Deathtouched
2008-02-13, 12:43 PM
[Feats] Self-Mutilation
(And yes, this is emo D&D, thank-you-very-much, extremely emo)
Self-Mutilation: Extensive Scarring
By cutting yourself regularly and then quickly healing, you have built up a large amount of scar tissue and scabbing that makes your skin thick and irregular.
Benefit: You gain a +2 natural armor bonus to your AC. Because your scarred skin is heavier and less flexible, you take a -2 penalty on all Balance, Move Silently, and Tumble checks
Self-Mutilation: Overly Scarred
Because you are constantly cutting yourself and forming scar tissue, your skin has become resistant to the blade.
Benefit: You gain damage reduction 5/bludgeoning. Because of your horribly scarred body, you take a -4 penalty on all Bluff and Diplomacy checks.
Self-Mutilation: Eye Gouged
By gouging out your own eyes, you have learned to rely on other senses and have become immune to eye-based effects.
Benefit: You are immune to all gaze attacks and blinding attacks. You do not usually need to make a Spot or Listen check to notice creatures within 50 ft of you. Magical concealment on your target does not give you a miss chance. Because you can no longer see, you take a -2 penalty on melee attacks and a -10 penalty on ranged attacks. You cannot distinguish the shapes of objects or creatures.
Self-Mutilation: Frightful Visage
By purposefully mutilating your face, you have become a terrible sight to behold.
Benefit: You take a +4 bonus on all Intimidate checks. Any creature your level or lower within 30 ft that views your face directly must succeed on a Will save or become shaken for 1d6 rounds (DC 10 + 1/2 your level + your Charisma modifier). Any creatures that succeed on the Will save are immune to your presence for 24 hours. Because you are so hideous, you take a -4 penalty on all Bluff, Diplomacy, Disguise, and Handle Animal checks.
Self-Mutilation: Muscle Acupuncture
By sticking large metal needles into certain muscles on your body to stimulate them, you are able to increase your physical power in short bursts.
Benefit: You take a +2 bonus on all Strength-based checks. Because your muscles are pained and overworked, every time that you make a Strength-based check you must succeed on a Fortitude saving roll or your muscles will go into spasms (DC 12). The spasms will last for 1d6 minutes and during that time you will take a -2 penalty to all attacks and your AC.
Self-Mutilation: Painful Piercings
After piercing your entire body with sharp bits of metal, you have grown used to the metal and become resistant to the pain.
Benefit: You gain damage reduction 5/adamantine. Because the enormous amount of metal in your body is harmful to your brain, you take -2 on all Intelligence-based checks.
Self-Mutilation: Nerveless
Because you have systematically destroyed certain nerves in your body, you no longer feel heat or cold.
Benefit: You gain resistance 5 from cold and fire energy. Because your tampering affects other parts of your sensory system, you take a -2 penalty on all Spot, Search, and Listen checks.
Self-Mutilation: Flayed Skin
By carefully stripping off your own skin, you have forced your body to heal faster.
Benefit: You gain fast healing and every round, you heal 1 hit point. Because your skin is weakened, you take 3 extra points of damage from any physical attack that hits you.
Self-Mutilation: Metal Teeth
After tearing out your own teeth and replacing them with metal fangs, you are able to use your mouth as a weapon.
Benefit: You have a natural bite attack that you are considered proficient with. As a normal attack you can deal 1d6 damage that counts as piercing, slashing, and bludgeoning damage. Because your mouth is overcrowded and hard to work, you take a -2 penalty on all Diplomacy and Gather Information checks.
Self-Mutilation: Reinforced Hands
Because you have shoved metal rods into your hands to stiffen them, you are able to hit harder without bending or breaking.
Benefit: You gain +1 damage on all attacks. Because your hands can no longer move correctly, you take a -2 penalty on all Disable Device, Sleight of Hand, Open Lock, and Perform (musical instrument) checks.
Self-Mutilation: Torn Spine
By tearing your spine from its place and putting it partially outside your body, you have become more flexible.
Benefit: You take a +2 bonus on all Tumble, Balance, and Escape Artist checks. Because your spine is easily damaged, opponents attempting a Sneak Attack or Critical Hit get a +2 bonus to their check.
Self-Mutilation: Dead Nerve
By killing most of the sensory nerves throughout your body, you have become resistant to large amounts of damage.
Benefit: You are able to take 10 less points of damage from critical hits and sneak attacks. Because you can not process electrical impulses correctly, you have vulnerability 5 to electrical energy.
Self-Mutilation: Minor Lobotomy
Because you have cut out a part of your brain controlling emotion, you are immune to fear and panic.
Benefit: You are immune to all fear effects. You take a +2 bonus on all will saves against mind-affecting spells and spell effects. Because your lobotomizing has injured your brain, you take a -4 penalty on all Intelligence-based checks.
EDIT: Alright, I've changed some things about them, though I'm wondering if Muscle Acupuncture should just be a fatigue thing or even just a skill penalty. I've also removed the prerequisites and added a few more of my ideas. In any case, you have to remember that this is self-mutilation, not getting new spells. The bonuses and penalties aren't supposed to always make perfect sense and they don't need to balance. Somehow I doubt that carving up your own body is going to be a process that gives exact results. :smallannoyed: Anyways, what else do you think I should change, because making these up is fun! :smallbiggrin: The only problem is that they can't really go more than skin deep, otherwise the mechanics would change. Ex: Is self-lobotomy a self-mutilation?
