Alternate Fear Rules

Archade

Azer Paladin
Hi guys,

Heroes of Horror has some interesting ideas about fear effects, such as dread, weariness, and shock. However, it's DM's discretion. I was thinking a random effect for fear might be better than running away all the time, so here's what I've come up with -- please critique and tell me what you think.

Fear:
Roll for random effects for each level of fear instead of regular effect

Shaken
o 01-25 - Shaken Condition as normal (-2 on attacks, saves, skill checks, and ability checks) – if target’s level of fear is escalated, roll randomly on Frightened table below
o 26-50 - Shock (Dazed for 1 round rather than duration of fear effect) and roll for new shaken condition next round.
o 51-75 - Fatigued (-2 to Str/Dex, can’t run or charge) – if fear escalated, target becomes exhausted.
o 76-00 - Sickened (-2 penalty on attacks, damage, saves, skill checks, ability checks) – if fear escalated, target becomes nauseated.

Frightened
o 01-20 - Frightened condition (flee the source of fear, -2 on attacks, saves, skill checks, and ability checks) – if target’s level of fear is escalated, roll randomly on the Panicked table below
o 21-40 - Extreme Shock (Stunned for 1 round rather than duration of fear effect - drops everything held, can’t take actions, -2 to AC, loses Dex bonus to AC) and roll for new Frightened condition next round.
o 41-60 - Extremely Shaken (-4 on attacks, saves, skill checks, and ability checks) – if target’s level of fear is escalated, roll randomly on Panicked table below
o 61-80 - Exhausted (move at 1/2 speed, -6 to Str/Dex) – if fear escalated, target becomes staggered?
o 81-00 - Nauseated (unable to attack, cast spells, concen-trate on spells, or do anything requiring attention - only a single move action per turn) – if fear escalated, target becomes disabled

Panicked
o 01-20 - Panicked (drop anything held and flee at top speed from the source of its fear, as well as any other dangers it encounters, along random path, taking no other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks, if cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
o 21-40 - Numb from Shock (Staggered - take a single move action or standard action each round, no full-round actions)
o 41-60 Confused (as the confused effect, roll randomly each round)
o 61-80 Faint – Character is rendered unconscious, and can be woken with a DC 15 Heal check
o 81-00 Curled in a fetal ball (Helpless - completely at opponent’s mercy, effective Dex of 0 (-5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets.
 

log in or register to remove this ad

Remove ads

Top