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'''Spending''': You may spend hero points to affect certain die rolls. Using a hero point is a free action. Multiple hero points may be spent in one round. Once used, they are gone and are not regained except when new ones are earned. Hero points may be spent by the player in the following ways: | '''Spending''': You may spend hero points to affect certain die rolls. Using a hero point is a free action. Multiple hero points may be spent in one round. Once used, they are gone and are not regained except when new ones are earned. Hero points may be spent by the player in the following ways: | ||
− | *''Bonus'': A hero point grants you a +2 bonus to any one d20 roll or +10% to any d100 roll -- you can apply the bonus retroactively after the roll is made. You can use a hero point to grant this bonus to another character, as long as you | + | *''Bonus'': A hero point grants you a +2 bonus to any one d20 roll or +10% to any d100 roll -- you can apply the bonus retroactively after the roll is made. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant a lesser bonus: +1 or +5% retroactively after the roll. |
*''Extra Action'': You can spend a hero point on your turn to gain an additional standard or move action. | *''Extra Action'': You can spend a hero point on your turn to gain an additional standard or move action. |
Revision as of 12:18, 18 June 2015
Contents
- 1 PURPOSE OF DOCUMENT
- 2 OFFICIAL BOOKS
- 3 ABILITY SCORES
- 4 XP, STARTING LEVEL AND WEALTH
- 5 RACES, CLASSES, AND PRESTIGE CLASSES
- 6 MULTICLASSING
- 7 HIT POINTS
- 8 ALIGNMENT
- 9 SPELLS AND MAGIC ITEMS
- 10 RESURRECTION AND REINCARNATION MAGIC
- 11 FATE ITEMS
- 12 MAGIC ITEM CREATION POLICY
- 13 ROLEPLAYING
- 14 HERO POINTS
- 15 RANGED SPECIAL ATTACKS
- 16 DAMAGE AND DEATH
- 17 FOLLOWERS, ANIMAL COMPANIONS, FAMILIARS, ETC.
- 18 WILD SHAPE
- 19 THE CONSEQUENCES OF THE RETURN OF THE FEY KING
- 20 DRAGONS ARE SPECIAL
- 21 SURGERY CLAUSE
- 22 SPORTSMANSHIP AND ETIQUETTE
- 23 How to Play Good Player Characters
PURPOSE OF DOCUMENT
This document is designed to serve the local face-to-face game and the online game, being a bridge between the two.
OFFICIAL BOOKS
The Wold uses the Pathfinder Core Rulebook and all of the Beastiaries. The Pathfinder Advanced Player Guide (APG) is not allowed at all as a general rule; APG base classes are never allowed. Traits are also never allowed, including formerly used Woldian traits. In order to make use of the interesting variety in the APG, you may submit a request for the use of an APG rule (spell, feat, core class archetype, magic item, etc) to your DM and the ACDMs; if approved, you can use that single rule for your PC. You are more likely to obtain permission if the rule fits your character concept, if it is not over-powerful, and if you are currently using no other APG options. The online SRD at http://paizo.com/pathfinderRPG/prd/ is used for reference and errata of changes to the Core Rulebook. In cases where rules or mechanics differ, the SRD trumps. You may also use the SRD located at http://www.d20pfsrd.com/ -- however, that site makes it sometimes difficult to tell which rules are core only and which are from other sources. You may not use the Classes, Feats, Spells, Domains, etc in the SRD that are not also found in the Core Rulebook.
ABILITY SCORES
New characters are created using 25 point Point Buy. No PC can have a stat with a value less than 8 (after racial adjustments).
All ability scores MUST be role-played, from the low 8s and 9s to the high 18s and above.
CDM Notes on roleplaying low ability scores:
We are talking about FORCING players who CHOOSE to min/max with a low ability score. Any score below a 10, according to our house rules, must be roleplayed as a weakness.
Yes, that is a requirement. All ability scores that "end up" below 10 have to be roleplayed. This includes a score that was a 10 before racial adjustments. How the player is going to roleplay a score below 10 MUST be stated in the background of the character sheet and have DM approval.
The DM has the final say on how low scores may be roleplayed in a game.
One of the reasons for having weakness spelled out is that the DM can then take a look and play off of those items. There's an old Ravenloft rule that if players can't roleplay being scared or horrified at the correct time, the DM can order a Fear of Horror check. The Necromancer Games versions of Ravenloft explain exactly how such checks would work and levels of failures.