(And yes, this is emo D&D, thank-you-very-much, extremely emo)
Self-Mutilation: Extensive Scarring
By cutting yourself regularly and then quickly healing, you have built up a large amount of scar tissue and scabbing that makes your skin thick and irregular.
Benefit: You gain a +2 natural armor bonus to your AC. Because your scarred skin is heavier and less flexible, you take a -2 penalty on all Balance, Move Silently, and Tumble checks
Self-Mutilation: Overly Scarred
Because you are constantly cutting yourself and forming scar tissue, your skin has become resistant to the blade.
Benefit: You gain damage reduction 5/bludgeoning. Because of your horribly scarred body, you take a -4 penalty on all Bluff and Diplomacy checks.
Self-Mutilation: Eye Gouged
By gouging out your own eyes, you have learned to rely on other senses and have become immune to eye-based effects.
Benefit: You are immune to all gaze attacks and blinding attacks. You do not usually need to make a Spot or Listen check to notice creatures within 50 ft of you. Magical concealment on your target does not give you a miss chance. Because you can no longer see, you take a -2 penalty on melee attacks and a -10 penalty on ranged attacks. You cannot distinguish the shapes of objects or creatures.
Self-Mutilation: Frightful Visage
By purposefully mutilating your face, you have become a terrible sight to behold.
Benefit: You take a +4 bonus on all Intimidate checks. Any creature your level or lower within 30 ft that views your face directly must succeed on a Will save or become shaken for 1d6 rounds (DC 10 + 1/2 your level + your Charisma modifier). Any creatures that succeed on the Will save are immune to your presence for 24 hours. Because you are so hideous, you take a -4 penalty on all Bluff, Diplomacy, Disguise, and Handle Animal checks.
Self-Mutilation: Muscle Acupuncture
By sticking large metal needles into certain muscles on your body to stimulate them, you are able to increase your physical power in short bursts.
Benefit: You take a +2 bonus on all Strength-based checks. Because your muscles are pained and overworked, every time that you make a Strength-based check you must succeed on a Fortitude saving roll or your muscles will go into spasms (DC 12). The spasms will last for 1d6 minutes and during that time you will take a -2 penalty to all attacks and your AC.
Self-Mutilation: Painful Piercings
After piercing your entire body with sharp bits of metal, you have grown used to the metal and become resistant to the pain.
Benefit: You gain damage reduction 5/adamantine. Because the enormous amount of metal in your body is harmful to your brain, you take -2 on all Intelligence-based checks.
Self-Mutilation: Nerveless
Because you have systematically destroyed certain nerves in your body, you no longer feel heat or cold.
Benefit: You gain resistance 5 from cold and fire energy. Because your tampering affects other parts of your sensory system, you take a -2 penalty on all Spot, Search, and Listen checks.
Self-Mutilation: Flayed Skin
By carefully stripping off your own skin, you have forced your body to heal faster.
Benefit: You gain fast healing and every round, you heal 1 hit point. Because your skin is weakened, you take 3 extra points of damage from any physical attack that hits you.
Self-Mutilation: Metal Teeth
After tearing out your own teeth and replacing them with metal fangs, you are able to use your mouth as a weapon.
Benefit: You have a natural bite attack that you are considered proficient with. As a normal attack you can deal 1d6 damage that counts as piercing, slashing, and bludgeoning damage. Because your mouth is overcrowded and hard to work, you take a -2 penalty on all Diplomacy and Gather Information checks.
Self-Mutilation: Reinforced Hands
Because you have shoved metal rods into your hands to stiffen them, you are able to hit harder without bending or breaking.
Benefit: You gain +1 damage on all attacks. Because your hands can no longer move correctly, you take a -2 penalty on all Disable Device, Sleight of Hand, Open Lock, and Perform (musical instrument) checks.
Self-Mutilation: Torn Spine
By tearing your spine from its place and putting it partially outside your body, you have become more flexible.
Benefit: You take a +2 bonus on all Tumble, Balance, and Escape Artist checks. Because your spine is easily damaged, opponents attempting a Sneak Attack or Critical Hit get a +2 bonus to their check.
Self-Mutilation: Dead Nerve
By killing most of the sensory nerves throughout your body, you have become resistant to large amounts of damage.
Benefit: You are able to take 10 less points of damage from critical hits and sneak attacks. Because you can not process electrical impulses correctly, you have vulnerability 5 to electrical energy.
Self-Mutilation: Minor Lobotomy
Because you have cut out a part of your brain controlling emotion, you are immune to fear and panic.
Benefit: You are immune to all fear effects. You take a +2 bonus on all will saves against mind-affecting spells and spell effects. Because your lobotomizing has injured your brain, you take a -4 penalty on all Intelligence-based checks.
EDIT: Alright, I've changed some things about them, though I'm wondering if Muscle Acupuncture should just be a fatigue thing or even just a skill penalty. I've also removed the prerequisites and added a few more of my ideas. In any case, you have to remember that this is self-mutilation, not getting new spells. The bonuses and penalties aren't supposed to always make perfect sense and they don't need to balance. Somehow I doubt that carving up your own body is going to be a process that gives exact results. :smallannoyed: Anyways, what else do you think I should change, because making these up is fun! :smallbiggrin: The only problem is that they can't really go more than skin deep, otherwise the mechanics would change. Ex: Is self-lobotomy a self-mutilation?