For our tabletop Pathfinder game we use a few house rules
1. Writing a character background before the game session starts gives new characters a bonus. Each campaign will differ.Â
2. PCs can choose a single flaw at character creation, if you want a second flaw then roll 1d12.Â
Or choose one of the wonderful double flaws or even a dreaded triple flaw!
3. Pathfinder is the default set of rules.
4. Experience Points to level up is 1,000 per character level.Â
5. Healing starts at zero for unconscious characters (if you're at -3 and a cleric heals you for 2, you're now at 2 hit points).
6. Reincarnation does not cause a level loss.Â
7. Weapons made of Star Metal count as Adamantine, Silver and Cold Iron for bypassing DR.
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Reincarnation Table
01 Neanderthal or roll again and add Amphibious
02 Kasatha or roll again and add the Scott template
03 Bugbear
04 Suli
05 Gnoll
06 Vishkanya
07 Samsaran
08 Kitsune
09 Strix
10 Half-OgreÂ
11-12 SylphÂ
13-14 Ifrit
15-16 Oread
17-18 Undine
19-20 GrippliÂ
21-22 Svirfneblin
23-24 Nagaji
25-26 Wayang
27-28 Fetchling
29-30 Vanara
31-32 Aasimar
33-34 Catfolk
35-36 Hobgoblin
37-38 Orc
39-40 Half-Orc
41-42 Halfling
43-46 Elf
47-50 Human
51-55 Dwarf
56-58 Gnome
59-60 Half-Elf
61-63 Goblin
64-66 Duergar
67-68 Blue
69-70 Tiefling
71-72 Half-Giant
73-74 Xeph
75-76 Kobold
77-78 Ratfolk
79-80 Tengu
81-82 Dhampir
83-84 Changeling
85-86 Gillman
87-88 Dromite
89-90 Drow
91 Monkey Goblin
92 Ophiduan
93 Lizardfolk
94 Triaxian
95 Neanderthal
96 Hadozee
97 Githzerai
98 Serpentfolk
99 DMs choice or roll again and add Nocturnal
100 DMs choice or roll again and add wings (fly speed of 50 ft., average maneuverability)
Double and Triple Flaw Descriptions
 Go on, take one or roll 1d20, don't be a wuss, you get two or three extra feats if you do.
1. One-Eyed [Double Flaw]
Penalty: (roll twice for miss chance due to concealment and take the worst roll, -2 penalty to ranged combat)
2. Pussy [Double Flaw]
Penalty: (-3 Fortitude saves and -2 penalty on physical ability checks and skill checks.)
Benefit: Choose two extra feats.
3. Raised by Amazons [Double Flaw]
Penalty: (-1 hit point per level and -3 to Will saves)
Benefit: Choose two extra feats.
4. Wooden Leg [Double Flaw]
Penalty: (base speed is cut in half, -3 to Reflex saves)
Benefit: Choose two extra feats.
5. Fucktard [Double Flaw]
Penalty: (-6 penalty to Initiative and -3 to Perception checks)
Benefit: Choose two extra feats.
6. Fight like a girl [Double Flaw]
Penalty: (-2 penalty to hit in melee combat and a -1 penalty to Armor Class)
Benefit: Choose two extra feats.
7. Book Wyrm [Double Flaw]
You've spent the greater part of your life reading books and are slow to react to danger outside of a library.
Penalty: You take a -6 penalty on Initiative checks and a -3 to Reflex saves
Benefit: Choose two extra feats, and put one free skill rank in a knowledge skill that always counts as a class skill for you.
8. Emo [Double Flaw]
Your mother didn't hug you enough, you like to wear all black clothing and think that no one likes you.
Penalty: You take a -1 to Armor Class, a -3 penalty on Will saves, and a -2 penalty to Charisma based skills.
Benefit: Choose two extra feats and gain a +4 to Charisma based skills when dealing with other Emos, were-ravens, vermin and undead.
9. Born under a Bad Sign [Triple Flaw!]
I've been down since I began to crawl. If it wasn't for bad luck, I wouldn't have no luck at all.
Penalty: -3 to all saving throws.
Benefit: Choose three extra feats and stray dogs, harlots, black cats and beggars automatically start out as friendly.
10. Raised in a Drow Harem [Double Flaw]
You are a half-drow raised by a hateful harem of drow that has made you weak willed, and all the poisoning attempts on your life has left you weaker than normal.
Penalty: You receive -1 hit point per level, and a -3 penalty on Will saves.
Benefit: Choose two extra feats and gain a +2 bonus to a Perform skill of choice.
11. Son of a Witch [Double Flaw]
Your mother or grandmother is a witch.
Penalty: -1 to all saves. Cannot be raised from the dead, your soul is already promised to the witch's patron. Evil outsiders and evil fey attack you first. Domestic animals start as unfriendly towards you.
Benefit: Knowledge (religion) or (planes) is always a class skill for you.
12. Born in Lee's Campaign [Double Flaw]
Born into a society embarrassed by native outsiders, you are hated and reviled by the "civilized" and grew up in abject poverty.
Penalties: -4 penalty to Charisma checks, -1 hit point per level, and -3 to Will saves.Â
Benefit: Choose two extra feats and Survival is always a class skill for you.
or
Born in Scott's Campaign [Triple Flaw!]
You have the misfortune to be in one of Scott's nasty, brutish and short campaigns.Â
Most likely you will be killed by a boar. On the plus side you are adapted to cold weather and you can run really fast (you're gonna need it).
Penalty: You receive a -3 penalty on all saves.
Benefit: You treat extreme cold conditions as severe cold, and severe cold as cold weather conditions. You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by frostbite or hypothermia. You receive the Run and Fleet feats for free and gain a +2 bonus to Acrobatics.
or
Born in Dave's DM vs the Players Campaign [Triple Flaw!]
