequisite: Dexterity 11+.
again. Detriment: An Uncoordinated character cannot
apply his Dexterity modifier to AC, Reflex save, attack
Trap Bait, Extreme [General] bonus, or Dex-based skill checks.
A character with this Defect is an outright klutz who
puts everyone at risk for traps. Unfocused Critical [Critical]
Prerequisite: Trap Bait. A character with this Defect is deficient in the art of
Detriment: Everyone within 10 feet of this character inflicting grievous injury.
suffers from the Trap Bait Defect. They do not gain a Prerequisite: Cannot posses the Critical Focus Feat.
bonus Feat while under the effects of this Defect. Detriment: A character with this Defect suffers a –
4 penalty on all attack rolls made to confirm criticals.
Trembling Hands [General]
A character with this Defect has hands that shake in Unlucky [General]
times of stress. The unfortunate character with this Defect has chronic
Detriment: Anytime a character with Trembling bad luck.
Hands enters a stressful situation (as determined by Detriment: Once per game session, at a time of the
the GM), his hands begin shaking, inflicting a –2 GM’s choosing, an Unlucky character suffers a –10
penalty on all attack rolls, skill checks, and other penalty to a single die roll of the GM’s choice.
actions requiring hands. The character may still their
Trembling Hands for the remainder of an encounter Unlucky, Extremely [General]
by spending a full-round action and a DC 15 Will Some people’s bad luck is a danger to themselves and
saving throw to calm the shakes. others.
Prerequisite: Unlucky.
Ugly On the Inside [General] Detriment: Whenever an Extremely Unluckily
A character with this Defect has a face as grotesque character’s Unlucky Defect manifests, the die roll
as their soul and a demeanor as sour as their spirit. affected automatically fails.
Prerequisites: Any evil alignment, faint or stronger
evil aura. Unlucky, Ridiculously [General]
Detriment: A character that is Ugly On the Inside This characters bad luck staggers the imagination.
suffers a penalty on all Charisma-based skill checks Prerequisite: Extremely Unlucky.
(except Intimidate) and ability checks based on the Whenever a Ridiculously Unluckily character’s
strength of her aura of evil as described. The penalty Unlucky Defect manifests. The die roll affected
is –1 for a faint evil aura, –2 for a moderate evil aura, automatically fails critically.
–3 for a strong evil aura, and –4 for an overwhelming
evil aura. These penalties do not apply when Unnatural Ones [Metagame]
interacting with other evil creatures or the undead. When some people fail, they fail big.
Detriment: Whenever the player of a character
Uncommon Tongue [General] subject to Unnatural Ones rolls a d20, all natural 2s
Due to cultural isolation or just plain ignorance, a are considered natural 1s.

50
Defects
Unpleasant [General] Detriment: A character with this Defect increases
Some people are difficult to get along with. his age category to venerable, receiving all of the
Detriment: An Unpleasant character suffers a –2 detriments of advanced age, and none of the benefits
penalty on all Charisma-based skill checks. (–3 to Strength, Dexterity, and Constitution).
Additionally, the GM secretly rolls for the character’s
Untied [General] maximum age as appropriate for his race.
This character breaks ties the wrong way.
Detriment: Whenever a die roll made on behalf of Vestigial Arms [General]
this character results in a tie, the character loses the tie. A creature with this Defect has exceptionally weak
arms and hands, greatly reducing their effectiveness
Venerable Age [General] for tasks like wielding weapons or opening jars.
The years weight heavy upon a character with this Prerequisite: One or more arms or gripping
Defect. forelimbs.
Prerequisite: Old Age. Detriment: All melee attacks and Strength-based

51
The Jester Dragon’s Guide to Defects
skill and ability checks involving the forelimbs or camp, resting between encounters, recuperating after
hands of a character with Vestigial Arms suffers a –2 combat), a character who Wanders Off must make a
penalty. Furthermore, such characters can only wield DC 15 Will saving throw or else wander off in a
light weapons one-handed, require two hands to wield random direction.
one-handed melee weapons, and cannot normally use
two-handed weapons at all unless such weapons are Wasteful Caster [General]
designed for characters at least one size category A character with this Defect uses material components
smaller than the character with Vestigial Arms. in an inefficient manner.
Special: Most characters with this Defect start off Prerequisite: Spellcaster, cannot posses the Eschew
with it, but characters might acquire it through some Materials Feat.
enervating effect (e.g., contact with flesh-eating Detriment: A Wasteful Caster doubles all material
bacteria). Attacks affected by the Weapon Finesse Feat components used and/or consumed when casting
are not subject to this Defect. spells with material components.

Victory Dance [General] Weak Bombs [General]


Some people, like character’s with this Defect, can’t This is the way the bomb bursts. Not with a bang but
help themselves when it comes to celebrating a a whimper
victory. Prerequisite: Bomb class feature.
Detriment: Whenever a character with this Defect Detriment: A character with Weak Bombs rolls d4s
confirms a critical, he must spend his next full-round for bomb damage instead of d6s.
action doing a silly dance in celebration of his good
fortune. Weak Mount [Monster]
Some beasts can’t handle their burdens.
Villainous Lookalike [General] Prerequisite: Horse, pony, ox, or other mounts or
A character with this Defect is the spitting image of a beasts of burden.
relatively well-known villain. Detriment: Weak Mounts reduce their carrying
Detriment: A Villainous Lookalike has enough capacity by 50%.
appearance, mannerisms, and other qualities in Example: Normally, a pony’s light load is up to 100
common with a notorious villain – living or dead, pounds, medium load is 101-200 pounds, heavy load
real or legendary – that he is routinely mistaken for is 201-300 pounds, and can drag 1,500 pounds.
the miscreant. While clever characters will attempt However, a Weak Mount pony has a light load of up
to turn this Defect to their advantage, GMs should to 50 pounds, medium load of 51-100 pounds, heavy
ensure that such episodes are short-lives and that load of 101-150 pounds, and can drag 750 pounds.
appropriate would-be champions turn up regularly to
make the character pay for the crimes of his double. Weak Sneak Attack [General]
A character with this Defect is less effective when
Vulnerability [General] attack from behind.
A creature with this Defect is much more easily Prerequisite: Sneak attack class feature.
defeated under certain conditions. Detriment: A character with this Defect rolls d4s
Detriment: A character with a Vulnerability suffers for sneak attack damage instead of d6s.
a –4 penalty to his AC, attack rolls, and saving throws
under certain conditions specified or agreed to by the Weak Venom [Monster]
GM. Possible vulnerabilities include; attacked by A creature with this Defect produces weaker venom
silver weapons, exposure to meteoric stone, the than others of the same breed.
presence of good outsiders, etc. Prerequisite: Venom, toxic, or poison natural
Special: This Defect can be taken multiple times. attack.
If so, its numeric effects stack, or an additional Detriment: The DC to resist this creature’s natural
vulnerability is selected. poison is reduced by half.

