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Thread: [Condition/Feats/Power] Fear Itself

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    The Vorpal Tribble's Avatar

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    Dec 2004
    The Mindfields

    Lightbulb [Condition/Feats/Power] Fear Itself

    A rabid creature becomes utterly worshipful of the source of their fear. They act as if dominated except they will perform self-destructive acts, fearing the source of their fear more than pain or death itself. They are immune to intimidation and lesser fear from other creatures unless they would also bring them to a rabid state. An opposed Charisma check is then made between the two sources of fear to see which the being comes to fear more.
    Rabid is a more extreme state than frightened or panicked.


    Adrenaline Junky [General]
    Prerequisite: Con 1, Int 3, Immunity to fear
    Benefit: You get an unhealthy kick out of what would normally freeze others in terror. You gain a morale bonus equal to the penalty you would normally take as if you had failed the save against whatever ability would normally cause you fear. As well, if you would normally become panicked you gain a +10 bonus to your speed types. If you would become Rabid you gain a +4 bonus to all checks.
    Special: If in a frightening situation, such as a fight, you may apply a +1 morale bonus to your armor class, attack, damage, initiative or saves for the duration of the encounter. This does not stack with the bonus gained from a fear effect.

    Fear Incarnate [General]
    Prerequisite: Fear-inducing ability or spell
    Benefit: When any ability or spell you possess would normally cause a creature to become fearful, such as Frightful Presence, they instead are affected one step beyond. Shaken creatures are frightened. Frightened creatures are panicked.


    Telepathy [Mind-Affecting]
    Level: Psion/Wilder 6
    Display: Auditory and material
    Manifesting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 hour/level
    Saving Throw: Will negates
    Power Resistance: Yes
    Power Points: 11

    You trigger a being's most primal emotions, making them fear you beyond all things to a state of worship. Those affected become Rabid.

    Augment: If you spend 4 additional power points you can even trigger fear in living creatures that are normally immune to fear, such as a Paladin. They do not become Rabid with this first manifestation. Instead their immunity is taken away. A second successful use of this power can then render them Rabid.
    Last edited by The Vorpal Tribble; 2008-10-23 at 04:44 PM.