We may do the same. The player doesn't always get to "choose" when their Charisma "obnoxiousness" occurs. The DM may require a Charisma check when they feel this occurs. This may also be done in reverse. They may "want" to mess up the meeting with the Elven Queen of Manners because player X made him mad. I wouldn't allow this to happen. Make a roll FOR the player and say that they Fred realizes this would be a big mistake. If you choose to do it anyway, it is not attached to your charisma and you can't use that as an excuse for this action. It WILL be purposeful. You will then have to make a bluff check if you're trying to disguise that this is not done in a purposeful manner. Everyone present, including the Elven Queen of Manner and all 50 of her "Ladies of the Court" will get a Sense Motive check.
Just remember, we're roleplaying low scores in a way that it does NOT affect critical portions of the game.
XP, STARTING LEVEL AND WEALTH
We use the Pathfinder medium XP track.
DMs will ensure PCs do not exceed the recommended PF wealth by character level table, found here: http://www.d20pfsrd.com/game-mastering. DMs will track the Board Total Treasure on each module.
New characters entering games after first level begin with the same number of experience points as the lowest character in the party and gain starting wealth appropriate for their level to spend on equipment.
RACES, CLASSES, AND PRESTIGE CLASSES
Woldian games use most of the core races, classes and prestige classes, as well as several additional Woldian unique options. Please see Races and Classes
MULTICLASSING
No player character may have more than four classes, including Prestige Classes. After 6th level, you must advance from 1st to 2nd in all your classes before you can go higher in the others (ie: no single-level dipping in classes).
HIT POINTS
All classes get maximum hit points at 1st level. At levels above the 1st, all ones are re-rolled. Online, all hit point rolls must be rolled in the Loot and Booty. Hero Points may NOT be used to re-roll hit dice. Keep records of how many hps are rolled at each level noting any Con Adjustments.
ALIGNMENT
There is no official listing of alignments in the Wold. All characters, however, must be good. This includes Druids since Woldian Druids are not neutral; druids in the Wold may be Lawful Good, Neutral Good, or Chaotic Good. Permission must be granted for any non-good alignment situations and logged in the DM's log as an official decision.
If at any time a PC becomes non-good without permission, that PC immediately is taken over by the DM and is played by the DM until the alignment reverts to normal (if that occurs). If three evil acts are committed during the same adventure, alignment change may occur. Players will be informed quickly of any evil actions being counted against a character. Online this will occur via email. Locally, the player will be drawn aside and informed as soon as is practical.
SPELLS AND MAGIC ITEMS
Only spells that are listed in the Pathfinder Core Rulebook or on the website as Original Woldian Spells are available for use in Woldian games. Some spells in the Advanced Players Guide may be used if the PTB permit individual characters to do so.
Any ones rolled during any type of positive energy healing are re-rolled until something other than a one is obtained.
In general, any item that may be created using the Pathfinder rules is available for purchase or creation on the Catacombs Board.
Magic Items may be renamed, but the original name must appear in parenthesis on the character sheet. (Example: Fez of Charisma (Headband of Charisma) )
RESURRECTION AND REINCARNATION MAGIC
In the Wold, returning a fallen ally to life is far more than casting a spell. The resurrection line of spells enable transport to the throne of Gargul, Lord of Death, in the Lands of Rest. There the living and dead heroes must face Gargul who will judge the worthiness of the resurrection plea. Depending on the role-play and circumstances, Gargul may demand a penance or bargain. Gargul will always be played by the CDM or an ACDM as a guest-DM on the Board.
Rumor suggests that Reincarnation or Wishing magic can return the dead to life without the intercession of Gargul, but those who try to cheat the Lord of Death are taking a calculated risk. The DM will inform the CDM and ACDMs of any attempt of returning the dead to life without Gargul.
FATE ITEMS
Sometimes a magic item is unique but does not rise to artifact level. These items are Fate Items. They may not be bought or sold in the Catacombs (but the Catacombs Staff can tell you if you have one). PCs cannot make them. Within the owning PC's game, it may be possible to share, sell, buy, steal, lose, or give away a Fate Item -- or might not be! A Fate Item may "stick" with an owner. Trying to get rid of a Fate Item that does not want to go may be "Tempting Fate." Sometimes a Fate Item goes missing for no obvious reason. Sometimes Fate Items have drawbacks. Sometimes their powers can be shared. Within your game, bards, diviners, seers, or sages may be able to tell you more about a Fate Item.
