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Jack Mann
2006-10-27, 11:07 PM
Decided to throw my hat in on this. Thanks to the folks who gave me advice on this.

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"A Kenning is, at its simplest, an idea, but it is far more than that. A living idea, blurring the line between thought and disease. No one knows whence these strange entities came from, nor exactly what they are. They have no existence on the material, nor yet on any plane of which Men have knowledge. Neither magic nor any other method at my disposal has allowed me to measure them directly. Their effects, however, are present, and easily measured.

"Kennings are transmitted from host to host through the medium of language. Usually, passing from host to host requires one to listen to a person who carries it, but some of these affected individuals are able to pass on the Kenning through written documents, which are then passed on to others, spreading the Kenning far and wide. To be so affected, one must have a mind suitable to the Kenning. A Kenning may require one to be wise, or yet to be crafty. Some require a strong force of personality. Each has different needs, and changes the mind in different ways.

"The affected being becomes focused on the idea that has taken root in their mind. This can be beneficial, yet is normally a detriment, as the afflicted individual's attention becomes overly focused on the goals of their Kenning.

"Many Kenning hosts have achived Fame. Azarn Trelai, the author of such Romances as The Knight and his Lady, Journey to the Far Moons, and Dead are the Valleys, was the host for a Scarlet Kenning. Of interest, his Kenning was a sport (even as a dog of the kennels might be, or a horse from a noble line), for it lacked a means of transmission. As well, the mad inventor Ludvarian der Transelheim, who destroyed the village of Vermitz, was, in his later years, a host of an Indigo Kenning, that being Paranoid Dementia, a terrible affliction.

"The greatest changes are in the mind, but there are changes in the body. The most obvious of these is the aura. Every host glows faintly even to mundane sight with a specific aura, the color of which shows what general kind of Kenning has taken root in their mind. Many are these auras, but in general can be grouped by color, though whether this is due to similar affects creating similar colors, or yet if Kennings of one color are related, no one knows.

...

"Indigo is the color of mysteries, and the uncovering thereof. Opposed by those of Saffron, Indigo Kennings provoke their hosts into seeking out mysteries, probing hidden matters, and even into seeing things that are not truly there. The Indigo Aura marks one obsessed with the truth, whatever they may believe the truth to be."

--From "An Arcane Treatise On Language, Vol. III" by Khabian Daenry, Archlibrarian of Zerial

Paranoid dementia is an Indigo Kenning. It affects the highly intelligent, especially those with weak wills. It is crystallized paranoia, the unfailing belief that the world is out to get you. Hosts become obsessed with hidden conspiracies, plots against them. They suspect even their most trusted friends and allies. They retreat from others, holing up in towers, caves, anyplace where they feel secure, leaving only to find more clues to the conspiracy against them. They sell off valuables to purchase books, scrolls, anything that might lead them to the truth.

Because the conspiracies they see usually don't exist, Paranoid Dements are typically irritable and prone to fits of anger. They stop caring for themselves, hygiene becoming an afterthought. They treat anyone attempting to talk to them as an interloper and possible spy. Every few months, they leave their lair to try to convince others about the conspiracy, passing out manifestos and, when meeting a particularly likely convert, using their Rant ability.

From time to time, a Paranoid Dement discovers an actual conspiracy. This makes them valuable to those seeking information on such hidden organizations, but because of their tendency to assume the worst about others, they can be a two-edged sword.

Paranoid Dement
Paranoid Dement is an acquired template that can be added to any creature with an intelligence score of at least 16 that has a language. Do not change size, type, hit dice, or speed.

Size and Type
Size and type remain unchanged.

Hit Dice
Hit dice remain unchanged.

Speed
Speed remains unchanged.

Armor Class
The Paranoid Dement gains a +2 dodge bonus against all attacks. He believes himself to constantly be in danger.

Special Attacks
A Paranoid Dement retains all the special attacks of the base creature and also gains the following special attack.

Rant (Su)
The Dement can pass his Kenning on to others. Once per day, the Paranoid Dement can try to convert another to his way of thinking. Doing so requires three full rounds. The subject must succeed on a will saving throw (DC equal to 10 plus half paranoid dement's hit dice plus Int modifier) or become a Paranoid Dement. This is a mind-affecting ability. Only creatures who share a language with the Paranoid Dement and have an intelligence greater than 16 are susceptible.

Special Qualities
A Paranoid Dement retains all the special qualities of the base creature and also gains the following.

Darkvision out to 60 feet.
Spell resistance equal to the creature’s HD + 10
If the base creature already has one or both of these special qualities, use the better value.
Paranoia (Ex)
The Paranoid Dement always suspects those around him are out to get him. He can make sense motive checks as a free action (1/round per target). However, if he fails, he always assumes the worst possible scenario.
Conspiracy Theory (Su)
A Paranoid Dement believes there is a vast group secretly persecuting him. He believes that anyone else is either a fellow victim or a member of this conspiracy. His madness is almost infectious. When using diplomacy, bluff, or intimidate to convince someone else of the truth of a conspiracy, he uses his intelligence bonus instead of charisma. By succeeding on a diplomacy check (DC=Subject's Hit Dice+Wisdom Modifier), the Paranoid Dement can make them more susceptible to his Rant, giving them a -5 penalty to the saving throw.
Manifesto (Su)
A paranoid dement with an intelligence of at least 22 can write a manifesto that can literally change the minds of others. It takes them a week to create it, costing only the materials needed to write it (typically cheap parchment and ink). Those who read it (which takes one hour) are affected as through his Rant special attack. They still must be of at least Int 16. The manifesto has a faint enchantment aura from the dormant essence of the Kenning stored within. The manifesto can transmit the Kenning to any number of people.
Uncanny Dodge (Ex)
A Paranoid Dement retains his dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized. If he receives Uncanny Dodge from another source, he has Improved Uncanny Dodge instead.
Indigo Aura (Su)
A Paranoid Dement's Kenning marks him with a faint indigo glow. He can suppress it at will, but while it is active, he is supernaturally aware of his surroundings. He is always entitled to a search check for secret doors or traps, even if he isn't actively searching.

