TabletopNuke
2009-10-29, 12:03 PM
I'm trying to create series of "madness feats", which work independently from Unearthed Arcana's Sanity system. These probably wouldn't work well with the Taint system either.
I'm expanding and reworking this at Djinn in Tonic's suggestion. This is all heavily under construction.
Edit 01/06: I rewrote many of the feats here, so please look them over and tell me what you thing.
Edit 01/12: No one's puppet was regarded as overpowered, so I changed it so it only provides immunity to Compulsion effects.
I will be building a system similar to the Sanity loss one from UA to go with this.
Madness
This variant allows you to introduce various levels of mental instability to your game. In campaigns using these rules, characters gain a feature called a Madness Score. This statistic functions differently from an ability score, and has it's own mechanics, representing the vast difference between a mentally sound person and someone lost in the depths of insanity.
Most characters begin their adventuring career perfectly sane, and they usually stay that way, in the long-term at least. However, the world is sometimes an unpleasant place, and bad things can happen. An adventurer is often exposed to horrible things, any of which can wear on the mind, the horrors of war, monstrous and unnatural entities from other universes, mind-altering supernatural powers, torture, to name a few. Even more mundane events, such as the loss of a loved one, childhood abuse, or severe injury, can prove devastating and mentally trying.
Madness Score
A Madness Score of zero indicates a mentally healthy character. They may have the occasional eccentricity, but they act in a fairly reasonable manner, and function in daily life.
A Madness Score of 1 or higher means that a character has some degree of mental instability. The higher a character's Madness score, the more severe their mental illness is. A low score, 1 or 2, indicates that the character is somewhat off, but still fairly rational. A character with a very high score, say 7 or 8, is quickly identifiable as severely insane.
Madness Feats
Madness feats typically have double the benefit of regular feats, because they come with hefty drawbacks. A creature has a "madness score" equal to the number of madness feats they possess.
This score is applied as a penalty on all Wisdom-based checks (Spot, Survival, Will Saves, and so on), representing hallucinations, delusions, poor judgment, irrational thinking, and the like. This score is also applied as a penalty on Diplomacy and Gather Information checks made to influence sane creatures, and on Disguise checks to impersonate sane creatures. The madness score applies as a bonus on Intimidate checks made to influence sane creatures.
Sane creatures are defined as creatures without madness feats, racial madness, such as that of beholders, derro, and howling dragons, or under the influence of an effect such as the insanity spell.
With the Madness feat rules, the special ability for the Madness cleric domain is Clarity of Madness as a bonus feat, rather than the usual special ability.
Going Insane
Sometime all it takes is a single devastating event to completely unravel a previously sound mind. When a character reaches a new level, with the DM’s approval, they may switch out any number of pre-existing feats for any madness feats for which they meet the requirements. The character cannot switch out any feats that are requirements for other features the character possesses (such as prestige classes and other feats).
I have a fluffed version of this stuff too, for anyone interested:Adventuring with Madness
Insanity greatly influences those who live with it. An adventurer afflicted with madness will likely have to rely on his teammates to make up for his shortcomings. An insane character will almost certainly not be the speaker for the party. His poor judgment and difficulty to separate reality from fantasy probably makes the role team leader and unwise decision. Party scout will also be a difficult role to fill.
However, a mad adventurer’s troubled mind may prove an unpleasant surprise for the evil enchanter who thinks dominating such a character would be a good idea. The insane character’s complete disregard for personal safety might make him the only party member not cowering in fear as the ancient red dragon swoops down on the group.
Degrees of Madness
Madness comes in varying degrees. There is a world of difference between the gloomy soul who just can’t see the bright side of life and the delusional psychopath who spends most of her life lost in hallucinations. The severity of a creature’s mental instability is measured by its madness score, which is equal to the number of madness feats it possesses.
Roleplaying Insanity
Madness feats provide a wealth of roleplaying opportunities. A player who makes an insane character should consider several factors.
What drove the character insane? Was he the victim of some childhood trauma that damaged his mind? Has he inherited madness from a parent, possibly even a monstrous ancestor such as a howling dragon? Is it the result of exposure to some unnatural anomaly, such exposure to the Far Realm?
How does the character’s insanity manifest? Does he suffer manic periods followed by deep depression? Is he unable to recall the order that events happened in? What kind of effect does the character’s mental instability have on others, particularly his teammates? You might even choose specific mental conditions.
Madness Feats
Audacious Certainty (Madness):
You have absolute confidence in your own capability, regardless of any evidence to the contrary.
