stability and sanity

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    a higher difficulty than an evil one, and a fighter would probably not falter if someone threatened

    him with physical violence. Likewise characters may treat certain specific turmoils as more potent if

    they have a personal fear or aversion to the triggering event.

    The save to prevent stability loss is treated as a mind-affecting, fear ability for the purposes of

    bonuses and penalties to the save. Creatures immune to fear or mind-effecting effects gain a +5bonus to saves against stability loss and reduces the amount lost by half (minimum 1). If your

    stability reaches 0 any further stability loss is taken as wisdom damage instead. If you reach 0

    wisdom from this loss you must make a new will save at the same DC that lead to the stability loss. If

    you fail you dont go unconscious but instead suffersan insanity as mentioned in the GM guide. If

    you succeed you immediately faint into a comatose state and wont wake up until your wisdom score

    is increased to one or higher.

    When you have less than 10 stability left you are treated as shaken, when you have less than 5 you

    are frightened with the source of your stability loss as the source of the effect. If you have 0 or less

    stability remaining you are panicked. If you are immune to fear or mind-effecting effects you areinstead fatigued, then exhausted then staggered. These conditions last until you can regain enough

    stability to recover from the condition or until the condition is otherwise removed. Note that it is

    possible to have a lower than 10 stability score without suffering from fear if the condition is

    somehow removed or you have immunity to the specific condition.

    The bravery ability also reduces any amount of lost stability due to mundane threats by the listed

    amount.

    Monsters and stability loss:

    Seeing terrifying creatures can cause stability loss. This stability loss is treated differently than normal

    stability loss. You must feel threatened by the monster for this stability loss to occur. Plants, animals,

    most fey and humanoids usually dont cause stability loss unless they have some disturbing traits.

    The DC to resist stability loss is calculated by using the following formula: 10+1/2 creature

    HD+creatures cha modifier

    In addition add the following modifiers:

    Creature is undead or an aberration +2

    Creature has the frightful presence ability +2 Creature is larger than the pcs +1 per size category

    Creature is smaller than pcs -1 per size category

    Creature has significant resistance to the pcs attacks +2

    Creature is exceptionally disturbing to look at +2

    Creature is stronger than the pcs +1 per CR above APL

    Creature is weaker than the pcs -1 per CR below APL

    Creatures outnumber the pcs +1 per additional creature

    Pcs outnumber the monsters -1 per additional pc above the number of encountered

    creatures

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    The creature causes stability loss depending on what bracket the DC ends up in cross referencing the

    DC with the stability loss on the table above. Always round down to the closest bracket, so a DC 19

    would end up with a stability loss of 1/1d6 (DC 15 bracket), while a DC 21 would end up in the

    horrific (DC 20, 1d3/1d8 bracket)

    Stability lost from magic:

    Certain spells can cause stability loss in addition to any other effects they may have. In that case the

    DC to avoid stability loss is equal to the DC of the spell and you lose stability based on the DC of the

    spell by comparing it to the DCs of the stability loss table above. Not all spells cause stability loss and

    some are more horrific than others, here is a list of what type of spells cause stability loss and

    modifiers.

    Any damage spell that brings your hit points below 50%

    Spells that raise you from the dead (these losses are permanent)

    Spells that cause negative levels, ability damage, ability and level drain Spells that unwillingly force you to change form

    Spells with the teleport descriptor

    Spells that cause insanity and pain and spells with the fear or death descriptor (these spells

    are particularily potent and has a +2 DC to resist stability loss)

    Fighting for a cause:

    If a loved one or a personal ideal is at stake you may gain a +2 circumstance bonus on your will save

    to resist the horror.

    Getting used to awfulness:

    Each time you are subject to stability loss from the same kind of effect or turmoil you gain a

    cumulative +1 circumstance bonus on your save and any stability loss is reduced by 1 to a maximum

    of +5 to the save and -5 stability loss. The DM may rule that there are certain events you may never

    get used to. It is up to the players to remind the DM of these bonuses. These bonuses usually only

    last for one session unless the players keep track of them.

