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High Energy (3.5e Trait)

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Author: Halloweenman33 (talk)
Date Created: 3/8/17
Status: Finished, but open to improvement suggestions
Editing: Clarity edits only please
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High Energy

You have a lot of energy. You get excited very easily, are moving almost constantly, and can keep going for hours after most others have gotten tired and need to rest.

Benefit: You are very hyper and don’t tire easily. You are effectively partially under the constant effects of a Haste spell. You gain a +1 bonus on attack rolls, a +1 dodge bonus to AC and Reflex Saves (which you lose if you lose your Dexterity bonus to AC), and your speed increases by 10. You do not gain the extra attack granted by Haste. Additionally, you gain a +5 bonus on Jump checks and are immune to Fatigue

Drawback: You may not tire easily, but when you finally do, you completely crash. Whenever you would normally become Fatigued, you become Exhausted instead. Whenever you would normally become Exhausted, you pass out completely as though under the effects of a Sleep spell. You are so hyper that many people find you annoying and sometimes have difficulty understanding you because you talk so quickly. You take a -5 penalty on all social rolls. You can also grow impatient with your companions if they are taking too long to get moving for your liking.

Special: Haste has no effect on you whatsoever. Slow not only counters your High Energy, but also applies its normal effects and Exhausts you.

Special 2: Drinking coffee or any other caffeinated beverage has bizarre effects on you. Consuming caffeine causes you to be affected as though you two Haste spells were cast on you and actually stacked. This triples your Speeds, grants the extra action, and doubles your bonuses from Haste. However, it also causes you to be under the effects of the Run feat for the duration of the boost. You cannot move without running at full speed and hop constantly when staying in one place. Your speech speeds up to such insanely fast levels that not only do your penalties to social rolls increase to -15, but anybody trying to talk to you must make a Listen check (DC 20+1 per failed roll) in order to understand you. This effect lasts for 10 rounds, after which you become Exhausted, Sickened, and Staggered.

Roleplaying Ideas: Everything excites you and you are eager to get started. It’s not your fault that your friends are so much slower.




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