Insanity Feats As a PC spirals downward into the depths of insanity, certain feats become available to him because of the madness/genius proximity. These feats can be very powerful due to their nature and their source of inspiration. But, should the character raise his Sanity points higher than their maximum requirement, they become useless too him. Much as therapy or long periods in a peaceful place will cause a subject to forget the things that drove him insane. They are still with him, and if his Sanity Points are reduced again to below the maximum requirement, the feat will become available again for use. There are four specific types of Insanity Feats. Three Prefix Feats (Paranoid, Psychotic, Deranged) Each one depicts a symptom of being low in Sanity Points, where the mind’s focus is so powerful it becomes decidedly abnormal. Prefixes can be applied to any feat that will accept them, and can be used accordingly, but the same rule applies with the Maximum Sanity Points. Paranoid can be applied too most Dex feats, things like improved init, dodge, alertness, stealthy, ect. This is because of the nature of paranoia, the mind works over time in figuring out ways to get away, dodge, or keep your body from harm. The normal modifier numeral is increased by 2. Psychotic can be applied to most Str or Cha feats, things like combat casting, endurance, extra turning, Iron will, imp bull rush, toughness, ect. This is where the mind has supercharged the body, or the normal human instinct to think about pain or injury is simply removed. The normal modifier of these feats is increased by 2. The last is Deranged. It can be applied to most Spell or Int oriented feats. But it can Also me added too any Know or Craft skill. Add +2 too the normal modifier or as a misc skill bonus. This feat modifier is inspired by the firing of neural pathways that are definitely off the Normal path. The emotionally scarred brain of the PC now works All the time, the division between conscious and subconscious becomes thinner and Thinner. This is a powerful prefix, but it does have consequences. The PC suffers from Night Terrors Disorder. And anyone looking or understanding any physical works that a Deranged feat has help build/write/create, will need to make sanity checks while exposed too it. For spell feats and meta-magic feats; anyone affected by a spell modified by this feat needs to make a sanity check or loose one point. Meta Magic spell levels are reduced by one, but never too zero. Item creation feats; Anyone using an item that was created with a Deranged Item Creation Feat needs to make a sanity check every 3 months that they have it in their possession. But Xp cost is reduced by ¼. Maximum Sanity Points for Paranoid: 10 Maximum Sanity Points for Psychotic: 7 Maximum Sanity Points for Deranged: 5 The Fourth type of feat is the Insanity Harnessed Feat. Again, like the prefix feats, if the subject raises his sanity points past the maximum requirement, then the feat becomes temporarily disabled. Here is the catch. The character Must have suffered from the disorder that the feat’s power comes from. Either temporary or permanent, the character is able to apply for these feats only once the insanity has worn off or the duration is expired. In other words the character has to be permanently touched by the type of Insanity to a point of never shaking that small part that it resides in. It never fully goes away. Insanity Harnessed MSP: Maximum Sanity Points required MSP Feat Name and Additions 7 Bulimic Fortitude – When any poison, toxin, or disease that is non magical in nature enters the PC’s system, make a fortitude save to expel it immediately. DC= 10+ Sanity Points remaining. Failure of the save results in the normal course of the foreign toxin. This action provokes an attack of opportunity. May not tumble to avoid. 7 Anorexic Fortitude – Deprivation is an old hat for the PC. You can last up too 2x the normal amount of time with starvation or bodily deprivation of almost any type. 6 Multiple Personality Censure – Any charm, compulsion or even a loosely worded Geas can be applied too a ‘fake’ mental version of yourself, then sealed away. The PC must make a Will Save with a +2 vrs the casters spell DC. This ‘Can’ work on almost any mind affecting spell or Psionic as well. 7 Bi-Polar Manipulation – You become immune to all emotionally oriented Insanity loss, or any spells that rely or prey on emotions. This gives a +5 to save vs. Fear effects of all types. 