One kind of very minor fate item are gifts, prizes, and awards detailed in the Gift Rules.
MAGIC ITEM CREATION POLICY
The Wold follows standard Pathfinder item creation rules. We also have a couple house rules and a couple item creation feats. The house rules are:
1) Magic supplies needed to create magic items are always three-quarters (75 percent) of the base price in gold pieces, NOT half the base price as listed in the Core Rules Book. Only items also available for sale in the Woldian Catacombs Store may be crafted.
2) A character with crafting feats may give magic items to other player characters, but must pay all crafting costs personally and accept no payment for them from any other PC. The item still officially belongs to the crafter, until used or returned, and counts against the crafter’s wealth. Crafted items may be sold to NPCs or to the Catacombs for 50% of book price.
3) All crafted items must be labelled as such on the PC’s character sheet with their crafted cost. The character sheet must list any crafted items that have been loaned to other PCs. The PC’s total wealth must be totalled and documented. Note that their value counts against the crafter’s WBL. (Example documentation on a PC sheet: “Crafted Long Sword +1 (2,315gp base price * 75% = 1,736.25 gp).”
4) Any players who successfully research new Woldian items in the BGC are allowed to name their items after their characters and will also receive a 10 percent commission on future sales, even if they do not have any item creation feats. The commission goes to the character, not the player, and after the character retires, they receive no further commissions. Also see the Catacombs Rules page. A note with the player’s name appears at the bottom of the Woldipedia listing. For example: Bill's Pants o' Plenty.
ROLEPLAYING
Role-playing will be awarded with experience during both play and when the story bonus experience is awarded.
HERO POINTS
Acquiring: Hero points are rewards the DM gives to a player when they perform an action that is heroic in nature. Each character begins play with one hero point at first level. Newly created characters entering a game after first level receive one hero point per level, up to three.
Maximum: A character can have a maximum number of hero points equal to their current level
Spending: You may spend hero points to affect certain die rolls. Using a hero point is a free action. Multiple hero points may be spent in one round. Once used, they are gone and are not regained except when new ones are earned. Hero points may be spent by the player in the following ways:
- Bonus: A hero point grants you a +2 bonus to any one d20 roll or +10% to any d100 roll -- you can apply the bonus retroactively after the roll is made. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant a lesser bonus: +1 or +5% retroactively after the roll.
- Extra Action: You can spend a hero point on your turn to gain an additional standard or move action.
- Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the DM for a hint about what to do next. If the DM feels that there is no information to be gained, the hero point is not spent.
- Reroll: You may spend a hero point to reroll any one d20 or d100 roll you just made. You must take the results of the second roll, even if it is worse.
RANGED SPECIAL ATTACKS
Ranged special attacks, such as using bolas to trip a foe, or a sharpshooter's tricks to disarm or sunder, use the attacker's dexterity score, not strength, to calculate CMB.
DAMAGE AND DEATH
When your character's current hit points drop to a negative amount equal to his Constitution score or lower, or if he succumbs to massive damage, he's dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0.
A dying character loses 1 hit point every round. This continues until the character dies or becomes stable. A PC will survive an extra round for each hero point that he has unspent. Thus, a Character with 4 Hero Points and a 14 Constituion score dies at -18.
FOLLOWERS, ANIMAL COMPANIONS, FAMILIARS, ETC.
Leadership
The Leadership Feat requires the approval of the Campaign DM due to the potential to affect local population, political, and economic demographics.
Cohorts, followers, and henchmen never travel with the PC. There are no exceptions.
Cohorts, followers, and henchmen may be created and managed by the Player, and must be approved by the DM. As with any other NPC, the DM has the prerogative to take control of NPC actions.
A Cohort can have magic items, but this is subtracted from the overall magic allowed the PC. A Cohort can Aid Another, Craft, and provide Knowledge checks up to a maximum of +10 bonus to the check. Other similar actions are allowable with the approval of the DM.
