Lord Iames Osari
2006-08-14, 07:37 PM
I first created Insanity feats back for the Psionics contest, and since Psionic Devotee requested that more be made, here they are. I have re-posted the original three feats here as well.
Madness [Insanity, Psionic]
Your mind has snapped under the strain of your psionic powers.
Prerequisites: Any chaotic alignment, ability to manifest psionic powers or the phrenic template.
Benefit: You gain immunity to all effects that cause confusion or insanity, but take a -2 penalty on interaction skills (Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Sense Motive). This penalty worsens by 1 for each additional insanity feat you possess.
Mad Clarity [Insanity, Psionic]
Your madness sometimes makes you difficult to control, but other times you are easily manipulated.
Prerequisite: Madness.
Benefit: Every time you must make a Will save, you receive a +1d20-11 insanity bonus on your saving throw. For each insanity feat you possess, including this one, your insanity bonus to Will saves increases by 1.
Shifting Madness [Insanity, Psionic]
The mercurial nature of your madness makes you difficult to control.
Prerequisites: Madness, Mad Clarity, one mental ability score 15+.
Benefit: You gain the slippery mind trait, but take a -2 penalty on Concentration checks.
[hr]
Mad Resilience [Insanity, Psionic]
In your madness, you are harder to kill.
Prerequisites: Madness, Psionic Body, one mental ability score 15+.
Benefit: You gain damage reduction equal to the number of Insanity feats you possess, including this one. This damage reduction cannot be overcome. This is a supernatural ability.
Surging Madness [Insanity, Psionic]
Your madness sometimes gives you great power.
Prerequisite: Madness, one mental ability score 15+, non-wilder or wilder level 4th.
Benefit: You gain the wild surge and psychic enervation abilities of a 1st-level wilder. You use your character level in place of your wilder level for the purposes of psychic enervation.
Special: You may take this feat multiple times. Each time you do, your wild surge ability improves one step. However, you must use your wild surge ability at its maximum power. If you are already a wilder, your wild surge ability goes up by one step.
Mad Resistance [Insanity, Psionic]
Your madness grants you resistance to energy of a certain type.
Prerequisites: Madness.
Benefit: Choose an energy type (acid, cold, electricity, fire, sonic). You gain energy resistance 5 to that energy type. This is a supernatural ability.
Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.
Improved Mad Resistance [Insanity, Psionic]
Your madness grants you greater resistance to energy of a certain type.
Prerequisites: Madness, Mad Resistance.
Benefit: You gain energy resistance equal to your highest mental ability score to the energy type for which you have taken Mad Resistance. The energy resistance granted by this feat does not stack with that granted by the Mad Resistance feat. This is a supernatural ability.
Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.
Greater Mad Resistance [Insanity, Psionic]
Your madness can grant you immunity to energy of a certain type.
Prerequisites: Madness, Mad Resistance, Improved Mad Resistance.
Benefit: While you have your psionic focus, you gain immunity to energy damage of a type for which you have taken the Improved Mad Resistance feat. This is a supernatural ability. If you have the Mad Resistance and Improved Mad Resistance feats for more than one energy type, this feat can only apply to one energy type at a time.
Special: If you take this feat, you may not take the Mad Symbiosis feat.
Mad Symbiosis [Insanity, Psionic]
You have a special affinity for a particular type of energy.
Prerequisites: Improved Mad Resistance, Madness, Mad Resistance, Privileged Energy.
Benefit: While you have your psionic focus, you lose the energy resistance granted by your Mad Resistance and Improved Mad Resistance feats, and whenever you would take energy damage of that type, you take no damage but are instead healed a number of hit points equal to the energy damage that would have been done. This is a supernatural ability.
Special: You may only take this feat if the energy type selected for Privileged Energy matches the one you selected for Mad Resistance and Improved Mad Resistance. If you have this feat, you may not take the Greater Mad Resistance feat.
Greater Surging Madness [Insanity, Psionic]
Your madness sometimes gives you even greater power.
Prerequisite: Madness, Surging Madness or wild surge class ability, one mental ability score 17+.
Benefit: When you activate your wild surge ability, you can choose to spend an action point. If you do, roll a number of d6s (or d8s, if you have the Action Boost feat) equal to the bonus wild surge would normally give you. The result of the highest single die roll is added to your normal wild surge bonus for this round. Add the number of dice you rolled to your character level for the purpose of psychic enervation. If you become psychically enervated, you are dazed for an additional number of rounds equal to your (improved) wild surge bonus.
Special: You must use your wild surge ability at its maximum power.
[hr]
Also, I have decided that this feat, created by The Demented One, counts as an insanity feat. I have altered the format and wording slightly to be consistent with the other feats presented here.
Mad Insight [General, Insanity]
Though your sanity is lacking, you occasionally have brilliant insights.
Prerequisites: Wis 7 or lower.
