Autohypnosis

Autohypnosis

(Wisdom; Trained Only)
You have trained your mind to gain mastery over your body and the mind's own deepest capabilities.  

Check

The DC and the effect of a successful check depend on the task you attempt, shown in the autohypnosis checks table.  
autohypnosis checks table
  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.   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.   Resist Dying: You can attempt to subconsciously prevent yourself from Dying. If you start your turn with the Dying condition (see Injury and Death for more details), you can substitute a DC 20 Autohypnosis check for your Constitution save. If the check is successful, you're hit points are brought to 0 and your status is upgraded to Disabled. Failing this check has the same results as failing your Constitution save, using the DC the Constitution save would have been to determine death. You can continue to substitute this check in later rounds if you are initially unsuccessful.   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.   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.   Willpower: If reduced to 0 hit points (), you can make a DC 20 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.   Ignore Poison: 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 ignores.   Remain Conscious: If reduced to negative hit points but not Dead, make a Autohypnosis check. If successful, you do not go Unconscious and can continue taking actions until you die or stabilize (you are still considered Dying and still make Constitution saves). You take 1 point of damage at the end of each of any turn in which you take a Standard Action or Full-Round Action, just as though you were Disabled, and must make a new check each time you take damage to remain conscious.   Slippery Mind: 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.   Temporary Hit Points: With a successful Autohypnosis check, you gain temporary hit points equal to your level + you 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.   Damage Reduction: On a successful Autohypnosis check, you gain Damage Reduction 2/-. The Damage Reduction lasts for 24 hours. You cannot check for damage reduction more than once per day. Damage Reduction gained through Autohypnosis stacks with Damage Reduction gained through all other sources.  

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).  

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.  

Contents


Comments

Please Login in order to comment!
Powered by World Anvil