Wanders Off [General] Weak-Willed [General]


A character with this Defect is inclined to wander A character with this Defect lacks willpower.
away from the party. Detriment: This Defect inflicts a –2 penalty on all
Detriment: Anytime the party is at rest (e.g., making Will saving throws.

52
Defects
Weakling [General] Work While You Whistle [General]
Strength isn’t one of this character’s strengths. A character with this Defect whistles annoyingly
Detriment: A Weakling suffers a –2 penalty on all while engrossed in important tasks.
Strength-based skill and ability checks. Detriment: A character with this Defect cannot
silently perform actions that require concentration or
Won’t Finish Off [General] strenuous physical effort. He whistles, hums, or sings
A character with this Defect never makes sure a foe is audibly while picking locks, disarming traps, studying
dead. tomes, translating inscriptions, and using Craft and
Detriment: Any time a character that Never Profession skills. The character may make noise while
Finishes drops a foe to negative hit points, she will undertaking other actions as the GM sees fit. The
refuse to perform a coup de gras on her incapacitated character may attempt a DC 15 Will saving throw to
foe. Additionally, she is not entitled to make an suppress this Defect for the remainder of an encounter,
opposed Sense Motive check if her foe is using Bluff provided another character points it out and asks them
to play possum. If the character has previously to stop first.
encountered and defeated the foe, she is entitled to a
DC 15 Will save to avoid letting her foe live. Xenophile [General] (Sci-Fi)
Special: Party members should not be able to A character with this Defect is erotically fixated on
circumvent the detriment of this Defect by simply aliens.
finishing off every enemy the Defective character Prerequisite: Ability to perform sexually.
encounters. Instead, a DC 20 Spot check is required Detriment: When first encountering an intelligent
to notice that the character has neglected to end her alien with a gender analogous to the character’s sexual
foe and, if failed, the party will naturally assume the preference, a Xenophile must make an immediate Will
deed has been done. saving throw (DC 15 + alien’s Charisma modifier). On
a failed save, the Xenophile must attempt to flirt with,
Won’t Look Down [General] hit on, or outright seduce the alien in question.
A character with this Defect almost never looks where Special: At the GM’s option, alien characters may
he is stepping. take this Defect to be unnaturally attracted to humans.
Detriment: A character who Won’t Look Down
suffers a –4 penalty on all saving throws related to
being tripped, held, injured, or otherwise affected by
ground-based effects such as entangle, spike growth,
traps activated by tripwires and pressure plates, and
similar effects.
Special: Note than a character with this Defect is
not typically prevented from looking down in any way,
they just have some disinclination against doing so
(and may not even realize this is the case). They are
thus unable to do things like see tiny monsters
attacking them, examine their own feet, etc.

Won’t Tighten Caps [General]


A character with this Defect is bad about properly
sealing jars, vials, and other containers.
Detriment: Whenever a character who Won’t
Tighten Caps attempts to use a potion, vial of holy
water, flask of oil, wineskin, or any other container of
liquid, she must attempt an immediate DC 12 Reflex
saving throw. On a failed save, the liquid in question
spills and is wasted. Additionally, spilling some
liquids can also have unfortunate consequences (e.g.,
acid, alchemist’s fire, poison).

53
Appendix I: Prosthetic Limbs
W
hen a party member is dismembered and
bodily regeneration is not an option, the
only solution for a missing limb is a
prosthetic. Ranging from crude hooks and peg legs to
multi-jointed, possible hands, prosthetics are a means
by which characters can restore functionality to a lost
limb and partially offset the effects of related Defects.

Donning Prosthetics
For a prosthetic to be useful, it must be properly
mounted to the stump of the limb it is meant to
replace. A character with both hands can don a
prosthetic limb as a full-round action. A character with
a Missing Arm takes twice a long to don a prosthetic.
A character Missing Both Arms cannot don a
prosthetic without assistance. Removing a prosthetic
is a standard action.

Prosthetic Arms
Prosthetic arms end in a gripping appendage designed
to mimic the function of a hand (e.g., a hook, pincers,
semi-articulated approximation of a hand, etc.). This
appendage can grip items and be used to wield
weapons. “Gripping” an item in a prosthetic limb
requires a full-round action as the item must be Prosthetics In Combat
properly set in the appendage. Masterwork prosthetics For the purpose of combat, all unarmed strikes made
and tools that have been specially designed for use with prosthetic limbs are considered attacks with
with the limb can be gripped as a standard action. A improvised weapons. Prosthetics may be sundered.
masterwork prosthetic can grip modified equipment Hostiles attempting to divest a character of an object
as a swift action. held in a prosthetic arm receive a +2 bonus on the
Wearing a prosthetic arm reduces the penalties for roll to disarm. A masterwork prosthetic reduces this
a Missing Arm by half. Additionally, the character bonus to +1. Likewise, a character’s prosthetics can
may perform actions that absolutely require two be removed with a standard roll to disarm.
hands, albeit at a –2 penalty, and in the case of skill
checks requiring two hands, takes twice the time to Acquiring Prosthetics
accomplish. A character Missing Both Arms equipped A character with suitable materials can attempt to
with one prosthetic arm is considered to have only create a prosthetic limb with a successful DC 15 Craft
one Missing Arm, but all associated penalties are (carpentry), Profession (engineer), or Heal skill check.
doubled. A character Missing Both Arms equipped Purchasing a wooden prosthetic limb costs 5gp.
with two prosthetics may attempt actions requiring Double the cost for metal limbs. Adjust the price of
one hand at a –2 penalty and tasks requiring two hands masterwork limbs, limbs made from exotic materials,
at a –4 penalty. All abovementioned numeric penalties and limbs with special features (e.g., smuggler’s
are reduced by half for masterwork prosthetics. compartment, interchangeable attachments, spring-
loaded axe, etc.) accordingly.
Prosthetic Legs
Prosthetic legs — from the pirate’s peg to the In Other Worlds
gentleman’s jointed wooden leg — reduce the penalty In certain steampunk, modern, or science fiction
to speed from a Missing Leg by half. Likewise, the settings, prosthetics may exist which perfectly replace
bonus to trip attacks caused by a Missing Leg is also the form and function of a missing limb. Such
reduced by half. A character with a prosthetic leg no prosthetics are beyond the scope of this book, suffice
longer automatically falls prone after attempting to it to say that a character with a missing limb Defect
kick. must buy the Defect off before acquiring such a perfect
replacement.