    For each major accomplishment in a horror Campaign the pcs may be awarded with a permanent

    stability point (in an adventure path this is usually when an installment is finished). Likewise if a pc

    achieves a personal goal he may be awarded a permanent stability point.

    Phobias and personal fears:

    If a pc wants to he can start with phobias and fears. Any stability checks against horrors related to his

    phobias and fears are treated as one step worse. Even encountering the mundane things invoking his

    fears requires a check (usually at the lowest DC). For each phobia or fear a pc chooses to start with

    the character gains +2 stability points to a maximum of six bonus stability points mimicking the

    mental fortitude buildt up from constantly having to face ones fears. The phobia must be something

    that will be relevant to the game and may actually cause trouble. He may choose the same phobia

    more than once in which case the severity of the check increase by one degree for each time it is

    chosen.

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    Snapping out of it:

    A character who gains an adverse condition by loosing stability may use a full-round action to snap

    out of it and recover. This save is made at a DC 5 higher than the original save and can only be

    attempted once. All penalties assosciated with the condition is also present. A frightened or panicked

    character can only attempt this save when the threat that caused the condition is out of sight. Astaggered character must spend two full rounds to snap out of it. A character who snaps out of it

    doesnt regain any lost stability but may ignore the adverse effects of his lost stability until he loses

    more.

    Fainting:

    Each time you fail a save against stability loss by 5 or more and you lose any amount of stability you

    faint and become unconscious for 1d4 minutes or until you are healed of any amount of stability

    damage. A character can also be brought back from unconsciousness by using smelling salt (a

    standard action) or a heal skill check DC 10 as a standard action. Any amount of damage (or somerough physical handling as a full-round action) will also immediately awaken an unconscious

    character. A pc who faints may immediately choose to go temporarily insane instead in which case he

    will become confused (as the spell confusion) for 1d4 rounds instead of fainting.

    Dangerous magic:

    Magic can be taxing for the mind and soul. Anytime you cast a spell you must succeed in a will save

    DC 10+spell level for divine spells or 15+spell level for arcane spells or take a stability loss equal to

    the (modified in the case of metamagic) level of the spell+1. Every three caster levels the stability

    loss from this is reduced by one to a minimum of 0. Specialists lose one less stability from spells cast

    from their speciality school. Spontane casters have a +2 bonus on saves to avoid stability loss. Certain

    spells might have a higher or lower stability loss or DC at the DMs discretion. Some spell completion

    and spell-trigger items might also induce this loss at the DMs discretion.Spell-like or supernatural

    abilities dont cause any stability loss.

    Stability returns at the same rate as nonlethal damage, but only in complete and calm surroundings.

    Spells that calm emotions and heal ability damage may heal some or all lost stability. You recover lost

    stability equal to the level of the spell being cast. Below is a list of what kind of spells can be used to

    recover lost stability. Unless specified these spells cures a number of stability points equal to the

    level of the spell:

    Any spell that calms emotion or removes fear

    Spells that relieves pain or cures ability damage, negative levels, ability or energy drain

    Spells that grant a morale bonus

    Spells that cure insanity (such as heal or greater restoration) cures all lost stability instantly

    Special abilities mimicking such spells cure an amount of lost stability equal to half the level

    of those using them

    Insane insights:

    When a pc has suffered wisdom damage due to stability loss he gains an insight bonus to allknowledge checks equal to half the total number of points lost.

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    Frightful presence:

    Creatures with frightful presence incur a stability loss at a degree one worse than normal in addition

    to their normal effects.

    Npcs and stability:

    Monsters and npcs only use these rules at the DMs discretion; instead it is easier to just add a

    condition to the npc as appropriate for the situation. Cohorts and other npcs under the pcs control

    use the normal stability rules unless the DM rules otherwise.

    Irrevocable insanity:

    Upon becoming insane, the ability loss that caused the insanity may be healed, but the insanity will

    remain until it has either passed or been healed. If an insane character fails the save to recover from

    his insanity three times in a row he becomes irrevocably insane. Even if healed by magic he must

    make a new save after a time decided by the insanitys onset time or the insanity will start to set inagain. At the DMs discretion, very powerful magic like a wish spell or an artifact might cure

    irrevocably insane characters.

