Drawbacks are character-defining traits that have both a positive and negative affect on your character, usually to show some sort of detriment that a character has found to use to their advantage. These may be taken in place of perks; marked individually as a major or minor drawback. Drawbacks are designed to have a negative impact on your character, but as a trade should give a benefit that either balances against the drawback or at least allows a character to cope with the drawback better than others. This is generally a system to facilitate thematics rather than allotting raw power to a character, but as the character is gaining benefits some restrictions do exist on this as well.

Characters are normally allotted 1 major drawback or 2 minor drawbacks in addition to their normal perk selections. These do not allow a character to take additional major or minor perks beyond their normal limits, and instead are taken in place of their listed type, major drawbacks in place of major perks and minor drawbacks in place of minor perks. A GM may allow a player to take more drawbacks beyond the normal allotment without needing to trade their perks.

Table: Major Drawbacks

NameDetrimentBenefit
BlindnessYou’ve been blind for a very long time and have adapted to it. You are permanently blind and even the strongest of magics seem unable to restore your sight. But due to this you’ve adapted to this condition.You gain the blind warrior stance as a bonus feat. In addition you reduce the perception prerequisites by 5 (minimum 0) for any feat with blind warrior stance as a prerequisite.

When using the stance mastery feat, you reduce the reaction cost of maintaining an additional stance by 1, as long as one of the stances is blind warrior stance.
BumblerYou may now critically fail at any skill check with a natural 1. Additionally you treat any situation as threatened for the purposes of taking a 10 or 20 on a skill check.When rolling a natural 20 you gain a +10 bonus to your check result, as you achieve greater success than normally possible through your bumbling actions.
DeafYou’ve been deaf for a very long time and have adapted to it. You are permanently deaf and even the strongest of magics seem unable to restore your hearing. But due to this you’ve adapted to this condition.You reduce the DC of reading other creatures’ lips to DC 15. In addition you may use sleight of hand in place of bluff to pass secret messages, but may also use the pass secret messages ability to communicate with other creatures. In addition you gain a +5 bonus to saves against all Sonic keyword abilities.
Fear of FailureA natural 2 is now also considered an automatic failure for attack rolls, ac rolls, combat maneuvers, save attacks, or saving throws.You may take a 10 on these types of rolls once per day plus an additional time per day per 3 hit dice you possess, regardless of the circumstances you’re in, due to your ability to be more careful.
MuteYou are unable to speak, grunt, or make much if any sound from your mouth;  nor can you provide verbal components to any spells you cast.You must use sleight of hand in place of bluff to pass secret messages, but may also use the pass secret messages ability to communicate with other creatures.
ProcrastinatorYou have a knack for putting things off until later, and end up paying the price as a result. Pick an interaction that is important for your character approved by your GM; you have a 10% chance to have not done that task (such as forgetting to prepare that spell slot, buy arrows, reload your gun, etc..). This occurs when you attempt to perform an action related to that task (such as casting a spell, knocking an arrow, or firing your gun, etc…). The GM should help determine the type of action to ensure it is something that can occur somewhat commonly for the character.You are such an adept procrastinator that all status conditions are delayed 1 round before affecting the character. This does not count against the duration of the status conditions but rather simply delays its onset by 1 round. Effects that can cleanse such status conditions may still affect the character and cleanse the status condition before it would apply.

Table: Minor Drawbacks

NameDetrimentBenefit
BulkyYour great bulk of body through either bone, muscle, or general corpulence makes it harder for you to get through some places. You take a -4 penalty on stealth checks and cannot squeeze into spaces smaller than your own without magical assistance.Due to your increased bulk you are more sturdy and gain 1 additional hit point per four character levels you possess and gain a +2 bonus to saves against grapple maneuvers.
GracelessYou must make a DC 13 + ½ hit dice acrobatics check or fall prone in any round you move more than half your movement speed at the end of your movement. In addition you increase the AP cost of standing up from prone by 1.You reduce the penalties to AC and attack rolls for being prone by 2.
Old WoundInclimate weather (such as snow or rain) causes your old wounds to ache. During these types of weather you take a -5 penalty to your move speed and must make a DC 15 + ½ character level concentration check to cast spells during this time due to the aches and pains you feel.You are aware 24 hours in advance if the weather will become rainy or snowy as well as vaguely if it will be light or heavy rain/snow.
PackratYou must make a Mental save (DC 10 + ½ character level) anytime you wish to sell an item, or use a limited use resource (such as a potion). If you fail this save you must instead hold onto the item instead of selling or using it and may not attempt again for another 24 hours for that item.You reduce the penalties for medium and heavy encumbrance to half their usual severity.
Short LegsYour legs are quite short for your race. Your movement speed is reduced by 10 (minimum 5).Your lower center of gravity has made you harder to trip, granting you a +2 to saves against trip attempts. In addition your legs are more sturdy, allowing you to treat your strength score as 2 higher for the purposes of determining carrying capacity and your strength rating for armor.
Uncontrolled StrengthYour strength is too great and you have difficulty controlling it. Anytime you pick up or retrieve an object you have a 25% chance of dealing your strength modifier in damage against the object, ignoring a number of points of hardness of the object equal to half your hit dice (minimum 1).You deal an amount of nonlethal damage equal to half your strength modifier anytime you successfully grapple a creature.
VertigoAnytime you’re above the ground such as through flying, or near a ledge you take a -4 penalty on acrobatics checks to fly and on all saving throws against fear effects. In addition you take a -2 penalty on athletics checks to jump across gaps with falls greater than 10 feet. If given the frightened or panicked condition you will attempt to flee from the source of fear, but will not attempt to go near a high ledge or fly to attempt to escape the source of the fear.You gain a +2 morale bonus on climb checks and physical saves to catch yourself from falling.
ViceYou have a dependency on alcohol, smoking, or some similar thing that you may not have full addiction to, but still rely on to calm your nerves. You must spend at least 1 hour each day on one of these vices or take a -1 penalty on all rolls you make until you do.You gain a +1 morale bonus to all skill checks and attack rolls for 1 hour after partaking in your vice.