6 Associative Amnesia – The PC may chose too instantly ‘forget’ any one sanity check per day. You lose any information gleaned from the cause of the check. But you do not loose any sanity. This can be applied After the check is made. 5 Hallucinatory Perception – The PC gains a +8 to save vrs Charm, compulsion, illusions, and Visual fear effects. This is due too the very fine amount of control that it takes to function with Hallucinations. The mind becomes very sharp to perceive the unreal from real. 8 Compulsive Ritualist – the PC is able to take 3 turns to concentrate on the area around him, and gain a +4 to Search, Spot, Appraise, Hide or Move Silently. This is due too the close connection the PC has with the reasons why people do the things they do. Why they choose to look some places, not others, set a table here and not over there. 6 Passive Aggressive Application – The PC can apply a -2 modifier to any one person within 10 feet. As a move equivalent action, usable any time. With taking a turn to prepare the PC can apply up too a (2+int modifier) as a negative bonus to any one action going on within 10 feet of the character. 8 Narcissistic Resilience – The PC becomes immune to all negative moral modifiers, and adds a +2 to all saves vrs charm, fear, or compulsion. 3 Cannibalistic Resilience – You have forced your body into an unnatural metabolic configuration. You can consume almost any substance without harm. Even ingested poisons or toxins are saved at -10 to their normal DC. Starving for you is a rare occurrence. All poisons have a half duration, and your natural healing rates are tripled. 5 Sadistic Amore – Anything damaging that the PC does to any other living being(able to feel pain) is considered an Art Form. All damage is increased by 25% due too the PC’s absolute obsession with dealing this pain. The PC can only deal subdual damage on a will save of DC 25, and a DC 30 to not kill an opponent. 4 Masochistic Amore – The PC is considered as having a DR of 2/-, and for every 20% of total hit points taken in damage, a +1 moral bonus is applied to the PC. 3 Somatization Disassociation – All physical problems, discomforts, or even physically oriented Ability damage can be completely ignored for up too (10 – Remaining Sanity Points) in turns. 2 Sociopathic Avatar – The character is compelled to kill for sport. It is a tension releasing, perhaps sexually gratifying event. Battle kills do not count, it must be in a social setting. See normal serial killers. The PC must spend at least 2 days with the subject before death in torture or some other way of tormentation. If the character does this, he may receive +8 to init, +4 Dex & Str, +4 vrs sense motive, +2 Hide or move silently. DC 30 to deal any subdual damage and DC 40 to not kill. This heightened state of spiritual awareness lasts for 1d4 weeks. At such time that it ends, the character takes a -2 to all the above things. It is considered a Highly addictive substance, (the brain endorphins) and must be treated as such. 10 Phobic Rage – When exposed or coming in forced proximity with the object of your phobia, consider the PC as having the Rage 2/day as a lvl 1 barbarian. If already a barbarian, add this as secondary rage ability under specific circumstances, and add to their current rage. (Stackable) 1 Psychospecies Faith – PCs that take this feat must spend at least a week in isolation in a regimented sequence of self mutilation, self hypnosis, and self full-filling visions. All created by the characters mind, but in a mind over matter realm. The PC gains a specific trait that is very much like the creature he believes himself to be. But also takes a weakness of it as well. Perhaps like a portion of natural armor from a dragon, but also a susceptibility to the dragons anti-element. 1 Mageo Thrust – The unlocked realms of the mind of an insane caster do strange things. You may at will 2/day Counter-spell with the raw control of the mind. Make an apposed spell craft check with a +2 assistance. If successful, the spell is re-directed away from the character. Use a scatter chart with one half the distance of the spells original point to point travel. It will then come to affect, and any creatures standing near by the point of impact, within 10 feet, are affected. If the spell itself has a wider area of effect, then use its normal spread. Imposition of the Mind – (Megalomania or a Serious Narcissistic bout is needed to qualify for this feat) This feat allows the character to express the depths of his madness to any creature near by. Consider it a gaze attack, 30 feet cone. All creatures of Int 2 or above must make a will save against (25 – Current sanity points of the PC making the attack) or lose 1d3 sanity points and considered frightened. This can be done (5- remaining sanity points)/day. Avatar of Genius – (Must have had Mageo or Super Psychosis to qualify for this feat) The brain is not supposed too work as fast or as hard as this PC’s mind is. It is in the most extended overdrive that is possible. Int +6, Wis +4. But will save suffers by -3 due to the complete and overwhelming influx of information just keeps a window open into the PC’s brain. Everything made by an Int skill with the character becomes twisted but completely usable. 