54
Appendix II: Potion Miscibility Table
d100 Result
01 Ka-Boom!: The concoction is highly unstable and explodes at the end of the round, inflicting
1d6 damage per potion mixed to everything within a 10 foot radius. A successful Reflex save
(DC 10 + total potions mixed) halves this damage. If a heroic character drinks the mixture
before the explosion, the save negates all damage. Of course, you can’t dodge something in your
belly.
02-03 Extremely Toxic: The mixture becomes highly toxic, prompting an immediate Fortitude save
(DC 15 + number of potions mixed) versus poison on behalf of the drinker. On a failed save, the
drinker takes 1d6 Con damage for every potion in the mixture.
04-06 Toxic Cloud: As above, but the mixture transforms into a billowing poisonous cloud with a 10
foot radius. If the mixture has already been swallowed, the drinker may attempt an additional
Fortitude save to hold it in. A failed save releases the cloud and inflicts 2d6 acid damage to the
drinker. A successful save inflicts an additional 1d6 Con damage to the drinker.
07-10 Unstable Poison: The mixture becomes a poison with unpredictable effects. When imbibed,
the drinker must make an immediate Fortitude save (DC 10 + number of potions mixed) versus
poison. On a failed save, the drinker takes 1d4 damage per potion in the mixture to a randomly
determined attribute.
11-15 Unstable Poison Cloud: As above, but the mixture transforms into a billowing poisonous
cloud with a 10 foot radius. If the mixture has already been swallowed, the drinker may attempt
an additional Fortitude save to hold it in. A failed save releases the cloud and inflicts 1d6 acid
damage to the drinker. A successful save inflicts an additional 1d4 attribute damage to the drinker.
16-21 Meet Mr. Hyde: The mixture inflicts a horrifying transformation. The drinker is transformed
into a randomly determined race as per the spell reincarnation and his alignment is reversed
(or changed to an extreme alignment if True Neutral). The transformation persist for 1d6 hours.
22-28 Homunculus: The mixture spawns a homunculus. There is a 50/50 chance the homunculus
will be hostile or helpful to its creator. If the construct is spawned after the mixture is swallowed,
it attempts to chew its way out of the drinker’s guts, bursting free after inflicting HP damage
equal to the drinker’s Con. The homunculus deteriorates after 1d6 hours per potions mixed.
29-36 Neutral Brew: The mixture degrades into a foul-tasting goo devoid of beneficial or detrimental
properties.
37-45 Bad Medicine: All potions in the mixture have the opposite intended effect.
46-55 Mixed Results: One potion in the mixture (chosen randomly) functions normally. The other
potion has the opposite intended effect. If more than 2 potions are in the mixture, half function
normally and half have the opposite effect. Odd potions out have no effect.
56-60 There Can Be Only One: Only one potion in the mixture (chosen randomly) functions properly.
All other potions fail to have any effect.
61-65 Weak as Water: All potions in the mixture function, but all variable, numeric effects are
minimized.
66-70 Watered Down: All potions in the mixture function, but all variable, numeric effects of said
potions are reduced by one-half.
71-75 Strong Medicine: All potions in the mixture function, and all variable, numeric effects are
doubled.
76-80 Placebo Effect: All potions in the mixture have no effect, but the drinker mistakenly believes
they all functioned perfectly. A successful Will save (DC 15 + number of potions in mixture)
negates this effect, but may only be attempted after circumstances suggest the potions may not
be working properly.
81-85 Powerful Medicine: All potions in the mixture function properly, and all variable, numeric
effects are maximized.
86-90 Surprising Result: All potions in the mixture function properly, and the drinker gains the
benefits of an additional potion of his choice. This potion cannot possess a higher caster level
than the highest CL in the mixture.
91-94 Side Effects Include Drowsiness: All potions in the mixture function properly, and the drinker
is affected as if by a Slow spell.
95-97 Surge!: All potions in the mixture function properly, and the drinker is affected as if by a Haste
spell.
98-99 Long-lasting: All potions in the mixture function properly, and their durations are doubled.
00 Irreproducible Result!: The effects of one potion in the mixture (chosen randomly) become
permanent. All other potion effects are ignored.

55
Appendix III: Abbreviated Defect Listings
Defects Prerequisites
Absentminded Magician Ability to prepare and cast spells
Advanced From a technologically advanced society
Aggression Inhibitor Robot, AI, cyborg, clone, or brainwashed
Ailing
Airsickness
Airsickness, Severe Airsickness
Alchemical Accidents Alchemist or Craft (alchemy) as class skill
Alien Bio-chemistry Aberration, alien, mutant, or outsider
Alien Biology Any alien race
Allergic to Magic Cannot possess spell resistance.
Allergic to Monsters
Allergies
Allergy, Severe Allergies
Angry Drunk
Animal Habits Lycanthrope, Wild Shape, ability to cast Wild Shape,
or ability to transform into an animal
Ashy
Bad With Animals Cannot possess Animal Companion class feature or Animal Affinity feat
Bad Teeth A mouth
Bashful Any class other than Barbarian

Belly Flop
Bitch
Blabbermouth Ability to speak

Bleeder
Blind
Bot Hater
Brainless Brawler Int 9 or less
Brew Neutral
Brittle Bones

Broken Claw/Horn/Tusk Natural attack


Bucking Mount Owns a mount

Butterfingers
Chew Materials Spellcaster
City Folk Raised in a metropolis
Civilian
Clumsy
Computer Illiterate Must be from a society with computer technology
Conceited Caster Spellcaster
Country Folk Raised away from a metropolis
Creaking Joints Dex 13 or less

Curse Magnet Cannot possess Spell Resistance


Curses Fate
Curtailed Spells Spellcaster
Dancing Fool Ability to hear
Darkblind Darkvision
Deaf
Declines to Use Quivers Proficiency with any bow or crossbow

56
Appendix III: Abbreviated DefectListings
Detriments
Character randomly “forgets” one prepared spell a day.
–4 penalty to rolls involving pre-industrial technology.
Cannot initiate combat until damaged. –2 to attack and intimidation.
Double the number of saving throws needed to resist/cure disease effects. Suffer +1 damage from diseases.
–1 penalty to skill checks, attack rolls, and saving throws when flying.
Gain sickened condition when flying.
A natural 1 on Craft (alchemy) skill checks inflicts 1d6 + Craft (alchemy) skill ranks of fire damage.
75% chance consumed substances do not provide nourishment, –2 penalty to healing attempts.
–2 penalty to Heal checks and half normal damaged healed by or restored to this character.
Sickened when successfully affected by spells and spell-like abilities.
Character severely allergic to a monster type.
DC 15 Fortitude save to resist allergens or suffer a –2 penalty to attack rolls, skill checks, and ability checks.
DC 20 Fortitude save to resist specific allergen or suffer 1d6 Con damage.
DC 10 Will save to avoid attacking NPCs when drunk.

