The Vorpal Tribble
2008-09-19, 09:18 PM
Rabid
A rabid creature becomes utterly worshipful of the source of their fear. They act as if dominated except they will perform self-destructive acts, fearing the source of their fear more than pain or death itself. They are immune to intimidation and lesser fear from other creatures unless they would also bring them to a rabid state. An opposed Charisma check is then made between the two sources of fear to see which the being comes to fear more.
Rabid is a more extreme state than frightened or panicked.
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Adrenaline Junky [General]
Prerequisite: Con 1, Int 3, Immunity to fear
Benefit: You get an unhealthy kick out of what would normally freeze others in terror. You gain a morale bonus equal to the penalty you would normally take as if you had failed the save against whatever ability would normally cause you fear. As well, if you would normally become panicked you gain a +10 bonus to your speed types. If you would become Rabid you gain a +4 bonus to all checks.
Special: If in a frightening situation, such as a fight, you may apply a +1 morale bonus to your armor class, attack, damage, initiative or saves for the duration of the encounter. This does not stack with the bonus gained from a fear effect.
Fear Incarnate [General]
Prerequisite: Fear-inducing ability or spell
Benefit: When any ability or spell you possess would normally cause a creature to become fearful, such as Frightful Presence, they instead are affected one step beyond. Shaken creatures are frightened. Frightened creatures are panicked.
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Kowtow
Telepathy [Mind-Affecting]
Level: Psion/Wilder 6
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 11
You trigger a being's most primal emotions, making them fear you beyond all things to a state of worship. Those affected become Rabid.
Augment: If you spend 4 additional power points you can even trigger fear in living creatures that are normally immune to fear, such as a Paladin. They do not become Rabid with this first manifestation. Instead their immunity is taken away. A second successful use of this power can then render them Rabid.
A rabid creature becomes utterly worshipful of the source of their fear. They act as if dominated except they will perform self-destructive acts, fearing the source of their fear more than pain or death itself. They are immune to intimidation and lesser fear from other creatures unless they would also bring them to a rabid state. An opposed Charisma check is then made between the two sources of fear to see which the being comes to fear more.
Rabid is a more extreme state than frightened or panicked.
-=-=-=-=-=-
Adrenaline Junky [General]
Prerequisite: Con 1, Int 3, Immunity to fear
Benefit: You get an unhealthy kick out of what would normally freeze others in terror. You gain a morale bonus equal to the penalty you would normally take as if you had failed the save against whatever ability would normally cause you fear. As well, if you would normally become panicked you gain a +10 bonus to your speed types. If you would become Rabid you gain a +4 bonus to all checks.
Special: If in a frightening situation, such as a fight, you may apply a +1 morale bonus to your armor class, attack, damage, initiative or saves for the duration of the encounter. This does not stack with the bonus gained from a fear effect.
Fear Incarnate [General]
Prerequisite: Fear-inducing ability or spell
Benefit: When any ability or spell you possess would normally cause a creature to become fearful, such as Frightful Presence, they instead are affected one step beyond. Shaken creatures are frightened. Frightened creatures are panicked.
-=-=-=-=-=-
Kowtow
Telepathy [Mind-Affecting]
Level: Psion/Wilder 6
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 11
You trigger a being's most primal emotions, making them fear you beyond all things to a state of worship. Those affected become Rabid.
Augment: If you spend 4 additional power points you can even trigger fear in living creatures that are normally immune to fear, such as a Paladin. They do not become Rabid with this first manifestation. Instead their immunity is taken away. A second successful use of this power can then render them Rabid.