knightsaline
2006-09-12, 02:44 AM
most of the subject titles were too long for this. the content is taken from the post [flaws] new flaws, by lolrd iames,the CoP or whatever hes calling himself these days
Autism, mild [autism]
you seem slightly out of touch with the outside world
Prereqisites: Human blood, must be taken at first level
Disadvantage: you take a - 5 to all charisma related checks, you gain the skill Knowledge (useless information)
(flaw) Autism, Severe [autism]
you are so out of touch with reality, you are locked in your own world
Prereqisites: Human, must be taken at first level
Disadvantages: you take a - 20 to charisma checks, are non-vocal and are fixated on an item. if the item is taken away/destroyed, you are considered helpless
(Flaw) Aspergers syndrome. [autism]
you are mildly autisic, yet are able to remember the most obscure information
Prerequisites: Human, must be taken at first level
Disadvantages: you take a - 5 to CHA related checks, gain the ability to make usless information checks. knowledge (useless information) becomes a class skill for you regardless of class.you must also take medication in order to function in what society seems to be normal. the medication is called scriblin and costs 100 gp for 100 days dosage. without this mediction, you act impulsively and are easily swayed (will checks are made at a - 4 penalty)
(ability) Useless information you seem to be able to pull the most obsure and useless information from the depths of your headmeat. this works like a bardic knowledge check, but with a few differences. the DC of the check goes up by +10, and you use your ranks in knowledge (useless information) instead of knowledge (history). you may not take 10 or 20 on this check, it is essentially random.
(feat) Savant.
your flaw gives you an advantage over others
Prerequisite: must have a flaw with the [autism] descriptor
Advantages: choose one a) you can do extra damage with a weapon or b) make your offensive spells more difficult to resist.if you choose a) , you do 1d4 extra damage. this damage is like the flaming modification to a weapon, as in it is not multiplied by criticals. if you choose b) treat your opponents spell resistance as being 5 points lower
Special: A fighter or wizard may take this as one of his bonus feats
[feat] Greater Savant
your knowledge gives you a greater advantage over others
Prerequisites: must have a flaw with the [autism] descriptor, Savant feat, 16 int
Advantages: choose one. a) you do extra damage with a weapon, or b) make your offensive spells more difficult to resist. if you choose a), you deal 1d8 extra damage with a weapon.if you choose b), treat your opponents spell resistance as being 10 lower. regardless of your choce, the effects do not stack with the effects of Savant
Special: A fighter or wizard may take this as one of their bonus feats
[feat] Superiour Savant
your knowledge gives you an even betterr advantage over others
Prerequisite: must have a flaw with the [autism] descriptor, Savant and Greater Savant feats, Int 19 and Wis 19
Advantages: choose one. a) you do extra damage with your weapon or b) your spells are harder to resist. if you choose a), you deal 1d12 extra damage.if you choose b) treat your opponents spelkl resistance as being 15 lower.
regardless of your choice, these effects do not stack with the ones provided by Savant and Greater Savant
Special: a fighter or wizard may choose this feat as one of their bonus feats.
[Drug] Scriblin
Scriblin was created to help people with their attention related problems. you must have an autism related flaw in order to legally have this on your person. the cost is 100 gp for 100 days worth of medication. when you first take scriblin, you must make a fortitude check (DC 20) to resist being nauseated (I couldn't find anything resembling a headache) for the rest of the day. scriblin is impossible to become addicted to. selling individual scriblin doses is a chaotic ast, yet you can make up to 60 gp per dose to the right buyer.
inital effect: none
secondary effect: allows an autistic person to funcion normally
side effect: scriblins side effect only happens when the person does not take scriblin for 2 days. they must make a fort check (DC 20) or be nausiated
overdose: 1d4 con damage if more than 3 doses taken in a 24 hour period
special: must be prescribed by a telepath with at least 20 ranks in profession (psychologist).
any thoughts? post your comments here, post your complaints to that brick wall over there. post your autism related feats here.