Animal behaviors and instincts persist for 1d4 hours after resuming natural form.
–1 penalty to Cha-based skill checks, +4 bonus to attempt to track the character.
–2 to Handle Animal and Ride skill checks.
Halve damage from bite attacks, –2 penalty Cha-based skill checks requiring an open mouth.
–1 to all rolls when underdressed. Cannot take full-round actions and 20% somatic spell failure chance
when underdressed.
Fall prone after any jump or a fall from 10 feet or more. +2 bonus to trip this character.
–2 penalty to Cha-based skill checks.
Party takes –4 on all hearing-based Perception skill checks. Opponents gain +4 bonus to all hearing-based
Perception skill checks made against character’s party. DC 10 Will save to shut up.
Suffer double damage from bleeding attacks. DC 20 Heal check to staunch character’s blood flow.
Permanently suffers the blinded condition.
DC 15 Will save to resist lashing out at robots. -–2 penalty to interact with robots.
Apply Int modifier to all attack rolls.
Gain no benefit from potions or consumable magic items.
Bludgeoning attacks against this character increase threat range by 1 and gain a +2 bonus to confirm critical.
Add 10 feet when calculating falling damage
–2 to natural attack damage (minimum 1).
After a natural 1 or 2 on Ride of Handle Animal skill checks when mounted,
DC 10 + mount’s HD + Str modifier to stay mounted.
–2 penalty on all Dex-based skill checks.
10% chance of spell failure when casting spells with material components
–2 to Bluff, Diplomacy, Sense Motive, and Survival skill checks in rustic and wilderness environments.
Can only gain weapon and armor proficiencies through feats.
–2 penalty to all Dex-based skill checks.
–4 penalty to all rolls made to build, repair, or use computers.
A full-round action and DC 15 Will save needed to cast 0-level spells.
–2 to Bluff, Diplomacy, Sense Motive, and Survival skill checks in urban environments.
–2 penalty to Stealth skill checks. –2 penalty to Disable Device and Sleight of Hand skill checks
where hostile NPCs might hear.
Death, evil, or fear-based spells within 30 feet have a 25% chance to targeting this character.
Must spend next full-round actions cursing fate after rolling a natural 1.
Spells last half as long as normal.
DC 10 + Perform skill Will save to not dance when hearing music.
Gain no benefit from Darkvision.
Permanently gains Deafened condition. Gains no benefit from bardic performance.
Add 1 round to the time it takes to use bows and crossbows

57
The Jester Dragon’s Guide to Defects
Defects Prerequisites
Declines to Use Scabbards Proficiency with any edged weapon

Delicate
Despises Infirmity Bitch, Dick, or evil alignment
Desirable Organs
Dick
Diminished Channeling Channel energy class feature
Disfavored Enemy

Disgusting Biology Alien or mutant


Dishonest Face

Divine Pun-ishment
Doubting Thomas
Drops Weapons
Dumb
Dumpster Diver
Dyslexic Ability to read
Easily Surprised
Effeminate/Butch
Enfeebled Spells Spellcaster
Epileptic
Evil Aura Non-evil alignment
Evil Hand At least 1 hand
Evil Twin Any alignment other than true neutral
Excess Beard A beard
Expiration Date
Existentially Ignorant
Fashion Plate
Fat

Faulty Aggression Inhibitor Robot, AI, clone, or cyborg

Faulty Implants At least 1 cybernetic implant or mechanical enhancement


Feeble Summoning Ability to cast summoning spells
Festering Wound
Fewer Bombs Bomb class feature
Fixated on Bullshit
Flees in Terror
Follows SOPs
Font of Exposition Ability to speak, Knowledge (any)
Foolish
Four Eyes Nearsighted, Farsighted, wears glasses
Freakishly Tall
Fugly
Generic Bombs Bomb class feature
Generous Tipper
Glass Jaw
Glows Alien, mutant, energy being, outsider, survived radiation exposure

Hands Off Fate

58
Appendix III: Abbreviated DefectListings
Detriments
DC 15 Reflex save to avoid damaging self when readying edged weapons.
Readying said weapon is a full-round action.
Hit die reduced by one die type.
–4 to skill rolls made on or in conjunction with ill or injured creatures.
NPCs attempt to harvest character’s organs.
–2 penalty on Cha-based skills.
Channel 2 fewer times per day
–2 penalty on attack, damage, Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks
against creature type.
–4 penalty to Cha-based rolls when performing mundane biological process.
–2 penalty to Bluff and Diplomacy.
All Sense Motive attempts against character have 25% chance of detecting a lie.
Character suffers 1d6 holy electricity damage bypassing damage resistance when player makes a pun.
Must attempt to disbelieve all supernatural phenomenon and certain monsters.
DC 15 Will save to avoid dropping weapons after apparently dispatching a foe.
–2 penalty to all Int-based skill checks.
DC 15 Will save to avoid searching through garbage.
DC 10 Int check to completely comprehend text.
Cannot take a standard or move action during a surprise round.
Always considered to be making a Disguise check to appear as opposite gender.
Reduce variable, numeric spell effects by one-half.
DC 10 Fortitude save to avoid falling prone and thrashing for 1d10 rounds after exposure to epileptic trigger.
Always considered evil for alignment-based spells and effects.
Lose control of hand 1d4–1 time per day.
50% chance evil counterpart will interfere with the character each session.
+2 bonus to initiate/sustain grapples against this character. –2 penalty to CMD against trip attempts.
Character dies at a specific date & time.
Player cannot read gaming books during play.
Increase wearable item costs by 30%, –2 to Cha-based skills when not stylishly dressed.
–1 to all skills subject to armor check penalty, food & water requirements double.
Pay 50% more for clothing & armor.
–2 to all Cha-based kill and ability checks except Intimidate,
attitude to other creatures one step worse than normal.
DC 15 Fortitude save to avoid 1d6 damage after a natural 1 on any roll modified by cybernetics.
Summoned creatures have –2 Str and Con, cannot possess Augmented Summoning feat.
Hit points always reduced by 1, –1 penalty on Cha-based skills, +2 to track this character.
Throw 2 fewer bombs per day, cannot take Extra Bombs feat.
Double risk of critical failure for Perception skill checks, DC 10 Will save to avoid foolish actions.
DC 15 Will save to avoid fleeing when frightened or shaken, or subject to fear-based spells and effects.
Technical tasks take 50% longer, must take 10 whenever possible.
Expound for 1d4 + skill rating minutes after successful Knowledge skill check.
–2 penalty on all Wis-based skill checks.
–2 penalty to Cha-based skill checks when wearing glasses.
–2 size penalty to Dexterity, –1 size penalty to AC and attack rolls, –4 size penalty to Stealth skill checks.
–2 penalty on Cha-based skill checks.
Bomb damage has no energy type, cannot take discoveries which modify bombs.
Pay 15% more for food, lodging, and services.
Take double damage from unarmed strikes and grapples.
–4 penalty to Stealth and Disguise skill checks, attackers do not suffer penalties for low light or darkness,
+2 bonus when tracking this character.
Player cannot roll dice during play.