Followers only use NPC classes. Followers can Aid Another, Craft, and provide Knowledge checks as Cohorts. These effects do not stack. Followers can provide limited income, up to your leadership score * 10 in gold, per month after all business expenses (this supercedes the Business House Rule). Followers used in business ventures must be 1/3 domestic support (housekeeping, gardening, business staff, etc). Remaining professions are Player choice with DM approval.
Running a business
PCs are allowed to own/manage a business with DM approval. PC owned businesses are primarily a role-playing opportunity and not intended to circumvent character wealth levels. Woldian heroes being, well, heroes, thier primary income is from adventuring. PCs are allowed to invest up to 1,000 gold pieces per PC character level in their business once per module (normally during the conclusion). The DM then rolls a d100 die and consults the below table to determine the fluctuation of business opportunity.
Roll d100:
- d01-10--business is extremely slow. Lose 20% of money to be earned this level for the character.
- d10-20--business is very slow. Lose 10% of money to be earned this level for the character.
- d20-30--business is slow. Lose 5% of money to be earned this level for the character.
- d40-60--business maintains current level. No gain or loss of money to be earned this level for the character.
- d70-80--business is good. Gain 5% of money to be earned this level for the character.
- d80-90--business is very good. Gain 10% of money to be earned this level for the character.
- d90-100--business is extremely good. Gain 20% of money to be earned this level for the character.
Modifiers: Skill Ranks in Profession related to the business provide a +1 per Rank bonus to the roll. Venturer PrCs provide a +5% per Venturer Level to the Roll. Skill rank and Venturer bonuses stack.
Companions and bonded creatures
Companions are defined as creatures associated with your PC as a result of a class feature. They include familiars, druidic animal companions, and the paladin's warhorse, or any creatures you can purchase in the Players Handbook (such as mounts). Companions may not be gained through the Leadership feat. Summoned/enspelled creatures, creature-like magic items, and NPCs controlled by the DM are not companions and do not fall under these house rules.
All companions that travel with you must be registered with the Campaign DM (Jerry), unless they are companions purchased through the PHB.
You must declare companions as either active, or roleplaying:
- Roleplaying companions are companions that provide no mechanical advantages. They may not attack, increase your combat speed, make skill checks, or otherwise assist your character. They may include pets or other strange creatures. They may be pack animals, or mounts, provided you do not use them when combat rounds start. They are purely for roleplaying purposes, Roleplaying companions do not take damage, are not targeted by enemies, and are universally ignored in combat.
- Active companions are companions that provide some mechanical advantage during combat rounds. The only companion's allowed other than ones granted by class levels are non exotic mounts (Horses, Warhorses, Pony's, etc). Combat companions may attack, use skills, be ridden, carry items for you, be equipped, scout use abilities and otherwise provide mechanical advantage. They may in turn be attacked.
Companions may be described for role play reasons ("reskinned"), looking like one type of animal with the template of another animal with the following restrictions. 1. A Player can only "reskin" if he wants the look of an animal that is not available through normal class or feat. (example: to get a homonoculus familiar, a mage must have Improved Familiar Feat). 2. A Player and DM must work together to identify the closest base template that would match the 'reskinned' creature. 3. The Player will annotate the "reskinnning" by placing the ACTUAL creature name used for game statistics must be listed in parenthesis to the right of the ROLE-PLAYING name on the character sheet. (example: The Paladin Braugh has a mount -- "Baby" Bear (Horse) -- that has horse stats, and is just called and described as a "bear")
Magic items for companions and bonded creatures
Companions of all types have their own set of slots for Magic Items which are different than the standard “bipedal” slots. The following slots will be used for all companions:
- Armor: suits of armor
- Belts: belts and girdles
- Chest: mantles, shirts, and vests
- Eyes: eyes, glasses, goggles
- Head: circlet, crown, hat, helm, mask
- Headband: headbands and phylacteries
- Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs. Also Collars for animals take this slot.
- Special: Specially identified magic items for animals are allowed for that creature type. Example: Horseshoes for horses.
Slotless items are available to PCs and Companions in the Catacombs The cost is X2 [double] for all Slotless Magic Items. Names of Magic Items may be changed for role-playing reasons; however, the ACTUAL name must be listed in parenthesis to the right of the ROLE-PLAYING name on the character sheet.
The following applies to all bonded creatures in the Wold, including familiars, spirit familiars, wild siblings, animal companions, eidolons, special mounts, etc.
