Epilepsy (3.5e Flaw)

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Epilepsy (DnD Flaw)[edit]

Prerequisite: None

Summary: When under stress, there is a chance you will have a seizure

Severity: Absence, Clonic, Atonic

Absence[edit]

Detriment: Every turn the character is in a situation that is stressful, there is a chance that a seizure will occur. This chance should be determined by the DM based on how stressful the situation is and how well the character is coping. A character having an Absence seizure will 'Space out', becoming stunned for 1 round.

Benefit: One additional Feat

Clonic[edit]

Detriment: Every turn the character is in a situation that is stressful, there is a chance that a seizure will occur. This chance should be determined by the DM based on how stressful the situation is and how well the character is coping. A character having a Clonic seizure will twitch uncontrollably for 1d4 rounds, and will drop anything they are holding. They will automatically fail any physical test they were performing

Benefit: One additional feat. A character may choose, instead of gaining a feat, to gain +3 to will saves, to represent their mental discipline that is needed to reduce how often a seizure occurs.

Atonic[edit]

Detriment: Every turn the character is in a situation that is stressful, there is a chance that a seizure will occur. This chance should be determined by the DM based on how stressful the situation is and how well the character is coping. A character having an Atonic seizure will drop anything held and fall prone. This in effect causes the character to be unable to act until the next round, at which time the normal rules for picking up items and standing apply. The character may learn to use locked gauntlets to prevent the dropping of a weapon.

Benefit: One additional feat. A character may choose, instead of gaining a feat, to gain +3 to will saves, to represent the mental discipline that is needed to reduce how often a seizure occurs.



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