59
The Jester Dragon’s Guide to Defects
Defects Prerequisites
Hearty Appetite

Heavy Worlder Born and raised in high-gravity

Hey, Your Shoes Are Untied Wears shoes


Hidebound
High Strung
Highly Suggestible Cannot possess Strong Willed Feat
Holy Immolation Any evil alignment
Horny
Hot Flashes Middle-aged female

HP Transfusion Ability to cast cure spells


HP Transfusion, Extreme HP Transfusion
Hunchback
Hypersensitive
I Come In Peace
Ignorant
Illiterate
Imperial Marksmanship Training Proficiency with ranged energy weapons
Impoverished
Incompetent
Incompetent Combatant
Incomplete Training
Incontinent
Indecisive Cannot posses Improved Initiative feat
Inept
Inept, Extremely Inept
Involuntary Reincarnation Raising must exist in campaign setting
Is This The Love
of Which You Humans Speak? Alien or robot
Isn’t House Trained Animal companion or housepet
Junkie
Kill Switch Robot, cyborg, or brainwashed
Klutz Sluggish Reflexes
Knuckle Cracker Fingers with knuckles
Lack of Confidence
Landlubber
Lazy Eye One or more functional eyes
Learning Disability
Lesser Channel Channel energy class feature
Life Support Alien, mutant, or outsider
Lightning Rod
Light Worlder Born and raised in low-gravity

Limited Ecology Environment type other than “any”


Love Struck Sexual preference
Magic Fingers Spellcaster
Magic Item Jinx
Magic Jazz Hands Magic Fingers
Male Chauvinist Pig Male

60
Appendix III: Abbreviated DefectListings
Detriments
Requires 50% more food each day, check for starving after 1 1/2 days without food,
subsequent checks every half hour.
–2 penalty to all Dex-based rolls in normal, low, or zero-gravity.
DC 10 Reflex save to avoid falling prone after jumping, running, or charging.
DC 10 Will save after first full-round move action each day to avoid falling prone and taking 1d4 damage.
Gain no benefit for having a favored class, cannot take Eclectic feat.
Suffer 1d6 frustration damage on a natural 1.
–2 to Will saves to resist mind-affecting powers and abilities.
Take 1d6 damage from contact with holy objects. DC 15 will save to handle holy objects.
Compelled to chat up potential sexual partners at all times. DC 15 + object’s Cha modifier Will save to resist.
DC 15 Fortitude save every hour to avoid –2 penalty to all attack, skill,
and saving throw rolls for 3d6+12 rounds.
Lose HP equal to 50% HP restored to those you heal by magic.
Lose HP equal to HP restored to those healed by magic.
Become fatigued after strenuous physical activity. 50% chance NPCs are disturbed by appearance.
–2 penalty to all rolls when subject to intense stimuli.
Can never initiate combat against intelligent creatures, must attempt to reason with attackers.
–2 penalty on all Wis-based rolls.
Cannot use the written form of any language.
–4 penalty on attack rolls with ranged energy weapons.
Receive half the normal starting wealth, begin play each session with no money.
–4 penalty to one skill.
Receive half the normal BAB for your class.
Receive one less class skill
DC 15 Fortitude save to avoid soiling oneself under stress.
–4 to initiative.
Use 1d12 for all skill and ability checks. Take 6 or 12 rather than 10 or 20.
Use a d12 for all rolls which require a d20.
Roll on the Incarnation table when returning from the dead.

NPCs gain +4 bonus to seduce or romantically manipulate this character.


Animal relieves itself after 1d4 hours indoors.
Must satisfy addiction once per day to avoid –2 to all ability scores.
Lose consciousness for 1d4 hours when triggered.
DC 5 Reflex save when running/charging to avoid 1d4 damage and falling prone.
DC 15 Will save or spend move-equivalent action cracking knuckles before using hands.
Roll twice for all Int-,Wis-, and Cha-based rolls, keeping lowest result.
–2 penalty on all rolls while at sea.
–1 penalty to sight-based Perception skill checks, missile weapon attacks, and opposed Cha-based skill checks.
Pay two skill points for each class skill rank.
Roll d4s instead of d6s when channeling.
Character affected as if by drowning when without life support apparatus.
All electricity-based effects within 30’ have 50% chance of striking this character.
Halve all movement rates, –2 penalty to Str-based rolls in normal or high gravity,
+1 damage from bludgeoning attacks.
–2 penalty on all saving throws and skill tests when outside preferred environment type.
DC 15 + NPC Cha-modifier to avoid being affected as if by Fascination spell.
All character’s spells have a somatic component. Cannot take Still Spell feat.
20% chance magic items do not function for character.
All character’s spells require 2 somatic components (two free hands).
–2 penalty to all Cha-, Int-, and Wis-based rolls related to women,
who gain the benefits of Favored Enemy against this character.

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The Jester Dragon’s Guide to Defects
Defects Prerequisites
Malodorous

Material Magic
Mechanical Jinx
Mediocre
Middle Aged
Minimize Spell Enfeebled Spells
Missing Arm
Missing Both Arms Missing Arm
Missing Leg
Missing Eye Ability to see with at least one functional eye
Mis-brew Potion Brew Potion feat
Misplaced Ki Ki Pool class feature
Monolingual
Monstrous Appearance Cha 9 or less or Fugly
Morbidly Obese Obese

Mumbled Spell Spellcaster


Mute

My Dog Has Fleas Animal companion or steed

Narcissist Ability to see, Cha 11+


Narcoleptic
Near Shot
Nearsighted Ability to see
Nonlethal Spells Spellcaster
Nonstandard Body Type
Not a Morning Person
Not a Team Player
Notorious
Nudist
Obese Fat

Oblivious
Obvious Magic Spellcaster
Old Age Middle Aged
Old Wounds
One Life to Live Raising must exist in campaign setting
Other Ways of Knowing
Outrageous Accent Ability to speak

Pack Rat
Paradox Prone Robot, android, AI, or being with artificial consciousness
Pathetic Critical Cannot possess critical feats
Peaked
Perfectionist

Phobia
Phobia, Debilitating Severe Phobia
Phobia, Severe Phobia
Pointless Elf, Half-Elf, Half-Orc, or any race with pointy body parts