    Role-playing the effects of lost stability:

    As a pc loses stability points he becomes more and more unhinged and his behavior becomes more

    and more erratic. When he first lose stability he will often act nervous, maybe joke a bit about it or

    start talking rapidly. Some may gasp and swoon, hold their mouths or cover their faces in disgust or

    shock. Praying or cursing is a common reaction to seeing horrors. Some react with determined anger

    or silent contemplation.

    Someone with low stability will usually act in an odd and even illogical way. Some become distant

    and difficult to communicate with effectively. Others might obsess over things, usually whatever

    caused their stability to falter. Some become almost suicidal and hysterical. More unscrupulous

    characters might turn psychotic, sacrificing the safety of others to serve their own needs.

    A shaken character will often physically tremble, his eyes move from side to side in a frantic motion.

    He may be short of breath and when he speaks he will often stutter or jumble up words. A frightened

    character may become pale white. He may burst out in tears or bouts of hysterical laughter or

    screaming. His speech will often be completely incomprehensible. A panicked character will often

    scream at the top of his lunges. His hair might turn white. He may flail about uncontrollably

    screaming and crying and gibbering incomprehensibly to himself. If cornered he will usually fall down

    in a fetal position rocking back and forth while mumbling.

    A player should take some time determining how his character will react when confronting horrors

    and the escalating effects as his stability slowly burns away.

    New feats:

    Mental toughness (General)

    Prerequisites: None

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    Effect:Your mind is hardened to shock and you receive a +2 bonus on saves to resist stability loss and

    insanity, in addition this feat is treated as the toughness feat except it grants bonus stability points

    instead of hit points.

    Stable magic (General)

    Prerequisites:Caster level 1

    Effect:You lose one less stability from casting spells and receive a +2 bonus on will saves to resist

    stability loss from casting spells or using magical items.

    Insane spell surge (General)

    Prerequisites:Caster level 1, any one metamagic feat

    Effect:By mentally exerting yourself you can use your stability to fuel metamagic spells. You can add

    any metamagic feat you know to a spell you cast without using a higher level spell slot. You losestability equal to the new modified spell level. You cant use this ability to modify a spell to a higher

    level than the highest level you can cast. You cant avoid this stability loss in any wayand lost stability

    from this feat cannot be regained while the spell remains memorized. Spontane casters loose the

    stability as soon as the cast the spell.

    Soothing healing (General)

    Prerequisites:Channel positive energy

    Effect:Anytime you channel positive energy to heal, or use any cure spell or the lay on hands ability

    you also heal a number of lost stability equal to the number of dice rolled for channeling or lay onhands or the spell level for a cure spell. In addition you never lose stability when casting curing spells.

    Extra stability: (General)

    Prerequisites:None

    Effect:You gain 2 additional points of stability and a +1 bonus on will saves to avoid stability loss.

    This feat may be taken more than once.

    Insane rage: (General)

    Prerequisites:Barbarian rage

    Effect:You can burn stability points to prolong your rage. While raging you are unaffected by the

    adverse effects of stability loss (but not wisdom damage).

    Music of the spheres: (General)

    Prerequisites:Bardic music ability

    Effect:The DC to resist your bardic music is one higher for Aberrations. You can use stability points to

    extend the duration of your bardic music.

    Non-Euclidean magic (Metamagic)

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    Prerequisites: None

    Effect: You weave an alien pattern into your magic to unnerve those affected by your spells and

    those who identify them through the use of the spellcraft skill. Anyone whos affected by or

    recognizes your non-Euclidean spell loose an additional amount of stability points equal to the level

    of the spell. A non-Euclidean spell takes up a spell slot one level higher than the original spell, butyou also lose double the amount of stability from casting a non-Euclidian spell.

    Jaded (Combat)

    Prerequisites: Bab +7

    Effect:You never suffer stability loss from being in mundane combat situations or seeing mundane

    horrors like dead bodies. You may still lose stability from magical or supernatural creatures and

    effects and from suffering personal horrors and torture.