Share Spells: You may cast a spell with a target of "You" on your bonded creature (as a touch spell) instead of on yourself. You may cast spells on your bonded creature even if the spells do not normally affect creatures of the companion's type. Spells cast in this way must come from a class that grants or advances the power of the bonded creature as a class feature. This ability does not allow the bonded creature to share abilities that are not spells, even if they function like spells.
The Improved Share Spells feat as presented in the APG has been altered in the Wold. The revised version is here.
WILD SHAPE
In Pathfinder, familiarity for the Wild shape ability is determined if you can successfully make an appropriate Knowledge check vrs a DC of 10 + the monsters Challenge Rating, taking ten on the roll. The table below includes creature types only the Woldian Shapeshifter can assume. Note that this is not a houserule, but a clarification of Pathfinder rules.
Creature Type | Knowledge Skill |
---|---|
Animals | Nature |
Elementals | Nature |
Plant | Nature |
Magical Beasts | Arcana |
Giants | Nature |
Dragons | Arcana |
THE CONSEQUENCES OF THE RETURN OF THE FEY KING
-- Ebryon, king of the fey, slept for many ages of the Wold. But he was awakened, defeated, and pardoned for his crimes -- on the condition of REFORM and ATONEMENT. The following house rules reflect his influence on the Wold.
Characters
(1) Druids and rangers gain Lesser Planar Ally as a 4th level spell. Druids and rangers can only use the spell to call a fey from the Fae Realm. Druids gain Planar Ally as a 6th level spell and Greater Planar Ally as an 8th level spell. Druids can cast these Planar Ally spells spontaneously, just as they can cast Summon Nature's Ally.
(2) The Cradled, Lost Child, and Defender of the Awakened prestige classes are now available in the Wold.
(3) Certain Fey-oriented spells and magic items are now available in the Wold, such as Ebryon's Tears.
(4) Witches, druids and clerics may honor Immortal Powers. Some Powers are nature or fey related, including the Fae King Ebryon, and his Queen Maab. Some natural regions are Powers, such as the Culverwood. There are special rules for clerics who honor an Immortal Power.
Creatures
Animals, plants, and other natural creatures are thriving in the Wold. Fey creatures are more common. There are rumors about talking animals.
Geographic areas
(1) Many geographic areas have alignments. All creatures in the area who share the area's alignment gain a bonus on all d20 checks.
(2) Nature is not neutral in the Wold; the Fae King's influence makes places more aligned, and even self-aware. Aligned places have ways of influencing the creatures within their domains. The more strongly a place is aligned, the greater its self-awareness, the more complex its personality. Some self-aware places have become Immortal Powers, and clerics, druids, and witches honor them.
DRAGONS ARE SPECIAL
Dragons were created by Gargul (chromatic dragons) and Alemi (metallic ones) in the first age of the Wold. There may be consquences for assuming the form of a Dragon. Form of the Dragon spells, the Draconic Bloodline for Sorcerors, and the Dragon Disciple prestige class are rare, and those using these options may face unknown special limitations or consequences.
Items made of out of dragons, or using dragon body parts as ingredients and components, also face special limitations. The Catacombs cannot buy or sell dragonhide armor at all. Dragonhide armor must be obtained and/or crafted in game, usually by killing a dragon. The Catacombs CAN enchant or upgrade existing dragonhide armor that is brought in to the magic shop. Armor made of metallic dragons is possible, but in good societies it is vanishingly rare because the murder of metalic dragons is seen as an evil act, and the use of its hide for armor is suspect. Other parts of dragons -- such as scales, blood, heart, etc. -- may have magical properties in the Wold as well. Spells such as Draconic Reservoir and Dragon's Breath can be cast, but the components for such spells, such as a dragon scale, must be obtained in-game, since they are never sold in the Catacombs.
SURGERY CLAUSE
Characters may be modified by the player via character surgery with the approval of the players DM and the Campaign DM.
In addition, if the Campaign DM determines at any time that any PC has become too powerful in any way, he reserves the right to strip a PC of anything he feels is needed. If he decided to do this, the player may always choose to retire the character rather than undergo surgery. Retired characters may return with permission, subject again to possible surgery. Remember, D&D is a game. It is not as fun for your friends or the DM to play, if a PC is too dominant, overbearing or is exhibiting behaviors that the Campaign DM believes is contrary to the precepts with which he runs the game.