62
Appendix III: Abbreviated DefectListings
Detriments
NPC reactions lowered by one category, scent works at twice the normal range
and with a +4 bonus toward tracking this character.
All character’s spells consume a material component worth at least 1gp per spell level.
20% chance machines do not function, mechanical weapons threaten critically failure on rolls of 1-4
–1 penalty on all skill checks.
Gain all the penalties, none of the benefits, of Middle Age category.
All variable, numeric affects of your spells are minimized to the lowest possible result.
Cannot wield 2-handed weapons, -–2 penalty on skill checks requiring two hands.
Cannot wield weapons, make Craft skill checks, or make Perform or Profession skill checks requiring hands.
–10 base speed, +2 to trip attempts against this character. Fall prone after kicking.
–2 penalty on sight-based Perception skill checks and missile weapon attack rolls.
Secret DC 20 Craft (alchemy) roll when brewing potions to avoid side effects.
Reduce Ki pool by 2, cannot gain Extra Ki feat.
Comprehend only one language.
Easily mistaken for monster of a specific type.
–-3 penalty on skills subject to armor check penalty. Base speed reduced to 5. –2 penalty to AC.
Pays 200% more for clothing and armor. Requires four times as much food per day.
All character’s spells require a verbal component. Cannot take Silent Spell feat.
Cannot speak, cast spells with verbal components, use magic items with command words,
or use song-based bardic performance.
Animal companion suffers –1 penalty to all rolls,
master suffers –2 penalty to Ride and Handle Animals skill check made on animal companion or steed.
DC 15 + Cha-modifier Will save to avoid fascination with own reflection.
Will save to avoid falling asleep once per encounter.
Reduce ranged weapon range increments by half. Cannot possess Far Shot feat
–2 penalty to sight-based Perception checks and missile weapon attacks.
All spells inflict non-lethal damage, as do summoned creatures.
Must wear customized armor and clothing or suffer –1 penalty on all attack and Cha- and Dex-based rolls.
Character fatigued for 1 hour after sleep.
Cannot use or benefit from the Aid Another action or flanking bonuses. Cannot gain teamwork feats.
NPCs gain benefits of Favored Enemy class feature against this creature.
–2 penalty to Cha and –5 foot penalty to speed when clothed, double armor check penalties.
–2 penalty on all skills subject to armor check penalty, –1 penalty to AC, reduced speed,
double cost and materials of armor and clothing, requires triple the normal amount of food per day.
Always considered flat footed.
Character’s magic use is obvious.
Character suffers all the penalties and none of the benefits of Old Age category.
Reduce hit point total by 10%.
Cannot return from death.
–2 to Charisma when not interacting with those who share odd beliefs.
–2 penalty on Cha-based skill checks when speaking or singing.
10% spell failure chance when casting spells with verbal components.
Must carry half character’s light load in junk.
DC 15 + NPC Int-modifier Will save to avoid 1d4 Int damage when confronted with a paradox.
Roll twice to confirm critical hits, must succeed both times to confirm.
–2 penalty to all Fortitude saving throws.
Cannot take 10. DC 10 + skill ranks Will save to not immediately re-attempt a Craft or Profession
skill check after failure.
Shaken when exposed to object of phobia.
Panicked when exposed to object of phobia.
Frightened when exposed to object of phobia.
–4 penalty on all Cha-based skill checks against members of character’s race.

63
The Jester Dragon’s Guide to Defects
Defects Prerequisites
Poison Susceptibility
Potion Junkie
Poor Pronunciation Ability to speak

Poorly Educated Knowledge as a class skill


Poorly Trained Pet Animal companion or arcane bond (familiar) class feature
Pray Audibly Divine spellcaster, ability to speak
Prefers Oversized Weapons
Prefers Undersized Weapons
Premature Conjuration Arcane spellcaster
Primitive
Psychic Bond
Punches With a Loose Fist

Pygmy
Pyromania
Quarter-Elf Half-Elf
Quarter-Orc Half-Orc
Quarterling Halfling
Randomized Summoning Ability to cast a summoning spell
Rebuff Magic
Reckless Cannot be immune to criticals
Red Shirt
Reduced Arcane Pool Arcane pool class feature
Reduced Bane Bane class feature
Reduced Grit Grit class feature or Amateur Gunslinger feat
Reduced Rage Rage class feature
Reversed Polarity Cannot be True Neutral
Robotic Voice Ability to speak

Romances The Leg Dog, monkey, or small or tiny animal companion or pet
Runs Like a Girl
Runt Monster with 2 or more HD
Safety Protocols Robot, clone, cyborgs, or brainwashed
Scatterbrained
Schizoid
Schizoid, Extremely Schizoid
Seasonal Affective Disorder
Seasonal Rites Divine spellcaster
Self-Medicating

Selfless Counselor
Shiftless
Short-range Spells Spellcaster, cannot possess Enlarge Spell feat
Skyclad Spellcaster
Slow Casting Arcane spellcaster
Slow Healer Con 9 or less, cannot possess Die Hard or Endurance feats
Slow Study Ability to read and/or memorize spells
Slowpoke
Sluggish Reflexes
Sociopath Any non-good alignment
Sour Notes Bardic performance class feature

64
Appendix III: Abbreviated DefectListings
Detriments
–4 penalty to all saving throws versus poison.
DC 15 Will save to avoid drinking available potions.
–2 to Perform (act, oratory, sing) and Linguistics skill checks while speaking,
10% spell failure chance when casting spells with verbal components.
–4 penalty on all Knowledge skill checks.
15% chance animal companions ignores orders, 5% chance it will do the opposite.
Cannot pray quietly when preparing/casting spells.
Only proficient with weapons intended for wielders one size category larger than himself.
Only proficient with weapons intended for wielders one size category smaller than himself.
DC 10 + highest spell level prepared when under stress to avoid immediately casting highest level spell.
–4 penalty to all rolls made in relation post-Bronze Age technology.
All mind-affecting effects which target the subject of the bond also effect this character.
Fortitude save with DC equal to target’s character level after an unarmed strike
to avoid breaking hand and suffering 1 damage.
Character is two-thirds normal height with –10 base speed,
DC 10 Will save each day to avoid setting something of value on fire.
Gain no benefit from one Half-Elf racial trait.
Gain no benefit from one Half-Orc racial trait.
Gain no benefit from one Halfling racial trait.
GM randomly determines what character summons from avalible creature types.
Cannot forego saving throws against beneficial magical effects or voluntarily lower spell resistance.
Attacks against this character increase their critical threat range by 1.
Always first to be attacked, 50% chance hazards target this character rather than normal target.
Reduce arcane pool by 2.
Use bane ability three fewer rounds per day. Cannot take Extra Bane feat.
Gain 0 grit points at day’s start, reduce maximum grit points by 2. Cannot take Extra Grit feat.
Reduce rage turns per day by 2, cannot possess Extra Rage feat.
Effected as if undead by positive energy, alignment considered reversed for alignment-based effects.
–4 penalty to Bluff, Diplomacy, Perform (oratory, sing, act), and Disguise
when not impersonating a mechanical being.
Humps someone’s leg for 1d4 minutes per day.
Reduce running speed bonus by 3/4, DC 10 Reflex save to run in a straight line.
Size category reduced by one step, –1 HD.
Cannot inflict physical or mental harm upon specific targets.
Must clear head for 1 full-round action before any task requiring full attention.
Alignment changes along one axis each day.
Randomly change alignment each day.
–2 penalty on all Will saves and –1 penalty on all attack rolls and skill checks during chosen season.
Can only prepare spells during religious holidays.
Suffer –2 penalty to all skill and ability checks after any failed Will save
or until consuming 1gp worth of preferred vice.
Will save (DC 10 + number of characters in party) each round to avoid directing the actions of others.
Affected as if by Slow spell at all times.
Reduce spell ranges by half.
Cannot prepare spells while clothed, all clothing inflicts 10% spell failure chance.
Double all casting times.
Rest, heal spells, and the Heal skill restore half the normal number of HP.
Double time needed to read text, memorize spells, or use scrolls.
Reduce base speed by 5 feet, cannot gain Enhanced Movement feat.
–2 penalty on all Reflex saves.
–4 penalty to Diplomacy and Sense Motive skill checks.
Allies suffer –1 penalty on attack rolls, skill checks, and saving throws when using bardic performance.