Prerequisites: Madness Score 3, Cha 13, Insane Confidence
Benefit: You do not apply your madness score as a penalty to Will saves.
Clarity of Madness (Madness):
Your madness occasionally grants you bursts of insight beyond what others perceive.
Prerequisites: Madness Score 1
Benefit: You can add ½ your character level to the result of a single Will save or Wisdom-based skill check. You must decide to add the bonus before you know if the check or save succeeds. You can use this ability a number of times per day equal to ½ your Madness Score (rounded up).
Erratic Strike (Madness):
Your confusing movements are difficult for others to defend themselves against.
Benefit: You can attack such a way that you catch your opponent off-guard, denying them their Dexterity bonus to their Armor Class. You can only use this ability against a sane opponent within 30 feet, and only once per opponent per encounter (an opponent who is targeted by this ability can recognize it for the duration of that combat.). Any abilities that can be used when a foe is denied his Dexterity bonus to his Armor Class can be used with an Eratic Strike attack (for example, a sneak attack could be made with this attack if you can make such an attack).
In addition, you can make a Bluff check to feint in combat as a move action, as opposed to a standard action.
Special: Erratic Strike has no effect against foes with no line of effect to you. This feat can be substituted for the Improved Feint feat for the purpose of qualifying for classes or other feats.
Fear Nothing (Madness):
You have become disconnected from reality to the point that you can no longer tell if a situation is unsafe.
Prerequisites: Madness Score 1
Benefit: You are immune to all fear effects (magical or otherwise).
Feel No Pain (Madness):
You are indifferent to physical pain.
Prerequisites: Madness Score 1
Benefit: You are immune to all pain effects (such as physical torture or symbol of pain).
Hypervigilant Combatant (Madness):
Your ubiquitous suspicion may interfere with daily life, but it does provide an advantage in combat.
Prerequisites: Madness Score 2, Paranoid
Benefit: You gain a +1 circumstance bonus to AC if two of more opponents threaten you. This feat does not apply if you are flat-footed or otherwise denied your Dexterity bonus to AC. In addition, enemies do not gain a bonus on attacks for flanking you. However, you are still considered flanked, and can still be sneak attacked.
Insane Confidence (Madness):
Your belief in yourself extends past what most consider good sense.
Prerequisites: Madness Score 2, Cha 11
Benefit: You add your Charisma modifier to Will saves instead of your Wisdom modifier. However, you can no longer apply the bonus from Clarity of Madness feat as to Will saves. In addition, you apply only 1/2 your madness score (rounded up) as a penalty on Will saves.
Lunatic Insight (Madness):
You can immerse yourself in the depths of your hallucinations and delusions in order to see truths that sane minds can’t comprehend.
Prerequisites: Madness Score 2, Feats: Clarity of Madness
Benefit: You can tap into your insanity and receive the answer to a yes or no question, as if you had asked it with a commune spell (PH 211). You can use this ability a number of times per week equal to ½ your Madness Score (rounded up), but no more than once per day.
Using this ability renders you exhausted.
Mad Resiliency (Madness):
You act with complete disregard for the condition of your body.
Prerequisites: Madness Score 2, Feats: Feel No Pain
Benefit: You can continue to fight without penalty even while disabled or dying. This benefit has the following specific game effects.
When reduced to 0 hit points, you can act as if you weren’t disabled (that is, you ignore the normal restriction of only a single move action or standard action per round). You do not lose 1 hit point for performing a standard action or otherwise strenuous action while at 0 hit points.
When reduced to -1 to -9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at -1 to -9 hit points.
When your current hit points drop to -10 or lower, you immediately die.
No Ones’ Puppet (Madness):
Your mind is so incomprehensible that it can't be manipulated as others might.
Prerequisites: Madness Score 1
Benefit: You are immune to compulsion effects.
Paranoid (Madness):
You know that everyone and everything is out to get you, but you won't let give them the opportunity to do so.
Benefit: You add your Madness Score as a bonus on Initiative checks. In addition, you only add 1/2 your Madness Score (rounded down) as a penalty on Listen and Spot checks.
Special: The Initiative bonus granted by this feat does not stack with the one granted by Reckless.
Reckless (Madness):
Acting without any hesitation or inhibition enables you to move faster, even if others consider it dangerous.
