Drawbacks
Drawbacks are traits in reverse. Instead of granting you a boon, they grant you a negative effect, typically in particular circumstances. If you choose to take a drawback, you can take a third trait that you have access to. You don't have to take a drawback.
You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a —1 penalty on Will saves and a —2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.
Deep, compulsive greed gnaws at you. Whenever monetary treasure is divided, you must end up with a greater share of that treasure than your companions or you're wracked with feelings of jealousy and ill will. When treasure is divided, if you do not end up with at least 10% more treasure than any other individual companion does, you have a hard time being helpful to your allies. You become irritable, and can't take the aid another action for the next week.
You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.
You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a —4 penalty on that type of skill or ability check for the next hour.
Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a —2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
Your love for another occupies your every thought, and you become despondent when you are away from that person. The person is chosen by your GM (with consideration to your roll on Table 1—56: Romantic Relationships if you used the background generator). At the start of each day, if you are away from this person you take a —2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.
You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained.
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
You're addicted to power. You take a —2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
You have only one way of looking at things: the right way. You take a —2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
You are sentimental, and your thoughts often stray to the past at inappropriate times. You take a —2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.
Vain
You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a —2 penalty on all Charisma-based checks for the next 24 hours.
You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a —2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.
You are fanatical in your beliefs, ruled by emotion over reason. When you attack a creature that you know worships a different religion than you do, you take a —5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.