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Madness Feats -3.5 E, Unrelated to Sanity System
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<blockquote data-quote="TabletopNuke" data-source="post: 4989116" data-attributes="member: 86169"><p>Each madness feat is basically equal to 2 regular feats, balanced out by the Wisdom check penalty. </p><p></p><p></p><p>I was a little unsure about Insane Confidence. As it is, most PCs with a hefty madness score will pick it up regardless of their Charisma, just to escape the Will penalty. </p><p>However, if I leave the penalty, the feat only barely surpasses Complete Adventurer's Force of Personality. In that case, it probably isn't worth the penalty increase, and gets doomed to the forgotten pit of sucky feats (a fate I would hate to condemn one of my homebrewed babies too). </p><p></p><p>Here are some ideas for rewriting the feat:</p><p>Allows character to use Cha for Will saves, and halves the madness penalty for Will</p><p>-or-</p><p>Halves the madness penalty for Will,but provides no other benefit </p><p>-or-</p><p>Removes the madness penalty on Will saves, but provides no other benefit (This would significantly reduce the cost of a madness score, but basically costs a feat slot)</p><p></p><p>Which one sounds best?</p><p></p><p></p><p>Lunatic Sagacity has the same benefit as the Omniscient Whispers spelltouched feat from Unearthed Arcana, except its usable twice a week, instead of once. You think that's not enough to offset the madness penalty?</p><p>I'm a little concerned about the balance of the feat, if it just caused fatigue. What do you think? </p><p></p><p></p><p></p><p>Unpredictable is a combination of the Dodge feat and the Neraph Charge feat from the Planar Handbook. Is Neraph Charge broken? No one in my group ever used it. </p><p></p><p></p><p></p><p>I'd be honored if you used my feats. I'd also love feedback on how it turns out. I've only playtested these with one character so far.</p><p></p><p>Also, I'm playing with the idea of an Enchantment spell/Telepathy power that can drive the target insane, forcing them to replace a feat they already have with a madness feat (Will Negates). Any thoughts?</p></blockquote><p></p>
[QUOTE="TabletopNuke, post: 4989116, member: 86169"] Each madness feat is basically equal to 2 regular feats, balanced out by the Wisdom check penalty. I was a little unsure about Insane Confidence. As it is, most PCs with a hefty madness score will pick it up regardless of their Charisma, just to escape the Will penalty. However, if I leave the penalty, the feat only barely surpasses Complete Adventurer's Force of Personality. In that case, it probably isn't worth the penalty increase, and gets doomed to the forgotten pit of sucky feats (a fate I would hate to condemn one of my homebrewed babies too). Here are some ideas for rewriting the feat: Allows character to use Cha for Will saves, and halves the madness penalty for Will -or- Halves the madness penalty for Will,but provides no other benefit -or- Removes the madness penalty on Will saves, but provides no other benefit (This would significantly reduce the cost of a madness score, but basically costs a feat slot) Which one sounds best? Lunatic Sagacity has the same benefit as the Omniscient Whispers spelltouched feat from Unearthed Arcana, except its usable twice a week, instead of once. You think that's not enough to offset the madness penalty? I'm a little concerned about the balance of the feat, if it just caused fatigue. What do you think? Unpredictable is a combination of the Dodge feat and the Neraph Charge feat from the Planar Handbook. Is Neraph Charge broken? No one in my group ever used it. I'd be honored if you used my feats. I'd also love feedback on how it turns out. I've only playtested these with one character so far. Also, I'm playing with the idea of an Enchantment spell/Telepathy power that can drive the target insane, forcing them to replace a feat they already have with a madness feat (Will Negates). Any thoughts? [/QUOTE]
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