Benefit: Once per day, you may apply a +5 insanity bonus to an Intelligence check or Intelligence-based skill check.
Madness [Insanity, Psionic]
Your mind has snapped under the strain of your psionic powers.
Prerequisites: Any chaotic alignment, ability to manifest psionic powers or the phrenic template.
Benefit: You gain immunity to all effects that cause confusion or insanity, but take a -2 penalty on interaction skills (Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Sense Motive). This penalty worsens by 1 for each additional insanity feat you possess.
Mad Clarity [Insanity, Psionic]
Your madness sometimes makes you difficult to control, but other times you are easily manipulated.
Prerequisite: Madness.
Benefit: Every time you must make a Will save, you receive a +1d20-11 insanity bonus on your saving throw. For each insanity feat you possess, including this one, your insanity bonus to Will saves increases by 1.
Shifting Madness [Insanity, Psionic]
The mercurial nature of your madness makes you difficult to control.
Prerequisites: Madness, Mad Clarity, one mental ability score 15+.
Benefit: You gain the slippery mind trait, but take a -2 penalty on Concentration checks.
[hr]
Mad Resilience [Insanity, Psionic]
In your madness, you are harder to kill.
Prerequisites: Madness, Psionic Body, one mental ability score 15+.
Benefit: You gain damage reduction equal to the number of Insanity feats you possess, including this one. This damage reduction cannot be overcome. This is a supernatural ability.
Surging Madness [Insanity, Psionic]
Your madness sometimes gives you great power.
Prerequisite: Madness, one mental ability score 15+, non-wilder or wilder level 4th.
Benefit: You gain the wild surge and psychic enervation abilities of a 1st-level wilder. You use your character level in place of your wilder level for the purposes of psychic enervation.
Special: You may take this feat multiple times. Each time you do, your wild surge ability improves one step. However, you must use your wild surge ability at its maximum power. If you are already a wilder, your wild surge ability goes up by one step.
Mad Resistance [Insanity, Psionic]
Your madness grants you resistance to energy of a certain type.
Prerequisites: Madness.
Benefit: Choose an energy type (acid, cold, electricity, fire, sonic). You gain energy resistance 5 to that energy type. This is a supernatural ability.
Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.
Improved Mad Resistance [Insanity, Psionic]
Your madness grants you greater resistance to energy of a certain type.
Prerequisites: Madness, Mad Resistance.
Benefit: You gain energy resistance equal to your highest mental ability score to the energy type for which you have taken Mad Resistance. The energy resistance granted by this feat does not stack with that granted by the Mad Resistance feat. This is a supernatural ability.
Special: You may take this feat up to five times. Each time you take it, you must choose a different energy type.
Greater Mad Resistance [Insanity, Psionic]
Your madness can grant you immunity to energy of a certain type.
Prerequisites: Madness, Mad Resistance, Improved Mad Resistance.
Benefit: While you have your psionic focus, you gain immunity to energy damage of a type for which you have taken the Improved Mad Resistance feat. This is a supernatural ability. If you have the Mad Resistance and Improved Mad Resistance feats for more than one energy type, this feat can only apply to one energy type at a time.
Special: If you take this feat, you may not take the Mad Symbiosis feat.
Mad Symbiosis [Insanity, Psionic]
You have a special affinity for a particular type of energy.
Prerequisites: Improved Mad Resistance, Madness, Mad Resistance, Privileged Energy.
Benefit: While you have your psionic focus, you lose the energy resistance granted by your Mad Resistance and Improved Mad Resistance feats, and whenever you would take energy damage of that type, you take no damage but are instead healed a number of hit points equal to the energy damage that would have been done. This is a supernatural ability.
Special: You may only take this feat if the energy type selected for Privileged Energy matches the one you selected for Mad Resistance and Improved Mad Resistance. If you have this feat, you may not take the Greater Mad Resistance feat.
Greater Surging Madness [Insanity, Psionic]
Your madness sometimes gives you even greater power.
Prerequisite: Madness, Surging Madness or wild surge class ability, one mental ability score 17+.
Benefit: When you activate your wild surge ability, you can choose to spend an action point. If you do, roll a number of d6s (or d8s, if you have the Action Boost feat) equal to the bonus wild surge would normally give you. The result of the highest single die roll is added to your normal wild surge bonus for this round. Add the number of dice you rolled to your character level for the purpose of psychic enervation. If you become psychically enervated, you are dazed for an additional number of rounds equal to your (improved) wild surge bonus.
Special: You must use your wild surge ability at its maximum power.
[hr]
Also, I have decided that this feat, created by The Demented One, counts as an insanity feat. I have altered the format and wording slightly to be consistent with the other feats presented here.
Mad Insight [General, Insanity]
Though your sanity is lacking, you occasionally have brilliant insights.
Prerequisites: Wis 7 or lower.
Benefit: Once per day, you may apply a +5 insanity bonus to an Intelligence check or Intelligence-based skill check.