    Force of personality (general)

    Prerequisites:Cha 13+, Iron will

    Effect:You gain your charisma modifier to will saves against mind-affecting spells and abilities

    instead of your wisdom modifier. In addition when you calculate your stability you use your charisma

    modifier instead of your wisdom modifier.

    Maddened dabbler (general)

    Prerequisites:Able to cast spells

    Effect:Whenever you become shaken, frightened or panicked from the loss of stability you may

    instead choose to become confused for one round.

    Special:A spellcaster may choose to start with an incurable insanity to gain this feat as a bonus feat

    on first level

    New archetype:

    Arcanist of the Dark tapestry (wizard)

    You have learnt about the great old ones and the power they can grant you. This power does not

    come without a price however.

    At 1st

    level one you replace gain the Maddened dabbler feat, this replaces your Scribe scroll feat.

    At 1st

    level you gain a forbidden tome, this tome contains one spell one level higher than the

    maximum level you can cast. You may cast this spell as if it were one level lower (although it still

    counts as it normal level for the purpose of DC and effects like globe of invulnerability). The spell

    must be chosen from the list below. This spell costs twice the normal amount of stability to cast and

    the DC to resist this stability loss is two higher than normal. Every time you gain a new level of spell

    you gain a new spell to add to your forbidden tome. In addition, once per day you may refer to the

    tome as a move action to gain a +5 bonus on any one Knowledge (Arcana), (The planes),

    (Dungeoneering) or (Religion) check. This ability replaces Arcane bond.

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    Add the all the feats in this document as available Wizard bonus feats for an Arcanist of the Dark

    tapestry.

    Forbidden tome spells:

    2nd level spells: Touch of idiocy, Lesser confusion, Detect thoughts, See invisibility, Hideous laughter3

    rdlevel spells: Rage, Magic circle (Chaos and evil only), blood biography, Seek thought

    4th

    level spells: Confusion, Dimensional anchor, Black tentacles, Phantasmal killer

    5th

    level spells: Nightmare, Dismissal, Lesser planar binding (creatures related to the Dark tapestry

    only, see below for a list and appropriate hit dice), Contact other plane, Feeblemind, Mind fog, Dream

    6th

    level spells: Planar binding, True seeing, Legend lore, Eyebite, Fluid form

    7th

    level spells: Insanity, Banishment, Plane shift, Vision, Limited wish

    8th

    level spells: Scintillating pattern, Dimensional lock, Moment of prescience, Binding, Symbol of

    insanity (the yellow sign)

    9th level spells: Weird, Freedom, Imprisonment, Gate, Foresight, Interplanetary Teleport, Wish

    New traits:

    Sound mind:

    You have seen the horrors of the world and your mind has adjusted.

    Your stability is increased by one and you receive a +1 trait bonus on saves to resist stability loss.

    Attuned spell:

    You feel particularily comfortable casting a certain spell.

    Choose one spell you know, you reduce all stability loss for casting this spell by one.

    New skill uses:

    Heal:

    A pc may restore lost stability to a character using the heal skill. In calm surroundings he will regain

    stability at twice the normal rate when aided by the heal skill; this has a DC of 15. In stressful

    circumstances a character with the heal skill can use a full-round action and make a DC 20 heal check

    to restore 1 point of stability to an ally, if he beats the DC by 5 or more he restores an additionalnumber of points equal to his wisdom modifier. Using the heal skill in this manner may only be done

    once per source of lost stability per creature affected. He may also use a full-round action to grant an

    ally a +4 bonus on his save to snap out of it as long as he tries to snap out of it within one round of

    receiving this aid.

    Diplomacy, bluff and intimidate:

    A pc can use the aid another action with these skills to grant one ally a +2 morale bonus to saves to

    avoid stability loss.

    Intimidate:

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    If you use this system the DC to successfully intimidate a creature is equal to his or her current

    stability score.

    Knowledge (any):

    A character who makes the knowledge check to recognize what he is up against gains a +2 insightbonus to saves against stability loss from that particular kind of threat unless the threat is 4 or more

    CRs higher than the APL, in which case he instead gain a -2 penalty on his saves.