D20:Autohypnosis Skill
[top]Autohypnosis (Wis; Trained Only)
You have trained your mind to gain mastery over your body and the mind?s own deepest capabilities.
[top]Check
The DC and the effect of a successful check depend on the task you attempt.
Task | DC |
---|---|
Ignore caltrop wound | 18 |
Memorize | 15 |
Resist dying | 20 |
Resist fear Fear effect | DC |
Tolerate poison | DC |
Willpower | 20 |
[top]Ignore Caltrop Wound
If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn?t go away?it is just ignored through self-persuasion.
[top]Memorize
You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can?t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don?t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.
[top]Resist Dying
You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 class="errata" |
20
Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.
20
Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.
[top]Resist Fear
In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.
[top]Tolerate Poison
You can choose to substitute an Autohypnosis check for a saving throw against any standard poison?s secondary damage or effect. This skill has no effect on the initial saving throw against poison.
[top]Willpower
If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty?you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to ?1 hit points, as normal when disabled.
[top]Epic Check
You have trained your mind to ignore poison, resist mental influence, and convince your body that you are tougher than normal.
DC | Task |
---|---|
Poison?s DC + 5 | When poisoned, you can make an Autohypnosis check on your next action. A successful check indicates you do not have to make a saving throw against the poison?s secondary damage, which you instead automatically ignore. |
50 | If a failed saving throw indicates you are affected by any mind-affecting powers, spells, or spell-like effects, a successful Autohypnosis check allows an immediate second saving throw to resist the effect. If the mind-affecting effect normally does not allow a saving throw, a successful Autohypnosis check allows a saving throw. |
60 | With a successful Autohypnosis check, you gain temporary hit points equal to 10 + your Wisdom modifier. The temporary hit points persist until lost. You cannot check for temporary hit points more than once per day. Temporary hit points gained through Autohypnosis do not stack with temporary hit points gained through any other source. |
[top]Stabilize Self
Mortal wounds are less lethal for you.
DC | Task |
---|---|
30 | If reduced to negative hit points but not dead, make a Stabilize Self check. If successful, you do not go unconscious and can continue taking actions until you bleed to death or stabilize (you can also continue making stabilization checks). If healed or stabilized, you continue to take actions normally. |
60 | On a successful Stabilize Self check, you gain damage reduction 2/?. The damage reduction lasts for 12 hours. You cannot check for damage reduction more than once per day. Damage reduction gained through Stabilize Self does not stack with damage reduction gained through any other source. |
[top]Action
None. Making an Autohypnosis check doesn?t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).
[top]Try Again
Yes, for memorize and willpower uses, though a success doesn?t cancel the effects of a previous failure. No for the other uses.
[top]Synergy
If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks.
If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.
System Reference Document -> Skill Descriptions
If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks.
System Reference Document -> Skill Descriptions
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:57 AM 0 Comments, 9,663 Views |
, 05-19-2007 at 10:03 PM
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