Schizophrenic (3.5e Flaw)

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Author: Anon
Date Created: 6/25/14
Status: Ready for testing;

Free to edit by anyone if discussed and agreed upon first.

Editing: Clarity edits only please
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Schizophrenic

Your personality changes, often vibrantly and unpredictably.

Prerequisite: Cha +13, Int +13, Living creature with a discernible mind.

Effect: Anytime you are attempting to make a Charisma-based Check (Bluff, Diplomacy, Intimidate...), you must make a Will Save DC 10 + Character Level. The reason this is 10 + Character Level is because as you progress further, you age more and your mind has witnessed greater tragedies and horrors, leaving your mind scarred and fractured. If you succeed the Save, you continue about your business completely normal. However, depending how sever you fail the save you may have different consequences. These consequences stack. Should you fail, you may make a single Save once per Round to try and snap back into your normal mentality. If you fail your Save by a different amount, you now use your current degree. For example, if you failed initially by only 02, you may become oblivious to the fact you are walking knee-deep in thornbushes. Failing the Save on your next Turn may result in a massive 16 and you suddenly and violently attack your Fighter. On your next Turn you fail, but only by 05, and you remain oblivious and Shaken, but you no longer feel the need to attack anyone near you.

Failing the Save by:

01 - 04: You seem dislocated and confused. There is not a real "penalty" here, so much as you just seem to not be paying much attention to the world surrounding you.

05 - 09: You become Shaken until you succeed a Will Save DC 10 + CL; One Check may be made per Round after the initial fail.

10 - 14: You accidentally engage in an opposite Check, which your DM decides. For example, perhaps you are attempting to Bluff your way out of being questioned by a guard, and you accidentally Intimidate him instead. Additionally, your Alignment shifts by a single degree in the most ineffective method possible. For example, a Lawful Good person acts like a Lawful Evil or a Chaotic Good person for the duration of their Round. A bit of considered roleplaying may need to be established, but generally NPC reactions should be easy enough to understand. For example, if you are trying to beg a pardon by a King for your Fighter's drunken behavior last night and accidentally slip into a Chaotic Good mood, you may only add to your problems. For Neutral characters, the DM will decide which is the worse option.

15 - 19+: You become violent and make a single attack toward the closest living creature, regardless if it is a friend, a foe, or an innocent bystander. If there isn't anyone within your immediate vicinity (Your physical reach + 5'-step), you instead attack yourself. For example, a Medium Rogue may haul off and shank their Healer who is tending to a wound on his own leg. This would of course follow all combat-related rules; It would be considered an Attack of Opportunity, Flanking, and a Sneak Attack. Likewise, a Monk with a quarterstaff may step and strike with Reach at the guard your Bard is trying to negotiate with. Lastly, a lone Fighter who is trying to Intimidate his rival may end up snapping and striking himself with his own axe. Additionally, your Alignment shifts it's full class. A Lawful Good character becomes Chaotic Evil until a Will Save is completed. Again, you may make a single Save once per Round.

Benefit: Any bonus feat for which you meet the prerequisites.

Special: Feel free to add appropriate ideas for casting Spells.




Back to Main Page3.5e HomebrewCharacter OptionsFlaws

Flaw GrantsAny bonus feat for which you meet the prerequisites. +
Identifier3.5e Flaw +
RatingUnrated +
SummaryYour personality changes, often vibrantly and unpredictably. +
TitleSchizophrenic +