The Campaign DM retains the right to inform any player that they should find somewhere else to play. This Surgery Clause may be used if the actions of any player are preventing other players from enjoying the game and having fun. The Campaign DM also retains the right to change any House Rules without vote to preserve game balance and continuance.
SPORTSMANSHIP AND ETIQUETTE
All players and the DM are expected to control their tempers and language at all times. If you cannot do this, please remove yourself from the game until you remember that we do really "like" you and it is just a game. Honesty is expected from everyone at all times. Failure to control yourself is reason for player discipline.
How to Play Good Player Characters
Overview
The Wold requires Good PCs on the moral alignment spectrum. Within the Good alignment spectrum, each alignment represents a broad range of personality types. A towering shield of the law, a compassionate supporter of life, and a tireless tracker of evil can all be Lawful Good and display it in different ways. Yet every one of them would jump in front of a kidnapped child and take the sword-thrust themselves!
An excerpt from the Pathfinder Corebook chapter on Additional Rules states: “Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others ... Most neutral characters probably think of good as better than evil. They are not personally committed to upholding good in an abstract or universal way.”
In the Wold, a character’s actions count more than her words, and these actions include but are not limited to any standard, move, swift, immediate, or free action. A PC Hero can be offensive/rude/abrasive at times, minor flaws can challenge them from time to time, but repeated Neutral or Evil actions are not tolerated. (For Example, a hero can see himself as an intimidating person and can think about how it would be simpler to force information from people, but not to the extent that they use their Skills to Intimidate innocents.)
Lawful - Rules are important - Playable Neutral - Bending rules is OK - Playable Chaotic - Rules are not important - Playable
Good - Morals are important - Playable Neutral - Bending morals is OK - NO Evil - Morals are not important - NO
Bending morals is Neutral. Doing anything to get by, doing bad things for good reasons, only taking care of your friends and family, kill them all and let the deities sort them out, being selfish. These are all morally Neutral concepts and not for play by Woldian PCs.
Responsibilities of DMs and Players
DM Responsibilities for Good Heroes
Any moral situation must have a Good option outcome. Woldian DMs will not have a ‘lesser of two evils’ or ‘no way out’ moral situation for PCs. (Players may have to work to discover which option is actually ‘Good’) PCs who capture opponents in battle are guaranteed to NOT face the opponents again if the PCs let them go. (Escaping or dead villains can always return.) Contact the CDM/ACDMs when there is a PC who is not predominantly Good.
Player Responsibilities for Good Heroes
Understand the difference between Good and Neutral play. Contact the DMs when you feel you are in a no-win situation, or that an action is going to create a moral crisis.
Heroic and Good PC Examples
Heroic and Good PCs are selfless, they sacrifice their resources (money, equipment, time, lives), they defend those who cannot defend themselves, they stand between their loved homes and the war's desolation. They can make mistakes, they have flaws (see below), or they can have any number of quirks, but in the end, they have a “concern for the dignity of sentient beings.”
Example: A PC continuously has an inner monologues on following the Law or the Good of every situation, and, eventually, chooses to do what is Good. Example: A PC uses his sneaking and stealing to leave gifts for neighborhood children and make up for a less than savory past. Example: A PC has vowed revenge against all undead for what they did and promises both Jancassis and Gargul that she will end their unnatural life.
Good Heroes and Flaws
If the MAIN point of your character is its non-good “flaw” then you are not a good character. Example: If your PC is short tempered and that is the MAIN point of your character, they are not good. Example: If your PC trait is used to getting their way by insisting others do what the PC says all the time, they are not good. This is selfish, bullying, and evil. Ex: If your PC does not “play well with others” and that is her MAIN trait, then why is he an adventuring with others?
What’s the point? Flaws should not be the main personality trait. Your PC is Good. So their primary personality trait should be Good. Instead do it this way:
Ex: My PC has seen a lot of abused children from when he was a child. Most of the time, he is the most patient caring guy you’d ever chance to meet. However, if he sees a child being abused, he is likely to lose his temper. His good friend Hargon had to keep him from killing a mom whipping her daughter once. That mom deserved some of her own punishment, but killing her was not the solution. He is lucky to have Hargon watching his back...and watching out for his righteous temper!
The flaw is still there, but it is the exception, not the main PC trait. If a flaw is your main character trait, you likely are not trying to be a good PC nor heroic.