Chrono22
2008-10-14, 07:01 PM
Claustrophobia
Prerequisite: Character level 1st.
Summary: You have an irrational fear of enclosed and confined spaces. Depending on the severity of the situation, you can be overcome by a sense of paranoia and nervousness, to outright panic.
Effect: Whenever you enter an enclosed area (buildings, small rooms, 10 ft. hallways), you must succeed a DC 10 will save or become shaken. The shaken condition remains until the source of your phobia is removed. Each hour you remain in an enclosed space, you must make an additional will save, of suffer the shaken condition. If you are already shaken, you instead become frightened. For each hour you remain in an enclosed space, the DC of the will save to resist your phobia increases by 1.
Whenever you attempt to enter a confined space (a closet, a narrow tunnel, a chest) you must succeed a DC 15 will save to enter. If you fail, you become shaken for 1d4+1 rounds. Even if you succeed, you become shaken and remain so until you leave the confined space. Each round you are in a confined space, you must succeed a DC 18 will save or become frightened. If you are already frightened, you instead become panicked.
Benefit: One bonus feat, chosen at first level.
Special: You cannot gain claustrophobia as a flaw if you are immune to fear.
Conditions Summary-
Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Your thoughts on this?
Prerequisite: Character level 1st.
Summary: You have an irrational fear of enclosed and confined spaces. Depending on the severity of the situation, you can be overcome by a sense of paranoia and nervousness, to outright panic.
Effect: Whenever you enter an enclosed area (buildings, small rooms, 10 ft. hallways), you must succeed a DC 10 will save or become shaken. The shaken condition remains until the source of your phobia is removed. Each hour you remain in an enclosed space, you must make an additional will save, of suffer the shaken condition. If you are already shaken, you instead become frightened. For each hour you remain in an enclosed space, the DC of the will save to resist your phobia increases by 1.
Whenever you attempt to enter a confined space (a closet, a narrow tunnel, a chest) you must succeed a DC 15 will save to enter. If you fail, you become shaken for 1d4+1 rounds. Even if you succeed, you become shaken and remain so until you leave the confined space. Each round you are in a confined space, you must succeed a DC 18 will save or become frightened. If you are already frightened, you instead become panicked.
Benefit: One bonus feat, chosen at first level.
Special: You cannot gain claustrophobia as a flaw if you are immune to fear.
Conditions Summary-
Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Your thoughts on this?