Mental Conditioning (3.5e Flaw)
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Mental Conditioning
You have been heavily mentally conditioned, to the point you follow a set of rules and obey to a command word.
Prerequisite: Must not be mindless.
Effect: You take a -1 penalty on Will save and take the following penalties:
- You have a command word, if your command word is spoken the speaker may issue a command to you. This behave either as command or suggestion, the DC to resist them is DC 10 + your character level. Each you successfully resist a command, the next is made with a cumulative +1 to the DC. The DC reset the next time you rest. You cannot use your own command word.
- Choose three rules, you are unable to willingly break those rules. The rules can be overridden with a command from the command word. If you willing break those rules, you take an amount of non-lethal damage equal to your hit dice and a Daunt level.
- You are At Bay to hostile creatures within 60 feet you witnessed speaking your command word.
Benefit: Any bonus feat for which you meet the prerequisites.
Special: There are usually mechanics which can alter your command word and rules, usually in the hand of the original user. A GM's may determine how such a thing is possible, if at all. The effect of this flaw bypass immunity to compulsion and mind-affecting effect.
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Facts about "Mental Conditioning (3.5e Flaw)"
Author | Leziad + |
Flaw Grants | Any bonus feat for which you meet the prerequisites. + |
Identifier | 3.5e Flaw + |
Rating | Undiscussed + |
Summary | You have been heavily mentally conditioned, to the point you follow a set of rules and obey to a command word. + |
Title | Mental Conditioning + |