Benefit: You gain a bonus on Initiative checks equal and Reflex saves equal to 1 + ½ your Madness Score (rounded up). This feat does not stack with the Improved Initiative or Lightning Reflexes feat, but counts as both of them for purposes such as qualifying for feats and prestige classes.
Special: The Initiative bonus granted by this feat does not stack with the one granted by Paranoid.
Terrifying Madness (Madness):
Your madness can strike terror into the weak of heart.
Prerequisites: Madness Score 2, Intimidate 5 Ranks
Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels of Hit Dice than you become shaken for a number of rounds equal to 6 + your madness score. The effect is negated by a Will save (DC 10 + ½ your character level + your madness score).
A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can’t affect creatures with an Intelligence of 3 or lower.
In addition, you can use your madness score in place of your Charisma modifier on Intimidate checks. This means that you add double your madness score on Intimidate checks made to influence sane creatures.
Treacherous Mind:
The mind is a dangerous place, especially yours.
Prerequisites: Madness Score 3
Benefit: Your mind is something horrid and unfathomable, filled with terrifying visions and incomprehensible ideas. Anyone who attempts mental contact with you exposes themselves to this madness. Whenever someone targets you mind control or thought detection, they must make a Will save (DC 14 + your madness score) to retain their mental composure to the sudden onslaught of insanity. On a failed save, the subject takes Wisdom damage equal to twice your Madness Score from the mental trauma. On a successful save, the subject still takes Wisdom damage equal to your Madness Score from the shock of the experience.
This is a mind-affecting enchantment effect, but not supernatural in nature.
You cannot suppress this ability, however it only affects mental contact initiated by another creature, not mental contact you initiate.
Unbreakable:
Your mind cannot be damaged any further than it already is.
Prerequisites: Madness Score 4, Special: Immunity to Enchantment, Fear, and Pain
Benefit: You are immune to ability damage and drain to your mental ability scores. In addition, you are immune to all mind-effecting affects.
Unpredictable (Madness):
Your irregular movements give opponents trouble landing attacks on you.
Prerequisites: Madness Score 2, Erratic Strike
Benefit: During your action, you may designate a sane opponent and recieve a dodge bonus to Armor Class equal to 1/2 your Madness Score (rounded up) against any attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and the Dodge feat) stack with each other, unlike other bonuses.
Special: Unpredictable has no effect against foes with no line of effect to you. This feat can be substituted for the Dodge feat for the purpose of qualifying for classes or other feats.
I'm expanding and reworking this at Djinn in Tonic's suggestion. This is all heavily under construction.
Edit 01/06: I rewrote many of the feats here, so please look them over and tell me what you thing.
Edit 01/12: No one's puppet was regarded as overpowered, so I changed it so it only provides immunity to Compulsion effects.
I will be building a system similar to the Sanity loss one from UA to go with this.
Madness
This variant allows you to introduce various levels of mental instability to your game. In campaigns using these rules, characters gain a feature called a Madness Score. This statistic functions differently from an ability score, and has it's own mechanics, representing the vast difference between a mentally sound person and someone lost in the depths of insanity.
Most characters begin their adventuring career perfectly sane, and they usually stay that way, in the long-term at least. However, the world is sometimes an unpleasant place, and bad things can happen. An adventurer is often exposed to horrible things, any of which can wear on the mind, the horrors of war, monstrous and unnatural entities from other universes, mind-altering supernatural powers, torture, to name a few. Even more mundane events, such as the loss of a loved one, childhood abuse, or severe injury, can prove devastating and mentally trying.
Madness Score
A Madness Score of zero indicates a mentally healthy character. They may have the occasional eccentricity, but they act in a fairly reasonable manner, and function in daily life.
A Madness Score of 1 or higher means that a character has some degree of mental instability. The higher a character's Madness score, the more severe their mental illness is. A low score, 1 or 2, indicates that the character is somewhat off, but still fairly rational. A character with a very high score, say 7 or 8, is quickly identifiable as severely insane.
Madness Feats
Madness feats typically have double the benefit of regular feats, because they come with hefty drawbacks. A creature has a "madness score" equal to the number of madness feats they possess.
This score is applied as a penalty on all Wisdom-based checks (Spot, Survival, Will Saves, and so on), representing hallucinations, delusions, poor judgment, irrational thinking, and the like. This score is also applied as a penalty on Diplomacy and Gather Information checks made to influence sane creatures, and on Disguise checks to impersonate sane creatures. The madness score applies as a bonus on Intimidate checks made to influence sane creatures.
