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    Ogre in the Playground
    Join Date
    Apr 2006
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    Akron
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    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    Rough Draft: Fear v2.0

    This a revamp of the four fear categories themselves; these will be combined with my previous modifications once these basics are worked out. Check above for new [Fear] feats!

    Immunity?
    Many prestige classes or races grant immunity to fear. In general, this will defend against almost all mundane cases of fear. However, there is always the chance that even the most stoutest of warriors or vilest of necromancers will fall victim to it. The only creatures who can never become afraid are those that lack Intelligence scores.

    Bonuses against fear effects do not apply in any case mentioned below except the initial save against the fear effect(s), when trying to calm yourself down, and the save against terrors when trying to rest.

    Creatures in the middle of a rage have their fear put on hold. Once they have returned from their rage, the fear effects them as usual.

    Terms:
    Fear Modifier - This is magnitude of the penalty you take on various rolls. If your natural roll on any of those saves or checks is equal to or below this, you fail completely. This supercedes any effect that says otherwise.

    Fear DC - The highest DC of fear effects you've experienced during this situation of being afraid. If you are ever targeted by a fear effect with a greater DC, the Fear DC is changed to the new one. When your fear ends, the Fear DC becomes nonexistent.

    Highest Fear DC - The highest DC of fear effects you've experienced in 24 hours.

    Highest Fear Modifier - The highest fear modifier you've experienced in 24 hours.

    Source of fear - The source of the Fear DC (highest DC for a fear effect). This can be a creature, an obstacle, or whatever but needs a CR.

    Categories of Fear:
    Any: You cannot take 10 or take 20 while afraid unless you have gained the ability to do so under stressful situations. When frightened or more, you can't take 20. At levels of fear past frightened, you cannot take 10 at all. The change in natural failures supercedes any other modification to natural failure (typically on a natural 1), unless the original natural failure is higher, in which case it is preserved until the fear-modified natural failure beats it.

    Shaken (Fear Modifier 1): You take a -1 penalty on all attack rolls, saving throws, skill checks, caster checks, and ability checks. You fail such rolls on a natural 1, even if you wouldn't otherwise (due to various effects). You may still take 10 or take 20 if stressful situations don't affect you for such skills. Casters gain a +10% spell failure chance.

    Frightened (Fear Modifier 2):
    You take a -2 penalty on all attack rolls, saving throws, skill checks, caster checks, and ability checks. You fail such rolls on a natural 2 or lower, even if you wouldn't otherwise (due to various effects). You may still take 10 if stressful situations don't affect you for such skills. Casters gain a +25% spell failure chance, and may not cast any spell with a duration longer than one minute.

    Panicked (Fear Modifier 4): You take a -4 penalty on all attack rolls, saving throws, skill checks, caster checks, and ability checks. You fail such rolls on a natural 4 or lower, even if you wouldn't otherwise (due to various effects). You can't take 10 or take 20. You lose all morale bonuses. Casters gain a +50% spell failure chance, and may not cast any spell with a duration longer than one standard action.

    Cowering (Fear Modifier 8):
    You take a -8 penalty on all attack rolls, saving throws, skill checks, caster checks, and ability checks. You fail such rolls on a natural 8 or lower, even if you wouldn't otherwise (due to various effects). You cannot take any actions other than calming down (once, or if, the source of fear has moved to the proper distance). You lose your Dexterity bonus to AC and gain a -2 penalty to your AC as well.

    Calming Down:
    Naturally recovering from fear begins on the victim's first turn after the change in category (either up or down). After a number of rounds equal to the CR of the source of the fear plus twice the current fear modifier, you may reattempt your Will save (without factoring in any fear effects; add your bonuses or penalties against fear that aren't caused by fear) against your Fear DC. If successful, your fear category is reduced by one. If you fail by more than 5, your fear category increases by one for every five points failed.

    As a full round action, one who has become afraid may try to calm down. If the source of the fear is out of the character's line of sight or is 5 feet away per CR of the source, the character can attempt to calm down by making an effective character level check (ECL + 1d20) at DC 10 + CR of source. Exclude the effects of fear from this save. If this is successful, the character's fear category is lowered by one automatically.

    You may try to assist another (as a full round action) in losing their fear by being adjacent to them and making a successful Diplomacy, Bluff (apply any modifiers to DC), Handle Animal (where appropriate), Perform, or empathy check against a DC of 10 + CR of their fears' source. If successful, their fear category is lowered by one as if they had succeeded in calming down. You may aid another who is attempting to lower someone's fears. You cannot assist someone if you have an equal or higher fear category than they do (apply any fear effects to your attempt).

    Lasting Effects:
    When you try to rest or regain spells up to 24 hours after acquiring fear, you may have terrors which interrupt your actions halfway in. You make a Will save against your Highest Fear DC. Upon failure, you waste half the time you had planned to take and receive no benefit. After this (when successful or not), you do not suffer from terrors until another fear effect is set upon you. You are completely cleansed of fear (your Fear DC is reset to zero). You cannot attempt to rest, regain spells, or perform any similar task if you are frightened or above. Having calm emotions cast on you will remove any chance of terrors (even beyond its duration), unless you become afraid again.

    If you roll a natural 1 on a save against a fear effect that you bring your fear beyond shaken, you might gain a phobia. Roll a d100; if the outcome is less than or equal to your new Fear Modifier, you gain a phobia whose level is based on your fear category. This phobia is based on your source of fear (at DM's discretion).
    Frightened (2%): Mild phobia
    Panicked (4%): Moderate phobia
    Cowering (8%): Severe phobia
    See Heroes of Horror, page 61, for more information on phobias.

    DM Note!!! Kings of Fear
    Apply the Object of Fear feat to any creature based around inducing fear, such as:
    -Phantasmal Slayer
    -Eye of Fear and Flame
    They don't need to have the Ability Focus feat to qualify for this update.
    Last edited by Maerok; 2007-02-22 at 10:09 AM.