So, I've been toying with the idea of playing an insane PC in an upcoming campaign for a total change of pace. Assuming it's ok with the DM, I wanted some ideas on "special characteristics" that are balanced yet fitting and possibly entertaining.
I was going to have a background rife with hooks ... character used to be a very powerful telepath, but something went wrong (either faced off with the wrong bad guy, went for some forbidden knowledge type of stuff, etc.). So when he now levels up, he more "remembers" lost powers.
Besides just roll playing him in an entertaining (and potentially annoying to the other players) fashion, the obvious thing is to modify his powers. For example, Brain Lock now becomes "Dance with me". He uses this power to compell someone to dance with him. They can still defend as usual, though on each one's turn (me and the dance partner) you can make an opposed will roll to try and "lead" your partner half your movement somewhere. Same duration and other stats as Brain Lock. Higher level version of this could be a rumba line, or whatever it's called, where everyone holds each other's hips and dances in a line. It could compell others seeing it to join, unfortuantely including your allies (or not so unfortunate).
Anyway, random spell suggestion are always welcome, but I was looking more suggestions on core modification outside the normal scope of the rules. And everything has to be balanced.
A few things I was thinking of was -4 with all charisma based skills vs. most people. Maybe +2 to saves vs. mind control since my mind is so random, but this has to be balanced by a decent minus. I was also thinking of having people have a really hard time remembering me or anything about me. I can't tell if this is a plus or minus, or maybe both depending on the circumstances, but it seemed like a cool effect that fit the character concept.
That about as far as I got. I think it would be quite a challenge to play so I'm looking forward to making it work out, should be really interesting, and I think the DM will like it, though the other players will probably go up and down on being entertained mixed with annoyance when I work against them sometimes.
I was thinking of trying to adapt the wild magic rules to psionics for this character too.
Anyway, opinions welcome.
I was going to have a background rife with hooks ... character used to be a very powerful telepath, but something went wrong (either faced off with the wrong bad guy, went for some forbidden knowledge type of stuff, etc.). So when he now levels up, he more "remembers" lost powers.
Besides just roll playing him in an entertaining (and potentially annoying to the other players) fashion, the obvious thing is to modify his powers. For example, Brain Lock now becomes "Dance with me". He uses this power to compell someone to dance with him. They can still defend as usual, though on each one's turn (me and the dance partner) you can make an opposed will roll to try and "lead" your partner half your movement somewhere. Same duration and other stats as Brain Lock. Higher level version of this could be a rumba line, or whatever it's called, where everyone holds each other's hips and dances in a line. It could compell others seeing it to join, unfortuantely including your allies (or not so unfortunate).
Anyway, random spell suggestion are always welcome, but I was looking more suggestions on core modification outside the normal scope of the rules. And everything has to be balanced.
A few things I was thinking of was -4 with all charisma based skills vs. most people. Maybe +2 to saves vs. mind control since my mind is so random, but this has to be balanced by a decent minus. I was also thinking of having people have a really hard time remembering me or anything about me. I can't tell if this is a plus or minus, or maybe both depending on the circumstances, but it seemed like a cool effect that fit the character concept.
That about as far as I got. I think it would be quite a challenge to play so I'm looking forward to making it work out, should be really interesting, and I think the DM will like it, though the other players will probably go up and down on being entertained mixed with annoyance when I work against them sometimes.
I was thinking of trying to adapt the wild magic rules to psionics for this character too.
Anyway, opinions welcome.