Sane creatures are defined as creatures without madness feats, racial madness, such as that of beholders, derro, and howling dragons, or under the influence of an effect such as the insanity spell.
With the Madness feat rules, the special ability for the Madness cleric domain is Clarity of Madness as a bonus feat, rather than the usual special ability.
Going Insane
Sometime all it takes is a single devastating event to completely unravel a previously sound mind. When a character reaches a new level, with the DM’s approval, they may switch out any number of pre-existing feats for any madness feats for which they meet the requirements. The character cannot switch out any feats that are requirements for other features the character possesses (such as prestige classes and other feats).
I have a fluffed version of this stuff too, for anyone interested:Adventuring with Madness
Insanity greatly influences those who live with it. An adventurer afflicted with madness will likely have to rely on his teammates to make up for his shortcomings. An insane character will almost certainly not be the speaker for the party. His poor judgment and difficulty to separate reality from fantasy probably makes the role team leader and unwise decision. Party scout will also be a difficult role to fill.
However, a mad adventurer’s troubled mind may prove an unpleasant surprise for the evil enchanter who thinks dominating such a character would be a good idea. The insane character’s complete disregard for personal safety might make him the only party member not cowering in fear as the ancient red dragon swoops down on the group.
Degrees of Madness
Madness comes in varying degrees. There is a world of difference between the gloomy soul who just can’t see the bright side of life and the delusional psychopath who spends most of her life lost in hallucinations. The severity of a creature’s mental instability is measured by its madness score, which is equal to the number of madness feats it possesses.
Roleplaying Insanity
Madness feats provide a wealth of roleplaying opportunities. A player who makes an insane character should consider several factors.
What drove the character insane? Was he the victim of some childhood trauma that damaged his mind? Has he inherited madness from a parent, possibly even a monstrous ancestor such as a howling dragon? Is it the result of exposure to some unnatural anomaly, such exposure to the Far Realm?
How does the character’s insanity manifest? Does he suffer manic periods followed by deep depression? Is he unable to recall the order that events happened in? What kind of effect does the character’s mental instability have on others, particularly his teammates? You might even choose specific mental conditions.
Madness Feats
Audacious Certainty (Madness):
You have absolute confidence in your own capability, regardless of any evidence to the contrary.
Prerequisites: Madness Score 3, Cha 13, Insane Confidence
Benefit: You do not apply your madness score as a penalty to Will saves.
Clarity of Madness (Madness):
Your madness occasionally grants you bursts of insight beyond what others perceive.
Prerequisites: Madness Score 1
Benefit: You can add ½ your character level to the result of a single Will save or Wisdom-based skill check. You must decide to add the bonus before you know if the check or save succeeds. You can use this ability a number of times per day equal to ½ your Madness Score (rounded up).
Erratic Strike (Madness):
Your confusing movements are difficult for others to defend themselves against.
Benefit: You can attack such a way that you catch your opponent off-guard, denying them their Dexterity bonus to their Armor Class. You can only use this ability against a sane opponent within 30 feet, and only once per opponent per encounter (an opponent who is targeted by this ability can recognize it for the duration of that combat.). Any abilities that can be used when a foe is denied his Dexterity bonus to his Armor Class can be used with an Eratic Strike attack (for example, a sneak attack could be made with this attack if you can make such an attack).
In addition, you can make a Bluff check to feint in combat as a move action, as opposed to a standard action.
Special: Erratic Strike has no effect against foes with no line of effect to you. This feat can be substituted for the Improved Feint feat for the purpose of qualifying for classes or other feats.
Fear Nothing (Madness):
You have become disconnected from reality to the point that you can no longer tell if a situation is unsafe.
Prerequisites: Madness Score 1
Benefit: You are immune to all fear effects (magical or otherwise).
Feel No Pain (Madness):
You are indifferent to physical pain.
Prerequisites: Madness Score 1
Benefit: You are immune to all pain effects (such as physical torture or symbol of pain).
Hypervigilant Combatant (Madness):
Your ubiquitous suspicion may interfere with daily life, but it does provide an advantage in combat.
Prerequisites: Madness Score 2, Paranoid
Benefit: You gain a +1 circumstance bonus to AC if two of more opponents threaten you. This feat does not apply if you are flat-footed or otherwise denied your Dexterity bonus to AC. In addition, enemies do not gain a bonus on attacks for flanking you. However, you are still considered flanked, and can still be sneak attacked.
Insane Confidence (Madness):
Your belief in yourself extends past what most consider good sense.