Abilities
Adjust the base creature as follows: Dex +2, Int +4. Wis -2, Charisma -2

Skills
A Paranoid Dement gets a +5 inherant bonus to search, sense motive, spot, and listen.

Challenge Rating
Same as the base creature +1

Level Adjustment
Same as the base creature +2

Removing a Kenning
A kenning can be removed, though the hosts will almost always resist it. There are several ways to do so. Dispel Magic can remove the kenning if cast within three days of the infection. The DC for the caster level check is 25. Remove Curse cast by a cleric of at least level 10 gives the victim a chance to shake off the kenning. If the victim makes a DC 20 Will save, they are no longer affected by the kenning. If the victim fails the save, the process must be repeated, and a week must take place between each attempt.

Mike_Lemmer
2006-10-29, 03:25 PM
Backstory: Cut out most of the stuff not directly related to the Indigo Kenning. The base traits of a kenning could be reduced to a single paragraph, while the only examples of kenning-infected victims you give should be Indigo Kennings; that's what we're here for, after all.

Grammar: Bold your titles; it'll do wonders for readability.

Rant: I'd switch the casting time to a minute; 6 seconds is barely enough time to get a sentence out, let alone persuade people.

Infection: The kenning spread is too powerful as it stands; it has no cure. Any wizard or rogue PCs are permanently screwed if they fail a save. I'd:
1. Explain how to cure it.
2. Treat it as a disease. (Two saving throws; if they fail the first one, they're infected for a day, then make another save. If they succeed that one, they shake it off; if not, they're permanently infected.)

Spell Resistance: Level+10 is too high for a CR+1 creature.

Paranoia: Move the +5 Sense Motive down to Skills. Leave the rest where it is.

Abilities: The Int bonus seems too high. For example, min int of 14 + 4 = 18, which means anyone that could get infected automatically could write a Manifesto.

Overall: As it is now, the Indigo kenning is an interesting side encounter, although it needs a few changes to avoid permanent PC screwing. To make it more useful, I'd tweak its behavior: if it knows of an actual conspiracy, it devotes all its attention to uncovering it; if it doesn't, it makes up imaginary conspiracies. Voila, now you have a reason for PCs investigating a cult to hunt down this crazed old coot and risk their sanity to get his aid.

Jack Mann
2006-10-30, 03:33 AM
Sorry, I missed your post. You posted at about the same time I was marking the forum as read.

Going down your list:
The backstory, I think, is kind of important. This isn't just a magical disease, it's a mental one as well. Without the backstory, it's difficult to understand why a kenning differs from a disease, or other inherited template, as well as why it requires a minimum mental ability. As well, I generally think flavor text is important more often than not.

I changed the grammar up a bit. It should be more clear now.

I compromised and went with three rounds. Much longer, and it's unlikely that anyone would listen the full length.

I added a section on curing it. I'd meant to put that in from the start, but had forgotten. Glad you reminded me. As for a second save, I based this more on lycanthropy, a magical disease. Lycanthropy only requires a single failed save to affect you. And I'd say that lycanthropy is a much more inconvenient affliction than this (especially now that I've written up the cure).

I'm not sure I agree with you about spell resistance. Drow get 11+HD for spell resistance, and they're only a CR+1.

I raised both the minimum intelligence for both contracting Paranoid Dementia and creating a Manifesto. Now only creatures with 16 Int can contract it (making it less likely for any particular person to catch it, and helping to explain why it doesn't just rush through population centers) and only those with 18 intelligence before the dementia can write a manifesto.

Your advice on their behavior is well-taken.

Mike_Lemmer
2006-10-30, 05:30 AM
The backstory, I think, is kind of important. This isn't just a magical disease, it's a mental one as well. Without the backstory, it's difficult to understand why a kenning differs from a disease, or other inherited template, as well as why it requires a minimum mental ability. As well, I generally think flavor text is important more often than not.

I think so too, which is why I advised you to trim it down. Every paragraph is an opportunity to lose the reader's interest. When I go back over my backstory, I always try to avoid adding new stuff and cut out anything I don't absolutely need.

If I were redoing your backstory, I would write it like this:

"A Kenning is an idea; a living idea that grips its hosts' minds as an obsession and spreads itself as communication. It is as hard to analyze them as it is to measure a dream's size, but their effects on their hosts' behavior are quite noticeable.

"Kennings are transmitted just like ideas: through communication, speech, and writing. Most spread to receptive hosts through an infected victim's speech, although some can be passed through the written word as well. Each Kenning thrives in certain types of minds, just as different plants require different amounts of shade and water. Cunning, wisdom, rage, honesty; the entire spectra of human thought is a Kenning's soil.

"Once a Kenning has taken root, it twists the victim's mind into nurturing it. The victim becomes obsessed with its idea. Some, such as famed arthor Azarn Trelai, harness this energy towards productive ends. Many others are driven to madness by it.

"Each victim glows faintly; the aura's color is related to their Kenning's type. For example, Indigo Kennings fall in the realm of mysteries, inquiries, and conspiracies. The Indigo-infected succumb to paranoia, seeking a truth they can not find. In their desperation, they create fake truths when the real ones don't suffice. The mad inventor Ludvarian der Transelheim, Destroyer of Vermitz, was one such Indigo-infected.

"Indigo Kennings are the natural enemies of Saffron Kennings."

All the information, half the words. Much more bang for your buck.