1-50% more effective in-fact, but causes sanity checks for any other user than the maker. All spells are cast with a complete mania, increasing the effective caster level (ECL) by +2. 1 0 0 Avatar of Self-Hypnosis – (Somatoform disorders) The PC’s brain has manipulated itself into things that are completely unnatural. All physical stats are increased by +4 and gains a natural DR of 5/lawful, as the character believes completely and 500% in his abilities. This has supercharged his bio electric field and his metabolism to complete these changes. But at the first time the PC takes damage in Any combat situation, he must make a will save (DC = 20 – remaining sanity points ), not to go into Frenzy. If the character Saves, he will not need another until his hit points are reduced too 30% or less. If this save is made, no others are needed in this singular encounter. If he fails the PC strikes with a +4 Str and Con at any and all characters within his reach. If none are within reach he will advance to the nearest one at his max move. No Intelligence or Wisdom skills may be used while in a Frenzy, and he can not be calmed down or reasoned with in the slightest. The Frenzy lasts for 5 – current sanity points/ rounds. There is no limit to the amount per day this may happen. Sanity Feats These feats are only, ONLY available to persons with a good amount of Sanity. Stable, grounded and confident, these characters can use these feats only if their Sanity Points stay above the minimum sanity points required. MSP= Minimum Sanity Points Required MSP Feat Descriptions 15 Clarity of Mind – The mind of the PC is calm and controlled. Int and Wisdom scores are increased by +2. Also, his check to save vrs insanity is increased by 2, though the actual sanity score is not increased what so ever. 17 Faithful Endurance – When the PC must make a Sanity Check, consider his sanity score at +4 from what it is. This does not actually change the Sanity Score, and Fortitude saves are increased by +4. The sheer faith of the character in himself, deity, or pseudo religious beliefs buoy him in life. 14 Complete Organization – All perception checks and initiative checks are added to by +4. Any Int checks that deal with the characters mind are also increased by +2 14 Complete Focus – All concentration checks are made at a +6 to the character’s natural skill. No disturbances besides complete removal or incapacitation of the subject bother him. 18 Soothing Presence – All those around you in 30 feet get a +5 to their sanity whenever a sanity check is made. This does not change the actual level of sanity the character has. You can easily be a source of Mental Therapy for characters going through insanity effects. No heal roll needed. 13 Psycho Somatic Control – The PC must have at one point been victim of a Somatic disorder. He is now able to control his thoughts and feelings, even body through a consistent, definite control. This gives him a +4 to all will saves and a +2 to fortitude saves. 16 Self Sacrifice – (Only Available too Positive Energy Casters) The character may sacrifice any number of hit points to increase the amount of +HP healed in a spell. Example: 1d8+4, sacrifice 20 hp = 1d8+24. Law Vrs Chaos – The PC’s mind is so ordered and self sufficient that he may actually use the force of his 20 20 personality as a weapon. While in combat, the PC may target any creature within 10ft and make an opposed Sanity check, DC being the average numeral between them +15. The one that fails by the most, takes the difference of failure in d8 damage. Power of the Mind – The PC’s mind has become so powerful in its focus that the character can change his own physical prowess at will. This is most often found in monks or clerics. You may increase your Dex, Str and Con by +4 for a duration equal too (Sanity Points Remaining) in minutes. During a time of rest such as sleeping or otherwise, your natural healing rates are tripled.