Prerequisites: Madness Score 2, Cha 11
Benefit: You add your Charisma modifier to Will saves instead of your Wisdom modifier. However, you can no longer apply the bonus from Clarity of Madness feat as to Will saves. In addition, you apply only 1/2 your madness score (rounded up) as a penalty on Will saves.
Lunatic Insight (Madness):
You can immerse yourself in the depths of your hallucinations and delusions in order to see truths that sane minds can’t comprehend.
Prerequisites: Madness Score 2, Feats: Clarity of Madness
Benefit: You can tap into your insanity and receive the answer to a yes or no question, as if you had asked it with a commune spell (PH 211). You can use this ability a number of times per week equal to ½ your Madness Score (rounded up), but no more than once per day.
Using this ability renders you exhausted.
Mad Resiliency (Madness):
You act with complete disregard for the condition of your body.
Prerequisites: Madness Score 2, Feats: Feel No Pain
Benefit: You can continue to fight without penalty even while disabled or dying. This benefit has the following specific game effects.
When reduced to 0 hit points, you can act as if you weren’t disabled (that is, you ignore the normal restriction of only a single move action or standard action per round). You do not lose 1 hit point for performing a standard action or otherwise strenuous action while at 0 hit points.
When reduced to -1 to -9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at -1 to -9 hit points.
When your current hit points drop to -10 or lower, you immediately die.
No Ones’ Puppet (Madness):
Your mind is so incomprehensible that it can't be manipulated as others might.
Prerequisites: Madness Score 1
Benefit: You are immune to compulsion effects.
Paranoid (Madness):
You know that everyone and everything is out to get you, but you won't let give them the opportunity to do so.
Benefit: You add your Madness Score as a bonus on Initiative checks. In addition, you only add 1/2 your Madness Score (rounded down) as a penalty on Listen and Spot checks.
Special: The Initiative bonus granted by this feat does not stack with the one granted by Reckless.
Reckless (Madness):
Acting without any hesitation or inhibition enables you to move faster, even if others consider it dangerous.
Benefit: You gain a bonus on Initiative checks equal and Reflex saves equal to 1 + ½ your Madness Score (rounded up). This feat does not stack with the Improved Initiative or Lightning Reflexes feat, but counts as both of them for purposes such as qualifying for feats and prestige classes.
Special: The Initiative bonus granted by this feat does not stack with the one granted by Paranoid.
Terrifying Madness (Madness):
Your madness can strike terror into the weak of heart.
Prerequisites: Madness Score 2, Intimidate 5 Ranks
Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels of Hit Dice than you become shaken for a number of rounds equal to 6 + your madness score. The effect is negated by a Will save (DC 10 + ½ your character level + your madness score).
A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can’t affect creatures with an Intelligence of 3 or lower.
In addition, you can use your madness score in place of your Charisma modifier on Intimidate checks. This means that you add double your madness score on Intimidate checks made to influence sane creatures.
Treacherous Mind:
The mind is a dangerous place, especially yours.
Prerequisites: Madness Score 3
Benefit: Your mind is something horrid and unfathomable, filled with terrifying visions and incomprehensible ideas. Anyone who attempts mental contact with you exposes themselves to this madness. Whenever someone targets you mind control or thought detection, they must make a Will save (DC 14 + your madness score) to retain their mental composure to the sudden onslaught of insanity. On a failed save, the subject takes Wisdom damage equal to twice your Madness Score from the mental trauma. On a successful save, the subject still takes Wisdom damage equal to your Madness Score from the shock of the experience.
This is a mind-affecting enchantment effect, but not supernatural in nature.
You cannot suppress this ability, however it only affects mental contact initiated by another creature, not mental contact you initiate.
Unbreakable:
Your mind cannot be damaged any further than it already is.
Prerequisites: Madness Score 4, Special: Immunity to Enchantment, Fear, and Pain
Benefit: You are immune to ability damage and drain to your mental ability scores. In addition, you are immune to all mind-effecting affects.
Unpredictable (Madness):
Your irregular movements give opponents trouble landing attacks on you.
Prerequisites: Madness Score 2, Erratic Strike
Benefit: During your action, you may designate a sane opponent and recieve a dodge bonus to Armor Class equal to 1/2 your Madness Score (rounded up) against any attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and the Dodge feat) stack with each other, unlike other bonuses.
Special: Unpredictable has no effect against foes with no line of effect to you. This feat can be substituted for the Dodge feat for the purpose of qualifying for classes or other feats.