Basically, my group is going to have a round robin DM game, where each person takes a session for the same group of adventurers. I am at the point where I am designing my character for this and I wanted something challenging and different. This is where I need a hand.
I need to balance benefits to the flaw I decided to take for my character. He is going to be paralyzed form the neck down, a birth defect that cannot be healed by conventional divine magic (miracles and wishes are a ways down the road, so I think its a challenging aspect of the character to play until then).
Since I am wanting to play a sorcerer-type (to avoid using books), I thought it wouldn't be too much to assume that gaining the Still Spell feat to all my spells would be acceptable. There is also the issue of actual attribute numbers. I would imagine that Str and Dex would be completely useless (other than to have drain attacks applied to), so I was curious if you think it would be too unbalancing to have the option to shift points at a 2 to 1 ration from physical attributes to mental attributes, or give a slight curve to the point by systems in this regard?
Any ideas or input you have for the mechanics of this flaw would be apprecitaed. I also want to take a moment to clarify that I am using the word flaw in purely a mechanical sense (I am not wanting or trying to offend anyone out there who may be handicapped or know someone who is handicapped)