65
The Jester Dragon’s Guide to Defects
Defects Prerequisites
Space Madness

Space Sickness
Spacer Spent prolonged period in outer space
Squeamish
Star Struck Ability to see
Stiff Joints Dex 13 or less
Stubby Fingers
Susceptible to Energy
Swear Jar Ability to cuss
Technobabble Ability to speak, Int 11+
Teleportation Sickness
Terminal
Text-O-Holic Must own a texting device

Throws Like a Girl


Throws Stuff Down Stairs Bitch or Dick, Int or Wis 11 or less

Tithes
Tithes Generously Tithes
Toadies to Authority
Too Cute Cha 11+
Too Strong For Your Own Good Str 13+

Tool

Touches Other People’s Stuff


Tourette Syndrome

Trap Bait

Trap Bait, Extreme Trap Bait


Trembling Hands
Ugly On The Inside Any evil alignment
Uncommon Tongue
Uncoordinated Dex 11+
Unfocused Critical Cannot posses Critical Focus feat
Unlucky
Unlucky, Extremely Unlucky
Unlucky, Ridiculously Extremely Unlucky
Unnatural Ones
Unpleasant
Untied
Venerable Age Old Age category
Vestigial Arms One or more arms and gripping forelimbs
Victory Dance
Villainous Lookalike
Vulnerability
Wanders Off
Wasteful Caster Arcane spellcaster
Weak Bombs Bomb class feature
Weak Mount Horse, pony, ox, or other mount or beast of burden

66
Appendix III: Abbreviated DefectListings
Detriments
–2 penalty on Will saves in outer space, DC 15 Will save every 2d6 days
to avoid acquiring temporary mental defects.
–2 penalty to all rolls in microgravity environment.
–2 penalty on all die rolls made in outside microgravity environments.
Cannot search corpses, –4 penalty on all rolls which risk contact with blood.
DC 15 Will save to resist becoming fascinated by stellar phenomena.
Must spend a full-round action limbering up before vigorous physical activity.
DC 10 Dex ability check to avoid dropping items in combat.
–4 penalty to saving throws and AC against attacks, spells, and effects based on chosen energy type.
Character loses 1sp whenever player swears.
Will save (DC 10 + Int-modifier) to resist technobabbling for 1d6 rounds + Int-modifier.
Fortitude save (DC 10 + spell or effect level) or sickened for 1d4 rounds after teleportation.
Illness kills the character in 5d10+50 days.
–2 penalty on rolls to avoid surprise, must text about good fortune for one full-round action
after confirming a critical.
–2 on attack rolls with thrown weapons, reduce range of thrown weapons by ½.
Throws things down stairs rather than carry them,
DC 10 Will save negates if this might cause injury to a living thing.
Must give 10% of acquired wealth to a temple at least once per month.
As Tithes, but character must donate 20% of acquired wealth.
Will save (DC 10 + level of authority + authority’s Cha-modifier) to disobey an order.
–2 penalty on Intimidate skill checks, –2 to Disguise skill checks when not impersonating someone adorable.
On a confirmed critical failure on attack and Str- and Dex-based rolls,
whatever the character holds gains the broken condition.
–2 penalty on Will saving throws against mind-affecting spells and effects,
affected as if by Suggestion spell when others critically succeed with Bluff skill checks.
Compelled to touch objects belonging to other characters.
–2 penalty on Cha-based skill checks against those offended by profanity, –2 to Stealth skill checks,
10% spell failure chance when casting spells with verbal or somatic components.
Automatically trigger traps on a failed Disable Device skill check,
–2 penalty on Search checks to locate and identify traps, –4 penalty to AC and saving throws against traps.
Everyone with 10 feet suffers from the Trap Bait defect.
DC 15 Will save to resist –2 penalty on attack and skill checks requiring use of the hands when under stress.
Penalty to Cha-based skill and ability checks based on evil aura.
Do not receive Common as a starting language.
Dex-modifier does not apply to AC, Reflex saves, Attack Bonus, or Dex-based skill checks.
–4 penalty to confirm critical hits.
–10 penalty to a die roll once per game session.
When the Unlucky Defect manifests, the effected roll automatically fails.
When the Unlucky Defect manifests, the effected roll fails critically.
All natural 2s on a d20 are considered natural 1s.
–2 penalty on all Cha-based skill checks.
This character looses all die rolls which result in ties.
Suffer all the penalties but gain none of the advantages of the Venerable Age category.
–2 penalty on all melee attacks, Str-based skill and ability checks dependent upon hands or forearms.
Spend one full-round action dancing after confirming a critical hit.
Frequently mistaken for notorious evildoer.
–4 penalty to AC, attack rolls, and saving throws versus certain substances or energy types.
DC 15 Will save to resist wandering off while party is at rest.
Double material components used and/or consumed by spells.
Roll d4s for bomb damage.
Reduce animal’s carrying capacity by 50%.

67
The Jester Dragon’s Guide to Defects
Defects Prerequisites
Weak Sneak Attack Sneak attack class feature
Weak Venom Venom, toxic, or poison natural attack
Weak-Willed
Weakling
Won’t Finish Off
Won’t Look Down
Won’t Tighten Caps
Work While You Whistle Ability to whistle
Xenophile

68
Appendix III: Abbreviated DefectListings
Detriments
Roll d4s for sneak attack damage.
DC to resist creature’s natural poison reduced by half.
–2 penalty on all Will saving throws.
–2 penalty on all Str-based skill and ability checks.
Never coup de gras incapacitated foes, cannot check to see if foes are feigning death.
–4 penalty on saving throws vs. trips, grapples, traps, and other ground-based harmful effects.
DC 12 Reflex save to not spill liquids when used.
Whistles when performing actions requiring concentration.
DC 10 + alien’s Cha-modifier Will save to resist coming on to aliens.

