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Penalty for debilitating headaches?
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<blockquote data-quote="genshou" data-source="post: 2409834" data-attributes="member: 13164"><p>Oooh, that's an excellent idea for fantasy campaigns! I know that when *I* get a migraine, my senses are <em>very</em> enhanced.</p><p></p><p>These rules are of particular interest to me, because this is something I would like to apply to Evendur from my story hour. I'm thinking along the following lines for a benefit that makes sense based on the specific drawback (instead of choosing any random benefit, this one is related to migraines). Let me know what you think of it:</p><p></p><p><strong>Inopportune Migraine</strong></p><p>Each day at dawn, the GM makes a d20 roll in secret. On a result of 1-5, the character develops a migraine at some point that day. The migraine does not occur for 1d20 hours. The character begins to sense the onset of the migraine when one hour remains ("Oh, great, I feel a migraine coming on"). Every time the character enters a stressful situation (any situation that would prohibit taking 10), uses a spell or spell-like ability, or similarly exhausts their mental energy, they must make a Will saving throw (DC 15). The GM should make these saves occasionally when there is no actual risk of migraine, in order to keep the player clueless. If the save is failed, the remaining time until onset is reduced by five hours plus one hour per additional point by which the save was failed. For example, Evendur is slated to suffer from a migraine in 12 hours. He is attacked by bandits, and the GM rolls a Will saving throw against the DC. Rolling a 12, his result is 3 points below the DC, so the time remaining is reduced by 8 hours to a mere 4.</p><p></p><p>When the time remaining drops to 0, the character suffers a migraine for 1d4 hours.</p><p>He suffers the following penalties:</p><p> • Fatigued, or if already fatigued, exhausted. If already exhausted, the character blacks out until the migraine wears off.</p><p> • -5 penalty to all Int checks and Int-based skills, as well as Concentration.</p><p> • Every time the character attempts to cast a spell or use a spell-like ability, they must first succeed at a Concentration check (DC 10 + Spell Level).</p><p> • -2 resistance penalty to all saving throws against damaging or deafening sonic effects.</p><p> • If the character hears a sound with Listen DC of -5 or below, he must make a Fortitude saving throw or be stunned for 1 round. The DC necessary to trigger the stunning effect goes one point further into the negatives for each increment of range (so, a sound 50 feet away only triggers stunning if the DC is -10 or lower).</p><p> • Light blindness as a drow elf.</p><p> • Vigorous motion (including being engaged in combat) causes the character to become nauseated for the duration of the triggering motion and for 1d4 minutes thereafter.</p><p></p><p>For all its penalties, having a migraine can be particularly beneficial in some circumstances:</p><p> • +4 to Spot checks and +10 to Listen checks.</p><p> • Low-light vision as an elf, or low-light vision is increased by one multiplier (elves see three times as far as a human, dragons see fives times as far, etc.)</p><p> • Effective hardness 1 against all damage. The character is so focused on the intense pain in their head that they can shrug off very minor damage, as well as slightly reducing harder hits.</p><p> • Because of the constant squinting and intense focus of the character's perceptions, he reduces miss chance for concealment by 10% against any target with less than total concealment.</p><p> • +6 resistance bonus on saves vs. Illusion spells.</p><p> • Partial see invisibility: The character gains a +10 bonus on Spot checks to notice there is an invisible creature or object nearby.</p><p></p><p>Any of the above is subject to change based on your opinions; it's just what I was able to throw together in a few minutes beforere a real-world migraine is going to hit me.</p></blockquote><p></p>
[QUOTE="genshou, post: 2409834, member: 13164"] Oooh, that's an excellent idea for fantasy campaigns! I know that when *I* get a migraine, my senses are [I]very[/I] enhanced. These rules are of particular interest to me, because this is something I would like to apply to Evendur from my story hour. I'm thinking along the following lines for a benefit that makes sense based on the specific drawback (instead of choosing any random benefit, this one is related to migraines). Let me know what you think of it: [B]Inopportune Migraine[/B] Each day at dawn, the GM makes a d20 roll in secret. On a result of 1-5, the character develops a migraine at some point that day. The migraine does not occur for 1d20 hours. The character begins to sense the onset of the migraine when one hour remains ("Oh, great, I feel a migraine coming on"). Every time the character enters a stressful situation (any situation that would prohibit taking 10), uses a spell or spell-like ability, or similarly exhausts their mental energy, they must make a Will saving throw (DC 15). The GM should make these saves occasionally when there is no actual risk of migraine, in order to keep the player clueless. If the save is failed, the remaining time until onset is reduced by five hours plus one hour per additional point by which the save was failed. For example, Evendur is slated to suffer from a migraine in 12 hours. He is attacked by bandits, and the GM rolls a Will saving throw against the DC. Rolling a 12, his result is 3 points below the DC, so the time remaining is reduced by 8 hours to a mere 4. When the time remaining drops to 0, the character suffers a migraine for 1d4 hours. He suffers the following penalties: • Fatigued, or if already fatigued, exhausted. If already exhausted, the character blacks out until the migraine wears off. • -5 penalty to all Int checks and Int-based skills, as well as Concentration. • Every time the character attempts to cast a spell or use a spell-like ability, they must first succeed at a Concentration check (DC 10 + Spell Level). • -2 resistance penalty to all saving throws against damaging or deafening sonic effects. • If the character hears a sound with Listen DC of -5 or below, he must make a Fortitude saving throw or be stunned for 1 round. The DC necessary to trigger the stunning effect goes one point further into the negatives for each increment of range (so, a sound 50 feet away only triggers stunning if the DC is -10 or lower). • Light blindness as a drow elf. • Vigorous motion (including being engaged in combat) causes the character to become nauseated for the duration of the triggering motion and for 1d4 minutes thereafter. For all its penalties, having a migraine can be particularly beneficial in some circumstances: • +4 to Spot checks and +10 to Listen checks. • Low-light vision as an elf, or low-light vision is increased by one multiplier (elves see three times as far as a human, dragons see fives times as far, etc.) • Effective hardness 1 against all damage. The character is so focused on the intense pain in their head that they can shrug off very minor damage, as well as slightly reducing harder hits. • Because of the constant squinting and intense focus of the character's perceptions, he reduces miss chance for concealment by 10% against any target with less than total concealment. • +6 resistance bonus on saves vs. Illusion spells. • Partial see invisibility: The character gains a +10 bonus on Spot checks to notice there is an invisible creature or object nearby. Any of the above is subject to change based on your opinions; it's just what I was able to throw together in a few minutes beforere a real-world migraine is going to hit me. [/QUOTE]
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