What can I say?, Dave really wants to win. You have 10 points to purchase stats, enjoy.
Penalty: You receive -1 hit point per level, -1 to Armor Class and a -6 penalty on Initiative checks.
Benefit: You get a +2 bonus on Craft (Baskets) and Knowledge (Arcane, Dungeoneering, Nature, Planes and Religion) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
13. Albino [Double Flaw]
You have pale white skin and hair, plus red eyes.
Penalty: You are sensitive to light, and have a -3 penalty on Fortitude saves and a -2 to diplomacy checks.
Benefit: Choose two extra feats and gain a +2 bonus to Craft (Alchemy).
14. Dungeon Bred [Double Flaw]
You have spent a great deal of time in a dungeon, so long that your vision is crappy.
Penalty: roll twice for miss chance due to concealment and take the worst roll, -2 penalty to ranged combat.
Benefit: Choose two extra feats and gain the Nocturnal template.
15. Loud [Double Flaw]
You just can't shut the fuck up
Penalties: -2 to Charisma, -2 Wisdom, -4 to Stealth and Diplomacy (neither can be a Class Skill for you).
Benefit: Choose two extra feats
16. Slack Jawed Local [Double Flaw]
You're from some back water shithole or god forsaken urban blighted eyesore and for some reason you're proud of that.
Penalties: -6 penalty on Initiative, -1 penalty to Armor Class and a -2 penalty to Charisma based skill checks.
Benefit: Choose two extra feats, others locals of the same race as you automatically start out as friendly.
17. Princess [Double Flaw]
You were raised in a city and your mommy always dressed you.
Penalties: You suffer a -4 penalty on all Knowledge (Nature) and Survival checks (neither can be a Class Skill for you). If forced to sleep in anything other than a bed, you awaken fatigued for the next 8 hours. If you sleep in a bed it takes you an hour to get dressed, if rushed you suffer a -2 Charisma penalty for the rest of the day.
Benefit: Choose two extra feats
18. Heavily Scarred [Triple Flaw]
You've been tortured for years and it shows.
Penalties: -3 Will saves, -1 hit point per level, -2 CharismaÂ
Benefit: Choose three extra featsÂ
19. Fat Bastard [Triple Flaw]
Your weight is double that rolled on the random height and weight tables.Â
Penalties: Base speed is cut in half, -3 to Reflex saves, -2 to Dexterity. Armor and clothing cost double.
Benefit: Choose three extra feats
20. Pirate [Ultimate Flaw]
You have one eye and a wooden leg.
Penalties: Roll twice for miss chance due to concealment and take the worst roll, -2 penalty to ranged combat. Base speed is cut in half, -3 to Reflex saves.Â
Benefit: Choose three extra feats and gain a Parrot familiar
 All Double and Triple Flaws are based on our players and DMs because they suck, except Pirate, which is based on me, because Pirates are awesomeÂ
Character Ability Scores
Single Flaw Descriptions
If you take a Flaw you gain a Feat. You can choose a single flaw at character creation, if you want a second flaw then roll 1d12.
Unlucky
A black cat crossed your path as you went under a ladder and fell breaking a mirror.
Effect
You take a -1 penalty on all saving throws.
Frail
You are thin and weak of frame.
Effect
Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below).
Special
You must have a Constitution of 4 or higher to take this flaw.
Meager Fortitude
You are sickly and weak of stomach.
Effect
You take a -3 penalty on Fortitude saves.
Murky-Eyed
Your vision is obscured.
Effect
In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
Non-combatant
You are relatively inept at melee combat.
Effect
You take a -2 penalty on all melee attack rolls.
Pathetic
You are weaker in an attribute than you should be.
Effect
Reduce one of your ability scores by 2.
Poor Reflexes
You often zig when you should have zagged.
Effect
You take a -3 penalty on Reflex saves.
Shaky
You are relatively poor at ranged combat.
Effect
You take a -2 penalty on all ranged attack rolls.
Slow
You move exceptionally slowly.
Effect
Your base land speed is halved (round down to the nearest 5-foot interval).
Special
You must have a base land speed of at least 20 feet to take this flaw.
Unreactive
You are slow to react to danger.
Effect
You take a -6 penalty on initiative checks.
Vulnerable
You are not good at defending yourself.
Effect
You take a -1 penalty to Armor Class.
Weak Will
You are highly suggestible and easily duped.
Effect
You take a -3 penalty on Will saves.
Adventurer's Pack
backpack 2 gp 2 lbs
bedroll 1 sp 5 lbs
1-pint flask 3 cp 1.5 lbs
7 days' trail rations 3.5 gp 7 lbs
hunting knife 2 gp 1 lb
whetstone 2 cp 1 lb
shovel 2 gp 8 lb
hammer 5 sp 2 lbs
2 square yards canvas 2 sp 2 lbs
fishing line and hook 1 sp
flint and steel 1 gp
iron pot 5 sp 10 lbs
tent 10 gp 20 lbs
waterskin 1 gp 4 lbs
3x candles 3 cp
1x tindertwig 1 gp
ink 8 gp
pen 1 sp
10 sheets of parchment 1 gp
soap 5 sp 1 lb
steel mirror 10 gp .5 lbs
sunrod 2 gp 1 lb
wooden holy symbol 1 gp
hooded lantern 7 gp 2 lb
4 pints of oil 4 sp 4 lbs
crowbar 2 gp 5 lbs
5 pitons 5 sp 2.5 lbs
grappling hook 1 gp 4 lbs
50-foot hemp rope 1 gp 10 lbs
3x chalk 3 cp
10-foot pole 2 sp 8 lbs
caltrops 1 gp 2 lbs
Cost: 50 gp
Weight: 104.5 lbs.Â