edit: added the scriblin drug and the reason why aspies need it
Autism, mild [autism]
you seem slightly out of touch with the outside world
Prereqisites: Human blood, must be taken at first level
Disadvantage: you take a - 5 to all charisma related checks, you gain the skill Knowledge (useless information)
(flaw) Autism, Severe [autism]
you are so out of touch with reality, you are locked in your own world
Prereqisites: Human, must be taken at first level
Disadvantages: you take a - 20 to charisma checks, are non-vocal and are fixated on an item. if the item is taken away/destroyed, you are considered helpless
(Flaw) Aspergers syndrome. [autism]
you are mildly autisic, yet are able to remember the most obscure information
Prerequisites: Human, must be taken at first level
Disadvantages: you take a - 5 to CHA related checks, gain the ability to make usless information checks. knowledge (useless information) becomes a class skill for you regardless of class.you must also take medication in order to function in what society seems to be normal. the medication is called scriblin and costs 100 gp for 100 days dosage. without this mediction, you act impulsively and are easily swayed (will checks are made at a - 4 penalty)
(ability) Useless information you seem to be able to pull the most obsure and useless information from the depths of your headmeat. this works like a bardic knowledge check, but with a few differences. the DC of the check goes up by +10, and you use your ranks in knowledge (useless information) instead of knowledge (history). you may not take 10 or 20 on this check, it is essentially random.
(feat) Savant.
your flaw gives you an advantage over others
Prerequisite: must have a flaw with the [autism] descriptor
Advantages: choose one a) you can do extra damage with a weapon or b) make your offensive spells more difficult to resist.if you choose a) , you do 1d4 extra damage. this damage is like the flaming modification to a weapon, as in it is not multiplied by criticals. if you choose b) treat your opponents spell resistance as being 5 points lower
Special: A fighter or wizard may take this as one of his bonus feats
[feat] Greater Savant
your knowledge gives you a greater advantage over others
Prerequisites: must have a flaw with the [autism] descriptor, Savant feat, 16 int
Advantages: choose one. a) you do extra damage with a weapon, or b) make your offensive spells more difficult to resist. if you choose a), you deal 1d8 extra damage with a weapon.if you choose b), treat your opponents spell resistance as being 10 lower. regardless of your choce, the effects do not stack with the effects of Savant
Special: A fighter or wizard may take this as one of their bonus feats
[feat] Superiour Savant
your knowledge gives you an even betterr advantage over others
Prerequisite: must have a flaw with the [autism] descriptor, Savant and Greater Savant feats, Int 19 and Wis 19
Advantages: choose one. a) you do extra damage with your weapon or b) your spells are harder to resist. if you choose a), you deal 1d12 extra damage.if you choose b) treat your opponents spelkl resistance as being 15 lower.
regardless of your choice, these effects do not stack with the ones provided by Savant and Greater Savant
Special: a fighter or wizard may choose this feat as one of their bonus feats.
[Drug] Scriblin
Scriblin was created to help people with their attention related problems. you must have an autism related flaw in order to legally have this on your person. the cost is 100 gp for 100 days worth of medication. when you first take scriblin, you must make a fortitude check (DC 20) to resist being nauseated (I couldn't find anything resembling a headache) for the rest of the day. scriblin is impossible to become addicted to. selling individual scriblin doses is a chaotic ast, yet you can make up to 60 gp per dose to the right buyer.
inital effect: none
secondary effect: allows an autistic person to funcion normally
side effect: scriblins side effect only happens when the person does not take scriblin for 2 days. they must make a fort check (DC 20) or be nausiated
overdose: 1d4 con damage if more than 3 doses taken in a 24 hour period
special: must be prescribed by a telepath with at least 20 ranks in profession (psychologist).
any thoughts? post your comments here, post your complaints to that brick wall over there. post your autism related feats here.
edit: added the scriblin drug and the reason why aspies need it