69
Appendix IV: Index
Absentminded Magician 9 Disgusting Biology 16
Advanced 9 Dishonest Face 16
Aggression Inhibitor 9 Divine Pun-ishment 17
Ailing 9 Doubting Thomas 17
Airsickness 9 Drops Weapons 17
Airsickness, Severe 9 Dumb 17
Alchemical Accidents 9 Dumpster Diver 17
Alien Biochemistry 9 Dyslexic 17
Alien Biology 10 Easily Surprised 18
Allergic to Magic 10 Effeminate/Butch 18
Allergic to Monsters 10 Enfeebled Spells 18
Allergies 10 Epileptic 18
Allergy, Severe 10 Evil Aura 19
Angry Drunk 11 Evil Hand 18
Animal Habits 11 Evil Twin 19
Ashy 11 Excess Beard 19
Bad With Animals 11 Expiration Date 19
Bad Teeth 11 Existentially Ignorant 19
Bashful 11 Fashion Plate 19
Belly Flop 12 Fat 19
Bitch 12 Faulty Aggression Inhibitor 20
Blabbermouth 12 Faulty Implants 20
Bleeder 12 Feeble Summoning 20
Blind 12 Festering Wound 21
Bot Hater 12 Fewer Bombs 21
Brainless Brawler 12 Fixated on Bullshit 21
Brew Neutral 12 Flees in Terror 22
Brittle Bones 12 Follows SOPs 22
Broken Claw 13 Font of Exposition 22
Bucking Mount 13 Foolish 22
Butterfingers 13 Four Eyes 22
Chew Materials 13 Freakishly Tall 22
City Folk 13 Fugly 22
Civilian 13 Generic Bombs 22
Clumsy 13 Generous Tipper 22
Computer Illiterate 14 Glass Jaw 22
Conceited Caster 14 Glows 22
Country Folk 14 Hands Off Fate 22
Creaking Joints 14 Hearty Appetite 24
Curse Magnet 14 Heavy Worlder 24
Curses Fate 15 Hey, Your Shoes Are Untied 24
Curtailed Spell 15 Hidebound 24
Dancing Fool 15 High Strung 24
Darkblind 15 Highly Suggestible 24
Deaf 15 Holy Immolation 24
Declines to Use Quivers 15 Horny 24
Declines to Use Scabbards 15 Hot Flashes 24
Delicate 16 HP Transfusion 25
Despises Infirmity 16 HP Transfusion, Extreme 25
Desirable Organs 16 Hunchback 25
Dick 16 Hypersensitive 25
Diminished Channeling 16 I Come In Peace 25
Disfavored Enemy 16 Ignorant 25

70
Appendix IV: Index
Illiterate 25 Near Shot 34
Imperial Marksmanship Training 26 Nearsighted 34
Impoverished 26 Nonlethal Spells 34
Incompetent 26 Nonstandard Body Type 34
Incompetent Combatant 26 Not a Morning Person 34
Incomplete Training 26 Not a Team Player 34
Incontinent 26 Notorious 34
Indecisive 26 Nudist 34
Indecisive 26 Obese 35
Inept 26 Oblivious 35
Inept, Extremely 26 Obvious Magic 35
Involuntary Reincarnation 27 Old Age 35
Is This The Love Old Wounds 35
of Which You Humans Speak? 27 One Life to Live 35
Isn’t House Trained 27 Other Ways of Knowing 35
Junkie 27 Outrageous Accent 36
Kill Switch 27 Pack Rat 36
Klutz 27 Paradox Prone 36
Knuckle Cracker 27 Pathetic Critical 36
Lack of Confidence 28 Peaked 36
Landlubber 28 Perfectionist 36
Lazy Eye 28 Phobia 36
Learning Disability 28 Phobia, Debilitating 37
Lesser Channel 28 Phobia, Severe 37
Life Support 29 Pointless 37
Lightning Rod 29 Poison Susceptibility 37
Light Worlder 29 Potion Junkie 37
Limited Ecology 29 Poor Pronunciation 37
Love Struck 29 Poorly Educated 38
Magic Fingers 29 Poorly Trained Pet 38
Magic Item Jinx 30 Pray Audibly 38
Magic Jazz Hands 30 Prefers Oversized Weapons 38
Male Chauvinist Pig 30 Prefers Undersized Weapons 38
Malodorous 31 Premature Conjuration 39
Material Magic 31 Primitive 39
Mechanical Jinx 31 Psychic Bond 39
Mediocre 31 Punches With a Loose Fist 39
Middle Aged 31 Pygmy 39
Minimized Spell 32 Pyromania 39
Missing Arm 32 Quarter-Elf 40
Missing Both Arms 32 Quarter-Orc 40
Missing Leg 32 Quarterling 40
Missing Eye 32 Randomized Summoning 40
Mis-Brew Potion 32 Rebuff Magic 40
Misplaced Ki 32 Reckless 40
Monolingual 32 Red Shirt 40
Monstrous Appearance 33 Reduced Arcane Pool 40
Morbidly Obese 33 Reduced Bane 40
Mumbled Spell 33 Reduced Grit 41
Mute 33 Reduced Rage 41
My Dog Has Fleas 33 Reversed Polarity 41
Narcissist 33 Robotic Voice 41
Narcoleptic 33 Romances The Leg 42

71
The Jester Dragon’s Guide to Defects
Runs Like a Girl 42 Toadies to Authority 48
Runt 42 Too Cute 49
Safety Protocols 42 Too Strong For Your Own Good 49
Scatterbrained 42 Tool 49
Schizoid 42 Toothless 49
Schizoid, Extremely 42 Touches Other People’s Stuff 49
Seasonal Affective Disorder 43 Tourette Syndrome 49
Seasonal Rites 43 Trap Bait 50
Self-Medicating 43 Trap Bait, Extreme 50
Selfless Counselor 44 Trembling Hands 50
Shiftless 44 Ugly On The Inside 50
Short-Range Spells 44 Uncommon Tongue 50
Skyclad 44 Uncoordinated 50
Slow Casting 44 Unfocused Critical 50
Slow Healer 44 Unlucky 50
Slow Study 44 Unlucky, Extremely 50
Slowpoke 45 Unlucky, Ridiculously 50
Sluggish Reflexes 45 Unnatural Ones 50
Sociopath 45 Unpleasant 51
Sour Notes 45 Untied 51
Space Madness 45 Venerable Age 51
Space Sickness 46 Vestigial Arms 51
Spacer 46 Victory Dance 52
Spell Sickness 46 Villainous Lookalike 52
Squeamish 46 Vulnerability 52
Star Struck 46 Wanders Off 52
Stiff Joints 46 Wasteful Caster 52
Stubby Fingers 46 Weak Bombs 52
Susceptible to Energy 46 Weak Mount 52
Swear Jar 46 Weak Sneak Attack 52
Technobabble 47 Weak Venom 52
Teleportation Sickness 47 Weak-Willed 52
Terminal 47 Weakling 53
Text-O-Holic 47 Won’t Finish Off 53
Throws Like a Girl 48 Won’t Look Down 53
Throws Stuff Down Stairs 48 Won’t Tighten Caps 53
Tithes 48 Work While You Whistle 53
Tithes Generously 48 Xenophile 53

72
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* Nearly 300 Defects, from minor faults to fatal flaws.


* Defects appropriate for any genre, from Swords-and-Sorcery to Space Opera.
* Innovative “Metagame” Defects that effect players as well as characters.
* Additional rules for Fumbles, Critical Failures, Potion Miscibility,
Wearing Glasses, Phobias, and Prosthetics.
* Humorously illustrated with more than 40 cartoons.

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