I tried my hand at a template for this a while back over on the
Skirmisher Publishing forums. Here was my result:
MULTI-MIND
Sometimes, a person will come across a situation that their mind is unable to handle. Whether it’s seeing something completely unbelievable, being attacked by powerful magic, or something else altogether, such an event can be shattering. When this happens, a rare few people will create an entirely new personality for themselves to get them through it. This “new” person has a mentality, personality, and abilities all their own, often emerging at times of great stress when the person’s original personality fails. These people are known to sages as multi-minds.
Creating a Multi-Mind
“Multi-Mind” is an acquired template that may be applied to any creature with an Intelligence of 3 or higher. A character may have this template applied more than once if they have more than one alternate personality.
A multi-mind uses all of the base creature’s statistics, except as noted here,
Hit Dice
The multi-mind’s Hit Dice do not change.
Attacks
The multi-mind's Base Attack Bonus does not change.
Special Attacks
All racial special attacks are retained. All of the multi-mind’s class-based special attacks are lost when it uses its multipersonality special quality (see below), and are replaced with the special attacks of its new class.
Special Qualities
All racial special qualities are retained. All of the multi-mind’s class-based special qualities are lost when it uses its multipersonality special quality (see below), and are replaced with the special qualities of its new class. A multi-mind gains the following special quality:
Multipersonality (Ex): A multi-mind is host to multiple personalities, each with different abilities. If a character is in a stressful situation (such as being brought below 50% hit points, becoming panicked, or any other situation the GM decides), he must make a Will save (DC 16) or an alternate personality comes out. This personality has all of the character’s same statistics, but has different class features (of a total level equal to the base creature’s class levels), mental ability scores, skills, feats, and alignment. If no other stressful situation arises, the personality returns to dormancy after 1d12 hours.
Abilities
Same as base creature. When the multipersonality special quality is in use, determine the new personality’s mental ability scores randomly (roll 4d6 and drop the lowest die for Intelligence, Wisdom, and Charisma). Once determined, these are retained for the alternate personality each time it emerges.
Skills
Same as base creature. When the multipersonality special quality is in use, the new personality has completely different skill ranks (determined from what class levels it has), and cannot use any of the base creature’s skill ranks.
Feats
Same as base creature. When the multipersonality special quality is in use, the new personality has completely different feats, and cannot use any of the base creature’s feats.
Saves
Same as base creature. When the multipersonality special quality is in use, the new personality's Wisdom score, feats, etc. may change their save modifiers.
Challenge Rating
Same as base creature +0.
Alignment
Same as base creature. When the multipersonality special quality is in use, the new personality has a completely different alignment.
Level Adjustment
Same as base creature +0.
Example Creature
This example multi-mind uses a Kiorin, a 4th-level human paladin, as the base creature. His alternate personality is Jessep, an immoral rogue. Neither has any idea that they are a multi-mind. Statistics listed are for both personalities unless otherwise noted.
Kiorin/Jessep CR 4
Male human Paladin 4 (Rogue 4)
LG (NE) Medium Humanoid (Human)
Init +0;
Senses Listen +1, Spot +1 (Jessep Listen +7, Spot +7)
Aura (Kiorin) aura of courage 10 ft.
Languages Common (Jessep Common, Goblinoid, Halfling)
-----
AC 14, touch 10, flat-footed 14
hp 26 (4 HD)
Fort +7 (+5),
Ref +3 (+1),
Will +3 (+0)
-----
Spd 30 ft.
Melee masterwork short sword +8 (Jessep +7) (1d6+2/19-20)
Ranged shortbow +4 (1d6/x3)
Space 5 ft.;
Reach 5 ft.
Base Atk +4;
Grp +6
Atk Options (Kiorin) smite evil 1/day
Atk Options (Jessep) sneak attack +2d6
Special Atks (Kiorin) turn undead 5/day
Combat Gear masterwork short sword
Spells Prepared (Kiorin) (CL 2nd)
1 –
cure light wounds (DC 12)
-----
Str 15,
Dex 11,
Con 13,
Int 8 (15),
Wis 12 (10),
Cha 14 (7)
SQ (Kiorin) aura of courage, aura of good, detect evil, divine grace, divine health
SQ (Jessep) evasion, trap sense +1, trapfinding, uncanny dodge
Feats (Kiorin) Endurance, Power Attack, Weapon Focus (short sword)
Feats (Jessep) Dodge, Point Blank Shot, Stealthy
Skills (Kiorin) Concentration +2, Diplomacy +4, Handle Animal +3, Heal +3, Knowledge (nobility and royalty) +2, Knowledge (religion) +2, Ride +2
Skills (Jessep) Bluff +5, Disable Device +9, Disguise +5, Escape Artist +6, Hide +8, Listen +7, Move Silently +8, Open Lock +7, Search +9, Sleight of Hand +6, Spot +7
Possessions combat gear plus masterwork chain shirt, shortbow, 40 arrows